ArenaNet talk:Miscellaneous bugs/R4
I thought this was fixed?
I was reading the updates (this was awhile ago) and read that they had fixed a bug that caused the Spear Of Archemorus to duplicate when dropped. Well today when I was in Sunjiang District, I noticed two strange things happen. The first was that i had dropped the spear forgot about it until the end of the battle( just 4-6 enemies) and it was labeled Supreme Spear of Archemorus since the enemies powered it up. As i picked it up i noticed that it did not have a status effect.(As in there was no box saying it was the Spear of Archemorus aka no evironmental effect) I had thought nothing of it and when i dropped it later on it produced two spears of archemorus. I was just putting this in here if it was important to anyone. 10:30 November, 23 2008
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.
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)
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. Drago 05:38, 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:
- 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 |
. I was using heros (Dunkoro, Odgen and Gwen) skillbars: dunkoro
Orison of Healing | Dwayna's Kiss | Words of Comfort | Healing Ribbon | Heal Party | Patient Spirit | Healer's Boon | Restore Life |
, odgen
Orison of Healing | Dwayna's Kiss | Words of Comfort | Healing Ribbon | Heal Party | Patient Spirit | Healer's Boon | Restore Life |
, gwen
Power Flux | Cry of Frustration | Power Leak | Power Spike | Power Drain | Ether Feast | Channeling | Resurrection Chant |
I think it glitched after I used either Death Blossom or Gwen used Power Flux. The henchies i used were: Fire, Earth, Healer, Protector.
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)
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)
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)
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)
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. -- 03:39, 4 January 2008 (UTC)
- 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 Default District option, if a relatively simple dropdown menu would fix it. -- Elv 16:55, 4 July 2008 (UTC)
- 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)
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 File:Firefoxav.png 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)
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)
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. -- (gem / talk) 01:15, 26 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)
- 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)
- 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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
Instant activation skills
Gharaz the Glutton
Gharaz the Glutton has a boss aura, however aggroing him does not trigger a "defeat <boss name>" message, and defeating him while under the effect of Vanguard Patrol does not yield any reputation. I'm not sure if Signet of Capture works on him. -- Gordon Ecker 08:20, 26 January 2008 (UTC)
- I know that this has since been fixed, I do not know when but I recently did the quest with several of my characters and each time I got the "Defeat Gharaz the Glutton" message. Nbajammer 22:47, 20 February 2008 (UTC)
- I got the defeat message but didn't get any reputation bonus. I fought him during Single Ugly Grawl Seeks Same for Mindless Destruction in Ascalon, I'm not sure if fighting him during Forbidden Fruit would work differently. -- Gordon Ecker 03:42, 7 March 2008 (UTC)
- The problem seems to be that, during Forbidden Fruit, Vael's gas bombs technically kill and then resurrect the Charr in the fort. Since they count as already having been killed once, they don't yield any experience, loot or reputation points. Also, I believe that Gharaz isn't supposed to survive if the poisoning is successful. -- Gordon Ecker 00:00, 18 April 2008 (UTC)
- Yeah, looks like Vael's gas bomb is stealing kill credit for these guys. I'm not sure what the best way to correct this is, but the designer will be taking a look at it. Thank you! -Kim Chase 19:07, 9 July 2008 (UTC)
- The problem seems to be that, during Forbidden Fruit, Vael's gas bombs technically kill and then resurrect the Charr in the fort. Since they count as already having been killed once, they don't yield any experience, loot or reputation points. Also, I believe that Gharaz isn't supposed to survive if the poisoning is successful. -- Gordon Ecker 00:00, 18 April 2008 (UTC)
- I got the defeat message but didn't get any reputation bonus. I fought him during Single Ugly Grawl Seeks Same for Mindless Destruction in Ascalon, I'm not sure if fighting him during Forbidden Fruit would work differently. -- Gordon Ecker 03:42, 7 March 2008 (UTC)
Possible missing paragon fungus boss in Bogroot Growths
The Master Dungeon Guide's image for Bogroot Growths depicts a Fungal Bloom with a Paragon boss aura, however there are no Fungal Bloom bosses in Bogroot Growths. This could indicate that there is supposed to be a Fungal Bloom boss in Bogroot Growths which a bug prevents from spawning, or it could merely indicate that the boss in question was intentionally removed from the game or moved elsewhere (Erasklion the Prolific in Heart of the Shiverpeaks) after the image was created. -- Gordon Ecker 00:49, 29 January 2008 (UTC)
Obstructed
- → moved from User talk:Gaile Gray
Is anything being done about being obstructed in the game when you are attacking? I know loads of people get annoyed about it, seems to have a bug. For example you can be a ranger with a longbow and can't attack people on towers etc.Also you can fail to attack someone standing right next to you if you are melee etc. Sometimes fair enough you can't attack if you are bodyblocked although maybe there you should get obstructed? Best example is in the wurms in temple of monoliths during show of force, you can't use siege as too close but can't attack anything next to you either. When am obstructed i sometimes can get a shot by moving around but half time I can't and have to rely on heroes/hench to kill them.--Dan Mocha 14:53, 29 January 2008 (UTC)
- The problem seems to be with ranged projectiles, both physical (bows, spears) and magical (spells that send projectiles). I don't know if melee'rs get the same problem (I don't believe so). The problem is particularly prevalent on the edges of bridges, but can be found near many edges. -- Alaris 16:26, 29 January 2008 (UTC)
- the bug is that melee characters do also get obstructed. one example, in the random/team arenas kill count map, there are those two stone bridges. on one of them (i'm not sure of the other) there is a spot which you can walk through, but if you stand behind it, melee attackers get obstructed. - Y0_ich_halt 16:37, 29 January 2008 (UTC)
- lulz don't take that away --Crsd ngl 16:52, 29 January 2008 (UTC)
- lol this bug exists since months - maybe years, and they haven't done anything yet =\ 79.0.159.237 18:06, 29 January 2008 (UTC)
- It's existed since the start of the game, i can rember doing pve in post searing ascalon when i first started and trying to kill a whiptail which was somehow in a wall and it kept telling me that I was obstructed even though it was right in front of me. reported it but nothig was done. -- Salome 22:42, 29 January 2008 (UTC)
- Technicaly, should we report players using this bug on purpose ? I guess no, but it's very ennoying when it happens... Yseron - 77.192.31.210 19:04, 4 March 2008 (UTC)
- What you are talking about here is not a single bug, but a type of bug. Obstruction is a mechanic that is supposed to be in the game, and it is tied to the map and the objects in it. Imagine there is a large rock and it properly obstructs your projectiles. Now imagine that, for some reason, you can walk inside the rock. Because you are inside the rock, you are obstructed when trying to hit anything on the outside. This is sort of what's happening in the situations you are talking about; It's kind of like being able to walk inside of an object that you can't see. My point is, we need to have the specific location where you are getting an invalid obstruction so that we can see if there is a fixable problem with the map. Please describe the location in detail and have a screenshot if possible.
- There are some obstruction issues that are more complicated to address, which include problems on many of the bridges. We are still reporting these problems, but it is possible that the bridge obstruction issues will not be fixed. I will doublecheck on this for you guys. Thank you. -Kim Chase 23:31, 11 August 2008 (UTC)
- Technicaly, should we report players using this bug on purpose ? I guess no, but it's very ennoying when it happens... Yseron - 77.192.31.210 19:04, 4 March 2008 (UTC)
- It's existed since the start of the game, i can rember doing pve in post searing ascalon when i first started and trying to kill a whiptail which was somehow in a wall and it kept telling me that I was obstructed even though it was right in front of me. reported it but nothig was done. -- Salome 22:42, 29 January 2008 (UTC)
- lol this bug exists since months - maybe years, and they haven't done anything yet =\ 79.0.159.237 18:06, 29 January 2008 (UTC)
- lulz don't take that away --Crsd ngl 16:52, 29 January 2008 (UTC)
- the bug is that melee characters do also get obstructed. one example, in the random/team arenas kill count map, there are those two stone bridges. on one of them (i'm not sure of the other) there is a spot which you can walk through, but if you stand behind it, melee attackers get obstructed. - Y0_ich_halt 16:37, 29 January 2008 (UTC)
Heart of the Shiverpeaks terrain error
In Hearth of the Shiverpeaks, Lina got stuck in the large square pillar in the passage to the west of Gorlos Skinflayer's room. -- Gordon Ecker 03:09, 7 February 2008 (UTC)
Festival tickets
When you go to buy 999 tickets, it only gives you 250 but still charges you for the 999 price. — ク Eloc 貢 01:03, 9 February 2008 (UTC)
- Bump. Happens whenever you buy more than a stacks worth. :( Ah well, good thing they're not too expensive, or i'd be annoyed that I tried to buy 500. =P Bigrat2 Talk 03:57, 9 February 2008 (UTC)
- Ya, still kinda crappy I got screwed out of 749 tickets. — ク Eloc 貢 09:35, 9 February 2008 (UTC)
- Odd, other stackable items have a stack purchase cap of 250. -- Gordon Ecker 03:18, 10 February 2008 (UTC)
- I just checked when I typed in 999 and clicked purchase, it gave me 250 tickets and charged me the 250 price. -- Gordon Ecker 03:36, 10 February 2008 (UTC)
- Odd, other stackable items have a stack purchase cap of 250. -- Gordon Ecker 03:18, 10 February 2008 (UTC)
- Ya, still kinda crappy I got screwed out of 749 tickets. — ク Eloc 貢 09:35, 9 February 2008 (UTC)
Rollerbeetle Bug
While you are a rollerbeetle u cant mouse left click to move. This messes me up almost everytime (some of which i believe I could of gotten on the high score list) since i'm so used to moving this way. This needs to be fixed immediately.24.195.189.28 02:43, 10 February 2008 (UTC)
- I don't think it's a bug, but if it is intentional, I think that it should be mentioned in the description. -- Gordon Ecker 03:18, 10 February 2008 (UTC)
- Ya, if people were able to click where to go, then they wouldn't really have to do the race as they could just click on really far away and it would steer for them. — ク Eloc 貢 21:40, 10 February 2008 (UTC)
- Not entirely - if they click on an unreachable destination (see a bit higher up on the page) they will go nowhere pretty fast *grins* Clan Yumemiru 17:21, 11 February 2008 (UTC)
- Ya, if people were able to click where to go, then they wouldn't really have to do the race as they could just click on really far away and it would steer for them. — ク Eloc 貢 21:40, 10 February 2008 (UTC)
Party search is broken in Shing Jea Monastery
Currently, no entries show up in the players tab of the party search window. It's probably related to the huge number of districts and/or party search entries. -- Gordon Ecker 07:57, 10 February 2008 (UTC)
- This only affects the high # districts (ie 51). The lower ones (ie 6) are not affected by this. — ク Eloc 貢 21:39, 10 February 2008 (UTC)
Canthan New Year: stuck NPCs
Tien the Lamplighter in Lion's Arch and Kuujii in Shing Jea Monastery sometimes get stuck. Tien can get stuck on the stone blocks around the fountain, while Kuujii can get stuck between a table and a chef. -- Gordon Ecker 10:45, 11 February 2008 (UTC)
Rollerbettle Racing Issue
I am not sure what happened but during the Canthan New Year I tried to to Rollerbettle Racing several times; but as soon as it would load it would send me back to the Rollerbettle Outpost. Eventually I got the Dishonarable hex but I never played, I tried but it wouldnt let me. I thought this was very strange, none of my friends had this problem but I did, I was wondering if this was a bug that I should report or something else. --Shadowphoenix 14:39, 13 February 2008 (UTC)
- Do you recall if you were on the loading screen for a long time? If you don't play PvP much (or at least haven't recently on that particular computer) you might have had a lot of files to download when you entered the first time, which might have caused you to not load until the race was over. -Kim Chase 21:38, 20 February 2008 (UTC)
Dungeon Mob Spawning Bug
While doing Arachni's Haunt, a spider group spawned within a wall. I was able to attack and kill them but cannot reach their drops. I doublechecked with LoD to see if there's a hidden passage or something - none. – Barinthus 04:02, 21 February 2008 (UTC)
- I've seen a charr stuck behind a wall on the right hand side in the first room of the Cathedral of Flames (by the ghostly ally spawn). Also in the third room of the Fronis dungeon a chest will sometimes appear in the wall behind the dwarf and wolf pair on the left side. Sadie2k 18:19, 21 February 2008 (UTC)
Bug With Weapon Upgrade Unlocks, Specifically Furious Spearheads
(copied from http://wiki.guildwars.com/wiki/Talk:List_of_weapon_upgrades. Thanks for the tip Gordon!)
