ArenaNet talk:Miscellaneous bugs
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[edit] lvl 2 in factions tutorial
I got sick of dieing while trying to go for survivor on assassin, and decided to just lvl to lvl 3-4 in monastary overlook by logging out and back in after killing the hatchlings. I got to lvl 2 this way, and then the script started breaking. Instructer Ng wouldnt open the gate or talk about the hatchlings anymore. He says everything before then, but just stops talking all of a sudden right after "just so, Mai." I tried skipping the tutorial after that, but did not get the resurrection signet or the 2000 experience that I still did not have.
[edit]
Dishonorable
I lag out, and receive error message today at Snowbal Arena. I relog, and get dishonorable hex (I had left one game prematurely). I don't think it's my fault I error out, and consider it a bug. However, I wait till the hex resolves patiently. The hex disappears, I remap to guildhall, and voila: the dishonorable hex is back. I wait AGAIN for dishonorable hex to resolve. Later I reboot my pc, and relog on GuildWars. Dishonorable hex again. Pro bug. I can play the game someday hopefully again normal that I payed for? Please? -.- --Makkert 12:11, 20 July 2008 (UTC)
- You will get the dishonor buff if you error out during PvP. The game is looking for any kind of dropped connection during a PvP match. If it didn't, users could just close the game client or pull out their internet cables to drop the match. Dishonor shouldn't be coming back on it's own after it's completely worn off. The icon itself will refresh when you load into a new map. This confuses a lot of people into thinking that the timer has reset, but that's really just the graphic timer refreshing to the remaining duration. The amount of dishonor you have will take a certain amount of time to wear off, and it won't become less even if you log out or reboot your computer. Each time you do something to rack up more dishonor, more time is added to the buff. So, if you drop from a match, wait for dishonor to wear off, enter another match, and drop from it as well, the second dishonor buff you get will last even longer than the first one. You should not have the buff be fully removed and then re-appear on you like you are describing though. I've not seen that before. -Kim Chase 22:12, 11 August 2008 (UTC)
- If erroring out triggers dishonor points, I can see your reasoning why it should trigger dishonor. All fair on that point. However it DOES happen like I described. It's just a bug.
- Also, when your four players in AB resign, and your team is returned to the outpost, you can get hit by dishonor. This is also annoying. If it is not allowed to resign in AB, turn the function off. If you can resign in ab with your team of 4, don't let it trigger dishonor. Stop the madness, the dishonor system is just not fully thought through. --Makkert 16:47, 23 August 2008 (UTC)
[edit] Bug?
I've had a bug (pretty sure it's a bug...) occurring several times only in EotN. Every once in a while, enemies that I'm fighting just suddenly become immune to damage from my attacks, just taking all zeroes (as well as those of my heroes and henchmen) even though there's no monk to prevent the damage. For example, I'm fighting Skelk Corrupters, 3 of them, nothing else, and suddenly I can't deal any damage to them for about 20-30 seconds. I looked up to make sure the henchmen weren't doing something retarded (like using iron mist) and then came here to post it.
- Ive had the same bug76.201.141.43 23:01, 16 October 2007 (UTC)
- I've also had this happen to me. --Indecision 01:54, 17 October 2007 (UTC)
- I will be happy to pass this along, but maybe more info would help the QA team. First of all, have you checked around for a spirit of some kind? If you have, and none are present, then:
- What profession are you?
- Where are you playing (map name)?
- Can you give me your skill bar? Do you notice this after the use of a specific skill?
- Are you playing with Heroes and Henchmen or with other people? If with other people, are they also experiencing the steady stream of zeroes, too?
- If you can give that info, I'm sure it'll be helpful if the QA team needs to try to repro this. -- Gaile
05:33, 17 October 2007 (UTC)
- I think it's just a random thing, because I did the Asura story arc in GW:EN with henchies, and this happened, several monsters got temporary damage immunity, almost like that margonite skill that has the same effect. As far as I know, it'd be way too random to be caused by a skill. I was in.. Finding the Bloodstone, and the various creatures had this, it was as far as I know totally random. Nothing to groundbreakingly unbalance the game, because from what I seen, it only lasts 2-3 seconds.
Drago 05:38, 17 October 2007 (UTC)
- I can support this fact. It usually happens when the monsters are on low health. In my case they usually die because of all the degen(burning, suffering). Jelmewnema 06:41, 17 October 2007 (UTC)
- Could it be Gadd? I know he has the annoying habit of casting Iron Mist on things. This seems likely to me, especially because of the mention of the Asura areas and Finding the Bloodstone. 71.37.36.198 09:45, 17 October 2007 (UTC)
- The effect occurs everywhere for me, even if gadd isn't present.Jelmewnema 13:39, 17 October 2007 (UTC)
- Could it be Gadd? I know he has the annoying habit of casting Iron Mist on things. This seems likely to me, especially because of the mention of the Asura areas and Finding the Bloodstone. 71.37.36.198 09:45, 17 October 2007 (UTC)
- I can support this fact. It usually happens when the monsters are on low health. In my case they usually die because of all the degen(burning, suffering). Jelmewnema 06:41, 17 October 2007 (UTC)
- I think it's just a random thing, because I did the Asura story arc in GW:EN with henchies, and this happened, several monsters got temporary damage immunity, almost like that margonite skill that has the same effect. As far as I know, it'd be way too random to be caused by a skill. I was in.. Finding the Bloodstone, and the various creatures had this, it was as far as I know totally random. Nothing to groundbreakingly unbalance the game, because from what I seen, it only lasts 2-3 seconds.
- I will be happy to pass this along, but maybe more info would help the QA team. First of all, have you checked around for a spirit of some kind? If you have, and none are present, then:
- It seems to happen most often with the Skelk, and even more often recently. I was attempting to complete the Vloxen Excavations in hard mode with heroes + henchies and ended up giving up because every other enemy turned invincible when they got low on life (thus forcing me to stand there taking damage). I'm certain that it's no spirit or skill that me or my henchmen/heroes are using either. Me and friend also did a dungeon, fought 3 Skelk Corrupters, and they all turned invulnerable when they got to ~1/3 life (and there's no way they could prevent damage on themselves). Build consisted of 3 R/Mo, 1 N/W, 1 N/Rt, 1 P/W, 2 Mo/Me. So for your points...Team has no skills that could prevent the damage, we're fighting 3 Skelk Corrupters (necromancers) who have no way to prevent damage, there are no spirits or other environmental effects, fought in Vloxen Excavations dungeon, and occurs not after certain spells (even works if there are no skills being used) but when they get to around ~1/4-1/3 of their health. 76.102.172.202 00:41, 21 October 2007 (UTC)
- I've also had this happen to me. --Indecision 01:54, 17 October 2007 (UTC)
Yeah this is a very bad glitch, it also occurs where the bosses start doing 500+ damage due to one attack, its very irritating Fumetsu 04:40, 8 November 2007 (UTC)
- I'm not so sure that this is a bug. I've seen this happen with mobs using wards and/or Obsidian Flesh. Shut down the Stone Summit Warders and the problem should go away. The wiki claims that they're only in Slaver's Exile but I've seen them in the Vloxen Excavations in HM. Unfortunately it's hard to keep them shut down along with the Stone Summit Summoners and Stone Summit Defenders. That's what makes Vloxen Excavations the second toughest HM dungeon in the game, with Slaver's Exile coming in first. Stone Summit Contaminators also spam Guardian --Ronduwil 07:43, 2 February 2008 (UTC)
- As many of you have already mentioned, it seems like there are several different skills and situations that affect an enemies ability to take damage. Both your allies and enemies can use skills that can cause you to deal 0 damage to them, such as Gadd using Iron Mist and Stone Summit Warders skills among others. So far it seems like many of the specific instances mentioned here can be explained by one of these skills. As for the original post, I have not been able to reproduce the issue of Skelk Corrupters not taking damage alone, so I have no explaination other than outside skill interference.
