User talk:Kim Chase/Temp

Hello
Hi, sry to bother you but it seems like your the person to come to when having ingame art bugs. I was wondering if it would be possible for you to take a look here at the problem I and many other players are having with anti-aliasing http://wiki.guildwars.com/wiki/ArenaNet_talk:Art_bugs#Anti-Aliasing_Armor_Bug

it would be greatly appreciated, thanks :) --Core Shadow 23:14, 19 January 2009 (UTC)


 * Sure thing, I passed that along for you. -Kim Chase 02:00, 20 January 2009 (UTC)


 * Thank you so much :D --Core Shadow 08:06, 20 January 2009 (UTC)

Got a question about Hero AI
Not positive it's an issue and I put it in the wrong place. Sorry. Aba Malatu means Forbidden Truth  04:19, 22 January 2009 (UTC)

Attention
We have a special event coming up. February 19th, 2009 is the one year anniversary of Dancing Daggers being reported as a bug by Izzy to his colleagues. If this skill is not fixed by February 20th, be sure to join me on that skill's feedback page and add countless number of happy birthday wishes to this bugged skill. ~Shard  03:04, 25 January 2009 (UTC)
 * As indirect as it may be, thanks for the bug report. -Kim Chase 01:32, 27 January 2009 (UTC)
 * thanks for the bug report Lol Izzy said that almost a year ago. -- adrin [[Image:User_adrin_ecto_sig.png]] 01:39, 27 January 2009 (UTC)
 * It wasn't really bug report. The bug report has been on that page for 11 months and supposedly it has also been in someone's "to-do" list for that time as well. This was just an invitation to celebrate 1 year of ignorance/laziness.  ~Shard  [[Image:User Shard Sig Icon.png]] 23:53, 27 January 2009 (UTC)

Diamond Djinn
Not sure whether to flag this as a bug or not, so I thought I'd ask here. Are regular Diamond Djinn supposed to have half attack speed, skill activation time, etc. and deal double damage? It feels like the Eternal Guardians in the Dasha Vestibule mission are more likely recipients of whatever buff, because they don't have it while the normal Diamond Djinn do. In any case, it's been this way since game release. ~Seef II &lt;◈|۞&gt; 03:19, 28 January 2009 (UTC)
 * I passed that question along for you. My own thoughts the Diamond Djinn are these. Even though the Diamond Djinn are not bosses, they may have been given this buff to go along with the lightning elemental theme. The other djinn are no slouches, even without this buff, and I think as a group they feel pretty good as is. -Kim Chase 18:30, 28 January 2009 (UTC)
 * Thanks for the quick reply Kim. What about the Eternal Guardians? (The Thunder of Ahdashims are buffed, but not the Guardians, which may be a reasonable balance issue, but for the sake of completeness...) ~Seef II &lt;◈|۞&gt;
 * With their environmental effects, they already have something that makes their area a challenge without needing that type of buff. It's not as if the Diamond Djinn took the buff away from them, or that all challenging enemies need to have it. The buff is just a tool, to give an enemy or encounter the feel the designers are going for. I don't think there is a need to add this to them, do you? -Kim Chase 19:03, 29 January 2009 (UTC)
 * No, fair enough. It's just that Diamond Djinn (to the best of my knowledge) are the only regular common mob that have the buff. For instance, if, say, Charr Hexreapers had it out of all the Charr in GW:EN, and so did Jade Bows out of all Mursaat, etc. I would have been less inclined to report the anomaly. I don't think the Djinn having the buff is a problem (if it were, it'd be fixed), but it irks me every time in HM to walk in on even a Warrior and take 104 damage from Spear of Lightning when it really should be 52. ~Seef II &lt;◈|۞&gt; 01:22, 30 January 2009 (UTC)

Master Togo
Hi Kim...I wanted to mention that I'm in the Vinuzah Square mission, and after 2 attempts to complete it, Master Togo has bugged near the doorway after the first area and will not move. Please help!!-- *Yasmin Parvaneh*  05:37, 7 March 2009 (UTC)
 * Thank you for the report. We are aware of this issue, but do not currently have a resolution on it. Unfortunately I don't have advice for your immediate situation other than to keep trying. Also, I encourage you to contact Support. I apologize that it took me so long to respond. I've not had much time to spend on the wiki recently, although other QA members are still monitoring reports. That's one of the reasons that it's usually better to send bug report to Support or post on one of the ArenaNet Portal bug pages. -Kim Chase 20:26, 13 March 2009 (UTC)