Identifying some imperfect mods in PvE overwrites your account's unlock of the perfect mod. Here's my example. I had 10/10 furious spearheads unlocked on my account. Today, I ID'ed a purple spear that contained an 8% furious mod and got a pop-up message saying I'd unlocked 8% furious for spear. I went and checked the Priest of Balthazar, and sure enough, I no longer had a 10% furious spearhead unlocked. (I spent some Balth faction to re-unlock it.) Identifying an imperfect mod in PvE shouldn't remove the perfect version unlock on your account ... should it? That doesn't make sense to me. I think it may be an issue with only certain mods, as this doesn't happen every time I identify something with non-max mods. LicensedLuny 03:10, 22 February 2008 (UTC)
Rolling Shift
I think that this skill is supposed to change the Disc of Chaos' shape and skill set, but it only changes its' shape. -- Gordon Ecker 05:12, 25 February 2008 (UTC)
Alliance Battle : Kanai Canyon exploit
There. Shortly after that we experienced lags. I dont know if it's related or not but each lag was preceding an assault ( kurzicks did not seem to be affected by these lags ). I got an error 7 just after a few lags. Serge Yseron 02:05, 26 February 2008 (UTC)
- I can confirm this. As kurzick I've also seen people (kurzicks) out capping shrines in Kaanai Canyon before the timer reaches 0. Looks to me like it's the eastern res shrine, but I can't say I've confirmed it. Can't say anything about the lag though, only gotten lag spikes occasionally, but never in Kaanai Canyon. — Galil 13:09, 29 February 2008 (UTC)
- The 2008/03/06 game update note says "Fixed a bug that could allow Kurzick players to leave their gated areas early in the Alliance Battle map Kaanai Canyon" so we maybe this post should be flaged ? ( If I say "please" with an ":)" emote, will it prevent me to spawn in the Jade Quarry ? ). Yseron - 90.28.214.212 23:04, 6 March 2008 (UTC)
Wall glitch during A Gate Too Far
It's possible to walk through the rock formation behind the Asura Gate at the end of A Gate Too Far. -- Gordon Ecker 02:26, 26 February 2008 (UTC)
Double god statue on res shrine outside Eredon Terrace
The ressurection shrine outside Eredon Terrace displays overlaying statues of Balthazar and Dwayna (visible from both inside and outside the outpost) - kneeling at the shrine pops up a Champion of Balthazar. Clan Yumemiru 17:44, 26 February 2008 (UTC)
- Wow, that looks pretty cool. I'll ask if this was intentional or not. -63.126.183.110 01:50, 28 February 2008 (UTC)
Poison Jet traps in Shards of Orr: Level 1, Cathedral of Flames: Level 2
In Shards of Orr: Level 1, several Poison Jet traps have animations which point in the wrong direction. For example, a trap might look like it's shooting east, but actually hit everyone south of it. -- Gordon Ecker 04:06, 28 February 2008 (UTC)
- Same thing in Cathedral of Flames. --Valshia 07:12, 1 March 2008 (UTC)
- Thank you both. This has been reported. -Kim Chase 00:39, 28 March 2008 (UTC)
Character Birthdays ignore Leap Year
The method of calculating character birthdays doesn't take the leap year/day into account, causing birthday presents to be given a day early after this February 29th. My Ritualist's birthday is March 2 (confirmed by the timestamp of a screenshot of her in Monastery Overlook) but received her first birthday present on March 1. --Valshia 16:47, 2 March 2008 (UTC)
AB Gates
You can get stuck in them if they close on you. — ク Eloc 貢 04:51, 3 March 2008 (UTC)
- True! Thanks for the report. -Kim Chase 19:26, 3 March 2008 (UTC)
- I am tempted to think they fake the surprise of discovering it. Yseron - 77.192.31.210 19:06, 4 March 2008 (UTC)
Charr Battle Plan Decoder minor issue
When putting Encrypted Charr Battle Plans into the Decoder from Storage rather than Inventory, no decode options appear. Clan Yumemiru 14:36, 7 March 2008 (UTC)
- This has been reported. Thank you. -Kim Chase 20:34, 7 March 2008 (UTC)
Obs Mode
I usually go into Obs mode when I'm in my Guild Hall and if I'm watching a battle that I don't want to watch anymore I hit 'B' and I get the option to stop watching it so I click Yes. I get taken back to whatever map I was at before I went to my Guild Hall and it's rather annoying. Sometimes I'll even be sent to the character log in screen. (This always happens when I go into Obs Mode from my Guild Hall).--74.61.209.219 06:05, 14 March 2008 (UTC)
Can you pass theese things onto some guy editing guild wars?
- → moved from User talk:Brains12
1st of all i know you probably find me a real pain (i notice how you seem to follow my edits around and undo most of them : S) but anyways there's just so many bugs and glitches in guildwars that need to be fixed:
- when you go underwater completly for some reason the top part of your head seems to disepear
- can the cape please be reshaped! in so many cases hair seems to be inside the cape or the armour, ect. i'm sure everyone else know's what i mean!
- why do minipets have party leader status above their heads occaisionly?
- there seems to be points in outposts especially where you can escalate to high areas which should be unreachable
- why on earth can you walk INSIDE other people?
there's proberbly others that i know... but i've forggoten a lot, well that's it for now, oh and sorry for my spelling and grammer Ash-ton
- For games, sometimes you need to trade a bit of normalcy for the ease of playing. If you couldn't walk through people, it would be impossible to navigate the more crowded outposts. Calor 18:45, 14 March 2008 (UTC)
- The day these issues are the most critical ones in the game is a good day for the game. Clan Yumemiru 21:14, 14 March 2008 (UTC)
- Ah well i was just trying to do my part and report some of the smaller glitches/bugs, if u do a lot of little bits then you get 1 big bit that is VERY helpful... Ash-ton
- Please don't take offense, but the issues you have reported here, while technically "bugs" would better classified as "minor graphical presentation glitches" which neither affect gameplay nor game function; hence they're left alone while there are issues which do have an impact on the functioning of the game rather than its looks. I understand that these things are evidently important to you, but some are part of the game's function (like the "walk-through people" inside towns/outposts - which assists town navigation as mentioned before) while some are rare glitches that represent edge cases and/or code artifacts (minipets displayed with level/party status - "unobvious" town navigation and water/model clipping) which likely cost more time/effort to fix than the fix would give back to the game. Clan Yumemiru 09:54, 15 March 2008 (UTC)
- This discussion should be moved to ArenaNet talk:Art issues. -- Gordon Ecker 11:10, 15 March 2008 (UTC)
- Please don't take offense, but the issues you have reported here, while technically "bugs" would better classified as "minor graphical presentation glitches" which neither affect gameplay nor game function; hence they're left alone while there are issues which do have an impact on the functioning of the game rather than its looks. I understand that these things are evidently important to you, but some are part of the game's function (like the "walk-through people" inside towns/outposts - which assists town navigation as mentioned before) while some are rare glitches that represent edge cases and/or code artifacts (minipets displayed with level/party status - "unobvious" town navigation and water/model clipping) which likely cost more time/effort to fix than the fix would give back to the game. Clan Yumemiru 09:54, 15 March 2008 (UTC)
- Ah well i was just trying to do my part and report some of the smaller glitches/bugs, if u do a lot of little bits then you get 1 big bit that is VERY helpful... Ash-ton
- The day these issues are the most critical ones in the game is a good day for the game. Clan Yumemiru 21:14, 14 March 2008 (UTC)
Pain Inverter concise skill description question
The concise text version of Pain Inverter's text says that the damage is dealt back "every time it (target) attacks" - shouldn't that be "every time target foe deals damage" ?? Clan Yumemiru 18:26, 14 March 2008 (UTC)
- You're right, that sounds a bit like it will only work on attack skills and not spell damage. I put in a report. Thanks! -Kim Chase 00:11, 28 March 2008 (UTC)
Unresponsive Priest of Balthazar in the Tombs of the Primeval Kings
Rocius, the ghostly priest of Balthazar positioned in the Tombs of the Primeval Kings, does not respond with a dialog when "activated" - he does turn to face the character, but nothing else.
Intentional or misbehaving ? Clan Yumemiru 13:50, 15 March 2008 (UTC)
- I think Rocius is misbehaving, and he's been reported. Thanks for pointing this out. -Kim Chase 00:11, 26 March 2008 (UTC)
- Rocius was added toghter with other erronious NPCs, the others were removed in a later update. All those NPCs seems to be from the days when the tombs where the start of HA. Backsword 05:42, 10 June 2008 (UTC)
Camp Rankor Skill Trainer has no Signets of Capture.
Steig, the skill trainer in Camp Rankor offers no Signet of Capture for sale, despite being located past Lion's Arch in the storyline. Clan Yumemiru 15:33, 15 March 2008 (UTC)
- Yeah, we have a report in on this. Thank you for posting, Clan Yumemiru. -Kim Chase 23:56, 27 March 2008 (UTC)
- it does, it seems random for me, ive bought 5-10 there, came back, none there Annoying And Deadly 14:48, 4 April 2008 (UTC)
The Final Assault
When you complete the quest, it doesn't say "Return to so an so" like every other quest. Not really a bug, but something that might need to be fixed. Also, the quest marker doesn't point to the Dwarven Prospecter outside of Deldrimor War Camp. — ク Eloc 貢 21:20, 15 March 2008 (UTC)
Graphical bug/miss in fissure of woe
It's just were Lord Khobay is, if you look arround you can see this. --lussh 12:50, 16 March 2008 (UTC)
Graphical bug in Catedral of Flames
It happens when you run across the north east bridge, just before reaching Murakai, Lady of the Night. If you look south west while on the bridge you see this.. Everyone disappears and the opposing wall vanishes replaced by a big red nothingness. In the pic Ive blurred out peoples names for privacy reasons. I know the people disappearing on a bridge is a very common bug as its been happening since the release of factions but this is more than that, half the cave vanishes too. -- Salome 15:09, 16 March 2008 (UTC)
- Better question how did you get 5 Lights of Deldrimor? Especially when you are a R/Mo.Hagarr 04:32, 20 March 2008 (UTC)
- Oh thats the super secret elite called "copy and paste". I blanked out my bar with LoD as i always do when i upload none build related pics. -- Salome 08:42, 20 March 2008 (UTC)
- Ah yes, I see the problem. Thank you for pointing it out, Salome. I put in a report. -Kim Chase 22:45, 27 March 2008 (UTC)
- Oh thats the super secret elite called "copy and paste". I blanked out my bar with LoD as i always do when i upload none build related pics. -- Salome 08:42, 20 March 2008 (UTC)
Heroes/Henchmen
I don't quite no if this is a bug, but when you target the enemy (ctrl+shift+space), then heroes/henchmen attack it. I thought targetting was just to tell your party members who you are going to attack when in a party of human players, but it kind of sucks hardcore when you are playing with a friend and then you target the enemy for him to attack and your heroes run off and aggro the entire group and you end up dying if ill-prepared. Any thoughts on this Mike and/or Kim? — ク Eloc 貢 23:54, 18 March 2008 (UTC)
- Well, I personally use the targeting system to get my heroes and henchmen to attack a specific target. Having it work this way is desirable for players fighting with henchmen, since you don't have much direct control over what they do. For example, a Monk can set their henchmen on a target without attacking themselves, or a Ranger can lock them onto a target while off-targeting poison. I can understand your desire to call a target strategically before battle begins for mixed player and NPC parties, though. I just don't think we have anything build into the controls for that situation. What do you think? Does that make sense? -Kim Chase 23:19, 25 March 2008 (UTC)
Light of Dwayna and Frozen Soil
The Monk Skill Light of Dwayna doesn't appear to be working with Frozen Soil. Last Night I was in Slavers Exile with a friend and heroes. 2 heroes were using Frozen Soil and all heroes were using Light of Dwayna. Heroes prompted to use Light of Dwayna would wait until Frozen Soil was no longer active to res, it didn't matter if Frozen Soil was in the area or out of range. Just wondering if this is a bug or if Light of Dwayna can't be used by heroes to bypass Frozen Soil the same way that real people can or should as stated in the description for Light of Dwayna? Reapz 14:58, 19 March 2008 (UTC)
- Hmm, I'm getting this to work okay, but the range on Light of Dwayna is limited. So if I'm dead in the range of Frozen Soil, and I have a hero with Light of Dwayna in-the-area but out of range of Frozen Soil, I can checkmark the Light of Dwayna to have them res me. There does seem to a problem with them getting a bit stuck if you ask them to use a rez while they *are* in range of Frozen soil, so maybe that was messing you guys up a bit. I submitted a report on that. Thanks for pointing this out. If I'm misunderstanding something, just post a reply and I'll try it out again. -Kim Chase 22:50, 25 March 2008 (UTC)
Maintained insidious parasite
few days ago, probably while casting insidious parasite, i had a deconnection bug due to quick salvaging of items, after reconnection, there was the maintained insidious parasite icon as shown on this screenshot ( on the right) i didn't did any harm, double click didn't dismissed it. --lussh 04:14, 20 March 2008 (UTC)
- Oh, I am so glad you posted a screenshot with this! It looks like it was the combination of Prot Spirit and Insidious Parasite during reconnect, and it's happening with a few other skills too. Like you said, it doesn't cause anything bad to happen, it's just some crazy display issue. Anyway, I'm passing this along now. Thank you for the report, Lussh! -Kim Chase 18:09, 27 March 2008 (UTC)
- Just to let you know, it also happens with shouts. Keeps happening on my beast master with symbiotic bond. -- Salome 01:56, 18 May 2008 (UTC)
Title effects
Why don't title effects from Eye of the North affect heroes but they do in Nightfall? This a bug or something that was forgotten? — ク Eloc 貢 04:43, 20 March 2008 (UTC)
- The norn title used to effect my heroes so not sure what your on about mate. -- Salome 08:44, 20 March 2008 (UTC)
- The titles most definitely affect heroes, only your heroes though --Meridan (Talk!) 12:41, 20 March 2008 (UTC)
- Notice that even though the title effect may not be visible on the hero inside an outpost/town, it will be visible (by opening the Hero skills minipanel through the party window) outside of town. And as Meridan notices, your titles only affect your heroes - not someone else's and not any Henchmen in your party. Hope this helps! Clan Yumemiru 13:07, 20 March 2008 (UTC)
- It didn't affect heroes with Rebel Yell. — ク Eloc 貢 22:14, 20 March 2008 (UTC)
- It does work on your heroes, believe me. Notice that in Ascalon in NM, Rebel Yell does not work (it does in HM; probably because the NM Charr in Ascalon are too low level to trigger the effect - I'm guessing you need to gain more than 0 experience for the effect to trigger) - a good way to spot if the effect is active is to keep the minipanel open as an appropiately leveled Charr dies and watch the energy bar jump up 2 points. Hope that helps! Clan Yumemiru 21:32, 21 March 2008 (UTC)
- Eloc, your heroes should be getting the Eye of the North title buffs, including Rebel Yell. If you are in an outpost and you applied the title before you added the hero to your party you might need to turn the title off and back on again before it shows up, but it will automatically update when you zone. If you still feel that there is something wrong with how the title buffs are working, please explain exactly what appears to be wrong. For example, are the icons just not showing up on your heroes, or are the icons showing up but you don't think the buffs are working properly? -Kim Chase 17:22, 27 March 2008 (UTC)
- It does work on your heroes, believe me. Notice that in Ascalon in NM, Rebel Yell does not work (it does in HM; probably because the NM Charr in Ascalon are too low level to trigger the effect - I'm guessing you need to gain more than 0 experience for the effect to trigger) - a good way to spot if the effect is active is to keep the minipanel open as an appropiately leveled Charr dies and watch the energy bar jump up 2 points. Hope that helps! Clan Yumemiru 21:32, 21 March 2008 (UTC)
- It didn't affect heroes with Rebel Yell. — ク Eloc 貢 22:14, 20 March 2008 (UTC)
- Notice that even though the title effect may not be visible on the hero inside an outpost/town, it will be visible (by opening the Hero skills minipanel through the party window) outside of town. And as Meridan notices, your titles only affect your heroes - not someone else's and not any Henchmen in your party. Hope this helps! Clan Yumemiru 13:07, 20 March 2008 (UTC)
- The titles most definitely affect heroes, only your heroes though --Meridan (Talk!) 12:41, 20 March 2008 (UTC)
Denn dialogue
I think the (/) is supposed to be a . — ク Eloc 貢 04:36, 24 March 2008 (UTC)
- The red sign means no/cancel, green sign is accept. So technically you aint accepting anything, so no it should be the red sign cause you are canceling it. (well you are accepting that ur polymock piece has been added, but i dunno). ...lol Prince Firedrake
Unwaking Waters
Ok, im in UNWAKING WATERS, and I am vanqing, I get to the last group of enemies and where r they??? THEY ARE UNREACHABLE, hiding in their other pathway. OK this is the type of thing that puts me off Vanqing and everything else ( I get DC in other vanqs more then 200kills ones) I know the DC ones aren't ur fault, but this one is, and maybe some1 else has mentioned it, maybe some1 hasn't, but i want it fixed. And if it does get fixed, maybe i'll go vanq the year after its fixed? Prince Firedrake
- Could you get me an image where these guys are? — ク Eloc 貢 20:09, 25 March 2008 (UTC)
- LMAO!!! I think I get way toooooo grumpy with things :SSS. Ok well I dunno how to do all that post a pic here thing so I got a link instead --> http://www.guildwars.gameamp.com/modules/core/user_gallery/27043_gallery.jpg <-- OK thanks. Prince Firedrake
- Oh, that's the area you were talking about. Thank you for providing the screenshot, I was looking for trouble further West by the portal. Hmm...I don't see anything wrong right off, but I'm asking someone for help who can hopefully dig a little deeper. Thanks again. -Kim Chase 00:07, 27 March 2008 (UTC)
- Ah-ha! Mike Z is awesome and got the info I needed. This has been reported. Hopefully we can prevent others from encountering this frustration. Thanks! -Kim Chase 02:03, 27 March 2008 (UTC)
- Oh, that's the area you were talking about. Thank you for providing the screenshot, I was looking for trouble further West by the portal. Hmm...I don't see anything wrong right off, but I'm asking someone for help who can hopefully dig a little deeper. Thanks again. -Kim Chase 00:07, 27 March 2008 (UTC)
- LMAO!!! I think I get way toooooo grumpy with things :SSS. Ok well I dunno how to do all that post a pic here thing so I got a link instead --> http://www.guildwars.gameamp.com/modules/core/user_gallery/27043_gallery.jpg <-- OK thanks. Prince Firedrake
i have skills from 4 professions on my bar.
