User talk:Linsey Murdock/bugs

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Fix this.

Do u wan't to fix the major lag problem please? From User:Demon Of Holy Fire

How is she suppose to fix it?, shes with the quest/EAs team ~ KurdKurdsig.png 13:40, 8 July 2007 (UTC)
And really, the community is in no position to demand anything from an Arena Net employer who visits the Wiki. That's something very rude to do. Erasculio 14:09, 8 July 2007 (UTC)
It's sweet of you to think of me as "the all powerful of Anet" but alas I am but a lowly designer and have nothing to do with programming or even more specifically network programming. So it's not really a matter of want; I suppose we all want to fix any problems with lag but I'm in pretty much the same position as you as far as the ability to actually do something about it goes. Thanks for the thought though! - Elementalist-icon-small.pngLinsey talk 18:26, 8 July 2007 (UTC)

Resolved "Low-hanging Fruit"

A show of Force

The bug in A Show of Force which sometimes causes two or three copies of the same boss to spawn looks like it might be simple to fix, although it could be complicated. -- Gordon Ecker 03:08, 11 July 2007 (UTC)

lol, from the looks of that, it probably will be easy. I'll take a look in the morning. Thanks! - Elementalist-icon-small.pngLinsey talk 05:55, 11 July 2007 (UTC)
As I suspected, this is an easy one. Thanks again for the find. - Elementalist-icon-small.pngLinsey talk 18:47, 11 July 2007 (UTC)

Portal fixes

If you're going to fix the portal bug at Aurora Glade, then presumably the same should be done at Lutgardis Conservatory

I actually already did, it just hasn't gotten pushed to Live yet. hehehe - Elementalist-icon-small.pngLinsey talk 18:43, 11 July 2007 (UTC)
This should be fixed now. Please let me know if the bug persists! - Elementalist-icon-small.pngLinsey talk 23:21, 20 July 2007 (UTC)

Unwaking waters (explorable)

Although it has been ages ago, I can confirm that there can be foes on the ledge behind Rajazan (although my memory isn't that good, so I'm not 100% sure on the location). It has been multiple months ago, before hard mode was active, that I was in the area and noticed that there were a couple of NPCs that I couldn't attack with melee, since they could not be reached. This is all that I can offer on this 'bug' though and I don't have screenshots. -- CoRrRan (CoRrRan / talk) 23:45, 11 July 2007 (UTC)

Grrr, it would make sense if things were spawning up there if there was a circle that overlapped with that area, but there are no such circles. Frustration. I'll have to dig into it a little more I think - Elementalist-icon-small.pngLinsey talk 01:03, 12 July 2007 (UTC)
I brought in the great Colin Johanson and we looked over the spawns together. The only thing that should be able to spawn up on that ledge are crabs. The Outcasts shown in the screenshot from that thread are actually not in the mission are, just in a part of the explorable that isn't obvious that you can get to but you can. - Elementalist-icon-small.pngLinsey talk 03:08, 12 July 2007 (UTC)

Stuck heroes

If say, a hero were to get stuck outside of the map somehow, would that be a one off bug or a problem with the explorable area? I wasn't able to replicate it, but I sure as hell couldn't get him out. - BeX iawtc 03:28, 12 July 2007 (UTC)

could you explain exactly what happened? - Elementalist-icon-small.pngLinsey talk 07:12, 12 July 2007 (UTC)
I left from Bergen Hot Springs and we were running along that mountainside that is just to the north of the entrance and somehow Acolyte Sousuke got stuck on the mountain, outside of the walkable areas. He couldn't move at all so I had to leave him there. - BeX iawtc 07:26, 12 July 2007 (UTC)
That is very curious, but if there is a bug that allowed that to happen, it would not be in my realm to fix it. Sounds like either some code problem or a problem in the pathing of the map. Neither of which falls under me. :D - Elementalist-icon-small.pngLinsey talk 17:56, 12 July 2007 (UTC)
If it ever happens again I'll make sure to submit a ticket. I think it was more of a one off bug though. - BeX iawtc 03:37, 13 July 2007 (UTC)