- That being said, there are cases where there is a legitimate bug that keeps the damage from occuring. For example, the reports of unkillable Jotun in Norrhart Domains are true. The problem is rare and fairly easy to avoid, but it's a very real problem that we are working on. If you encounter a problem of this kind, try taking screenshots that include information on where you are, what you're fighting, and who you have with you. Screenshots are great not just to "prove" that there's a problem, but also because there can be a lot going on in a few seconds of gameplay that you might not catch within the moment. If you post your finding here someone will try to help you out. Contacting support with this information is also helpful. Thanks everyone. -Kim Chase 23:11, 7 July 2008 (UTC)
- Same thing happened to me when i was doing The Big Unfriendly Jotun i waited like 5 mins and finally decided to rezone. That seemed to fiz the problem. and btw: Profession: Assassin, Skillbar:
| Unsuspecting Strike | Wild Strike | Death Blossom | Palm Strike | Critical Eye | Death's Charge | Dash | Way of Perfection |
| Orison of Healing | Dwayna's Kiss | Words of Comfort | Healing Ribbon | Heal Party | Patient Spirit | Healer's Boon | Restore Life |
| Orison of Healing | Dwayna's Kiss | Words of Comfort | Healing Ribbon | Heal Party | Patient Spirit | Healer's Boon | Restore Life |
| Power Flux | Cry of Frustration | Power Leak | Power Spike | Power Drain | Ether Feast | Channeling | Resurrection Chant |
[edit] Heroes don't want to fight
I have found this page, and I don't know either it's the best place, but here is the bug:
Since the release date of Eye of the North (the fist time it happened was the release date), my heroes and henchmen sometimes stop walking/fighting when I use Ctrl+Spacebar to switch the objective. I have to set a flag for them to "wake up". It's very annoying going alone to death while Dunkoro is looking at you from the far.
-It happens in every campaign. -It happens when using Ctrl+Spacebar. -Affects both heroes and henchmen. -It happens with every hero (not only the new ones). -Sometimes, one or two heroes or henchmen go fighting instead of stopping. -They react to flags, it's the only way. -It's not a lag issue: tested while playing with other humans, and only my heroes stop with no reason; If I am the team leader, the henchmen stop too.
I can't remember more useful info now. So, thank you very much. --Topo Saqueador 08:51, 12 September 2007 (UTC)
- Ok, let me just check something: You're aware the ctrl-spacebar does not select a target, right? That you have to select a target via mouse or (my preferred way) using the \ [ and ] keys? Ctrl-spacebar calls the target for your heroes, henchmen, pets, and minions, but it doesn't actually select the target. If you're aware of all that, then I can refer this to QA for testing, but I need to make sure that your objectives in the key use are in line with its designed purpose. Thanks. --Gaile
17:10, 15 September 2007 (UTC)
- I can corroborate the claim made by Topo. There are occasions when, after targeting a foe, non-player allies refuse to act. It doesn't matter if you call the target, suppress your action, both of these things, or neither. That isn't really their only act of incompetence, either, as once I was doing that dungeon from Doomlore Shrine for the primary quest, and while fighting one group of foes Talon Silverwing decides to attack a different group for no apparent reason. This has happened to me on different occasions with different lag ratings on different computers. For more information, there are several topics on this over at Guild Wars Guru. (The Masked Editor) 00:05, 30 September 2007 (UTC)
- Gaile,CTRL+Spacebar DOES set the target for your heroes and henchmen. It makes the "T-Symbol" next to your status bar in the party window appear. Someone that is attacking, presses T, which makes that someone automatically follow and attack that target.
- I must say, I have not ran into this problem yet, but I call my targets in a different way anyway. I use CTRL+Shift+Spacebar, because I don't like wanding.
- (PS, this is something that I was wondering: Are you talking about targeting or calling? I'm talking about calling, which is CTRL+Spacebar. But in fact, you "select" your target for your hero/hench to attack) BlazeRick 20:38, 1 January 2008 (UTC)
- Gah, my PS is all wrong. What I wanted to say was: I'm talking about calling in the sense of "I'm attacking River Skale Tad!". Not in the sense of "I'm targeting River Skale Tad!". BlazeRick 20:51, 1 January 2008 (UTC)
- I think this issue got a little muddled with that confusion over CTRL+spacebar. If your heroes are on Guard or Fight they should be attacking your selected target if you use CTRL+spacebar, and that is the behavior I'm seeing when I test it myself. Hero AI can be affected by a variety of things. Even if it seems like you are seeing this problem everywhere, try to give some specific examples of the situation when this occurs. For example, what map where you on? What enemies where in your group or nearby? Did you already have any flags places? What mode where your heroes set to? The hero or enemy's profession, weapons, and skills can also impact hero behavior. Taking a screenshot when this occurs might also help you catch something you overlooked before. If you run into this again, please post your findings here or contact support. Thank you. -Kim Chase 23:42, 7 July 2008 (UTC)
- Gah, my PS is all wrong. What I wanted to say was: I'm talking about calling in the sense of "I'm attacking River Skale Tad!". Not in the sense of "I'm targeting River Skale Tad!". BlazeRick 20:51, 1 January 2008 (UTC)
- I can corroborate the claim made by Topo. There are occasions when, after targeting a foe, non-player allies refuse to act. It doesn't matter if you call the target, suppress your action, both of these things, or neither. That isn't really their only act of incompetence, either, as once I was doing that dungeon from Doomlore Shrine for the primary quest, and while fighting one group of foes Talon Silverwing decides to attack a different group for no apparent reason. This has happened to me on different occasions with different lag ratings on different computers. For more information, there are several topics on this over at Guild Wars Guru. (The Masked Editor) 00:05, 30 September 2007 (UTC)
[edit]
The Great Norn Alemoot
This is the solo quest where you need to drink, move kegs, drink, do slalom, drink and herd pigs in the shed. Well I didn't start the quest, but herd 3 pigs in the shed first. Great was my surprise to find out I had completed the quest once the 3rd pig was in the shed! Didn't drink a single beer, didn't move any kegs and didn't do slalom either.. In fact I didn't deserve the reward, so I would like to register this bug. Grtz --
(Tribina / talk) 17:22, 15 September 2007 (UTC)
- Thanks for the report. -Kim Chase 18:14, 21 January 2008 (UTC)
[edit]
Ehrgen Windmane
Ehrgen Windmane in Arbor Bay appears to be bugged. When I hit the space bar to talk to him, I move next to the tree even though he's located near the island's western shore. I'm guessing that there's something wrong with either his location info or the zone's pathing nodes. -- Gordon Ecker 00:25, 16 September 2007 (UTC)
- He's still bugged as of today. Also, to clarify, it is completely impossible to talk to him. -- Gordon Ecker 09:49, 7 November 2007 (UTC)
[edit] FOW Mission map
A small annoyance, but the FOW mission map doesn't display correctly. You can see a screen cap that I took here. This is all of the map that you can see.Jaxgreystar 15:38, 22 September 2007 (UTC)
- Your photobucket link isn't working for me. Can you describe the problem or provide another picture? It should be fine for you to post images on this page using the [[Image:Imagename.png|200px]] or [[Image:Imagename.png|thumb|Caption text]] format. At least, Mike said it's alright on the main page for quest bugs. -Kim Chase 23:10, 21 January 2008 (UTC)
- The believe issue is when you use the World Map (M-map) in FoW and click on the Mission Map button. The frame for the map is shifted to the far upper-left with only a tiny sliver of the map visible. The same thing happens in The Underworld, but in that case the frame is completely off-screen. --Valshia 21:44, 14 February 2008 (UTC)
- I'm not getting a Mission Map button on my World Map for Fissure of Woe or The Underworld. I can see a mission map in the Tomb of the Primeval Kings version of The Underworld, but I don't see a problem there. Am I just missing something? -Kim Chase 00:15, 8 July 2008 (UTC)
- Okay wait... I'm seeing this in other underground maps (I'm in Urgoz's Warren now) and I think I know what you mean. So, if you hit the mission map button a little window pops up with the Mission map. Sometimes this window won't be exactly centered, and so you have to grab and move the world map in order to see the whole thing. Is that what you're talking about? I was thinking you meant that the image itself wasn't showing up at all.