one of them is an assassin skill, and i don't even have factions. i'm a mesmer primary with no secondary, and i can put 3 sunspear skills from other classes on my bar. http://img.photobucket.com/albums/v613/not_a_llama/gw074.jpg 24.222.159.214 20:02, 29 March 2008 (UTC)
- I'm guessing you had empty skill slots on your bar when you bought those skills from the Hero Skill Trainer - and if memory serves me correct they're then automatically added to your bar and because you have no secondary profession set, anything pretty much goes. Clan Yumemiru 10:05, 31 March 2008 (UTC)
- nope. i dragged them on there. i can take them off and put them back on and averything. i logged out with a normal bar, and i can still put them back on. it won't let me ping my bar when they're on there, either. if i try, it sends the (invalid) template code, but it doesn't convert it to a link. 24.222.159.214 21:23, 31 March 2008 (UTC)
Having to re-unlock PVP items
Right, this is the 3rd or 4th time now that this has happened to me. You guys do an update or have a special weekend and I have to reopen skills and inscriptions, weapon mods, etc with balt faction for PVP usage. Not like I have anything better to do with my Balt Faction, but this is irritating. Sounds more like less of an update and an actual rollback. Can someone check this? Thx. --Shaia 07:43, 31 March 2008 (UTC)
- This has happened to me on severeal occasions too. I don't notice it immediately since I do not PvP, but I notice now and then that I get the unlockmessage for items that I've unlocked earlier. Some items I remember having unlocked multiple times now. -- (gem / talk) 11:54, 31 March 2008 (UTC)
Hi, thx for the feedback, more for you..someone somewhere (I don't remember who or where) mentioned that this event occuring may be related to the PVE inscription-identifying overwriting the previously opened PVP inscriptions. Not too sure how that can help you, but there it is. --Shaia 15:09, 21 April 2008 (UTC)
- I mentioned this exact problem on Linsey Murdock's talk page, this is exactly what I said:
"== Inscription Bugs / Upgrade bugs == After unlocking any inscription or upgrade if you unlock it again in PvE it overlaps it. Here's an Example I unlocked the 15^50% Inscription (Strength and Honor) which was maxed (Gold Inscription), Then I did a CoF run (Cathedral of Flames) and unlocked a 12^50% (Strength and Honor) which changed the better 15^50% for all my PvP Characters to 12^50%. This might not be a bug but I find it extremely annoying considering that after unlocking it with 1000 Balthazar faction about 5 times I have to keep unlocking it whenever I Identify something with a Lower Value'd Inscription in PvE. " Now it doesn't happen all the time but sometimes it does overwrite the better inscription causing me to either re-identify a gold item and hope for a maxed inscription or waste more of my Balthazar Faction: In total I've probably wasted close to 150k in Balthazar faction just re-unlocking stuff after making a new PvE character and taking them through all 3 games + 1 expansion. Baddock
Gate Bug
When using an leaver like in guild hall in scrimage or any lever for a gate, when u press it many times and fast it will open and close very fast. Heres an example: http://www.youtube.com/watch?v=ZHv6Tt-OMD8 Mr-HaXx 19:31, 1 april 2008 (UTC)
- The gate opens and closes based on the player's commands. Unless this is causing a game play issue I don't see this as a problem. Is this being used to do anything shady? -Kim Chase 17:49, 3 April 2008 (UTC)
Secret Lair of the Snowmen spawn bug
In Secret Lair of the Snowmen, groups of snowmen sometimes spawn in an inaccessible area across the wall northeast of the second resurrection shrine. ----The preceding unsigned comment was added by User:Gordon Ecker (talk). 05:59, 3 April 2008 (UTC)
- Okay, I see the ones you're talking about and reported the issue. This seems minor compared to other issues of this kind since you can't Vanquish this map, and they seem like they don't attack through the wall very much. Thank you Gordon! -Kim Chase 20:39, 7 April 2008 (UTC)
Can't make predictions.
Website says on April 4th, they allowed me to make my predictions when I log into http://www.guildwars.com/competitive/xunlai_tournament_house - but, when I make my top 8, it won't let me submit them, and says march 30th was the cutoff date, wtf mate? :o Vael Victus 19:37, 6 April 2008 (UTC)
- I'm a french GW used & i get the same but this is quite frustrating. 85.168.232.38 02:52, 12 June 2008 (UTC)
The Ancestral Lands
Remember the kannai canyon bug? something similar has happened in the ancestral lands. while waiting for the timer to go off, the kurzicks had acquired 8 points at 32 seconds before the gates actually opened. I could not see how they did it, I just saw the counters going up. Its not too big of a big (we won by a longshot), but its still bloody annoying. Thanks -- Wandering Traveler 16:34, 9 April 2008 (UTC)
- Could have been enemy Luxons saccing themselves to death over and over again so the other side gets points. I've seen it happen a few times :/ --fraught · (talk) 09:34, 13 April 2008 (UTC)
Club of a Thousand Bears and Sneak Attack
Neither of these skills strike secondary targets when used with scythes. Also, Sneak Attack's skill type is currently listed as Lead Attack rather than Melee Attack. -- Gordon Ecker 05:46, 11 April 2008 (UTC)
- If it was a Melee Attack, it couldn't be followed up by other Sin Attacks. You can still use it with other weapons than daggers? BlazeRick 06:42, 11 April 2008 (UTC)
- Dancing Daggers is a spell but it still counts as a lead attack. I suspect that Sneak Attack is technically a mislabelled melee attack skill with a "counts as a lead attack" flag rather than a lead attack with a "can be used with any weapon" flag, because there are other skills with the "counts as a lead attack" flag, but there are no other attack skills with irregular weapon requirements. If it really is technically a lead attack which can be used with any melee weapon rather than a melee attack which counts as a lead attack, they could replace the "This attack counts as a lead attack." line with "This attack can be used with any melee weapon.". -- Gordon Ecker 08:20, 11 April 2008 (UTC)
- I get you now, guess making it a Melee Attack which counts as a Lead Attack would be the best change to set it on tone with other skills. BlazeRick 10:27, 11 April 2008 (UTC)
- Thank you Gordon and BlazeRick! I've reported that both skills don't work with a scythe. I also reported Sneak Attack being a Lead Attack that, as an added bonus, also acts as a Lead Attack. -Kim Chase 00:41, 12 April 2008 (UTC)
- They work with scythes, but only hit the primary target, not secondary targets. -- Gordon Ecker 00:46, 12 April 2008 (UTC)
- Thank you Gordon and BlazeRick! I've reported that both skills don't work with a scythe. I also reported Sneak Attack being a Lead Attack that, as an added bonus, also acts as a Lead Attack. -Kim Chase 00:41, 12 April 2008 (UTC)
- I get you now, guess making it a Melee Attack which counts as a Lead Attack would be the best change to set it on tone with other skills. BlazeRick 10:27, 11 April 2008 (UTC)
- Dancing Daggers is a spell but it still counts as a lead attack. I suspect that Sneak Attack is technically a mislabelled melee attack skill with a "counts as a lead attack" flag rather than a lead attack with a "can be used with any weapon" flag, because there are other skills with the "counts as a lead attack" flag, but there are no other attack skills with irregular weapon requirements. If it really is technically a lead attack which can be used with any melee weapon rather than a melee attack which counts as a lead attack, they could replace the "This attack counts as a lead attack." line with "This attack can be used with any melee weapon.". -- Gordon Ecker 08:20, 11 April 2008 (UTC)
Hunt Rank
The Hunt Rank Up bonus will not increase your bounty rank if you are dead. Also, at one point, getting Hunt Rank Up while dead reduced the bounty rank to 1, and this may still be the case. -- Gordon Ecker 02:38, 12 April 2008 (UTC)
Ebon Vanguard Assassin Support
I'm pretty sure this is a bug, not completely sure though, but when you cast the spell he wont stick to the target you told it to attack. Sometimes you will cast it on a specific enemy and it will shadow step to that enemy and switch targets right away. Other times, it will use an attack skill on the selected target and then switch targets, screwing up his entire attack chain. — ク Eloc 貢 03:45, 13 April 2008 (UTC)
- I can confirm that. Has happened to me loads of times. --Treasure Boy 08:04, 3 June 2008 (UTC)
- Yes, that is intentional; you pick a target for him to shadowstep to, not for anything else. Backsword 08:14, 21 September 2008 (UTC)
"It's just a flesh wound." and Leadership
Today's update fixed "Never Give Up!" and "The Power Is Yours!", but "It's just a flesh wound." still doesn't yield any Energy from Leadership, when it should yield up to 2 Energy, 1 for inflicting a Deep Wound on the user and 1 if it removes a condition from the target. -- Gordon Ecker 08:58, 25 April 2008 (UTC)
- Yep, either make it give some energy back or change the skill type to skill & not shout.85.168.232.38 02:54, 12 June 2008 (UTC)
- 1 Energy now that it only affects the target, not the user. -- Gordon Ecker 10:05, 24 September 2008 (UTC)
- Yep, either make it give some energy back or change the skill type to skill & not shout.85.168.232.38 02:54, 12 June 2008 (UTC)
Canthan Cows
The cows in Sunqua Vale can be affected by Splinter Weapon and then can be killed by minions. — ク Eloc 貢 05:59, 26 April 2008 (UTC)
- PBAoE can kill them aswell. Though i guess this is not a bug, think its intentional. --Treasure Boy 08:09, 3 June 2008 (UTC)
- Creatures die when you hurt them; that works the same in all parts of the game. Backsword 08:15, 21 September 2008 (UTC)
im trying to fix bugs my character is a ranger.
- → moved from User talk:Mike Zadorojny/Guild Wars Quest issues
(in may Play NC launcher) it won't let me download any updates on my game.I get a message from window saying they can't find my game.I don't know what to do no more, i bought three games and skill pack pv pack. I have spent alot of money. The main problem is i have a bug issue and i don't know what to do. Can you help me?.pleaseim 53year old and a gamer i always buy the best game on the market.I have never had a problem like this with any other of my games. I want to keep my business with you, I enjoy the game because of the graphics. --The preceding unsigned comment was added by User:69.19.14.20 (talk).
- I've never heard of the PlayNC launcher, I'm not sure if it's supposed to be compatible with Guild Wars or not, however Guild Wars automaticallly checks for and downloads updates whenever it's run. -- Gordon Ecker 01:09, 29 April 2008 (UTC)
- You should be able to run Guild Wars through the PlayNC Lancher. The people at PlayNC should be better equipped to help you with Launcher issues. You might want to sent them a report of your problem. Check out this page on the Guild Wars website to find the right support link for your area.
- Have you tried to run Guild Wars without using the launcher, just to see if it's a launcher issue or not? Does it still show up under "Installed?" If so you should be able to right mouse click on it and scroll down to properties. That will show you what folder the launcher is searching for Guild Wars in. You can then navigate to that folder on you computer and make sure Guild Wars is working by clicking on GW.exe to launch it directly.
- I'm glad to hear that you enjoy the game. I really like the graphics, too. I hope the people at PlayNC can help you get your updates. -Kim Chase 19:54, 2 May 2008 (UTC)
Battledepths: Resurrection Shrines
The resurrection shrines in Battledepths don't work. -- Gordon Ecker 07:25, 29 April 2008 (UTC)
- I put a report in for this. Thanks Gordon! -Kim Chase 20:59, 2 May 2008 (UTC)
Obsidian Flesh
The ally AI monks won't use spells on a player enchanted by Obsidian Flesh. Even if asked specifically to use a skill on the player, they just wait until the enchantment wears off - 4 May 2008
- Thank you, we're working on this now. -Kim Chase 00:39, 6 May 2008 (UTC)
0 Dmg Bug
Recently, me and any human player I have in my party will suddenly start dealing 0 damage to random monsters. I thought it was something to do with the creature type at first, but player further lead me to find that it also showed 0s for Ursan skills. There was no special buff on any of the monsters who suddenly stopped receiving damage (because of heroes, I am unsure if we were still dealing damage but the text said 0, or if we had just stopped dealing dmg while our heroes continued to do so.)FleshAndFaith 08:07, 6 May 2008 (UTC)
- Did you have Gadd with you? He spams Iron Mist which makes the enemy take 0 damage except for lightning damage. Its really annoying and he spams it all the time in the Bloodstone quest. Sadie2k 23:17, 6 May 2008 (UTC)
- It happened during Hell's Precipice though, and it happens a lot against Destroyers in any area. Like I said, they still died, but I don't know if it was because of other heroes, or if it was just a text bug. Because it seemed to be staggered around between me and my Guildies outside.FleshAndFaith 02:08, 7 May 2008 (UTC)
Stout-Hearted health loss display bug
When Stout-Hearted triggers, the self-healing is displayed, but the health loss you inflict on the target destroyer is not. -- Gordon Ecker 08:08, 7 May 2008 (UTC)
- Believe this has been fixed. Backsword 05:54, 10 June 2008 (UTC)
- May want to review this again. As of last week the damage still didn't showed up, or was still inexistant.--Fighterdoken 23:38, 29 June 2008 (UTC)
- Thanks for the report, I have passed this on to a programmer to take a look at. --Andrew Patrick 20:33, 30 September 2008 (UTC)
- May want to review this again. As of last week the damage still didn't showed up, or was still inexistant.--Fighterdoken 23:38, 29 June 2008 (UTC)
HUGE INVINCIBLE ASSASSIN GLITCH
When traveling from Elite Warrior Shrine to Stream Attack Point in Grenz Frontier, while hugging the cliff, if you keep running while under attack you will hurt down to 1HP and will Invincible, not being able to be hurt anymore damage(Life stealing, AoE, Holy Damage, etc) but you will still see the damage being dealt. After a while(about 30 seconds), you will be killed by the damage. I've tried this many, many times, but it has only worked on an assassin. I will provide a Picture as soon as I can. Treesbyty 12:20, 8 May 2008 (UTC)
Image:Invincible_Assassin_Glitch.jpg
- Yeah this has happened a few times, often find that you cannot kill a guy, he sits at 1 hp forever. Happened to me once, had 1hp for like 30 secs, couldn't move or anything, and lucky enough, ht eluxons left me alone and I actually started to regen, lol. It is a lag issue or game/server synch issue...sometimes find it happens as the server is updating a map move. --Shaia 22:20, 13 May 2008 (UTC)
Naga Welp's... Axe?