The ice in Griffon's Mouth

Not sure if this is one for you or not, but I'll give it a go :) I was vanquishing Scoundrel's Rise last night and moved on to Griffon's Mouth. There are several areas of what looks like ice near the gate between the two, but instead of walking on top of it all players/heroes in our party walked underneath it like it was water, complete with ripples. Kinda alarming only being able to see Koss' afro moving about like some kind of hairy mini-pet. --NieA7 08:45, 18 July 2007 (UTC)

This is not my area, and would be a map issue for the level artists. Because art requires large downloads that we try to avoid, we rarely get to go back and fix little map issues like this so it's not likely to get fixed unless it's a major problem. - Elementalist-icon-small.pngLinsey talk 21:27, 18 July 2007 (UTC)

North Kryta Province

The sign to Nebo Terrace at the zone portal to Nebo Terrace is weird. If you select it and press space it doesn't run you around the cliffside to the west but tries to run you straight through the hill so instead you just stop moving. - BeX iawtc 12:27, 18 July 2007 (UTC)

Same with the sign just inside Nebo Terrace too. :S - BeX iawtc 12:34, 18 July 2007 (UTC)
This is a problem with the pathing built into the map which is not my area. - Elementalist-icon-small.pngLinsey talk 21:29, 18 July 2007 (UTC)
Thanks for the prompt response :) --NieA7 11:30, 19 July 2007 (UTC)

Abaddon's Mouth

Same as Shenzun... After you break the Onyx gate (defeat the first pair of bosses in the mission) and the Vizier popus up for the second time to give you the uber haxor skill, there will be one Mursaat Monk standing by himself. As you attack him, he will start running towards three Jade Armors behind him. Most cases, he will not make it as he'll stop to heal himself and shortly after, just die. This causes the interesting side-effect of the three Jade Armors not being "activated" (and the three after them as well). However, if the monk does make it all the way to the back, the two groups of Jade Armors will become active.

There has been speculation that this is actual by design to show that the Jade Armors are autmatons operated by the Mursaat. I am not too sure about that. This one has been in existence for nearly 30 months. --Karlos 08:50, 26 July 2007 (UTC)

I actually inquired about this "bug" when I first got hired on and was told it was By Design. - Elementalist-icon-small.pngLinsey talk 07:14, 27 July 2007 (UTC)
Huh. Thanks. :) --Karlos 00:20, 2 August 2007 (UTC)

Nibble

Do you think it would be possible for you to try to get your co-devs to give Nibble a better skill description? I always feel sorry for Grasping Ghouls when they use it, and it not showing what it does. -- CoRrRan (CoRrRan / talk) 10:12, 14 July 2007 (UTC)

I'd love to see a skill icon for that. Perhaps a mouse holding a fragment of cheese. ;) - BeX iawtc 10:15, 14 July 2007 (UTC)
Or a Grasping Ghoul holding a piece of cheese. ;) --Ravious 12:54, 15 July 2007 (UTC)
I'd like to direct you to my friend User:Andrew McLeod who is a man o' creatures... - Elementalist-icon-small.pngLinsey talk 21:32, 18 July 2007 (UTC)

Wizard's Isle

Would you be able to edit the background music for Wizard's Isle to use the Pre Searing music? Seeing as how the isle is obviously based off of it, it should have the music as well. Most, if not all of the other isles have proper music befitting their themes, but for some reason not Wizard's. Currently it uses the Krytan themes.

ADDED: Actually, many places do NOT have correct music. Could this be fixed? As well as the loading screens?Counciler 23:53, 18 July 2007 (UTC)

This is not my area, you'll have to bug Izzy for that stuff - Elementalist-icon-small.pngLinsey talk 00:12, 19 July 2007 (UTC)
Will do, thanks. Counciler 00:34, 19 July 2007 (UTC)

Question...