- This seems really minor. I'm not sure if it's a problem at all since you are free to move the world map around and view as much of the mission map as you please. From what I can tell, the Mission Map appears in a fixed location in relation to the World Map. The World Map itself can be centered differently on your screen depending on where you're standing in the world by default, or if you move your map around by hand. If over a certain percentage of the mission map is off screen when you pop it up, then the World Map will center itself on it's own. Otherwise it stays centered on you. At least, that's what it seems like to me while playing around with this.
- Does having the mission map sometimes appear out of frame by default have a negative impact on your gameplay style? I don't mean to sound evasive, but I'm hesitant to ask for what might be a fundamental change for something this minor. What do you guys think?-Kim Chase 01:30, 8 July 2008 (UTC)
- I'm not getting a Mission Map button on my World Map for Fissure of Woe or The Underworld. I can see a mission map in the Tomb of the Primeval Kings version of The Underworld, but I don't see a problem there. Am I just missing something? -Kim Chase 00:15, 8 July 2008 (UTC)
- The believe issue is when you use the World Map (M-map) in FoW and click on the Mission Map button. The frame for the map is shifted to the far upper-left with only a tiny sliver of the map visible. The same thing happens in The Underworld, but in that case the frame is completely off-screen. --Valshia 21:44, 14 February 2008 (UTC)
[edit] New district system
I think there is a bug in the new district system. My game language is italian, I always manually select italian districts, but many times, when I log into the game or I complete a mission, I find myself in an english european district, and I must manually select the italian one again. It's annoying. With the previous system I have never had such problems. --Lumenil 08:57, 27 September 2007 (UTC)
- i have the same problem, it's very annoing it became even worse after the last update because i'm geting teleported into english dist after every pvp match. Ainvar 15:37, 29 September 2007 (UTC)
- What you can do is move into an Italian (or w/e language) District and log out. The district language will be saved and will not change until you manually change it yourself. --
03:39, 4 January 2008 (UTC)
- Desi is correct. This information is saved when you log out and log back in. This setup is more convenient for some users, since you can play in another language district temporarily without permanently resetting your language district. If relogging doesn't resolve your problems, please post again. -Kim Chase 23:16, 21 January 2008 (UTC)
- What you can do is move into an Italian (or w/e language) District and log out. The district language will be saved and will not change until you manually change it yourself. --
- It seems this bug has now reversed itself? I've always been in the English districts, but myself and most of my guildies keep appearing in the Italian districts randomly. There's nobody else in the district, it just keeps forcing us in there. Other people said the same happened but with Russian districts. --Lytel 19:23, 3 March 2008 (UTC)
- This is definitely a bug, and it's not been fixed yet. I wrote a detailed ticket about this months ago- devs may refer to incident 080123-001557 for a clear explanation of why Desi's suggestion isn't correct at all. I've done a good deal of tests, the suggestion does not work. Seeing as this issue can cause players an unnecessary amount of lag, I'd really like to see this fixed, or at the very least worked on. Heck, I'd love to see a Set Defealut District option, if a relatively simple dropdown menu would fix it. --
Elv 16:55, 4 July 2008 (UTC)
- This is definitely a bug, and it's not been fixed yet. I wrote a detailed ticket about this months ago- devs may refer to incident 080123-001557 for a clear explanation of why Desi's suggestion isn't correct at all. I've done a good deal of tests, the suggestion does not work. Seeing as this issue can cause players an unnecessary amount of lag, I'd really like to see this fixed, or at the very least worked on. Heck, I'd love to see a Set Defealut District option, if a relatively simple dropdown menu would fix it. --
- It seems this bug has now reversed itself? I've always been in the English districts, but myself and most of my guildies keep appearing in the Italian districts randomly. There's nobody else in the district, it just keeps forcing us in there. Other people said the same happened but with Russian districts. --Lytel 19:23, 3 March 2008 (UTC)
[edit] Animation freezes now effecting landscape
The animation freeze problem that stops Storm Bows and Torment Shields has got more serious with EOTN. I'm guessing that some of the new landscape effects (which are great btw) are done in the same way, because they suffer the same problem, and you end up getting waterfalls in the Asuran zones where the water stops moving etc. Sadie2k 18:34, 3 October 2007 (UTC)
- not new at all. -FireFox
21:27, 3 October 2007 (UTC)
- (edit conflict) I think it's a problem with the shaders. I'm getting the same with some of the fire animations after playing for 3+ hours. --Santax (talk · contribs) 21:29, 3 October 2007 (UTC)
[edit] Switching characters
I'm not sure if this is actually a bug, but it certainly annoys me a lot at times...