I was minding my own business, Killing Naga in HM when I saw a Naga with a Mammoth Axe. When I Fought him he used his sword skills, which is odd. Just for reference, He dropped the Mammoth Axe. Treesbyty 14:29, 8 May 2008 (UTC)
Quetzal can't Copy Ursan Roar
Tried many many times, but they just cant use it. Treesbyty 14:47, 8 May 2008 (UTC)
- yes very game breaking issue 87.189.208.247 09:22, 11 September 2008 (UTC)
- They can't copy any PvE-only chants or shouts. -- Gordon Ecker 10:09, 11 September 2008 (UTC)
Armor changing in storage
Client district/affect bug
Several people ingame have been complaining about this, and I have the bug too. I cannot open the district box, and I cannot ping things affecting my status such as enchantments, hexes, conditions and environment effects. 80.193.1.106 14:29, 10 May 2008 (UTC)
I've found out the cause of this, it occues when the district and status boxes overlap in the interface menu. 80.193.1.106 23:09, 13 May 2008 (UTC)
Gate of Madness
This is a problem with Gate of Madness in both Normal and Hard Mode. Take a look at the minimap in that picture and then look at the message. 5 God avatars rallied, but... I haven't been to the altars. It's really quite simple (I would assume, from a coding perspective). The dialogue that the Lich and Shiro have when they are taunting you does not activate if you do not get within range of them. The gate opens when all the portals have been closed, allowing you to sit there, and flag your heroes in to capture the shrines while the bosses are still friendly. It also seems that the Margonites will not fight back if you cannot see them. I believe that foes will fight if you have seen them at some point in time, but foes that you have never had show up within visual range will not fight back, or even heal themselves, as only the heroes at the shrines that I could see foes/allies at (with ctrl and alt) would even fight back. There are two simple solutions to this (besides the strange AI behavior). The first is to make it so that when the door opens the lich and shiro have their dialogue, or make it so that the door wont open until they do. The second is to make it so that ANY ally, not just actual players who get within triggering distance start the dialogue. This is hardly game breaking, but it is a bit of an exploit. Kelvin Greyheart 23:47, 12 May 2008 (UTC)
- So far I haven't gotten any feedback on this at all. A simple "We do not find this to be an issue" would be satisfactory, but until I hear one way or another I will keep watching this. Kelvin Greyheart 14:10, 2 July 2008 (UTC)
- Thank you very much for letting us know about this, Kelvin. We have put in a report on this issue. -Kim Chase 20:20, 7 July 2008 (UTC)
- If you need me to demonstrate how this works or something feel free to ask. IGN Double Derv Dare or Spike The Holywater. Or just message me on Guru to set up a time. Kelvin Greyheart 22:54, 7 July 2008 (UTC)
- Also, please see this thread on guru if you have not already. Kelvin Greyheart 22:59, 7 July 2008 (UTC)
- Oh, it was really easy to reproduce with what you already described. I really appreciate the offer though.-Kim Chase 05:31, 8 August 2008 (UTC)
- Also, please see this thread on guru if you have not already. Kelvin Greyheart 22:59, 7 July 2008 (UTC)
- If you need me to demonstrate how this works or something feel free to ask. IGN Double Derv Dare or Spike The Holywater. Or just message me on Guru to set up a time. Kelvin Greyheart 22:54, 7 July 2008 (UTC)
- Thank you very much for letting us know about this, Kelvin. We have put in a report on this issue. -Kim Chase 20:20, 7 July 2008 (UTC)
Shattering Assault + Weapon Damage Mods
I was testing the skill, so i'm not sure if this is a common known issue or if it's a new found glitch. While using the skill at Dagger Mastery 12, it reads 41 damage. Uppon using Shattering Assault on an AL 60 target I noticed an effective damage of 47. And later realized the extra damage comes from a 15^50 "Strength and honor" inscription. 15% of 41 = ~6. 41+6 = 47. Weirdness apart, the bonus from customization (+20%) doesn't add to damage, only the 15% from the inscription. I don't know if any other attack skills that follows the same mechanics (can't actually remember of any other right now) acts the same way, or if that's just a particular case. But from what I understand, either both damage modifiers should apply, or neither (more likely neither).Zsig 05:09, 19 May 2008 (UTC)
- Shattering Assault only deals the damage stated. As far as I know this is intended because it doesn't say +xx dmg or whatever. BlazeRick 12:58, 28 May 2008 (UTC)
Picking up items
This might sound stupid, but I just played for the first time in a couple of months and got irritated by a bug with picking up items. I have set the 'b' key to select the nearest item so that I can just hit b+space to pick up items after combat. Today however the game often refused to pick up items, ignoring my space bar pressing when the item was correctly selected. This seemed to (atleast) happen when ever I had first selected the nearest enemy with 'c', then pressed space to attack, then selected the nearest item before reaching the target (which might be far away in the next group of enemies), and then pressed space to pick up the selected item. In this case the character just continued towards the enemy without turning back and going to pick up the item. This forced me to A) click on the ground with my mouse to stop the attack or B) let the character hit the first strike before turning back. This gets pretty irritating very quickly. -- (gem / talk) 12:13, 20 May 2008 (UTC)
- I've noticed that if you select items on the ground while in cast or aftercast, the game will not properly queue the action to perform = ie, the selection remains, but to got o and pick up, you have to hit the spacebar again - could this be what's bugging you ? (and me too, BTW) Clan Yumemiru 09:36, 10 July 2008 (UTC)
Inside a Cinemac?
When I was in Grothmar Wardowns, I interacted with the Vanguard Helmet while I was in a Siege Devourer. I skipped the opening Cinematic and I spawned where you usually do but with on difference: Vekk, Gwen and Ogden were at their locations in the Cinemac. I was able to move but my henchmen and heros were gone! There were no enemies, no NPCs, nothing but the explorable area. I tried to eneter Longeye's Ledge from the explorable area, but there was a pile of rocks blocking it. I was able to walk through the rocks and was able to go through the portal, BUT the Portal would not let me in. It would let me pass through and walk around in the town, even let me go to a place that you normally can't get to. Eventually I zoned to Longeye's Ledge in fear of being banned for using an exploit. I Know it was not lag, as I was in there for about 20 minuites. If I have a Screenshot, I will post it. Treesbyty 18:25, 20 May 2008 (UTC)
- I've had that happen too. If you do it at the end of some missions (Sanctum Cay comes to mind), you can even get free mapping %. It's a timing bug between the server and the client that is so rare, it isn't even fixable. ~Shard (talk) 08:31, 1 July 2008 (UTC)
- ← moved to Arenanet:skill bugs
Cathedral of Flames lvl 1
Sometimes, one of the Restless Spirits in the first lvl of Cathedral of Flames where you fight The Keeper spawns behind the door, forcing you to kill him with ranged attacks in order to open the door. EDIT: --Treasure Boy 21:34, 21 May 2008 (UTC)
Temple of Balthazar is not considered PvP
This means you can not test or practice spikes (with the new skill system) in the Isle of the Nameless. BlazeRick 10:33, 23 May 2008 (UTC)
- But this means you can't test PvE skills there either. — ク Eloc 貢
- There is a PvP version of the isle now. Backsword 08:21, 21 September 2008 (UTC)
Riverside Province
The mission doesn't spawn chests within it. — ク Eloc 貢 07:15, 24 May 2008 (UTC)
- This issue has been reported. --Andrew Patrick 19:44, 20 November 2008 (UTC)
Iron Horse Mines + Vista users Bug
I'm new to wiki, but this is an important point.
I have this bug, and i ahve been told many other VISTA users do to, where, as they walk through the Iron Horse Mines on Guildwars Prophercies the screen freezes, yet the game carries on normaly. To overcome this you must minus the window and open it back up, but this happens every 10 - 20 seconds, the rest of the game (all 3 editions and EOTN) work perfectly. Do you know anything that could help me or fix the problem? 86.136.63.46 19:32, 24 May 2008 (UTC)
- Hmm, I have Vista and never had this happen to me before. — ク Eloc 貢 22:03, 25 May 2008 (UTC)
- Neither. BlazeRick 11:36, 26 May 2008 (UTC)
- I also haven't had this problem running Guild Wars with Vista. There must be something more specific. Is there any particular area in Iron Horse Mines that you see this problem in consistently? Does the window stop responding, or do the graphics just freeze? -Kim Chase 21:11, 1 July 2008 (UTC)
- I have actually had this error along with a few other graphical issues. First, as he says, the Guild Wars screen will occasionally freeze and will no longer update. This is easily fixed by minimizing and unminimizing the window. This has occured all throughout Guild Wars for me and is not contained in a specific area. I also have the occasional issue with Guild Wars completely screwing up all the graphics on my computer and making the entire screen multicolored triangles that cannot be removed without a restart of the computer. However, as both of these bugs are graphical errors that seem consistant with driver issues, I have been assuming that it's just an incompatability between my graphics driver and Guild Wars (I do not have these issues playing any other games). Also, I have used the "Test my computer" button and it says everything should work properly. I am using 32-bit Vista Home Premium, 2GB RAM, and 2GHz processor speed, with a NVIDIA GeForce 8400M GS graphics card. Hope that helps. Blood Red Giant 20:52, 23 September 2008 (UTC)
- I also haven't had this problem running Guild Wars with Vista. There must be something more specific. Is there any particular area in Iron Horse Mines that you see this problem in consistently? Does the window stop responding, or do the graphics just freeze? -Kim Chase 21:11, 1 July 2008 (UTC)
- Neither. BlazeRick 11:36, 26 May 2008 (UTC)
Sanctum Cay
The enemys all rush to the dock before that one guy can appear to summon it, which means when he does, he is dead because you might not be able to run to him fast enough. — ク Eloc 貢 03:38, 26 May 2008 (UTC)
- When only doing the bonus they won't start running, but they really seem to be triggered to start running very early when you approach Vizier Khilbron. —ZerphaThe Improver 13:08, 28 May 2008 (UTC)
- This bug has been confirmed and reported. -Andrew Patrick 21:17, 17 November 2008 (UTC)
Lionguards stuck for almost a week now
In European English District 1 of Lion's Arch, 2 Lionguards are stuck at the storage near Firstwatch Sergio. Not a pressing issue, but thought you'd like to know. BlazeRick 12:40, 29 May 2008 (UTC)
- Its the same in every district, exept its been much longer other places. Treesbyty 13:02, 29 May 2008 (UTC)
Protective Spirit
When I used Protective Spirit on my 55 monk it made my health go up to 523 instead.It happened twice and ended when the enchantment ended.---User:Sellena Helena
- Where were you? Were there any Spirits of Symbiosis in the area? -- Gordon Ecker 02:13, 2 June 2008 (UTC)
- With no response, I'm going to assume Gordon is right. Backsword 09:35, 24 September 2008 (UTC)
Website Error
On todays news (June Transmogrifier Tonic) there's a error in the link to the Zaishen Reward Calender. I get send to http://players.guildwars.com/competitive/tournament2008/zaishencalendar/, while it should be http://www.guildwars.com/competitive/tournament2008/zaishencalendar/. This is because the person posting the news used /competitive/tournament2008/zaishencalendar/ as the link. The link from the update notes (if you go via players.guildwars.com) also does not work. 81.241.178.10 08:31, 6 June 2008 (UTC)
Straight to the Top and Quufu
The quest dialogue for Straight to the Top refers to Quufu as male, however the boss uses the female Jade Brotherhood Mesmer aura model. I don't know whether this is a text issue or a model issue. -- Gordon Ecker 05:33, 15 June 2008 (UTC)
- That's true! I put a report in on this. Thanks again Gordon! -Kim Chase 19:50, 1 July 2008 (UTC)
- I don't know why I typed aura instead of model. Quufu is identified as male in dialogue, but uses the female Jade Brotherhood Mesmer model. He or she correctly uses the monk boss aura colour. -- Gordon Ecker 23:15, 21 July 2008 (UTC)
Elit npc bug in alliance battles
Image:User Mosza Elit army.JPG
I found this bug when I ressurected my elit npc follower with ressurection orb. It is working almost every matches, but not all. Rarely I can control 3 elit warrior or ele. --User:Mosza 17:46, 27 June 2008 (CET)
- We have reported this issue. Thank you! -Kim Chase 18:43, 1 July 2008 (UTC)
- Image:User The MOTA WHAT THE HELL KIM CHASE.jpg
- Congratulations, Kim, you told us that this bug was supposedly reported on the FIRST OF JULY, it is now JULY FIFTH and idiots are still running around exploiting it. /clap The MOTA 05:47, 5 July 2008 (UTC)
- Reported does not equal fixed. Simmer down. Clan Yumemiru 12:26, 9 July 2008 (UTC)
- As ClanYumemiru said, it's been reported. I personally am not capable of fixing this issue, but the people can know about it and are working on a solution. I know it might seem like this is an easy problem to fix, but there are some complications in getting this particular issue fixed without causing potentially worse issues. -Kim Chase 05:55, 8 August 2008 (UTC)
- Reported does not equal fixed. Simmer down. Clan Yumemiru 12:26, 9 July 2008 (UTC)
Graven Monoliths stucking up
If you knockdown a graven monolith in the midst of transforming (while they are in their 'mirror' form, yes I call that mirror) they will stay in that way and be unable to attack.