Are you the person who "spawned" the Ebony Citadel or is that person on the wiki? Thanks. --Karlos 09:55, 22 July 2007 (UTC)

It was probably Albert Liao or Colin Johanson - Elementalist-icon-small.pngLinsey talk 01:15, 23 July 2007 (UTC)
Are they active on the wiki? I have a set of issues I wish to discuss with them about Mallyx. We've been trying him for 4 days, and he's absolutely unkillable. I know there are a few claims left and right of people saying they got close to killing him and what not, but I have investigated those claims and it's obvious to me that most of them have not even fought him.
The main issue is that he is able to use Summoning Shadows every 5 seconds or so which, given how powerful he is, is devastating. We've been earnestly trying to kill him in the room in a fair fight, but his skills and abilities are not balanced and are ridiculously overpowered. I believe this is eaxctly the same glitch he had 3 months or so back when he kept using Summoning Shadows all over the place and I think it has been rolled back into the live version of the game. Can you convey those issues to them or should I just take these issues to their talk pages? --Karlos 01:54, 23 July 2007 (UTC)
The Mallyx encounter itself was mostly designed by Curtis Johnson, I don't know how active he is on the wiki, but you are welcome to make a stab at his talk page. - Elementalist-icon-small.pngLinsey talk 02:42, 23 July 2007 (UTC)
The link you provided is to an "article" about Curtis. I tried User:Curtis Johnson, and there is no such user. Does that mean he does not frequent the wiki? --Karlos 03:57, 23 July 2007 (UTC)
He does check in from time to time but the assumption that he doesn't "frequent" the wiki would probably be correct. If you would like me to direct his attention to a particular article, I would be happy to do so but he is out of the country until sometime next week so don't expect quick answers. :) - Elementalist-icon-small.pngLinsey talk 19:10, 23 July 2007 (UTC)

Ok, I placed my request and observations over here, please have him take a look and hopefully respond. This is frustrating people to no end. Thanks for your help and time. --Karlos 20:27, 24 July 2007 (UTC)

I sent him an email with the link. - Elementalist-icon-small.pngLinsey talk 20:32, 24 July 2007 (UTC)

Missing U Map Icons

Hi Lindsey, wonder who deals with minor things like this:
Wandering round the Alkali Pan, and realised that the res shrine with a Ghostly Priest that gives Margonite Battle blessing, does not show up with a res shrine icon on the U map window. The priest is located in the central/south area of the zone.
By the by, when you hover mouse pointer over shrines in the U map, it just says "Resurrection Shrine". Has any thought ever been given to expanding this, e.g. saying which God it's a shrine of, and/or listing the hunt/blessing that can be obtained there? --BramStoker (talk, contribs) 10:44, 30 July 2007 (UTC)

There's actually a bug at the moment with a lot of collector and res markers not showing up on the mission map. But I agree that having bounty types would be a great idea. - BeX iawtc 11:02, 30 July 2007 (UTC)
Thirdied in displaying bounty types on the ressurrection shrine icons. I have a feeling this falls outside what Linsey does, but it is a great idea. Erasculio 13:33, 30 July 2007 (UTC)
It is within the scope of what I can do (believe it or not but those u-map markers are spawned). I'll add the missing marker to my list, thanks for the report.
re: bug with markers not showing up. An Alpha tester recently reported this and also said that if you zoom in and out on the map they will reappear. This type of bug would be a UI code bug and not my area.
re: adding markers to show hunt buffs or god statues. This would be a massive undertaking. It took us around 2 weeks just to add all the markers to Factions and Prophecies and get them tested after NF came out. There are currently no plans to go back again and spawn ones for god statues and hunt buffers. My personal opinion is that it would clutter up these areas a lot and I would be generally opposed to that but that kind of project is not my call anyway. - Elementalist-icon-small.pngLinsey talk 18:45, 1 August 2007 (UTC)
I have the impression that the idea suggested above wasn't to add new markers for the bounties, but rather to change the text in the current ones from "Ressurrection Shrine" to "Titans Bounty" or something like that - since in NF all shrines have a bounty, and (almost) all bounties are in a shrine, using the icon of the shrine with the text of the bounty would make players understand what it means. But given how those are spawned manually (big o.O at that), it would still be a lot of work to change all the "Ressurrection Shrine" texts to fit the bounty being offered there. A pity, but if that's how it is... Erasculio 18:51, 1 August 2007 (UTC)
Yep, that's how it is. We would have to go through every spawn file in the game to change the text strings appropriately. Plus, what about God Statues? How would you denote them? It would just be a big mess to implement and test while getting very little in return. You are talking about design and writer time to make all the new text strings, localization time for all our other languages, a lot of spawner time to get them all hooked up and bunch of QA test time to get them approved. Plus code time to get all the spawn files integrated up to Live and new downloads for every map (we try to do as little downloading as possible). Probably just not worth the amount of resources needed to make it happen. - Elementalist-icon-small.pngLinsey talk 19:03, 1 August 2007 (UTC)