When I log on as one of my characters, then use F12 > Change character, log in as another character, and then F12 > Change Character back to the first character that was already logged in I get sent back from my Guild Hall (Where I almost always log off/switch from) to the outpost that the character was last in. It makes moving items around, or just wanting to check on something relating to another character slower and personally more annoyed. Yukiko
23:24, 5 October 2007 (UTC)
- I can confirm that sometimes when you switch between characters and return then back to the one who you left in gh he might be back to anoher outpost instead. On my storage account I have PvP only characters who have spent their whole life in the guild hall and sometimes when I switch between them one or two are sent to the Great Temple of Balthazar. --
(gem / talk) 20:02, 13 October 2007 (UTC)
- I think this is because the "Guild Hall" is not a "static" location like a town or outpost (it is dynamically created by the selection of a guild hall) and for some reason isn't viewed by the game as a "true" location - I suspect this is alos the root, underlying cause of the recent (and fixed) glitches which allowed players to warp others to outposts where they hadn't been before. If the Guild Hall was listed as "Most Recently visited location" everyone would have bounced back to there ... Clan Yumemiru 15:05, 12 January 2008 (UTC)
- This is a frustrating bug. I have 14 characters, most of them mules or characters I use for special events and when I am storing items and changing characters, I inadvertently land up in some outpost instead of the Guild Hall. The GH is a convenient location for selling and storing itemsing. The problem occurs when you select a character the second time. The first time, the character appears in GH but not the second time.--Sider 18:56, 16 September 2008 (UTC)
- This always seems to work for me. Whenever I log onto a character last logged on in my GH, I usually end up back in my GH, though sometimes I end up in the Temple of Balthazar. Just like when you log off in AB you log in in your GHCrimmastermind 09:20, 27 September 2008 (UTC)
- This is a frustrating bug. I have 14 characters, most of them mules or characters I use for special events and when I am storing items and changing characters, I inadvertently land up in some outpost instead of the Guild Hall. The GH is a convenient location for selling and storing itemsing. The problem occurs when you select a character the second time. The first time, the character appears in GH but not the second time.--Sider 18:56, 16 September 2008 (UTC)
- I think this is because the "Guild Hall" is not a "static" location like a town or outpost (it is dynamically created by the selection of a guild hall) and for some reason isn't viewed by the game as a "true" location - I suspect this is alos the root, underlying cause of the recent (and fixed) glitches which allowed players to warp others to outposts where they hadn't been before. If the Guild Hall was listed as "Most Recently visited location" everyone would have bounced back to there ... Clan Yumemiru 15:05, 12 January 2008 (UTC)
[edit] Energy at Fort Aspenwood
I've been playing Fort Aspenwood on the Kurzick side over the last few days, and have come across an intermittent bug. I've been running a Mesmer using a wand and focus both with +15/-1 energy inscriptions, giving me something like 75 energy and 2 energy regeneration. However, sometimes when casting a spell I'll be told that I don't have enough energy for it even though I do according to my energy bar. This can happen both when I'm carrying my weapons and when I'm carrying amber - at one point I was carrying amber and had a full bar of 30 energy, but was told I didn't have enough to cast the 10 energy Flame Djinn's Haste. It's difficult to test but it seems to be related to deaths accrued while carrying amber - if I get zapped with amber the bug seems likely to occur after I respawn. When it does happen there's no easy way to fix it that I've come across. Weapon swapping doesn't clear the error (though swapping to a higher energy set appears to give me the extra energy it should, it still doesn't give me all the energy I have in total according to the bar), picking up some more amber and handing it over to a keeper sometimes helps, and dying again while not carrying amber sometimes helps. Sorry I can't be more specific, it's difficult to keep track of things half way through a fight. Let me know if there's any more info you need. --NieA7 08:57, 25 October 2007 (UTC)
- I have had this problem (occassionally) since about forever. It appears that your computer displaying the energy bar is not in sync with the GW server for some reason, thus displaying more energy than you really have. When you try to cast a spell, the actual server energy level gets checked and, correctly, informs you that you are lacking energy. --Xeeron 13:29, 25 October 2007 (UTC)
- Never seen it outside Aspenwood, and I've only started to see it since I've been playing on the Kurzick side - I played as Luxon a while ago and never had it happen then. My own feeling is that the display is right and the server wrong, but it's very difficult to know for sure (and I'm probably just bitter that yes, I really have used that much energy). --NieA7 13:55, 25 October 2007 (UTC)
- I used to have this ages ago, didn't even remeber the bug anymore. I thought it was fixed since I haven't bumped into it, but I guess it's still there. no clue what causes it though... What's most annoying - I'm not 100% sure about this though since it's been so long time - I think that the game never fixes the situation after this occures. Effectively it treated a some number as 'no energy', for example the game might have thought that you have 0 energy when you had 10 in your visual display, and when the energy regenerates to maximum visually, the regeneration stops, so you can actually never have max energy since you have the 10 energy disabled. --
(gem / talk) 01:15, 26 October 2007 (UTC)
- I see this every now and then, the last time I remember it I was an Elementalist with Ilsunder's Staff running a mind blast build. I had somethign lik 10 energy and couldn't cast Mind Blast because I didn't have enough energy. I kept looking around for the ranger spirit which makes things cost more but it wasn't there. This was in Fort Aspenwood as well sometime in the last few days, I don't remember where I was the last time it happened. 58.110.137.152 08:34, 21 November 2007 (UTC)
- I used to have this ages ago, didn't even remeber the bug anymore. I thought it was fixed since I haven't bumped into it, but I guess it's still there. no clue what causes it though... What's most annoying - I'm not 100% sure about this though since it's been so long time - I think that the game never fixes the situation after this occures. Effectively it treated a some number as 'no energy', for example the game might have thought that you have 0 energy when you had 10 in your visual display, and when the energy regenerates to maximum visually, the regeneration stops, so you can actually never have max energy since you have the 10 energy disabled. --
- Never seen it outside Aspenwood, and I've only started to see it since I've been playing on the Kurzick side - I played as Luxon a while ago and never had it happen then. My own feeling is that the display is right and the server wrong, but it's very difficult to know for sure (and I'm probably just bitter that yes, I really have used that much energy). --NieA7 13:55, 25 October 2007 (UTC)
- It's happened to me several times since I first posted, it's definitely tied to dying while carrying amber. I've had it so that I can't cast a spell while carrying amber with (supposedly) a full bar of 30 energy. It's really irritating especially as the only way to fix it is to die (often more than once before all the penalty is gone) - please can this be looked in to? --NieA7 11:08, 22 November 2007 (UTC)
- Are you sure that Quickening Zephyr isn't up? That spirit increases the energy costs of everyone in the area. This might just be the result of a proliferation of spirit spammers in AB.--Ronduwil 21:35, 10 January 2008 (UTC)