http://img178.imageshack.us/img178/1893/thesulfurouswastesbh2.jpg ~~Brodly 21:42, 27 June 2008 (UTC)
- We've put in a report on this. (Ha, they do look like a standing mirror in that form don't they?) Thank you for pointing it out, Brodly. -Kim Chase 22:15, 7 July 2008 (UTC)
FPS Rates
Recently (about the past week, FPS rates in ALL exporable areas have been hovering between 3~7 on my PC anyway. This is the ONLY game hat I'm seeing this type of issue. I love GW, but it's very disconcerting when the "critters" move faster, attack faster, and act faster than your character(s), Hero(s) and/or Henchmen do. I'm running an NVIDIA 6200 (512mb) card on a Celerom P-4 (2.4gb)with 1gb memory. I have to ask, what's going on? This problem seems to have begun with the latest GW update (which include the "Test my PC" function------ the test works, by the way, and shows NO problems with my PC--- so I have to believe it's a server issue.l Undouble 00:17, 29 June 2008 (UTC)
- FPS is a client-side metric; server issues might cause lag in movement or spellcasting, but they wouldn't lower your actual FPS. Check and see if you have any programs running in the background that are eating up your computing resources, and see if any malware might have made it onto your machine unnoticed. (Aiiane - talk - contribs) 19:29, 1 July 2008 (UTC)
- I keep my mcahine clean by running anti-spyware, anti-virus, and anti-malware programs at LEAST weekly. I also run CCleaner at least weekly to clear out the crap. For about 2 weeks, my FPS rate was hovering in the area of 2-7, depending on how active the AI-controlled environment was. Today, the FPS rate is back "close" to where it shoudl be (12-16+). GW tech has been looking into the problem since first reported, but without any resolution-----yet.Undouble 00:57, 8 July 2008 (UTC)
- Hardware issues don't belong here. Backsword 08:26, 21 September 2008 (UTC)
Hero control panel check mark
This isn't exactly an AI issue so I'll post it here. After the latest AI update, the green check mark used to indicate queued skills (which were manually clicked by the player) isn't always shown. If the hero is able to activate the skill instantly (they couldn't do that before the update), the green check mark is never shown. This can easily be verified by clicking skills on a hero who is standing still and not performing any other actions. If the hero is busy with another action (moving, attacking, using skills), the green check mark is displayed on the skill icon but when the hero eventually activates the skill, the green check mark is still displayed until the hero finishes activating the skill. This is inconsistent with the way instantly activated skills do not show the check mark icon. Preferably, the check mark should only be used to indicate queued skills and be removed the moment the hero starts activating the skill. This would also solve the problem with the check mark not being removed when skills are interrupted, causing the hero to stop using skills altogether until the player notices what happened and manually removes the check mark. --Draikin 02:20, 5 July 2008 (UTC)
- I don't understand what's wrong with having no checkmark when a hero immediately uses a skill. As you said yourself, the checkmark is an easy way to see what skill the hero has queued. If the hero can use the skill right away you would only expect to see this checkmark very briefly, if at all.
- As for you other comment about interrupted skills, we have already responded to that on the AI bugs page. In short, having the hero uncheck a skill because it was interrupted could also cause frustration for players. The current thought is that if you check a skill you intend for it to be used, and it is not used if it is interrupted. Currently, if a hero is interrupted while attepting to use a checked skill, it will remain checked because the hero is still going to attempt to use that skill at the next opportunity. -Kim Chase 20:13, 7 July 2008 (UTC)
- It's not wrong not to show the check mark during instant skill activation, but the issue is that once a skill has been queued the check mark will remain on the skill icon even during skill activation. To me it would make more sense to simply display the check mark while the skill is being queued and then remove it the moment it's activated. I don't see any benefit in keeping the check mark on the skill icon during skill activation, since all it does is make it more difficult to see if they're casting the skill or not. Regarding the interrupted skills, the negative effect of completely shutting down an interrupted hero heavily outweighs the benefit of a hero using the skill when it's recharged. If you order a hero to use a skill it indeed means you intend for it to be used, but that also means they should use it right now and not 10 seconds later while doing nothing at all in the meanwhile. --Draikin 00:43, 8 July 2008 (UTC)
- I've found some more problems with the way the AI reacts to interrupted skills so I posted a new issue on the AI bugs page: ArenaNet_talk:AI_bugs#Hero_Control_Panel_--_Inconsistent_response_to_interrupted_skills. --Draikin 15:02, 19 July 2008 (UTC)
- It's not wrong not to show the check mark during instant skill activation, but the issue is that once a skill has been queued the check mark will remain on the skill icon even during skill activation. To me it would make more sense to simply display the check mark while the skill is being queued and then remove it the moment it's activated. I don't see any benefit in keeping the check mark on the skill icon during skill activation, since all it does is make it more difficult to see if they're casting the skill or not. Regarding the interrupted skills, the negative effect of completely shutting down an interrupted hero heavily outweighs the benefit of a hero using the skill when it's recharged. If you order a hero to use a skill it indeed means you intend for it to be used, but that also means they should use it right now and not 10 seconds later while doing nothing at all in the meanwhile. --Draikin 00:43, 8 July 2008 (UTC)
Monk Emote Issue
I'm not sure if this deals with game mechanics, but whenever I perform a /emote action besides dance, my character doesn't actually perform it on the screen. Also, when I perform the /sit emote, the camera points down, but I can't see my character actually sitting. Instead of sitting, my character performs a clap emote endlessly. It will show in chat that I did the emote, but I never see it. I'll see if I can get a good example for you. Also, this issue does not come into play with any of my other characters. Cheesecake 23:40, 6 July 2008 (UTC)
- I think that sometimes when animations get mixed up it is due to a corruption in the dat file. Do the same animations break when using a different female monk character? It would be really strange to have the animations break on one female monk and work on another. Anyway, since it sounds like this problem is specific to your files/account, you probably want to contact support. -Kim Chase 19:31, 7 July 2008 (UTC)
- Thanks Kim, I believe that's the case because I'm playing GW on a Mac (with Boot Camp), and often GW will have to repair the dat file. My sound is glitchy as well but it makes sense that the drivers aren't completely compatible. Cheesecake 00:31, 8 July 2008 (UTC)
No Party Search in Shing Jea during Dragon Festival
Perhaps it's due to too many districts or something but whenever a festival mission is activated, I'd do a LFG. The local chat will show (Party Search) next to my LFG. But when I go into the Party Search menu, there's nothing - apparently the search doesn't work during the Festival. Not sure if this was intended or not. – Barinthus 00:18, 8 July 2008 (UTC)
- In higher districts, this is the case. I think the cutoff for being "higher" is around 40. Mango 18:38, 8 July 2008 (UTC)
- I just figured Anet got tired of server lag due to over 600 trade offers in the party search on top of the 175 districts in shing jea alone. Amazing Steve July 08, 2008
- I put out a WTS message intended for trade, and it still went straight to local chat when I was in the Monestary, it was in a midteens district, and I was suprised that it didn't get redirected. Maybe the servers for the chat got swamped or someything. 75.146.48.190 19:44, 8 July 2008 (UTC)
- I just figured Anet got tired of server lag due to over 600 trade offers in the party search on top of the 175 districts in shing jea alone. Amazing Steve July 08, 2008
(Lack of) Spirit attacks/activity
I don't know if this is just me or anyone else has noticed but - attacking spirits don't engage quite properly.
Even with enemies well in range, they just stand static until I do one non-skill attack at a target, (pinging a target while casting doesn't work - I really have to wand something) at which point they will start attacking; I also have the impression (I'm not entirely sure - splitting attention between combat and observation can get tricky) that the moment I stop attacking and start casting or moving, my spirits also stop attacking.
Has anyone else had a similar experience, or a more accurate observation ?? Clan Yumemiru 16:16, 9 July 2008 (UTC)
- While doing CoF runs I've noticed that the bloodsong spirits do not attack me if I am moving away from them, and seldom attack while moving towards them unless I am very close to them. I don't recall spirits doing this originally. Kelvin Greyheart 17:14, 9 July 2008 (UTC)
- I find that as long as you don't attack or use any spells / skills the spirits don't attack you in CoF or in any PvP/PvE area. Baddock
- For clarification: What I meant was spirits I myself have summoned when playing Ritualist. Clan Yumemiru 20:33, 17 July 2008 (UTC)
- I find that as long as you don't attack or use any spells / skills the spirits don't attack you in CoF or in any PvP/PvE area. Baddock
Obtaining Tapestry Shred Bug
Originaly posted here. Whenever you leave town with someone who's already gotten the shred, that char can no longer obtain it, and then if you leave with someone else, that person won't be able to obtain it, etc., etc. This was no big deal when the shred had no use, but now i think it's time to solve this very old bug. --MageMontu 23:51, 9 July 2008 (UTC)
- Also, if i remember right, primary monks cannot get the shred due to conflicts with one of their quests and Gwen.--Fighterdoken 23:56, 9 July 2008 (UTC)
Dragon Arena tie bug
If both teams reach 20 points before the end of a match, it counts as a tie even if one of the teams reaches 20 first or one of the teams reaches 21. -- Gordon Ecker 02:30, 10 July 2008 (UTC)
- It's a side effect of the way map triggers work. The match rules are checked every second, not when people get points. This is why many GvGs have ended in a draw when one person's guild lord was killed noticeably earlier than the other. Guild Wars sees everything related to the timer as a strobelight. ~Shard 00:54, 18 September 2008 (UTC)
- Maybe they could code in a sudden death mode, only ending the match if one team has more points than another on one of the "ticks". -- Gordon Ecker 00:59, 18 September 2008 (UTC)
Fire in the Hole issues
There are several dialogue and model issues relating to the Burnt Corpses encountered during Fire in the Hole. The second corpse is referred to as a Dredge even though it uses a Summit Beastmaster / Summit Giant Herder model, the third corpse is referred to as the fourth and all each corpses is referred to as singular even though it includes both a dwarf corpse (the rider) and a snow beast corpse (the mount), furthermore, the corpses are the only mounted Stone Summit units inside Sorrow's Furnace. I suggest replacing the second corpse with a Dredge corpse, replaces the other three corpses with unmounted Stone Summit corpses and swapping the descriptions / dialogue for the third and fourth corpses. Also, is there an easy way to flag the corpses as exploited to make them look burnt? -- Gordon Ecker 05:00, 10 July 2008 (UTC)
Hostile Priests of Sorrows during Summit Slaves
During Summit Slaves, there are some Priests of Sorrows in the southwestern part of the map who are hostile to players and most Stone Summit units but friendly or at least neutral to the Dredge rebels. -- Gordon Ecker 05:24, 10 July 2008 (UTC)
- Thanks for the report, I have submitted a bug on this issue. --Andrew Patrick 22:53, 17 November 2008 (UTC)
Heroes and Their Flags
While in a party of players and heroes, we were fighting. I had my heroes flagged and I accidently logged out (doh!) - my mouse's cursor was above the red X box and I clicked on it. Anyway I whispered people in my party and apparently my heroes stayed flagged. Perhaps this is not a bug but it seems to me that if heroes' owner somehow leave the party, they should automatically become unflagged. – Barinthus 07:20, 10 July 2008 (UTC)
- When somone travels or logs out of the area, his/her heroes are treated as henchman, so An easy way I came up with to remove flagging was to having the part leader flag the entire hench/hero in another location and then unflag them. By doing this your heroes will be free, but i agree, this should be done automatically. --MageMontu 07:54, 10 July 2008 (UTC)
- Try AI bugs for this one. Should I move? Backsword 21:47, 10 July 2008 (UTC)
- I have put in a report for this suggestion. Thank you, Barinthus. As a side note, Backsword, the AI page is a good thought, but go ahead and leave it here. -Kim Chase 01:06, 16 July 2008 (UTC)
Dye Problem with Bows
When you die a bow for some reason it shows the bow in the other hand thus not showing you what the bow would look like if dye'd. Dye Bug or Dye BugLarger Baddock
- This issue has been reported. Thanks for the post. -Kim Chase 00:33, 16 July 2008 (UTC)
Avatar of Balthazar in The Falls
Avatar does not summon at his temple despite being in favor and on fire, 2 member party. Both /kneel 132.170.34.215 23:05, 11 July 2008 (UTC)
- Oooh, I don't suppose you were in an International District at the time, were you? There is currently an issue with the avatars not appearing in international, due to the old functionality of Favor of the Gods. If that's the problem here, we are already looking into it. -Kim Chase 00:08, 16 July 2008 (UTC)
EotN trial and questlog issues
A guildie of mine did a trial of EotN, and after completing it he found that he was unable to remove the EotN quests from his questlog, even though he lacked access to the expansion (having chosen to not purchase it) - is there a way for him, without having to purchase and play/finish EotN, to clean his questlog ? Clan Yumemiru 21:10, 15 July 2008 (UTC)
- The short answer is no. Most of the quests in Guild Wars can be abandoned and re-aquired at will. However, there are several primary quests in Eye of the North that cannot be re-aquired. For this reason these quests cannot be abandoned. -Kim Chase 23:31, 15 July 2008 (UTC)
- Isn't that a bit unfair to stick people trying out content with something they can only get rid of by purchasing product ? I understand the "special case" of the EotN primary quests, but there has to be a solution for him without him getting shoehorned into buying EotN -- wasn't GW all about choice ? Clan Yumemiru 08:09, 16 July 2008 (UTC)
- If they made the quests removable, they'd screw over many players who did buy the expansion. That's no good either, y'know? Backsword 04:34, 17 July 2008 (UTC)
- Perhaps, but to leave players who consciously chose to not buy a piece of content with a jumble of stuff they can neither remove nor complete is not very nice. Why not, upon expiry of the trial (and only the trial), have one of the original NPC's that give the launch quests remove them (and the now unusable hero data) from that account ? Clan Yumemiru 08:09, 17 July 2008 (UTC)
- If they made the quests removable, they'd screw over many players who did buy the expansion. That's no good either, y'know? Backsword 04:34, 17 July 2008 (UTC)
- Isn't that a bit unfair to stick people trying out content with something they can only get rid of by purchasing product ? I understand the "special case" of the EotN primary quests, but there has to be a solution for him without him getting shoehorned into buying EotN -- wasn't GW all about choice ? Clan Yumemiru 08:09, 16 July 2008 (UTC)
EotN and Prophecies Map in Hard Mode
I'm a R/Mo who just recently defeated EotN, but not prohecies. When i'm in hard mode and using the map zoomed in or out, everything on both campaigns of Tyria show hard mode is available. When i traveled to prophecies to confirm this, HM was not available. So now that i can't cheat, :P i'd like the map to stop teasing me with flashing missions from prophecies. UglyLooking 20:42, 16 July 2008 (UTC)
- Okay, I put in a report. Thanks! -Kim Chase 21:53, 11 August 2008 (UTC)
Code=13
This happened to me during a Dwayna vs. Grenth fight. The rest of my team left at the end of the match when we lost but I stayed there and kept getting those messages. And the winning team didn't go anywhere either. — ク Eloc 貢 07:19, 19 July 2008 (UTC)
- My team got a mix two of us got error 13 and the other two got error 15. Fall 07:21, 19 July 2008 (UTC)
- I'm hearing reports from guild/alliance mates that this error occurs on trying to change to the European territory. Data center problem/server overload ?? Clan Yumemiru 13:27, 19 July 2008 (UTC)
Whispering while offline
Currently, you can whisper people while your status is set to offline or do not disturb. However, the people that you whisper can not whisper back.
