Feedback talk:Joe Kimmes/Archive Apr-Jun 2010

Deleting a character and the effects on the HoM?
Hi Joe. Could you perhaps have a look at this and perhaps post an answer, if you have one? Thanks! Sjeng  14:03, 31 March 2010 (UTC)
 * Your account-wide accomplishments are stored on your account, not the individual characters, so deleting a character will not remove account-wide monuments. However, if your character has not been logged into for a very long time (since the update that added the account-wide Hall), you should log into them first so that their individual accomplishments get added to the account's accomplishments. - Joe Kimmes [[Image:User Joe Kimmes Avatar.png|19px|Talk Page‎]] 03:55, 2 April 2010 (UTC)
 * What about individual accomplishments? I'll be testing it later today when I get around to deleting my Paragon, but if you happen to get around to answering this before that, it could save me some time. ···  Danny  Pew   Pew  17:33, 2 April 2010 (UTC)
 * I think he meant account-wide HoM view, not account-wide titles. Once you delete the character, obviously you can't view their personal HoM anymore. But anything they added to the HoM will still be visible in the account-wide view of the HoM. I might be wrong, though, Joe's wording is a little ambiguous. [[Image:User Rose Of Kali SIG.jpg]]Rose Of Kali 20:43, 2 April 2010 (UTC)
 * Monuments, not Titles. If you have a monument visible in account-wide view, it won't be deleted no matter how many characters you delete. - Joe Kimmes [[Image:User Joe Kimmes Avatar.png|19px|Talk Page‎]] 18:10, 5 April 2010 (UTC)
 * Oh, that's awesome. Thanks, Joe!  --Musha [[Image:User_Musha_Sigc.png|19x19px]] 01:21, 6 April 2010 (UTC)

Bug or No
This page has been seeing a gigantic revert war because of a stupid bug note. Are you the person I would ask to confirm whether this is a bug or intentional? I think you are but I'm not positive. Anyway if it is a bug, Some players seem to want this to work this way. So maybe you could clarify by saying something along the lines of "yes its a bug but its one we don't plan on fixing" or something? So we can stop with the huge fight about it? -- Master   Briar   06:33, 10 April 2010 (UTC)
 * Either way, there needs to be a stop of the "please don't fix it" - however, what I think is a bug is the return of the effect. But that's my opinion which holds no water. If there is a bug, it should be made to how I said though, tbh. Save the QQ. -- Konig / talk 06:50, 10 April 2010 (UTC)
 * This isn't a bug, since the code is working as intended, but using it to time Drunkard may be an unintended side effect. I doubt this is going to change in the near future though. - Joe Kimmes [[Image:User Joe Kimmes Avatar.png|19px|Talk Page‎]] 18:38, 13 April 2010 (UTC)
 * Can we ask why it was intended to work that way? --JonTheMon 19:07, 13 April 2010 (UTC)
 * I'd imagine that the drunken effect just refreshes when the timer iterates, and when it does so, it replaces the drunken effect that was invisible because post-processing was turned off. Similar to how your game refreshes when you change resolutions. -- FreedomBound [[Image:User_Freedom_Bound_Sig.png|19px]] 19:12, 13 April 2010 (UTC)

Vanquishing Kill Count
Forgive my ignorance or if I'm asking a question that has been covered. I noticed in the last few vanquishing runs that I've done (most recently Barbarous Shore and Magus Stones) that my Vanq counter in the top left doesn't match the count given for the 25+ kill bonuses. For example, I may get the Hunt Rampage bonus at 125 kills, but the Vanq counter only shows 113 or vice versa. What are the mechanics that determine what counts as a vanquishing kill and what counts toward the kill bonuses? Thanks. Terryn Deathward 19:05, 14 April 2010 (UTC)
 * Bounty-like blessings don't count kllls under a certain level (under 20 in Factions and under 15 in EotN), which in HM is mostly just charmable animals, but they do for vanquishing. Also if enemies kill each other, that counts for the vanquisher count but not for your bonuses. - Tanetris 20:50, 14 April 2010 (UTC)
 * Excellent! Thanks much! Terryn Deathward 15:53, 15 April 2010 (UTC)

Henchmen movements speeds
Out of curiosity, is there a particular reason that some henchmen move faster than heroes and other henchmen? I've only observed this personally with EotN henchman where, for example, Talon Silverwing, Lina, and Cynn move faster than heroes, but Eve moves at the same pace as heroes. (This isn't noticeable over a short distance, but it becomes quite apparent over long distances.) I'm not sure if this is a bug or if this was intentionally done to de-handicap them to some effect.