Deeprunner's Map

point Talk:Deeprunner's Map --Primeval Sentinel User Primeval Sentinel user icon.jpg Talk 09:30, 31 August 2007 (UTC)

Thanks for the report! I'll pass this along. - User Linsey Murdock sig.jpgLinsey talk 18:04, 31 August 2007 (UTC)

Dark Gateway

The quest Dark Gateway in the Realm of Torment has a small glitch in it (which I think is part of a bigger problem). I know a LOT of people will hate me for telling you about this, but I think the quest is easy anyways.

So, if you take the quest and walk out from Gate of the Nightfallen Lands, you'll see the Necro boss by himself. If you do not walk into his aggro bubble (i.e. stick to wanding him/using a bow) then your heroes and henchies (or other ranged players) will kill him just fine without popping up his entourage. This will get the quest done in seconds without having to fight the actual intended fight.

I think the bigger bug is that bosses cannot (for some reason) pop up. So, he's visible, while the rest of his mob is waiting for the player to step on "the trigger." --Karlos 08:56, 26 July 2007 (UTC)

I think the bosses may pop up, though - for example, a warden boss on Morostov Trail does pop up. I think the point here was mostly done so players would see the boss from far away and actually know it's there they have to go (something a bit redundant with the green arrows, but anyway) or just for players to think "Aha, the boss is alone with no mobs, what an easy quest!" only to see the mob appearing when they get close. Maybe this could be fixed by making it required to kill the entire mob, not only the boss? Erasculio 12:51, 26 July 2007 (UTC)
It maybe a design philosophy or an implementation issue, but there are no bosses in Elona that "pop-up." I know there are a few in Cantha (like the Vengeance Seeker), but there are none in Elona. All Mandragor bosses are always popped up, same for insect bosses. This design can be seen in Factions at times (like the Warden Earth ele boss outside of Durheim, all alone till you aggro him then a bunch of Wardens pop up). --Karlos 03:05, 27 July 2007 (UTC)
The boss being alone would be less than ideal and during development it would probably be changed. However considering how long the quest has been that way and the fact that it's just a case of people being clever enough to bring all ranged and play off its issues... I don't think it necessary to patch a fix to this one.
Bosses are fully capable of "popping-up" or lurking/unlurking as we call it provided the species has the animations for it. Generally we have held a standard of bosses being visible considering skill caps unless there are special circumstances. - Elementalist-icon-small.pngLinsey talk 06:04, 27 July 2007 (UTC)

Dwarven Menders

During the Eye of the North Sneak Peek Weekend, Dwarven Menders used Mesmer skills such as Conjure Phantasm. I can see three possibilities: 1. they are supposed to be Mesmers, but they are misnamed; 2. they are supposed to use monk skills, but have the wrong skillset; 3. they are supposed to use both Monk and Mesmer skills and I just didn't notice them using any Monk skills. -- Gordon Ecker 21:23, 28 August 2007 (UTC)

Could you post this to Andy's talk page? He did all the species this chapter. - User Linsey Murdock sig.jpgLinsey talk 21:48, 28 August 2007 (UTC)

After Venta Cemetary

I Don't know if this belongs here but i had an issue after the Venta Cemetary mission. After the mission; the game will teleport you back to the sun docks. I had a party of me and 4 heros but also 2 henchman. they reamined in my party when i left the area into kamadem and i walked around kamadem with 6/4 party size --The preceding unsigned comment was added by User:Smithyben .