This gave me problems while using an auctions site. My trade partner was whispering me but I couldn't whisper back. I almost missed an undedicated Palawa Joko that way :(
This seems like a pretty important bug to me. HeavenMonkey 18:23, 21 July 2008 (UTC)
- Maybe a good solution would be to display a game message like "Your status is set to (offline|do not disturb) so you will not be able to receive any replies to whispers you send."
- Not being able to receive Whispers wile set to DnD/offline is no bug though - this is basically a priovacy measure or for when you're trying to focus and really do not want to get distracted. Clan Yumemiru 22:31, 21 July 2008 (UTC)
- Maybe this is better suited at Suggestions page? — ク Eloc 貢 02:25, 22 July 2008 (UTC)
- Not being able to be whispered while showing offline isn't a bug no. Being able to whisper while showing offline is though. Unless you think it's normal behavior to be able to send whispers but not receive them, withouth knowing it? HeavenMonkey 21:44, 22 July 2008 (UTC)
- I've passed along your concerns. Thank you. -Kim Chase 22:32, 28 July 2008 (UTC)
- It's not a bug, it's a feature, lol <HORSEDROWNER> 07:04, 8 August 2008 (UTC)
- I've passed along your concerns. Thank you. -Kim Chase 22:32, 28 July 2008 (UTC)
- Not being able to be whispered while showing offline isn't a bug no. Being able to whisper while showing offline is though. Unless you think it's normal behavior to be able to send whispers but not receive them, withouth knowing it? HeavenMonkey 21:44, 22 July 2008 (UTC)
Junundu stats - weapon modifiers not working.
I've been ss/lb farming and just got at tip to use re-equipping my weapons and armor to help my paragon gain energy and health. I tried it and have noticed that my shields and some weapons do not function to add HP to the Junundu. Also tried on my warrior. He had issues with shields, but weapons worked just fine. I also tried it with Kole's Torment - it worked as expected.
Here's a list of the weapons that didn't work: Prayer of the Forgotten (this one added energy, but not HP), The Darksong, Collector shields with +30hp, -5/20% for all warrior and paragon stats (I have all 4 from Nightfall between my warrior and paragon), The Eye of Argon.
I also tried it with my armor and had issues with the piece of armor that had the minor vigor rune that I received as a quest reward on Istan. The armor broke during an attempt to salvage the insignia after I crafted my Primeval armor so I don't have that anymore for testing purposes. None of my other runes had issues. 64.32.249.154 19:21, 22 July 2008 (UTC)
Isle of Solitude
Recently I noticed a glitch with the Isle of Solitude Guild Hall. When a players travels to this hall, he or she spawns inside the xunlai chest if the service is available. Here is a screenshot. --MageMontu 09:45, 24 July 2008 (UTC)
- Yes, exactely, but when you move out, you aren't able to move in again ^^ |Cyan LightRefreshment!| 12:19, 24 July 2008 (UTC)
Avarr the Fallen's Bone Fiends
The Bone Fiends spawned by Avarr the Fallen when attacking him do not count as summoned creatures (tested using Holy Spear) - the Jagged Horrors spawned from them through his use of Jagged Bones, however, do. Bug or intentional ? Clan Yumemiru 21:42, 25 July 2008 (UTC)
- Yeah, looks like he has some abnormal minions with him, and I'm not sure if they are intended to work like this. I've passed this question along to design. Thank you. -Kim Chase 22:30, 28 July 2008 (UTC)
Concussion shot
Description says it only dazes someone if they're casting a spell, but the daze is applied if it interrupts any skill. ~Shard 02:25, 30 July 2008 (UTC)
- I haven't seen Concussion Shot interrupt any skill that's not a spell, but I might know what's causing the confusion here. If someone prevents the interrupt, using Glyph of Concentration for example, you will still get the conditional effect even though the interrupt itself was prevented. This is how the skills are supposed to react with each other.
- If you really are seeing Concussion Shot caused Dazed on someone using a non-spell skill, do you remember what type of skill it was? -Kim Chase 21:13, 11 August 2008 (UTC)
- I don't. I was probably on my warrior or something and it was interrupting my attack skills. I just kept noticing I was getting dazed by concussion shot with no spells on my bar. ~Shard 00:51, 18 September 2008 (UTC)
Odd bug
Ok, lately I have been doing some faction quests and missions by myself when suddenly im in the middle of fighting when everyone (heros, henches, minions, foes, everything but spirits) stop what they are doing and just stand there. If you try to cast a skill the skill bar shows that you are casting the skill but there is no animation or sound you just stand there along with everything else. Spirits are the only things that don't stop, they will not attack but instead they act as if there is no enemy around anddo the animation where they are trying to break from the chains. Then suddenly everything starts again as if we had never stopped fighting (sometimes). This has happened to me about five times and I thought it was my computer, but now I have a brand new AWSOME gaming computer and I get this same error; sometimes when this happens I get kicked out of Guild Wars and I have to reconnect. This happens mainly in places like Budek Byway and Wajjun Bazzar; but it has also happened in the Catherdral of Flames and near the Henge of Denravi. This happended to me when I was doing something with some friends and everyone said that i did not happen to them, but it did to me. This is NOT lag; I know lag and this is something very different from lag. So any guesses? --Shadowphoenix 21:36, 30 July 2008 (UTC)
- This does however suspiciously sound like lag spikes - try and pay attention to the Performance Monitor when this happens (which gives frames per second, server IP number and a relatively good indication of game lag, measured in last ping and average ping) and see if you get big numbers occasionally (a long delay in updating the Last Ping number is also indicative) You can turn on the Performance Monitor by pressing F11, going to the Interface tab and checking the box for Performance Monitor. Otherwise, you might want to check your connection and/or firewall software to see if any of them are interfering. Hope this helps. Clan Yumemiru 08:03, 31 July 2008 (UTC)
- Yeap, indeed that is lag. Happened to me in the past when I had connection problems. --MageMontu 08:05, 31 July 2008 (UTC)
- But I dont have any connection issues, i can get kicked out of GW from this and them like 5 secs later go on the internet; even wen it stops like it does I can minimize it and go surf the web. --Shadowphoenix 20:03, 31 July 2008 (UTC)
- Has it occurred to you that there may be a routing issue from your machine to GW's servers which may be responsible ? This would mean that your other net activities are unaffected, just that routing/port issues (which may be due to either software on your machine, or due to provider (mis)configuration) cause this problem to recur ? Clan Yumemiru 21:03, 31 July 2008 (UTC)
- As other have mentioned, although lag is often client side, it can sometimes be due to poor communication between you and the particular server that you are connected to at the time. We were having some server issues over the weekend just prior to your post, so maybe that was affecting you. Are you frequently having this problem now? -Kim Chase 19:07, 11 August 2008 (UTC)
- It is not as bad lately, though it does happen every so often; like I said mostly in factions areas (might be a coincedence). The last one I had was two days ago in Boreas Seabed (explorable area); but I have not had it happen since then. It might be connection issues or something, not sure... --Shadowphoenix 19:56, 11 August 2008 (UTC)
- As other have mentioned, although lag is often client side, it can sometimes be due to poor communication between you and the particular server that you are connected to at the time. We were having some server issues over the weekend just prior to your post, so maybe that was affecting you. Are you frequently having this problem now? -Kim Chase 19:07, 11 August 2008 (UTC)
- Has it occurred to you that there may be a routing issue from your machine to GW's servers which may be responsible ? This would mean that your other net activities are unaffected, just that routing/port issues (which may be due to either software on your machine, or due to provider (mis)configuration) cause this problem to recur ? Clan Yumemiru 21:03, 31 July 2008 (UTC)
- But I dont have any connection issues, i can get kicked out of GW from this and them like 5 secs later go on the internet; even wen it stops like it does I can minimize it and go surf the web. --Shadowphoenix 20:03, 31 July 2008 (UTC)
- Yeap, indeed that is lag. Happened to me in the past when I had connection problems. --MageMontu 08:05, 31 July 2008 (UTC)
Map bug?
The image says I'm at The Frost Gate, but the marker points at Frontier Gate. Seems like a bug to me, but I could be wrong. (I was being dead in the mission The Frost Gate). <HORSEDROWNER> 17:40, 1 August 2008 (UTC)
Map Travel
I just got out of Alliance Battles and now when I went to try and go to Random Arenas, it wont let me map travel there. I've been there before and I am on a PvP character. — ク Eloc 貢 21:40, 4 August 2008 (UTC)
- I've seen it before, too. Happened to me at the Dragon Festival 2008, I couldn't go anywhere else except for Shing Jea. Of course, I could just walk to Kaineng... <HORSEDROWNER> 05:33, 5 August 2008 (UTC)
Scrolls
I have been noticing of late that scrolls aren't updating correcting when I've been using them in Kilroy's dungeon. I sent a support ticket off (reference 080726-000672) but was wondering if this had to tested by anyone yet as I have yet to receive any email stating what the result was. Scrolls such as Scroll of Hunter's Insight and Scroll of Slayer's Insight seemed to be buggy, sometimes would update when killing the first boss, other times would not; would get the bonus exp but not a refresh of duration. Scrolls such as Scroll of Rampager's Insight and Scroll of Berserker's Insight would provide the bonus experience on kills but wouldn't update the duration, this was especially noticable for me when KOing the Ettins and Wolves that appear in the dungeon; would get the increased exp but not a refresh of duration. 000.00.00.00 22:00, 4 August 2008 (UTC)
- Support tickets go to our GMs and only certain issues get forwarded off directly to us, since the GMs can frequently handle things without our aide. As it turns out, this ticket did get sent to us. We were able to reproduce your problem and send a report to the designer in charge of handling these things. It seems like there is some inconsistency when Kilroy is the one that makes the kill. Have you still not received an email response? Thank you for reporting this problem and for following up on it here. -Kim Chase
Shoes Color Bug
(Note: this may only apply to Nightfall, I dont own the other campaigns) Well, when i try to make a new character, Everything goes fine until the color choices.When you click your color for shoes, it either:
- Does absolutely nothing
- Changes color of pants
- Changes color AND stlye of pants (ex. from elonian to sunspear)
This happened both on PVP and PVE chars.Not very important for PVP(just make new armor anyway) but in PVE i get a Dervish with all red clothes and green shoesMcdertr 22:02, 6 August 2008 (UTC) Just found a solution to my bug: if you leave the the choice on your color, it eventually changes. Still kinda annoying though Mcdertr 22:05, 6 August 2008 (UTC)
- Hmm, that's really odd! I haven't seen this problem myself. It sounds like it's just taking a long time for the character display to refresh with your armor color selection. It's weird that shoes would cause you a particular problem. Do you have any problems if you change or dye your armor while in the game, such as when using the J-menu for PvP armor? Maybe there are some graphics that you haven't loaded yet and doing an -image would help? -Kim Chase 18:38, 11 August 2008 (UTC)
- Interface issue; on certain resolution, parts of the transparent bar covers the interface, and will not let it register clicks. I think this only happens on wide screens. (Eg. 1280*800 which is common on laptops). Backsword 08:33, 21 September 2008 (UTC)
Signet of Creation intent versus effect
Is the intent of Signet of Creation to affect all spirits (both friendly and hostile) within earshot ? After a discussion in our alliance we ran a scrimmage test and it does affect spirits set up by my opponent - is this intentional ? Clan Yumemiru 14:17, 8 August 2008 (UTC)
- I think this is working as intended. It's a little confusing right now because the concise description in English incorrectly states that it works on allied undead servants. Thank you for asking this question. I put in a report, so hopefully we'll have a response soon. -Kim Chase 18:01, 11 August 2008 (UTC)
Consume Soul only works on spirits
I hope this is the right place to report a bug: According to the skill description, Consume Soul should drain all life from any enemy summoned creature it is used on. But instead, it only works on spirits called by ritualists or rangers, not on minions of a necromancer. Either this is a bug or simply a false description. --The preceding unsigned comment was added by User:85.216.101.85 (talk).
- You're right, it says summoned creature but only seems to work on spirits. I put in a report on this. Thank you for pointing it out. -Kim Chase 17:13, 11 August 2008 (UTC)
Extremely Odd Bug
I'm truthfully not quite sure how to explain this.....After an AB match (winning) with about 2 seconds remaining until returning to the outpost, I decided to map to my guild hall. Suddenly I log out. No big deal, but what was interesting was that it took me to the character selection screen that one would get if they just bought the game. (4 empty character slots). I was unable to log in as me for quite some time, simply because it would only bring up these character slots. only after actually closing guild wars and restarting it was I able to get my original "account" back. Any idea on what happened here? -- Wandering Traveler 22:43, 9 August 2008 (UTC)
- We've been able to reproduce this and have reported it someone who can look at the issue. Thank you so much for letting us know about this. In the meantime, if anyone runs into this problem and sees an empty character select screen, don't panic! If you log in again your characters should load properly. -Kim Chase 18:30, 11 August 2008 (UTC)
Heroes don't use Conjure Flame
I skilled two of my heroes (Acolyte Sousuke and Zhed) on fire magic and gave them the skill Conjure Flame. But although they were carrying fire staves, they didn't use the skill, not in battle and not out of battle. They only used it when I made them by clicking on it. Dullahan 16:52, 12 August 2008 (UTC)
- My heroes are using Conjure Flame/Frost/Lightning as long as they have a weapon that does that damage type in their hands and they are in battle. Maybe there is a problem with the specific weapons you have them equipped with not being recognized properly. What kind of weapons are they using? -Kim Chase 20:55, 12 August 2008 (UTC)
- They're wielding a fire staff from the trader outside Ice Caves of Sorrow Dullahan 14:58, 14 August 2008 (UTC)
- Okay, I got a Fire Wand from Cember Goreaxe and equipped Acolyte Sousuke with it and gave him Conjure Flame. He was using Conjure Flame as soon as we entered combat, even when he was set to passive. I'm not sure what could be causing this problem for you. Is it possible for you to post a screenshot? Maybe a picture will catch some details that neither of us is thinking of. You could also try contacting support. -Kim Chase 23:45, 15 September 2008 (UTC)
- They're wielding a fire staff from the trader outside Ice Caves of Sorrow Dullahan 14:58, 14 August 2008 (UTC)
Dust Trap
Dust Trap ignores armor. -- Gordon Ecker 01:08, 14 August 2008 (UTC)
- Thanks, I'm asking about this now. Looks like only the concise description mentions that it's earth dmagae as well. -Kim Chase 21:09, 15 September 2008 (UTC)
- I'd point out that this is intentional (was talked about in the old days). Note how the skill is balanced for it, and how it fits the theme (inhalation damage would ignor armour, wouldn't it?). Backsword 07:46, 21 September 2008 (UTC)
Black Powder Mine
Black Powder Mine's description does not specify a damage type, however it does not ignore armor. Either the description should specify the damage type or the skill should deal armor ignoring damage. -- Gordon Ecker 01:11, 14 August 2008 (UTC)
Anthem inconsistancy
Anthem descriptions are ambiguous, and there is some inconsistancy with anthem behaviour. I have compiled a table. "Hit determination" refers to a point at which it is determined whether an attack will hit, miss or be blocked.