- Man, I couldn't reproduce the energy display issue with the things you suggested, NieA7. (Ah! Great name, I really love ABe's designs.) I've heard this sort of thing can happen, where your display is a bit off from the "reality" of the server. Dying and playing with bundle items/+energy equipment just wasn't enough on it's own. Maybe the extra lag-stress in FA pushed it over the edge? It might be a combination of things. Anyway, keep tossing out ideas and maybe we can figure this thing out. -Kim Chase 17:59, 26 March 2008 (UTC)
- Just to confirm this has also happened to me, dying whilst carrying amber and then res'ing meant i 'lost' the bonus energy from my wand/focus set. switching weapon sets seemed to work, however, I don't carry multiple copies of the weapon set I want to use so it was a case of 'make do till I get killed again'. I'll try and confirm it again today but it did appear to be consistant that I had to have energy cost of spell +12 (the energy from my focus) before I could cast the spell. There were no ranger spirits that I could see, nor were there any on the effects monitor.BorisDePig 17:15, 22 July 2008 (UTC)
- This has happened to me aswell, but in AB, and once in RA. Strangely enough, I couldn't cast spells because I was out of energy, even though my energy bar told me I had about 30. Moreover, when I ctrl-clicked my energy bar to ping my current energy value, my character yelled "My energy is 2 of (whatever my maximum was)", even though the bar itself stated 30+. I do remember dieing before this occured, perhaps some lag played it's part aswell. -
Why 17:33, 22 July 2008 (UTC)
- This has happened to me aswell, but in AB, and once in RA. Strangely enough, I couldn't cast spells because I was out of energy, even though my energy bar told me I had about 30. Moreover, when I ctrl-clicked my energy bar to ping my current energy value, my character yelled "My energy is 2 of (whatever my maximum was)", even though the bar itself stated 30+. I do remember dieing before this occured, perhaps some lag played it's part aswell. -
- OK, I now have a screenshot which I hope proves how this works. I'm not sure what the policy is for uploading screen shots for bugs, I can put it on flickr or somewhere else if that helps. It shows that I was killed whilst carrying amber (you drop the amber chunks) it then gives me the 'Not Enough Energy' error in the middle of the screen whilst trying to cast a 10e skill (psychic distraction) whilst apparently having 14 energy. I'm wielding an 'Ilyana's Staff' (e+15) which I was wielding when I was killed. Is this problem specific to mesmers?.BorisDePig 17:41, 22 July 2008 (UTC)
- Yeah, this bug is really annoying, because whn I used my Para there, somehow after I died while carrying amber when I ressurrected, I couldnt use any energy skills even though my screen showed I was at 15 energy (my full energy), it always said I didnt have enough energy. It didnt fix for the entire game, but it hasnt happened to me recently, maybe its been fixed? (btw, it only affects Kurzicks, never Luxons) :PCrimmastermind 09:27, 27 September 2008 (UTC)
- Just to confirm this has also happened to me, dying whilst carrying amber and then res'ing meant i 'lost' the bonus energy from my wand/focus set. switching weapon sets seemed to work, however, I don't carry multiple copies of the weapon set I want to use so it was a case of 'make do till I get killed again'. I'll try and confirm it again today but it did appear to be consistant that I had to have energy cost of spell +12 (the energy from my focus) before I could cast the spell. There were no ranger spirits that I could see, nor were there any on the effects monitor.BorisDePig 17:15, 22 July 2008 (UTC)
- Man, I couldn't reproduce the energy display issue with the things you suggested, NieA7. (Ah! Great name, I really love ABe's designs.) I've heard this sort of thing can happen, where your display is a bit off from the "reality" of the server. Dying and playing with bundle items/+energy equipment just wasn't enough on it's own. Maybe the extra lag-stress in FA pushed it over the edge? It might be a combination of things. Anyway, keep tossing out ideas and maybe we can figure this thing out. -Kim Chase 17:59, 26 March 2008 (UTC)
[edit]
Frostmaw Spawn
According to their talk page, Feast of Corruption and Suffering cannot be captured from them (or at least could not as of October 20th). Barrage can be captured from them, but they don't seem to use it. -- Gordon Ecker 00:31, 3 November 2007 (UTC)
- I think Suffering/FoC is confusion on the part of players updating the wiki. The Frostmaw Spawn do not have these Necro skills, but the Frost Wurms that are grouped with them do. Barrage is the only capturable skill from the boss. They often-times pop out of the ground stacked all in the same spot, so it's understandable that it sometimes looks like the boss is performing these attacks. The part about him *not using* Barrage is totally valid, though. That is being reported. Let me know if I missed something. And thanks! -Kim Chase 18:34, 26 March 2008 (UTC)
[edit] Guild Hall Guest Privileges
Ok I have had a invite for over 8 hours and it has been at 0 minutes for a long long time....and I can still go to that hall... and I know it has been expired for hours Chik En 05:04, 3 November 2007 (UTC)
[edit] Unable to create PvP characters
I've been trying for a while now, but I can't seem to create a PvP character. Each time I finish naming it, I'm sent to one of the PvE beginning areas. Might this be a bug? (Japanties 18:40, 13 October 2007 (UTC))
- Which one? Alaris 01:08, 16 October 2007 (UTC)
[edit] Guild bug
while in Gunnard's Hold I thought I got kicked out of my guild, but I was still in the guild. I know i wasn't the only one that had it. -- The Warrior Of Timi Ideas 19:30, 6 November 2007 (UTC)
- Can you give a little bit more information about the problem? What made you think that you were kicked out of your guild? Can you still visit your guild hall, see guild chat, etc? -Kim Chase 20:16, 26 March 2008 (UTC)
- Same thing happened to me, but mine was that i seemed to be kicked. So i checked my "G" button and it said that no one was logged in, including me and another guildie, but we could still use the guild chat. I was in the Sunspear Sanctuary at the time though. Treesbyty 11:37, 13 May 2008 (UTC)
- Treesbyty, so when you used the "G" button, did it still show your guild name at the top, and a list of guild members. but it appeared that people were offline that were really online, including yourself? That could just be some sort of problem with displaying online/offline status. -Kim Chase 00:47, 8 July 2008 (UTC)
- Same thing happened to me, but mine was that i seemed to be kicked. So i checked my "G" button and it said that no one was logged in, including me and another guildie, but we could still use the guild chat. I was in the Sunspear Sanctuary at the time though. Treesbyty 11:37, 13 May 2008 (UTC)
[edit]
Nika in the Norn Fighting Tournament
Due to the recent change to Black Lotus Strike, the build used by Nika in the Norn Fighting Tournament lacks an off-hand attack, preventing her from using Horns of the Ox and Shattering Assault. -- Gordon Ecker 07:06, 21 November 2007 (UTC)
- Oooh yeah we have a report in on this. Her combo is all broken now. Thanks for bringing it up. -Kim Chase 20:19, 26 March 2008 (UTC)
[edit]
Maddened Thorn Wardens
In the January 19th, 2007 update, Sharpen Daggers was altered to trigger on attack skills rather than critical hits. Because Maddened Thorn Wardens lack attack skills, they gain no benefit from this skill. -- Gordon Ecker 07:06, 21 November 2007 (UTC)
- This has been reported. Thank you for pointing it out. -Kim Chase 01:11, 8 July 2008 (UTC)
[edit] Scrying Pool (Missing Visions)
I don't know if I posted this in the right place, but I'm apparently missing the second vision from my scrying pool. I checked the archives linked off your user talk for the last three months, and I didn't see any related entries. I also checked the Wiki entry and this problem apparently stems from completing another primary quest before checking the scrying pool from the last quest.