That is a known issue, not sure if it's going to be fixed or not. - User Linsey Murdock sig.jpgLinsey talk 00:00, 1 September 2007 (UTC)

Problem with some skill quests in GW:EN

Hi, Linsey. There are a few skills that were added to the quest rewards after the preview, so everyone that did such quests can't acquire the newer skills. For example Light of Deldrimor and Snow Storm. -- Pulse 13:25, 1 September 2007 (UTC)

Hi, there. This is definitely on the list to get looked at right away! Obviously we don't want you to be short some skills because you played the Sneak Peek Weekend! --Gaile User gaile 2.png 16:25, 1 September 2007 (UTC)
Be sure to let me know if there are any others and I'll be looking into what we can do to remedy that on tuesday. Thanks for the report. - User Linsey Murdock sig.jpgLinsey talk 18:49, 1 September 2007 (UTC)
Hi Linsey - same problem is with Great Dwarf Weapon skill available as reward from quest Attack on Jalis Camp, it's not available for people who completed this quest during preview. Thorel 12:09, 3 September 2007 (UTC)
Great Dwarf Armor also falls under this category. --Thervold 17:20, 4 September 2007 (UTC)
We are working on a fix to this, but rest assured it will be remedied soon. - User Linsey Murdock sig.jpgLinsey talk 18:07, 4 September 2007 (UTC)
Yay! All skills are now accounted for. Thanks for the quick remedy! --Thervold 05:39, 5 September 2007 (UTC)

Jormungand

The Wurm boss Jormungand has a green aura and is thus either atleast a ranger or necromancer. Players have observed it using warrior skills, but a R/N using a signet of capture on it doesn't get any skills displayed (see Jomungand SoC RN.jpg). Is this intentional? - User HeWhoIsPale sig.PNG HeWhoIsPale 20:06, 7 September 2007 (UTC)

I'd like to direct you to Andy's talk page. He was the creature designer for GW:EN. - User Linsey Murdock sig.jpgLinsey talk 20:42, 7 September 2007 (UTC)
Thanks, sorry about that. - User HeWhoIsPale sig.PNG HeWhoIsPale 20:46, 7 September 2007 (UTC)

Black Moa Chick

Hi Linsey. Wanted to direct your attention to the Notes section of the Black Moa Chick page. Seems someone found a way around needing Nightfall. Can we get a fix? Not being able to trade incubators, not being able to open or add something to incubators customized to someone else, etc? Thanks much. - Tanetris 19:29, 4 September 2007 (UTC)

It's easy... Just buy the Chick from someone else... --Isfit 19:31, 4 September 2007 (UTC)
Looking into it! Thanks! - User Linsey Murdock sig.jpgLinsey talk 19:53, 4 September 2007 (UTC)
Fixed. Thanks again for the report! - User Linsey Murdock sig.jpgLinsey talk 02:14, 7 September 2007 (UTC)

Vael

Is there any way to find Vael to get the quest Be Quiet, Very Quiet from him? I first saw him once at the rabbit place outside Grothmar Wardowns but he didn't offer any quest. Later he appeared as an ally whenever I had an Ebon Vanguard quest active, but he never offered me any quest. Now that I completed every single Ebon Vanguard quest I can take, he doesn't show up anymore. 16:14, 3 September 2007 (PDT)

There's a map on Vael's page now. For future reference, Help:Ask a game question is a better place to ask than Linsey's talk page. - Tanetris 01:38, 4 September 2007 (UTC)