Skills | Triggering criteria |
---|---|
Anthem of Disruption | Before next hit determination with an attack skill. |
Anthem of Envy | Next successful hit of a foe above 50% health with an attack skill. |
Anthem of Flame | Next successful hit with an attack skill. |
Anthem of Fury | Next successful attack skill activation. |
Anthem of Guidance | Before next hit determination with an attack skill. |
Anthem of Weariness | Next successful attack skill activation. |
Crippling Anthem | Next successful hit with an attack skill. |
Defensive Anthem | Next successful hit with an attack skill. |
Zealous Anthem | Next attack skill activation. |
The behaviour generally makes sense, however there are a few oddities: Anthem of Disruption can interrupt even if it is blocked or misses and Anthem of Weariness causes Weakness on the primary target as soon as skill activation is completed. IMO Anthem of Disruption, Anthem of Flame and Anthem of Weariness should behave in a consistant manner, IMO triggering before hit determination or triggering on the next successful hit would both make sense. Also, IMO the skill descriptions should distinguish between the three triggering criteria. -- Gordon Ecker 08:27, 14 August 2008 (UTC)
- Well, Defensive Anthem isn't a problem because its text specifically outlines how it works. The other 7 skills, however, use the same wording and work three different ways. I put in a report. Thank you. -Kim Chase 02:00, 11 September 2008 (UTC)
Energizing Chorus
Energizing Chorus doesn't end until after a shout or chant is successfully activated. As such, if someone starts activating a chant then activates a shout before the chant completes, both the shout and the chant will receive the energy discount. I don't know whether this is a bug or a loophole. I suggest either replacing the energy discount with energy gain or ending Energizing Chorus at the start of chant activation. -- Gordon Ecker 09:00, 14 August 2008 (UTC)
- We are aware of this issue. Thanks! -Kim Chase 01:02, 11 September 2008 (UTC)
Lightbringer's Gaze
According to the description, Lightbringer's Gaze is supposed to deal holy damage. And holy damage is supposed to ignore armor. Yet, when doing the Gate of Pain yesterday, I found out that the enemy warriors for example only take 56 damage when I use the skill on them. Maybe the damage type actually used should be changed to holy? Dullahan 10:54, 18 August 2008 (UTC)
- It's holy damage, it deals double damage to minions, so it may not technically be a bug. -- Gordon Ecker 08:45, 20 August 2008 (UTC)
- Still, any other holy damage dealt by any skill ignores armor. Why not this one? Dullahan 11:27, 21 August 2008 (UTC)
- Yeah, it probably is a bug, I was just pointing out that it might not be. -- Gordon Ecker 02:55, 22 August 2008 (UTC)
- Still, any other holy damage dealt by any skill ignores armor. Why not this one? Dullahan 11:27, 21 August 2008 (UTC)
- Really needs to be looked at or fixed.--75.94.77.148 05:18, 8 September 2008 (UTC)
- Thank you for the report and discussion everyone. I've put in a report about the expectation for holy damage to ignore armor unless specified otherwise. Hopefully we have put the description and functionality more in sync. -Kim Chase 23:24, 10 September 2008 (UTC)
- Don't forget your LB rank will add % damage output for each rank, and that although holy damage ignores armor, it does NOT ignore damage reduction effects. So it might just be that you're hitting a target who has shielding hands or something like that on them. Basically, the damage output might be getting reduced by something other than armor. Also, Margonites have monster abilities like Abbadon's Chosen that reduce or render them immune to damage. Still worth checking to make sure the armor isn't coming into play, though. Painted Bird 20:47, 14 September 2008 (UTC)
- Tested again yesterday because of your answer. It hits a warrior without any enchantments that didn't notice the battle until then for 67 dmg including. So he was completely unprotected. Dullahan 07:22, 16 September 2008 (UTC)
- Umm... this "bug" have been around since NF was released. Surprised to see that its reported just recently. --Treasure Boy Talk 10:17, 6 October 2008 (UTC)
- Tested again yesterday because of your answer. It hits a warrior without any enchantments that didn't notice the battle until then for 67 dmg including. So he was completely unprotected. Dullahan 07:22, 16 September 2008 (UTC)
- Don't forget your LB rank will add % damage output for each rank, and that although holy damage ignores armor, it does NOT ignore damage reduction effects. So it might just be that you're hitting a target who has shielding hands or something like that on them. Basically, the damage output might be getting reduced by something other than armor. Also, Margonites have monster abilities like Abbadon's Chosen that reduce or render them immune to damage. Still worth checking to make sure the armor isn't coming into play, though. Painted Bird 20:47, 14 September 2008 (UTC)
- Thank you for the report and discussion everyone. I've put in a report about the expectation for holy damage to ignore armor unless specified otherwise. Hopefully we have put the description and functionality more in sync. -Kim Chase 23:24, 10 September 2008 (UTC)
Junundu on Rocky Terrain
Today while doing Gate of Desolation, I found a bug with the junundu that would allow players to use the wurm on Rocky Terrain. If players stand on a rocky terrain, but close to the Wurm Spoor, and another player uses the spoor, the junundu will also appear for those on rocks. I haven't tested this in other places other than the mission itself. I also have a screenshot of it if it's required. --MageMontu 01:33, 19 August 2008 (UTC)
- I recall seeing this and it's even possible to do with with a H/H team. Good solution? Increase the "this is rocky, no Junundu here" area. Clan Yumemiru 18:11, 19 August 2008 (UTC)
- Strange that this happens in the mission but not in the explorable version of the mission, The Sulferous Wastes. I put in a report for you guys. Thank you. -Kim Chase 23:28, 15 September 2008 (UTC)
Possible Mirror of Ice bug
Currently, the ice damage dealt by ignores armor, however the description makes no mention of this. I don't know if this is a bug or merely an omission from the description. -- Gordon Ecker 08:39, 21 August 2008 (UTC)
- Yeah, it is working as armor ignoring cold damage, which doesn't match the description. I'm not sure which way they want it to be, but I put in a report so that we can get the description and function to match. Thanks again Gordon. -Kim Chase
2 bugs about running
1. Dark escape, if activated after a muddy terrain is set down, will still give a speed boost.
2. If a hero is controlled and sent away from human players no creatures will spawn. When combined with the new and improved unyielding aura allows a hero to revive their human to the portal on the other side of the area while in between not facing any resistance. Allowing runs (Mainly Beacons Perch to Droknar's Forge) to be done by any hero with unyeilding aura.
--Mashav 00:05, 26 August 2008 (UTC)
- Thank you for the reports. -Kim Chase 22:40, 10 September 2008 (UTC)
- Let me be a little more clear. I put in a report on Dark Escape and we're checking for similar issues. Unyielding Aura should only be resurrecting players within normal spell range, which was corrected in the build today. The fact that heroes don't trigger spawns is known, and there are several factors involved with that functionality. We are still considering the possibility of making changes. Thanks again for bringing up these issues. -Kim Chase 00:08, 11 September 2008 (UTC)
Hero Monk AI confusion issues
Recently I've been seeing some rather undesirable/strange behavior out of my monk heroes. (I'm not sure but I think this started after the last major skills update) Under certain combat situations (not been able to determine the specific parameters) the monk hero AI gets confused and fail-casts a quick succession of spells (you hear the "spell failed" sound several times in a row; apparently it picks a spell, and before it finishes casting it cancels the spell and picks another, this several times in a row) draining them of energy. Has anyone else seen this happen ? Clan Yumemiru 18:21, 27 August 2008 (UTC)
- I can confirm this, although I mostly encounter this problem (or perhaps I only see it then and it happens other times as well) when one of my monks is about to resurrect a player and is a bit out of casting range. He runs there, starts casting Rebirth for example, cancels it and does this a few times in a row -> energy empty. Dullahan 20:25, 28 August 2008 (UTC)
- Thank you for the information. Heroes are having some difficulty deciding if they should attempt to use a skill or move to a new position in certain situations, which is causing this cast-cancel loop. We are aware of these difficulties and hope to have a solution in the future. -Kim Chase 21:39, 10 September 2008 (UTC)
- The issues with Monk AI are mostly confined to Passive setting - once you set them to Defensive the problem is mitigated but that brings other (undesirable behavior) issues with it. I'm reasonably confident the problem has begun with the last skill update though - hope this helps. Clan Yumemiru 22:38, 10 September 2008 (UTC)
- It might be annoying in PvE, but this bug is really game-breaking in Hero Battles. This is really the last thing the format needed, so I hope fixing this problem is a priority for ArenaNet (even if it means reverting the AI behavior). --Draikin 22:22, 19 September 2008 (UTC)
- The issues with Monk AI are mostly confined to Passive setting - once you set them to Defensive the problem is mitigated but that brings other (undesirable behavior) issues with it. I'm reasonably confident the problem has begun with the last skill update though - hope this helps. Clan Yumemiru 22:38, 10 September 2008 (UTC)
- Thank you for the information. Heroes are having some difficulty deciding if they should attempt to use a skill or move to a new position in certain situations, which is causing this cast-cancel loop. We are aware of these difficulties and hope to have a solution in the future. -Kim Chase 21:39, 10 September 2008 (UTC)
Healer's Covenant
This skill's description states that the healing reduction only applies to Healing Prayers spells, however the healing reduction also affects Signet of Rejuvenation. -- Gordon Ecker 23:23, 7 September 2008 (UTC)
- You're right. It's reducing the heal from thesignet skill, which is too bad since it's not getting the enrgy reduction benefit out of it. This has been reported. Thanks Gordon! -Kim Chase 21:44, 10 September 2008 (UTC)
Unyielding Aura in PvE
Unyielding Aura seems to have a bug at the moment where it will attempt to ressurect dead team members outside of spell casting range even if there's dead team members within said range. There is a thread with some more detailed info about this bug on Guild Wars Guru at [1] --68.32.187.152 18:05, 12 September 2008 (UTC).
- Are you sure this is still happening ? This is listed as fixed in the September 10th game update. Clan Yumemiru 07:49, 13 September 2008 (UTC)
- No, he is saying that sometimes it TRIES to rezz a member out of the area, and fails (not sure on this part) and rezzes noone. Not that it still brings them across the map... ~~ frvwfr2 (talk · contributions) 15:01, 13 September 2008 (UTC)
- "No, he is saying that sometimes it TRIES to rezz a member out of the area, and fails (not sure on this part)" Exactly! --68.32.187.152 22:59, 13 September 2008 (UTC)
- Thanks for the report everyone. -Kim Chase 21:26, 15 September 2008 (UTC)
- "No, he is saying that sometimes it TRIES to rezz a member out of the area, and fails (not sure on this part)" Exactly! --68.32.187.152 22:59, 13 September 2008 (UTC)
- No, he is saying that sometimes it TRIES to rezz a member out of the area, and fails (not sure on this part) and rezzes noone. Not that it still brings them across the map... ~~ frvwfr2 (talk · contributions) 15:01, 13 September 2008 (UTC)
FPS sudden drop
Sometime the game will suddenly drop to really low FPS rate without apparent reason (ie 30-35 to 4-5).
My computer is pretty old and it may be insufficient hardware. However if I open graphic options, change the resolution and then switch it back, it resets FPS to the previous 30-35 while still having the same render on screen.
Additional infos:
- When this bug trigger, switching resolution will take significantly longer than usual (often enough for the "would you like to keep" countdown to run out).
- Seems to happen only when there's visual effects, could happen in a fight but wont if I stand afk in guild hall.
- The resolution you switch to before coming back to normal doesn't matter.
Neck 11:49, 15 September 2008 (UTC)
- I don't think it's a bug. It could just be a sudden lag spike. Happens to me a lot of the time. — ク Eloc 貢 15:04, 16 September 2008 (UTC)
- Forgot to precise one important thing: when this happen the FPS will not go back to normal unless you switch the resolution or restart the game (loading area doesn't help). I do experience hardware lag spikes often when battle start or when lot of enemies reach radar range, those are different and resolves themselves after a short period of time.
- What I describe feels more like at one moment the game use lot of resources and forget to release/clean them after. Switching resolution seems to force the graphical part to do a clean/reload (disclaimer: that's only to explain how it feels, I have no idea of what's is really happening). Neck 15:37, 16 September 2008 (UTC)
- What are your system specs? — ク Eloc 貢 15:46, 16 September 2008 (UTC)
- Actual specs are: P4 2.5ghz, 512mb ram, geforce 6800 gc 512mb. However this comp has been changing quite a lot, had 768mo of ram until recently and had a better gc before (some ati with 512mb) always had the problem.