As I predominantly play PvP, and maintain only this character for dedicated PvE, I'm curious whether this problem will be resolved. I'd really like to be able to view that missing cinematic, and this oversight seems fairly easy to correct, akin to missing pages in our handbooks and dungeon guides. And I've no interest in completing the expansion again on another character just for that second vision. Sun Fired Blank 02:55, 24 November 2007 (UTC)
- As you are going through the plot of Eye of the North, it is not required that you see the Second Vision when it becomes available. However, if should become unlocked for viewing at the Scrying Pool after completing the over-arcing Against the Destroyers quest. Has your character defeated the Great Destroyer already? If you can post some more information on your progress I'll see what I can do to help. You might be best off contacting support for this though. -Kim Chase 00:44, 28 March 2008 (UTC)
[edit]
Double Salvage disconnect bug
synopsis : When you double click on a salvage kit to salvage an item while the system is still processing a previous salvage you get dropped from the game with error 007. This is fully reproducible every time. You do need a high latency to see this bug. a step by step process is detailed below. This assumes a high latency situation, generally anything 500ms upwards will result in this.
- double click on salvage kit
- click on object to salvage
- double click on salvage kit again
- click on second object to salvage
During high latency the server has not responded with a successful salvage after step 2 when you execute step 4. hence the client cannot start salvaging the next item and seems to be missing code to deal with a situation like this, resulting in disconnect from game and error 007. this happens in towns/outposts and more importantly in any explorable area and mission.
If this is not the correct place to get somebodies attention to this bug, please let me know who and where I need to give this information to.
thanks
bain 17:17, 20 November 2007 (UTC)
- User talk:Gaile Gray/Guild Wars Miscellaneous Bugs might be the best place. This bug is age old. --
(gem / talk) 19:28, 20 November 2007 (UTC)
- This page is the best place to post problems like this. We have a report for this issue. Thank you for the well researched information. -Kim Chase 00:53, 28 March 2008 (UTC)
- Is this really a bug? It still happens, but I thought it was just ANet countering Farm bots. Large 07:40, 29 August 2008 (UTC)
- This page is the best place to post problems like this. We have a report for this issue. Thank you for the well researched information. -Kim Chase 00:53, 28 March 2008 (UTC)
[edit] Graphics Issue's
Dunno if it's just me, but I have been having Major graphical issue's. Everything change's colors (Inverted and just Plain Weird); while some things just disappear ( R.G Xunlai Chest ). Wonder if it's just me or not? Seems to only be happening in the afternoon :S P.S Also Love Bows :) yet too Poor to afford Good Skin Ones >.< But would really like help with Graphics :)
- Oooh, I've heard that sort of thing can happen if there is a problem with your .dat file. Try this. Go into your Guild Wars folder and locate your GW.dat file. Rename the file temporarily to somethin else, like GW_backup.dat, and then connect to Guild Wars. It will start downloading a new dat file for you. If that fixes your graphical issues, you might want to run a -image to download the whole thing fresh. You can do this by looking at the properties for your desktop shortcut and adding -image to the end of the path. Let us know if that doesn't help you might want to contact support. -Kim Chase 00:45, 27 March 2008 (UTC)
[edit]
Increasing deaths on survivor
I have a problem with my survivor title. I started my new warriror a week ago and i tried to reach the Legendary Survivor title with him. Every day i checked him with /deaths command and it results 0 deaths. 3 days ago i checked it again and it returned 1. I never ever died with this character and never ever was close to death. I have two other Lengedary Survivor chars so i know how to reach the title. Im pretty sure there is something wrong in my character history. Maybe there are others who experienced the same bug. There is a screenshot at the following url documenting my issue: url IGN: Corsair Cutthroat --81.183.144.205 23:26, 13 December 2007 (UTC)--
- It happen to me once, my elem got killed during a cinematic. Character do not play death animation, but when they get hit in cut scene, they can get hp drop to zero and register a death. See the
"Types of deaths""Useful tips"->"Bugged Cinematics" section of the Survivor article. There is many posible way you could have got killed unnoticed; death in cut scene is one of the most probable. Good luck with yours survivors. --Bob 00:28, 15 December 2007 (UTC)- As far as I know there isn't anything tracked in the character history that will help figure out when your death was acquired, and there is no way to reset you death count. The only thing we can do is figure out if there is a situation that can cause you to receive an unavoidable death and try to correct that situation. As Bob mentioned, there are also many ways you can get killed without noticing. Many of these are mentioned on the Survivor page Bob linked to. For example, some people try to Map Travel away if they are about to die, but since your body persists on the map for a short time while your World Map is open and before the loading screen appears it is possible that your character died without you seeing it. There are also some situations where, for various reasons, people have assumed that they would get a "mock" death, but they get a "real" death in that situation.
- The only way I know of that a death can be acquired in an unexpected way is during a cinematic. We've taken steps to remedy this issue, but there are still specific situations where this can happen involving enemy minions and vampyric weapons. I assure you that we are aware of this problem and are seeking a solution, but removing this last bit of the problem is not as trivial as it seems. We are very interested in hearing about any specific cases where a death can be counted unfairly. If this has happened to you, please post as much information as you know about the situation and we will try our best to research and remedy the problem. -Kim Chase 17:52, 8 July 2008 (UTC)
[edit] Ab Lag
Yesterday, and today is horrible. As there is an ever increasing lag, leading to Disconnecting. Yesterday all luxons got DC'ed, and half of the Kurzick. I think its because the servers are under a high load as there also is a very long waiting time. Please fix this so we can AB without hearing everyone complain :P. 68.151.27.108 21:46, 15 December 2007 (UTC)
[edit] Bombardment
Does not have correct mapping for the eastern half. Try to target the siege shrine and hit space. See how far that gets ya. ~~
frvwfr2 (talk · contributions) 01:39, 18 December 2007 (UTC)
[edit] New unlock packs
Just a minor thing. I bought the new Nightfall skill unlock pack in the in game store, but the game keeps giving me "Skill Unlocked" windows when I capture Nightfall elites. I even got one when I used an Elite Tome for my ele to get a Nightfall skill. I haven't tried if this happens for any other skills I have unlocked without the unlock pack. Not a huge thing that needs urgent attention, but it's a bit funny :) - anja
23:41, 18 December 2007 (UTC)
[edit]
Sacrificial Grentches
I think they're supposed to use Holiday Blues, but they don't seem to use any skills. -- Gordon Ecker 04:03, 27 December 2007 (UTC)
- Ah yes. I think they aren't using Holiday Blues so that they won't just kill themselves needlessly, but I'm checking on it just to be sure and requesting they be given Snowball at least. Thanks for the report. -Kim Chase 01:54, 28 March 2008 (UTC)
[edit]
Mesmer and Elementalist Frostfire Dryder bosses in Anvil Rock and Iron Horse Mine
The unnamed Mesmer and Elementalist Frostfire Dryder bosses don't have any skills. -- Gordon Ecker 08:24, 28 December 2007 (UTC)
- This has been reported. Thank you. -Kim Chase 02:59, 23 January 2008 (UTC)
[edit]
A Small Request
- → moved from User talk:Gaile Gray
Firstly, I apologise if I am posting this in the incorrect place.