Dredging the Depths

point Talk:Dredging the Depths --Primeval Sentinel User Primeval Sentinel user icon.jpg Talk 16:29, 1 September 2007 (UTC)

I'll pass this on to the dungeon people. Thanks for the report! - User Linsey Murdock sig.jpgLinsey talk 17:41, 4 September 2007 (UTC)

Please do something for me.

http://wiki.guildwars.com/wiki/Then_and_Now%2C_Here_and_There Please change the requirements of this quest so anyone can complete it because my main-char is a dervish, and I dont want to play any other classes anymore =( --84.112.37.174 12:33, 1 September 2007 (UTC)

How could an Elonian Dervish have met Gwen when she was a child? And thus, how could he have acquired a tapestry shred. Cynaes 12:48, 1 September 2007 (UTC)
Somehow you are right, but though I would appreciate to play this quest with my dervish. I have the Tapestry Shred so this would be no problem for me... --84.112.37.174 16:46, 1 September 2007 (UTC)
Please change the requirements.. I have the tapestry shred for my factions ranger and can't get the quest :(
I'd prefer the requirements not changed. I disliked being called Istani in Nightfall, and wished that the game would recognise where my character was truly from. Perhaps an parallel quest with altered dialogue for the non-Ascalons? -- Dashface User Dashface.png 07:13, 3 September 2007 (UTC)
This is not one of my quests, it's a Stumme original, so it's not the kind of call I can make. That being said, I don't think we should change the requirements. This is a quest meant to be for characters that played with Gwen in Pre-Searing. Not for foreign characters that have traded for a tapestry shred. - User Linsey Murdock sig.jpgLinsey talk 17:02, 4 September 2007 (UTC)

Destructive Research

Linsey, it has been mentioned on Gaile's talk page that some players cannot find Destroyer Cores anywhere since the release, despite being able to get them during the preview weekend (here's the link). Even assuming anything has changed, it would not be a quest bug since it's not directly linked to the quest, but do you happen to know if the drop rate for the Cores has changed? It's a bit hard right now to do this quest : ) Erasculio 17:13, 4 September 2007 (UTC)

It looks like the drop rate was changed just prior to release. I've been bugging the items guy all weekend about this; had I known he was going to change it I would have adjusted the quest accordingly. I will keep fighting the good fight to get it changed back. - User Linsey Murdock sig.jpgLinsey talk 17:21, 4 September 2007 (UTC)
We have worked out a fix and it will be in a Live build soon. - User Linsey Murdock sig.jpgLinsey talk 23:27, 4 September 2007 (UTC)
Yay, that was amazingly fast! Thank you. Erasculio 23:33, 4 September 2007 (UTC)

(Reset indent) Similar issue with Golden Rin Relics and Diessa Chalices. Apparently this hasn't changed after the fix to Destroyer Cores.-- CoRrRan (CoRrRan / talk) 11:16, 5 September 2007 (UTC)

I ping'd Hargrove on this and he's going to take a look at it. Thanks! - User Linsey Murdock sig.jpgLinsey talk 18:47, 5 September 2007 (UTC)
Been farming Murukai's into oblivion. Diessa Chalices have a low drop rate, but you will usually see 1 a run with a full team. Never seen a golden rin chalice. -Warskull 05:37, 8 September 2007 (UTC)

Modniir Hunter

Just wanted to mention this outside the comments on Moa birds (how to go off-topic on that thread!) (I'm not sure if Andy McLeod's talk page is a better location for this though.) Why are the Modniir creating all those Symbiosis-spirits, while there are hardly any Modniir Shaman spawning. (I think I only encountered 3 or 4 per EA.) AFAIK, the Shaman is the bonder of the Modniir and the Hunter is the one bringing Symbiosis which would be a ok-ish synergy, but Symbiosis works not in the advantage of the NPCs at all due to most Modniir spawns not having a Shaman present. As it is now, Symbiosis is more in the advantage of the players (most teams have plenty of enchantments). -- CoRrRan (CoRrRan / talk) 10:50, 29 August 2007 (UTC)