- It's up to date and clean from any virus/trojan/spyware or so. Only black point is the windows partition has only 260mb free (guildwars is installed on another though, with several gb free). → ИecK ☡ 16:15, 16 September 2008 (UTC)
- What are your system specs? — ク Eloc 貢 15:46, 16 September 2008 (UTC)
Factions bosses without unique items
From Factions onward, presence or absence of unique items from bosses seems to follow a pattern: bosses exclusive to quests or missions never drop their own unique items, and neither do non-unique dungeon bosses, key dropping dungeon bosses or end of dungeon bosses. Factions has a few deviations from this pattern, which may be bugs. The following six bosses do not drop unique items: Kayali the Brave in Mount Qinkai, Milodestus the Wrangler in Boreas Seabed (explorable area), Salke Fur Friend in Melandru's Hope, Chazek Plague Herder in Unwaking Waters (explorable area), Sarss, Stormscale in Maishang Hills and Ilidus of the Empty Palm in Boreas Seabed (explorable area). Additionally, none of the Afflicted bosses drop unique items, which I suspect is intentional due to consistancy, however there could be a bug similar to the one which prevented Nightfall's five Acolyte bosses from dropping unique items prior to the December 20th, 2006 update. -- Gordon Ecker 08:14, 21 September 2008 (UTC)
- This is not a bug, this is the intended behavior. Which bosses do or do not drop items may seem to follow certain patterns, and they likely do, but that's not to say those patterns cannot be deviated from. Thank you for the report, though. :) --Andrew Patrick 22:14, 20 November 2008 (UTC)
Meteor shower + stonefist Inconsistancy
Meteor shower if used with stonefist insignia will knock down in strange ways... while testing it i saw it knock down on the first and last hits, on the first and second hits and on all 3 hits. There was no indication as to why this occoured. --Mashav 12:23, 21 September 2008 (UTC)
- I believe the increased KD time makes it so you are actually still knocked down when the second KD comes in. Since your already on the ground, you can't be knocked down again. I believe this is by design. Luckily not many Warriors use Meteor Shower heh. --Andrew Patrick 19:16, 23 September 2008 (UTC)
- Actually that wasnt the problem... the problem was that sometimes it DID KD on the second hit... That is why i reported this. It would be inconstant in how it knocked down. It would sometimes KD my target somewhat randomly with the second and last hit. Because of this im taking off the Checkmark. [EDIT]Just went and tested this again, and now can provide screenshot proof if necessary --Mashav 21:22, 23 September 2008 (UTC)
- I think I understand what's happening; the normal KD time for Meteor Shower is 2 seconds; the meteors fall in 3-second intervals. Now with Stonefists, the KD time is lengthened to 3 seconds. Andrew is right - if you are KD'd, or recovering from it, you are imune to any new KD effects. What I suspect is going on is that this is an "edge event" - whereby the recovery cycle sometimes completes just prior to the next hit coming in, and sometimes it doesn't (this may be a function of server lag and load and client connection) It's going to be a very hairy issue to identify the precise culprit and/or fix it though; definitely a good brainscratcher for the QA people!! Clan Yumemiru 22:24, 23 September 2008 (UTC)
- Well, you guys left me very little brainscratching to do! (Plus, I got to ask the amazing Joe Kimmes to confirm how this works.) You are inconsistently getting the knockdown on the second and third hits because knockdown from Meteor Smash and the target getting up are happening at the same time. One will win out over the other, and the result isn't consistent. This is pretty much the same as what Clan Yumemiru described as an "edge event." This is unlikely to change. However, long term we would like to iron out this sort of thing to be consistent, so we'll still be looking into the possibility. Thank you for the report and great discussion. -Kim Chase 00:52, 27 September 2008 (UTC)
- I think I understand what's happening; the normal KD time for Meteor Shower is 2 seconds; the meteors fall in 3-second intervals. Now with Stonefists, the KD time is lengthened to 3 seconds. Andrew is right - if you are KD'd, or recovering from it, you are imune to any new KD effects. What I suspect is going on is that this is an "edge event" - whereby the recovery cycle sometimes completes just prior to the next hit coming in, and sometimes it doesn't (this may be a function of server lag and load and client connection) It's going to be a very hairy issue to identify the precise culprit and/or fix it though; definitely a good brainscratcher for the QA people!! Clan Yumemiru 22:24, 23 September 2008 (UTC)
- Actually that wasnt the problem... the problem was that sometimes it DID KD on the second hit... That is why i reported this. It would be inconstant in how it knocked down. It would sometimes KD my target somewhat randomly with the second and last hit. Because of this im taking off the Checkmark. [EDIT]Just went and tested this again, and now can provide screenshot proof if necessary --Mashav 21:22, 23 September 2008 (UTC)
Strange lags issue
I recently got strange lags issues. I will submit a ticket if the situation does not evolve within the next few days. Yseron - 90.15.180.196 22:13, 21 September 2008 (UTC)
- The lags have disappeared one day ago. Yseron - 90.9.252.190 23:02, 22 September 2008 (UTC)
- Marking as resolved. Clan Yumemiru 16:39, 24 September 2008 (UTC)
Sig of Resurrection and Siege Devourers
My party nearly wiped out against Molotav in Dalada Uplands and I got out of the Siege Devourer to use my Sig of Resurrection, then I got back into the Siege Devourer and went to kill other bosses to get the Sig of Resurrection re-activated. Then my party nearly wiped out again, and I came out of the Siege Devourer again to use the Sig...but it was grayed out as if I hadn't killed some other bosses. Is this by game design? UglyLooking 22:08, 26 September 2008 (UTC)
- Yeah, this same sort of thing happens whenever your skill bar is swapped out, like when riding the Junundu or using a norn blessing. You're skills aren't recharging with the morale boost because they aren't your active skills at the time you receive the boost. There is a change this won't change, but we're looking into the possibility. Thank you for bringing this up. -Kim Chase 01:13, 27 September 2008 (UTC)
Annoying AI bug
Am I the only one that finds the stupid AI on NPCs in FA annoying? Luxon Priests and Luxon Monks dont use their skills properly. If you run up to one them while injured, they will spam Protective Spirit on you until you are healed up to around 80-90% hp, even though they could have just used Word of Healing and healed it all straight away. Please fix this, because it means that enemies chasing you have a much easier time killing us Luxons.Crimmastermind 10:02, 27 September 2008 (UTC)
Sunspear Rebirth Signet
Sunspear rebirth signet has a massive delay time of around 2-3 seconds after it finishes casting to when it actually resurrects the dead ally. This in itself is quite annoying, but also, if another ally resurrects that same ally during the delay time, the ally doesnt resurrect at your location (they resurrect accodring to the other rez sill's description) but your skill doesnt recharge, and neither does the other ally's.
For example, during my recent run of Secret Lair of the Snowmen, when I resurrected my dead ally, I finished casting Sunspear Rebirth Sig and then Koss (my hero) finished casting Resurrection Signet just after me and the ally (one of my heroes) rezed at 25% energy (I am r8 sunspear so it should have been at 80% energy) and not at my location, and when I checked, both my Sunspear Rebirth Signet and Koss' Resurrection Signet were blacked out and could not be used (until we got a morale boost where they both recharged). Edit: Crimmastermind 19:27, 29 September 2008 (UTC)
- You're right, and it's happening with Rebirth, too. If a second res completes during the delay it's effects will usurp the ones for the Rebirth, and both casters end up paying for the same res. Thanks for the report. -Kim Chase 00:58, 30 September 2008 (UTC)
1) Pathing Issues When Talking to Eye of the North NPCs and 2) Hero Sorting
- 1) When clicking on an NPC that stands behind a counter (such as Myrun [Merchant] in Gunnar's Hold) or on a box (such as Gni Neproc [Merchant] in Rata Sum), the player will not correctly avoid obstacles and path to the NPC. It's bad enough that some of these NPCs are excruciatingly far away from common points of interest such as the Xunlai Chest, but having to manually navigate to those NPCs is only that much more frustrating. Players have had to do this for over a year now, and it's gotten old.
- 2) This is not so much a bug as it is a UI grievance - but pressing "P" to bring up the Party Search window, and then selecting the Hero tab brings up a mess of heroes in no particular order. Can you PLEASE sort them by either primary profession or name? I have every hero unlocked and available, and it's an eye-squinting headache to scan through and pick out the heroes I want. This seems like something that should have been done a long time ago, and I certainly don't see any downside to it. Again, nearly two years of squinting at the hero panel is driving us crazy. Thanks! Ninjatek 23:18, 8 October 2008 (UTC)
- The pathing anomaly with the npcs in Rata Sum and Gunnar's Hold is something we are aware of. As for the heroes, the sorting on party search is the same fixed list as when you select a hero from the party window. The ordering is based on internal factors. The basic categories are that heroes from the Nightfall main storyline are first, Nightfall side heroes (like Olias and Razah) are next, and Eye of the North heroes last. I don't think this sorting is going to change. -Kim Chase 01:25, 9 October 2008 (UTC)
BMP and MMs
While doing Saul's Story I noticed that after killing enemy MMs, their minions do not turn gray (masterless) even after I killed the last enemy MM in the fight. Don't know if this was intended or not. – Barinthus 14:16, 14 October 2008 (UTC)
- Turning grey is a PvP phenomenon. In PvE they stay red. -- WarBlade 14:23, 14 October 2008 (UTC)
- All hostile teams are amrked as red in PvE, even if hostile to each other. Backsword 16:27, 19 October 2008 (UTC)
Hard Mode Problem
I am uncertain quite if this is a bug or not - As i understand it, in Propecies, Hard Mode is unlocked when you complete the campaign, right? That is what happened to my other character and what people in gam etell me. As such, i was somewhat suprised when playing my character "Dead Cabbage", who had HM unlocked as soon as he arrived in Lions Arch for the first time. This appears to be a bug, but if you have intentionally changed the HM functionality, just delete this and ignore me.
Daperson 11:27, 19 October 2008 (UTC)
- It's probably not a bug. When you unlock hard mode in a campaign or expansion, you unlock it for your entire account. -- Gordon Ecker 22:39, 19 October 2008 (UTC)
- The update that introduced hard mode specifically said that as soon as you've completed a campaign on one character, hard mode is available for any level 20 character. Sadie2k 16:51, 21 October 2008 (UTC)
- But we don't know if the OP has completed Prophecies with another character on his or her account. If the OP never completed Prophecies with any character but was still able to access hard mode, that would be a bug. -- Gordon Ecker 08:43, 23 October 2008 (UTC)
- I think that can be inferred from his post - if I'm reading this right that is: "That is what happened to my other character and what people in gam etell me." - that to me infers the OP has completed Prophecies with at least one other character and is arriving in LA with a char that has not yet, and find he can do HM in Tyria. (Hope I'm making sense!) Clan Yumemiru 19:18, 23 October 2008 (UTC)
- But we don't know if the OP has completed Prophecies with another character on his or her account. If the OP never completed Prophecies with any character but was still able to access hard mode, that would be a bug. -- Gordon Ecker 08:43, 23 October 2008 (UTC)
- The update that introduced hard mode specifically said that as soon as you've completed a campaign on one character, hard mode is available for any level 20 character. Sadie2k 16:51, 21 October 2008 (UTC)
Halloween 2008: Missing NPCs
On November 2nd, when other NPCs in Lion's Arch reverted to their normal appearance, Jiaju Tai and Magi Malaquire disappeared. -- Gordon Ecker 01:06, 3 November 2008 (UTC)
- Listed as resolved on the game updates page. Clan Yumemiru 22:23, 3 November 2008 (UTC)
Graphical Hair Glitch
- ← moved to ArenaNet talk:Art issues
New Books Question/Possible bug
While I like the new campaign books that have been added to the game as of today (Nov 14th 2008) I have to ask why, contrary to the EotN hero/dungeon books, I cannot pay for previously achieved credit (like you you can "up north" if you forgot your book(s), at a rate of 100 gold per page) - is this intentional or overlooked ? Clan Yumemiru 08:33, 14 November 2008 (UTC)
- To clarify: While the update notes state that If you forget to bring a book with you on a mission, the corresponding NPC can fill in the missed page for you for a small fee. Missions don't have to be done in chronological order for you to get credit. this does not apply for current completion credit (ie, achieved prior to the update) - and yes, I do realize it's minor in the grand scheme of things and (more than) a bit cheeky to ask for this. Clan Yumemiru 09:53, 14 November 2008 (UTC)
- Confirmed as not a bug in developer updates Nov 22nd due to the financial rewards involved. Too bad that for two campaigns, there are other rewards as well ... Clan Yumemiru 10:34, 22 November 2008 (UTC)
Night Falls [normal mode] book not shown in Sunspear Great Hall
Heyas, just to tell that Captain Ahkenchu [Sunspear Signalman] doesn't seem to propose the normal book of Night Falls in Sunspear Great Halls while Source of Whispers [Lightbringer Scrivener] in Chantry of Secret does. Just tested it now and possibly a bug, if you can check. Thanks ! Davor Belegnaur 09:00, 14 November 2008 (UTC)
- Maybe there's a rank 8 cap, like there is for GW:EN reputation books. -- Gordon Ecker (talk) 09:21, 14 November 2008 (UTC)
- I have to agree with Gordon Ecker, I have both titles maxed and I cannot get the Normal books on my main character from Captain Ahkenchu [Sunspear Signalman] or Source of Whispers [Lightbringer Scrivener]. So it would indeed be a rank cap. Qaletaqa 09:36, 14 November 2008 (UTC)
- Here are 2 pics of what i experienced : in Sunspear Great Hall, before the NPC and before the NPC in Chantry, if you see what i mean unless i missed something :P Davor Belegnaur 09:46, 14 November 2008 (UTC)
- This was mentioned in the update notes, but honestly that one was quite a lot of text to wade through. Captain Ahkenchu's cut-off is Sunspear rank 8, and Source of Whisper's cut off is at Lightbringer rank 5. -Kim Chase 23:04, 18 November 2008 (UTC)
- Marking as resolved. Clan Yumemiru 10:36, 22 November 2008 (UTC)
- This was mentioned in the update notes, but honestly that one was quite a lot of text to wade through. Captain Ahkenchu's cut-off is Sunspear rank 8, and Source of Whisper's cut off is at Lightbringer rank 5. -Kim Chase 23:04, 18 November 2008 (UTC)
- Here are 2 pics of what i experienced : in Sunspear Great Hall, before the NPC and before the NPC in Chantry, if you see what i mean unless i missed something :P Davor Belegnaur 09:46, 14 November 2008 (UTC)
- I have to agree with Gordon Ecker, I have both titles maxed and I cannot get the Normal books on my main character from Captain Ahkenchu [Sunspear Signalman] or Source of Whispers [Lightbringer Scrivener]. So it would indeed be a rank cap. Qaletaqa 09:36, 14 November 2008 (UTC)
Missing Attribute Points
- ← moved to Help:Ask a game question
Bleeding/Deep wound
Enemies unable to bleed (no flesh) can get a deep wound...? I don't get it --The preceding unsigned comment was added by User:Joetjah (talk).
- First, please sign your comments. (Using 4 tildes) Second, the conditions are unrelated. Deep Wound means simply you scored a hit on a vital part of the opponent's body/structure. Clan Yumemiru 19:13, 27 November 2008 (UTC)
- I know it means that, but me having a deep wound in real life is really weakening me just because of the mass blood loss. If you give a skeleton or any other undead a deep wound.. Especially the skeleton, do you think they'd mind if they had a hole in them? Joetjah 23:01, 4 December 2008 (UTC)
- No, because Deep Wound is neither Bleeding nor Weakness condition - to give you an idea what a Deep Wound on a Skeleton is like, imagine you hit it hard enough to break its spine so it (temporarily) flops in half - making it easier for you to Finish It off. Makes sense now ? (Also, please realize that games benefit immensely from "reality streamlining" whereby real world rules are set aside to provide a more enjoyable gameplay experience - and less headache/exception provisions for the developers!) Hope this helps! Clan Yumemiru 08:17, 5 December 2008 (UTC)
- I know it means that, but me having a deep wound in real life is really weakening me just because of the mass blood loss. If you give a skeleton or any other undead a deep wound.. Especially the skeleton, do you think they'd mind if they had a hole in them? Joetjah 23:01, 4 December 2008 (UTC)