This may sound like a small thing, but it bugs me to no end. Please can the text descriptions in the hall of Monuments be fixed so that they have a proper text buffer.
By this I mean: If you have stack loads of titles and add them all to the honor shrine, eventually it cuts off what it was saying mid-sentence. The same is true if you've completed every campaign and every 'hard area' (Sorrows Furnace through DoA).
Your text goes like so:
The deeds of honor rise above the darkness of time, told in story...
...From the foundry of Failed Creations to the Stygian Veil, let the
and it cuts! Not enough space in the text buffer. The ultimate desirable request is to be able to sort the displayed items on a monument manually, but that's something else, I just want to be able to read the text it's supposed to be saying without being rudely interrupted mid-sentence. Many Thanks! Yu Takami 01:02, 2 January 2008 (UTC)
- We (my guild) did a bit of investigation and it seems the problem doesn't exist for them. I don't know what it is exactly, but I do run in a huge resolution (2048x1536) I don't know if that's anything to do with it (although I doubt it), or if some other factor is involved. If you need to know any more info from me please let me know and I'll do all I can to help Yu Takami 19:34, 3 January 2008 (UTC)
- I couldn't see this problem using a couple of different computers. But then, I also can't use 2048x1536... -Kim Chase 02:43, 23 January 2008 (UTC)
- I've pinned down the problem. If you set your graphics to anything greater than 'Normal' (Menu->Graphics->Interface Size) the text cuts off at the bottom of the page rather than scroll on as one would expect. I guess I should've done the whole testing malarky earlier, but that's the bug to a tee, and should be recreatable for most people. This issue exists both for the res mentioned above, and 1600x1200 which people with relatively decent cards should be able to achieve although I've not tested on any resolution lower than this. Yu Takami 18:38, 28 January 2008 (UTC)
- This has been reported. Thank you. -Kim Chase 18:53, 8 July 2008 (UTC)
[edit]
Kournan Guard weapon bug
Some Kournan Guards in Marga Coast have the same skill set as axe-wielding Kournan Guards, but wield swords, preventing them from using Disrupting Chop or Executioner's Strike. This could be fixed by either giving them axes or giving them the sword-wielder skillset. -- Gordon Ecker 05:29, 5 January 2008 (UTC)
- I also found one of them in Bahdok Caverns in hard mode. -- Gordon Ecker 09:50, 15 January 2008 (UTC)
- Thank you. I put in a report on this issue. Poor little guys don't have anything but Magehunter's, if they're lucky. -Kim Chase 21:28, 8 July 2008 (UTC)
[edit]
Anomalous shouts and chants
Crippling Anthem, "Never Surrender!" "The Power Is Yours!" and "We Shall Return!" affect all allies within earshot rather than only affecting party members as their descriptions indicate, and Anthem of Fury only affects party members within earshot rather than all allies. I'm including these here because I'm not sure whether they are text issues, skill functionality issues or a mixture of the two. Crippling Anthem has already been brought up at User talk:Bobby Stein/Text_bugs#Skill: Crippling Anthem. -- Gordon Ecker 10:02, 8 January 2008 (UTC)
- These have all been reported. Thank you. -Kim Chase 02:34, 23 January 2008 (UTC)
[edit]
Dark Watcher
The Dark Watcher boss in Slavers' Exile does not appear to use any skills. -- Gordon Ecker 22:00, 9 January 2008 (UTC)
- You try using a
Signet of Capture? — ク Eloc 貢 02:39, 10 January 2008 (UTC)
- No, I haven't. -- Gordon Ecker 07:36, 10 January 2008 (UTC)
[edit] Gunards Hold Issues
1. There is no auto-correcting walk to any npcs you target them and...go straight head like you never clicked them. Please Fix!
2. Npcs not reponding- they seem to be very picky of where you are...VERY. (to a matter of in game inches)
3. Kilroy in HM his AI is horrible (walks into walls, waits for first boss making you run for your life...doesnt heal etc etc.)
Maybe thats why TNM was in there till you guys removed it...as it needs working.
TY, and once agian please fix! 68.151.27.108 02:38, 11 January 2008 (UTC)
- Rata Sum also has pathing issues. -- Gordon Ecker 03:55, 11 January 2008 (UTC)
- The pathing issues are caused by the pedestals the NPC's are on (same as the fancy stalls in Gunnar's Hold) - for some reason this throws off the game rather clever pathfinding algorithm enough to revert to "head for targe in straight line, stop at first obstacle" - probably because the destination is impossible to reach. Clan Yumemiru 14:52, 12 January 2008 (UTC)
- One possible solution would be to make the patching algorithm try to get as close to the target as possible. Another option might be to lie to the pathing algorithm by creating bogus pathing nodes through the obstructions. House zu Helter also has a crafter on a platform. As for kilroy, if you're referring to Fronis Irontoe's Lair, he doesn't have any healing skills. -- Gordon Ecker 09:50, 15 January 2008 (UTC)
- That would help. I did some further testing; if you mouse click on any unreachable destination, no matter where you are, the entire pathfinding/obstacle avoidance system gets defenestrated - and your fix suggestion (map to valid destination nearest intended) would indeed fix most of the town-based issues. Clan Yumemiru 23:44, 25 January 2008 (UTC)
- Hey guys, I want to make sure I'm getting this right. When I click-to-walk on the merchants in Gunnar's Hold or Rata Sum and my character has a clear path to the NPC I'm walking up to them just fine. The only time I'm seeing a halt is if one of the platforms (Rata Sum) or buildings (Gunnar's Hold) are between me and the NPC. I'm guessing this throws things of because, even though you can walk through the building/platform, the NPC is able to stand in this area. Are you guys seeing a problem when there isn't a platform or building between you and the NPC? You didn't mention bumping into objects, so it might not be the same thing you're describing. I want to make sure I get this right before reporting it, since I think this would actually be a rather involved change. -Kim Chase 18:43, 8 July 2008 (UTC)
- The problem is that when your destination is unreachable (for whatever reason - click on a mountain works the same as a pedestal/stall merchant) instead of "dodging" forms of obstruction (terrain feature, wall, big stones, etc) the character will move in a dead straight line towards the target, coming to a stop at the first obstruction, instead of the normal behavior (ie, if the destination was reachable) which would be for the game to fire the pathfinding system to automatically dodge and go around any obstruction or movement block.