The hunters have the spirit, they will cast it. They don't care or know if it will help them. The problem is that we wanted to use the rangers more than the bonders, so it just ended up being spawned this way. - User Linsey Murdock sig.jpgLinsey talk 18:48, 29 August 2007 (UTC)
That's a pity. I already feel sorry for the Modniir. -- CoRrRan (CoRrRan / talk) 18:56, 29 August 2007 (UTC)
They are dumb - User Linsey Murdock sig.jpgLinsey talk 19:02, 29 August 2007 (UTC)
Love it as a enchanting Dervish though :) 81.246.37.187 08:45, 30 August 2007 (UTC)
It's also something 55HP farmers most certainly won't like ]:> Xelonir 09:09, 30 August 2007 (UTC)
Yeah, I was going to mention that. You guys making the builds for these monsters sure didn't leave much room for 55s. User GD Defender sig.png|GD Defender / contribs 09:10, 30 August 2007 (UTC)

Bug: Unobtainable PvE quest reward skills in Eye of the North

Is there currently any alternate way for characters who already completed Destructive Research during the GW:EN sneak peek weekend to learn Light of Deldrimor? -- Gordon Ecker 01:37, 1 September 2007 (UTC)

Snow Storm is also apparently unobtainable for characters who have completed The Big Unfriendly Jotun. -- Gordon Ecker 07:04, 1 September 2007 (UTC)
Let me know if there are any others and I'll look into it on tuesday when everyone is back into work. - User Linsey Murdock sig.jpgLinsey talk 18:46, 1 September 2007 (UTC)
Other skills missing are: Great Dwarf Weapon, Great Dwarf Armor and Light of Deldrimor (if it exists). It appears to be a problem where the relevant skill quest was completed during the preview weekend but the reward has changed. Sadie2k 00:31, 3 September 2007 (UTC)
Thanks. -- Gordon Ecker 03:41, 5 September 2007 (UTC)

The Asura Trap

This quest has a bug: once on Riven Earth, we are supposed to escort Justiciar Naveed while he takes the Grimoire to the "trap". But whenever we get in a fight, the Justicar drops the book on the ground. If we try to pick the Grimoire, the book disappears and we get a "Quest failed, rezone" message on the quest log. If we leave the Grimoire on the ground and don't touch it, when we reach the trap area the Justicar will act as if he were still holding the book, so we may complete the quest then (despite how the trap is empty). A smaller problem is that, while following us, the Justicar will cast spells on our enemies - monk skills, like Convert Hexes and Shielding Hands, helping the enemies. Erasculio 04:42, 11 September 2007 (UTC)

Heh, I completed the quest by running around, avoiding all aggro (not an easy task with the Raptor patrols). Although odd, I thought it was another of these non-standard quest types. I didn't think about abandoning the book and moving onward. --Thervold 16:16, 12 September 2007 (UTC)
Same happened to me Erasculio. Though I have to admit I felt like having been trapped into clicking the book, so it might be intentional ;-) --Xeeron 16:24, 12 September 2007 (UTC)
This quest was suffering from the same bug that was causing Norn Tournament spectators to heal. The Justiciar isn't supposed to drop the book until actually setting the trap (at which point picking it up would fail the quest, since it sort of undermines the entire story of it.) This has been fixed, and if the fix hasn't gone Live yet, it should with the next build that we do. User John Stumme sig.gifJohn Stumme 23:03, 15 September 2007 (UTC)

Heart of the Shiverpeaks (requires urgent attention)

Hi,

Players have been "chest running" the Heart of the Shiverpeaks dungeon for nearly 2 weeks now. It's very easy, it's very lame and it's making the prices of Onyx gems drop like a rock. The whole run takes 5-6 minutes, requires zero skill and has a success rate of 110%. Please look into it.