Weapon of Warding (PvE edition)
I don't know if Anet has been made aware of this yet, but it's widely known. The description of WoW in PvE states that it will end upon attack, but it does not. I assume this is a text bug as opposed to a functionality bug as the update notes suggested the skills would be split. Misery  13:04, 15 March 2009 (UTC)
 * Oh yes, this is being looked at already. Thank you for mentioning it. -Kim Chase 16:30, 16 March 2009 (UTC)

Expert Focus
Hello, we have been trying to figure out if Expert Focus is bugged or not. It claims it makes bow attacks cost 1...2 less energy, but often the cost is reduced for less than that. It has been noticed that the cost reduction happes before Expertise takes effect, so someone with 14 expertise using a 10 energy bow attack would lose 4 energy, with or without Expert Focus. Do you know if this is a bug or if that's how the skill was meant to work? The reason I'm asking it here instead of at the Bug report pages is thanks to how we don't know if it's a bug at all. Erasculio 16:19, 24 May 2009 (UTC)
 * Energy reduction skills don't usually stack with Expertise's energy reducing effects. The fact that this skill itself is on the Expertise line it what makes it questionable. I'll see what I can find out about how this skill was designed to work. -Kim Chase 20:23, 26 May 2009 (UTC)
 * I spoke with the designer and this is how the skill is supposed to function, as it is consistent with other energy reduction skills. -Kim Chase 00:49, 27 May 2009 (UTC)
 * I see, thank you for the fast answer. Erasculio 01:10, 27 May 2009 (UTC)

So
What's it like being a QA tester? Mini Me  18:31, 30 June 2009 (UTC)
 * I'm not sure what to say. It can vary from job to job, but being in QA here is wonderful. Part of what you do in QA is point out where things went wrong. In some QA jobs, that's all you can do. This can sometimes feel negative. But here... Everyone here is really interested in making great games, and so they are receptive to potential improvements. Our team is always finding new ways to help out. For me, being able to help a group of such creative and passionate people is very rewarding. -Kim Chase 00:43, 3 July 2009 (UTC)
 * Isn't it very boring to do the same thin gover and over again just to find out how to reproduce that one bug or doing something over and over again in order to make sure it's absolutely bug free? Or is the feeling of satisfaction big enough to off-set the boredom? (Sorry if this feels like an interrogation or something, I'm just interested in what a QA tester actually does) Mini Me  [[Image:User Mini Me sig.png|19px|talk]] 19:27, 3 July 2009 (UTC)
 * Ah, I see what you're asking, I think. The core of what a QA tester does is try to find things within a game that could have a negative impact on a player. Ideally we find problems and ask for them to be resolved before they are seen by the public. If a player runs into a problem, we will try to find out as much as we can about what's going on so that the problem can be communicated to the people that can fix it. As you mention, this does require a lot of repetition. It's not necessarily boring. It's all in how you approach it. If I were trying to play the game while testing, it would be very frustrating! I have a mentality towards testing that is the opposite of how I approach gaming. When I'm gaming, I am playing to progress my character, explore the world freely, and try to avoid doing things that might cause problems. While testing, I play to get my character stuck, try to do things as out of order as possible, and try to gravitate towards actions that feel like they cause problems. If I get a sense that there is something fishy in an area of the game (or I've gotten a tip off from a player) I'll keep trying things until I get something to break. It's kind of like trying to go for a high score when you're not quite sure how your rival got theirs so high. And the whole while, you're helping future players to have a better gameplay experience. That part of QA is similar all over the industry, and that's why QA appeals to me in general. Working here, we are also able to aide in ways that expand beyond testing gameplay directly. There are so many facets to testing any type of game content, and we get to look at them from all sorts of angles. So we always have new challenges, new things to look at. And the whole while we are helping our co-workers in other departments, in the way that I described lest week. That is why I like doing QA here more than anywhere else. -Kim Chase 17:31, 6 July 2009 (UTC)
 * Thanks for the detailed answer :D. I was really wondering about this. One last question, if you don't mind: did you follow like, a special education or something? Or is it something you can just jump into? My guess would be a special education, but which one? (special education sounds kind of weird but I'm not sure what the right word is :\ Mini Me  [[Image:User Mini Me sig.png|19px|talk]] 21:56, 6 July 2009 (UTC)
 * Game testing, unlike software testing, doesn't usually require any special schooling. I myself have not taken any classes in order to obtain a testing job, and many game testing jobs don't require it. That being said, there are types of schooling that can help you out as a tester. For one, anything that helps you understand how games are put together is really good. Classes in programming, level design, or 3D art could give you a more educated perspective on things. For another, it's beneficial to develop your organizational skills. Something like a class on Excel, time management, or personnel management could teach you some useful things. -Kim Chase 22:37, 6 July 2009 (UTC)
 * Oh wow, thanks for the fast answer :D! And also thanks for taking the time to answer this :). I've always wondered what it is you need/do as a game tester. Mini Me  [[Image:User Mini Me sig.png|19px|talk]] 22:59, 6 July 2009 (UTC)
 * You're welcome. I hope I answered some of your questions. One of my fellow QA members, David Wilson, recently wrote an article on the topic, if you want to check it out. It's kind of a rough overview of general game testing methodology. -Kim Chase
 * Oh, thanks for the link! I'll be sure to read it. Mini Me  [[Image:User Mini Me sig.png|19px|talk]] 07:52, 7 July 2009 (UTC)