- A good way to see this in action is to to go to Gunnar's Hold - click on the Xunlai Chest and you will move towards it, automatically swerving to avoid all obstacles. When you get there, click on any of the merchants in town - you will move straight towards them, and at the first obstacle, in stead of automatically changing direction, (when the pathfinding would normally kick in) the character comes to a dead stop. Hope this helps/explains! Clan Yumemiru 09:47, 10 July 2008 (UTC)
- Hey guys, I want to make sure I'm getting this right. When I click-to-walk on the merchants in Gunnar's Hold or Rata Sum and my character has a clear path to the NPC I'm walking up to them just fine. The only time I'm seeing a halt is if one of the platforms (Rata Sum) or buildings (Gunnar's Hold) are between me and the NPC. I'm guessing this throws things of because, even though you can walk through the building/platform, the NPC is able to stand in this area. Are you guys seeing a problem when there isn't a platform or building between you and the NPC? You didn't mention bumping into objects, so it might not be the same thing you're describing. I want to make sure I get this right before reporting it, since I think this would actually be a rather involved change. -Kim Chase 18:43, 8 July 2008 (UTC)
- That would help. I did some further testing; if you mouse click on any unreachable destination, no matter where you are, the entire pathfinding/obstacle avoidance system gets defenestrated - and your fix suggestion (map to valid destination nearest intended) would indeed fix most of the town-based issues. Clan Yumemiru 23:44, 25 January 2008 (UTC)
- One possible solution would be to make the patching algorithm try to get as close to the target as possible. Another option might be to lie to the pathing algorithm by creating bogus pathing nodes through the obstructions. House zu Helter also has a crafter on a platform. As for kilroy, if you're referring to Fronis Irontoe's Lair, he doesn't have any healing skills. -- Gordon Ecker 09:50, 15 January 2008 (UTC)
- The pathing issues are caused by the pedestals the NPC's are on (same as the fancy stalls in Gunnar's Hold) - for some reason this throws off the game rather clever pathfinding algorithm enough to revert to "head for targe in straight line, stop at first obstacle" - probably because the destination is impossible to reach. Clan Yumemiru 14:52, 12 January 2008 (UTC)
[edit]
Air of Superiority skill type classification
the Asura skill Air of Superiority is classified as a "Skill" with 5 energy cost, 20 second recharge adn no listed activation time, yet it behaves like any a skill with cast time (no instant activation, requires character to not be doing anything else at the moment (moving, activating skills, attacking etc)) - is the skill description wrong (ie, skill has activation time) or is there something wrong with the current implementation ?? Clan Yumemiru 15:01, 12 January 2008 (UTC)
- This has been reported. Thank you. -Kim Chase 23:33, 17 January 2008 (UTC)
[edit]
Missing Zaishen henchmen
The Zaishen henchmen are currently missing from Great Temple of Balthazar. -- Gordon Ecker 04:46, 16 January 2008 (UTC)
- They've been gone forever I believe. I think this might have been intentional. — ク Eloc 貢 15:06, 16 January 2008 (UTC)
- Mmm I'm not sure if this was intentional or not so I'm asking the designers just to be sure. Thanks. -Kim Chase 21:57, 8 July 2008 (UTC)
[edit] Instant activation skills
Although it is a "plain" / "basic" skill with no activation time, Ursan Force cannot be activated in the middle of an action and it seems to have a short aftercast delay. I have only tested this with the Ursan Blessing version of Ursan Force, I'm not sure if it applies to the Ursan Aura version used during Blood Washes Blood. -- Gordon Ecker 02:38, 25 January 2008 (UTC)
- This is also the case for Angelic Protection, Burning Shield and Inspirational Speech (as well as Air of Superiority, which was mentioned above). Ursan Blessing, Raven Blessing, Volfen Blessing and Totem of Man have the same issue, but I believe that this is intentional. -- Gordon Ecker 05:00, 26 January 2008 (UTC)
- The Ursan Aura version of Ursan Force has no after cast since it it labeled as a 'stance' in game and acts exactly like that. It can be activated in the middle of other actions and while walking it does not cause you to stop to use it. As you, Gordon, said, I believe this is intentional for the after casts on the Blessings and Totem. Arty 00:52, 26 August 2008 (UTC)
- Asuran Scan, Dolyak Signet and Signet of Mystic Speed also have aftercast delays and can't be activated in the middle of other actions. This isn't necessarily a bug, there aren't any other instant activation hexes or signets to compare these skills to. -- Gordon Ecker 07:25, 11 September 2008 (UTC)
- By the way, the Ursan Force bug was fixed in the September 10th update, but the other bugs (if they are bugs) have not. -- Gordon Ecker 10:05, 11 September 2008 (UTC)
- Asuran Scan, Dolyak Signet and Signet of Mystic Speed also have aftercast delays and can't be activated in the middle of other actions. This isn't necessarily a bug, there aren't any other instant activation hexes or signets to compare these skills to. -- Gordon Ecker 07:25, 11 September 2008 (UTC)
- The Ursan Aura version of Ursan Force has no after cast since it it labeled as a 'stance' in game and acts exactly like that. It can be activated in the middle of other actions and while walking it does not cause you to stop to use it. As you, Gordon, said, I believe this is intentional for the after casts on the Blessings and Totem. Arty 00:52, 26 August 2008 (UTC)
You can Add Shield Bash to the list of these skills. It is also bugged not having instant activation and also cannot be used while your knocked down for some reason. --The preceding unsigned comment was added by User:138.87.162.245 (talk).
- Gordon, AS is a (hex) Spell, and both SoMS and DS are Signets. Also, I'm sure SoMS doesn't have any "aftercast", it just stops all actions. If you want a list of "skills" that are bugged like this it's: Air of Superiority, Burning Shield, Feral Aggression, Inspirational Speech and (If IP is right) Shield Bash. (I hope I didn't miss anything). AS, DS and SoMS can be debated. — Poki#3 Image:User Poki Signature.jpg 03:15, 12 September 2008 (UTC)
- You're right about Signet of Mystic Speed, it lacks an aftercast delay but interrupts all actions. I was hesitant to add the signets earlier because there are no other instant activation signets to compare them to, and Asuran Scan wasn't instant activation until the August 8th update. Anyway, I decided to add them to the entry for completeness. -- Gordon Ecker 04:23, 12 September 2008 (UTC)
- Yes, I know about the update, however it's still a "spell" and as far as I know (please do correct me if I'm wrong) all spells have aftercast, though the same thing as with the Signets arises: there's nothing we can compare it to. No other player usable spells have instant cast. It can go both ways, and it would be good to have these skills unified one way or the other, or get a statement, that it's working like this because it was supposed to. — Poki#3 Image:User Poki Signature.jpg 05:02, 12 September 2008 (UTC)
- Yeah, that's why I stated that I think it's probably not a bug in the third and fourth posts. Anyway, I'm currently going through the instant activation skills. -- Gordon Ecker 05:20, 12 September 2008 (UTC)
- Yes, I know about the update, however it's still a "spell" and as far as I know (please do correct me if I'm wrong) all spells have aftercast, though the same thing as with the Signets arises: there's nothing we can compare it to. No other player usable spells have instant cast. It can go both ways, and it would be good to have these skills unified one way or the other, or get a statement, that it's working like this because it was supposed to. — Poki#3 Image:User Poki Signature.jpg 05:02, 12 September 2008 (UTC)
- You're right about Signet of Mystic Speed, it lacks an aftercast delay but interrupts all actions. I was hesitant to add the signets earlier because there are no other instant activation signets to compare them to, and Asuran Scan wasn't instant activation until the August 8th update. Anyway, I decided to add them to the entry for completeness. -- Gordon Ecker 04:23, 12 September 2008 (UTC)