What players do is that they load up on runners and run skills. They exit from Eye of the North, into Battle Depths and then Heart of the Shiverpeaks level 1. The run to Budger, pick him up then blow up the wall and run to level 2. Likewise, in level 2, they run past all the Skelk, blow up the wall then down to level 3. In level 3, they run to Magmus then they all bunch up around Budger, when Magums comes, they all spam the kegs and he dies quick, and they do the same for the Ooze spawns that follow.

Like I said, the whole process takes 5 minutes and is a mockery of the dungeon's design. I think the best solution is to make Budger provide a Keg say every 10-20 seconds instead of having an infinite supply for all 8 players. Placing encounters along the way is not much of a deterrent because the technique of keg spamming will win most fights easily. Not sure what is at your disposal, but this is getting ridiculous, been going on for 2 weeks and easily destroying the value of many things in the game. --Karlos 09:41, 26 September 2007 (UTC)

I have been playing this dungeon for at least a week now, with heroes and hench, no running, just plain killing of stuff and no keg spamming involved. Even then, this dungeon takes somewhere between 10 and 12 minutes to complete (yes, I timed it). Yesterday, I spotted a group of runners and decided to join them to compare it to normal play. I tried 3 times with them, all three times we needed 12-13 minutes to complete the dungeon. So from my experience, running the dungeon is no problem at all, since it is possible to complete the dungeon the normal way in roughly the same time. Changing something in the number of kegs Budger gives will not make the dungeon chest less accessible. I will do a few more runs today and post a table with my average times per area. Btw, why do people still start from the Eye when it's about 2 minutes faster starting at the Central Transfer Chamber? My current record in this dungeon is about 50 normal attempts and 3 runs. I need to go on more runs for more accurate comparison.
Don't get me wrong, this dungeon being very easy and fast to complete definately is a problem, I'm simply trying to create a complete picture of what people are doing in that dungeon. Zophar 10:28, 26 September 2007 (UTC)
Here's an update: Normal attempt, killing several groups and skipping when possible: average of 11:00 (3 attempts). Run from Eye of the North: average of 10:14 (3 attempts)(which can be cut to 8:00 by starting at the Central Transfer Chamber and having a good team). I guess yesterdays running team just was really bad. Running can be faster if you have a decent group. The bottleneck is killing Magmus and his spawns, which can be 3 minutes with a good team and up to 7 minutes or more with a bad team.
So it looks like getting rid of the running somehow will only solve part of the problem as running is generally speaking not much faster than normal play. Zophar 12:25, 26 September 2007 (UTC)
Your findings are not accurate. I did it twice with completely random pugs in: 5 and 6 minutes. Guild group did it once, even faster. Never less. All of them from Eye of the North even, not the CTC. If you can fight it in 11 minutes, then kudos to you, however, if 8 players can get access to the end-dungeon chest in 5 minutes without any fighting or any skillat all, then that's an imbalance to the price of Onyx and a destruction of the value of the items that chest drops. Why not just have them available with a command line command "/hos" so that they'd pop-up in your inventory? For the record, the completely random pugs I have been with kill Magmus in 10 seconds and his entire spawn in less than a minute. If you assign a short cut to the "Drop Item" button, you'll be as insanely fast as they are.
If Budger only gives a barrel every 20 seconds, it would kill this run as the group of runners would wipe each time without killing any foes. I don't want to go back and forth on this over minutes and seconds. So, please let's keep our eye on the ball. 8 players getting the chest with no skill, 100% of the time. I felt obliged to bring it to ANet's attention. I do not feel obliged to be here beyond that. No offense intended. --Karlos 20:28, 26 September 2007 (UTC)
We have been aware of this issue and worked out a fix which went Live today. Thanks for the reports though. - User Linsey Murdock sig.jpgLinsey talk 00:34, 28 September 2007 (UTC)
Looks like there are still some issues with this but we are aware of the problem and continuing working on it. - User Linsey Murdock sig.jpgLinsey talk 00:47, 28 September 2007 (UTC)