Monument Armor
My Ele's Monument Armor is currently dyed with a combination that renders it gold-like. however, when I zoom out, the "default" colour of red shows through the current dye, any plans to fix these sorts of problems? Rolain1 15:09, 12 July 2009 (UTC)
 * Wasn't sure if this was the place to put it, if not, sorry to bother you ^^'


 * You can always ask questions here. It might take me a while to respond, or I might have to direct you to someone who can better help you, but it's no bother.


 * No, there aren't plans to fix this type of issue at this time. From what I understand, it's part of the core of how dye masks work, and it's not feasible to change now. -Kim Chase 18:00, 13 July 2009 (UTC)


 * Sucks how so many "little" problems seem to require re-coding a few megabytes of the game to fix... :/ Is there no way to force the game to apply a "color blindfold" for this specific situation (i.e. if zoom distance > whatever, color shown = dye color)? It's messy, but if it's not too hard to do (I don't know how you guys handle dyes), it might be a quick fix. -- Armond Warblade[[Image:User Armond sig image.png]] 01:38, 29 July 2009 (UTC)


 * I know what you mean. Graphics and physics engines are really good at making something appear both very real, and able to be adjusted infinitely in unreal ways. The structure behind how our dyes work doesn't allow for the kind of fix you are talking about. The only current method we have for reducing this kind of issue requires hand edits to every dyable area of every armor set. And, unfortunately, even those adjustments can't always ensure that the dye will look the way you intend it at every zoom level or resolution. That is why there are no plans to fix this type of issue at this time.
 * Thank you for taking the time to post your idea. I can assure you that the developers here are aware of how the base color peeks around dye areas, and are taking this feedback seriously as they look forward. -Kim Chase 17:36, 29 July 2009 (UTC)

Does this qualify as a bug?
Could you check the dialogue for Lift Operator Shulz? He is in function a gate guard, but when comparing his dialogue to that of ofhers of his postion, eg Loud Kou or Brother Hanjui, his respones seem random or directly refering the wrong parts of the game, ie things that haven't happened in the storyline yet. Backsword 15:00, 28 July 2009 (UTC)
 * Is your main issue that he re-uses previous text just before and during The Count's Daughter? Or are there specific references within the text that you have issue with? I am trying to figure out if this can be addressed best by reordering the text or by rewriting it. -Kim Chase 17:41, 28 July 2009 (UTC)
 * Well, it's not the reuse per se, but that I suspect it was unintentional. The other NPCs of this type has dialogue relevant to the primary quest chain, but this is just odd. The between quests text talks about Sunjiang District, but that mission is actuallly far later in the storyline. And while the text during the A Meeting With the Emperor quest seems correct, repeating it for the next quest maks little sense; the emperor isn't there anymore, and the quest objectives all take place lesewhere, with other NPCs. Backsword 09:16, 30 July 2009 (UTC)
 * That's exactly what I wanted to know. Thanks! I'm passing this along for you. -Kim Chase 17:17, 30 July 2009 (UTC)