Any chance you could clarify/confirm anything about this? 74.63.93.188 19:11, 27 April 2010 (UTC)
 * I don't see any reason this would be intentional, so I'd suggest passing this to the QA team via one of the bug-report pages. - Joe Kimmes [[Image:User Joe Kimmes Avatar.png|19px|Talk Page‎]] 01:13, 28 April 2010 (UTC)

An idea worth looking at
Hi Joe! I just read a user suggestion that I believe has real merit, and would like to ask you to take a look at it, and bring it to the attention of the rest of the Team. I don't know exactly what kind of coding would be necessary to implement something like this, but an honest look at it can't hurt.. right? Feedback:User/MozyLou/Alliance Message Board -- Wyn   talk  23:43, 27 April 2010 (UTC)
 * Ahh, that is a good idea. I'll look into it, but I wouldn't cross your fingers - unfortunately, guild-related changes are some of the hardest to make. - Joe Kimmes [[Image:User Joe Kimmes Avatar.png|19px|Talk Page‎]] 01:12, 28 April 2010 (UTC)
 * Ok, no problem Joe, I just thought it was worth bringing to your attention. Also, see my comments on the discussion page. -- Wyn [[Image:User Wynthyst sig icon2.png|19px ]] talk  03:05, 28 April 2010 (UTC)

Revisit billboards for distant objects
Joe! Many months ago I asked about the possibility for adding a graphics option "Use billboards for distant objects". More specifically I want to be able to turn this feature off. When you take a screenshot, the scene is rendered without billboards for one frame -- so hopefully it should be an easy fix! In case you forgot, I just wanted to give you a friendly reminder that many of us are still waiting for this awesome and long desired upgrade to Guild Wars otherwise fantastic graphics. -- Ccxvii 14:23, 7 May 2010 (UTC)

Merchant summon
You fixed him, didn't you? Sneaky... But thanks! -- FreedomBound  15:24, 23 May 2010 (UTC)

Duration Monitors
Hey Joe, quick question: I was just running around on my Mesmer using Lyssa's Aura with a staff that has a 20% enchanting mod on it. When a group of Oni popped (this was in Drazach Thicket, btw) and one of them started attacking me, I switched to my high-health set with a shield and kept casting. This set, as you can imagine, has no enchanting mod. So, I noticed that whenever I would cast a spell, the duration monitor on Lyssa's Aura would start about 1/6th of the way empty, presumably lacking the two seconds I'd gained in the inital casting. When I switched back to my staff, it stopped. Is this a bug, or is it just a consequence of the way the game tracks increased durations on things? (or am I totally wrong?) --  Timeoffire45   rawr  18:03, 10 June 2010 (UTC)
 * Sounds like a bug to me, but I can't for the life of me think why this would happen; maybe the client didn't get notified that you'd swapped weapons or something. Go ahead and report it as a bug, it definitely isn't intended to work that way. - Joe Kimmes [[Image:User Joe Kimmes Avatar.png|19px|Talk Page‎]] 18:21, 10 June 2010 (UTC)
 * Really? This has been around for a long time, in my experience.  I used to notice it with Kinetic Armor.  If you're not wielding a +20% enchanting set when the enchantment is supposed to renew, it lasts its natural duration instead of the extended one.  Since that's shorter than the duration it already was, it only "fills up" part of the way (but still lasts the full 8 seconds).  –Jette 20:37, 10 June 2010 (UTC)