Feedback talk:Game updates/20110505
Changes to Summoning Sickness[edit]
Yay for summoning stone buff?74.90.153.162 23:20, 5 May 2011 (UTC)
- Winasaurus Rex much.Dakota 23:29, 5 May 2011 (UTC)
- Srry, hubby needs to learn how to read numbers. He told me they only lasted 10 min. antil Swift 23:53, 5 May 2011 (UTC)
- Igneous Summoning Stone now has 10 min duration. 94.171.19.133 00:07, 6 May 2011 (UTC)
What a random update - but I like every part of it^^ --195.202.166.190 23:55, 5 May 2011 (UTC)
- QFT. 96.233.179.38 23:58, 5 May 2011 (UTC)
Changes to Razah[edit]
Why does Razah need to be in the Command Post? Are they going to be adding quests w/ him or something, because that doesn't seem to make sense since you can't get him 'till after the game.
- I'm assuming it will make it easier to change his primary profession. The isle was done for pvp chars. That seems most logical at the moment, I'd verify but I'm standing in 9 rings. ;) 98.124.14.181 00:00, 6 May 2011 (UTC)
- He joins your party, and the command post is your 'personal instance' in Nightfall. What's weird is not having all Nightfall heroes hanging out in there. And well, he is a service giver, like the profession changer, the traders or the hero skill trainer in there, his service is changing his own profession. MithTalk 00:15, 6 May 2011 (UTC)
- Razah only appears in the Command Post after you've obtained him. 129.174.97.104 00:34, 6 May 2011 (UTC)
- He joins your party, and the command post is your 'personal instance' in Nightfall. What's weird is not having all Nightfall heroes hanging out in there. And well, he is a service giver, like the profession changer, the traders or the hero skill trainer in there, his service is changing his own profession. MithTalk 00:15, 6 May 2011 (UTC)
Last time I checked, heroes are not allowed in any pvp format, so the isle of the nameless is probably less for pvp characters, and more for players to do less mapping around to find him for profession changing.Guildwarsrunner 00:43, 6 May 2011 (UTC)
- I believe the situation is that Razah cannot be in one's party when his profession is changed (technical limitations? causes crashes? *shrugs*) - this isn't an issue with merc heroes since you must "delete" them first, which auto-kicks - so putting him in explorables enforces this. This update most likely was focused with the intent of not forcing people into the deepest depths of
spacethe Mists in order to change his profession. Command Post is obvious for this, Isle of the Nameless was most likely done in replacement for Embark Beach, since putting him in the menagerie makes even less sense than the isle of the nameless. -- Konig/talk 01:19, 6 May 2011 (UTC)
- I believe the situation is that Razah cannot be in one's party when his profession is changed (technical limitations? causes crashes? *shrugs*) - this isn't an issue with merc heroes since you must "delete" them first, which auto-kicks - so putting him in explorables enforces this. This update most likely was focused with the intent of not forcing people into the deepest depths of
Igneous stone[edit]
The imp doesn't go away after 10 minutes. They probably just changed the wrong value in the text (find/replace 10:60). -- FreedomBound 01:11, 6 May 2011 (UTC)
- Good catch! (Also: much more convenient this way.) I've updated the GWW notes to describe this as a bug (since, one way or another, the intent != execution). — Tennessee Ernie Ford (TEF) 01:15, 6 May 2011 (UTC)
- I thought the intent was to keep the Summon Duration, but reduce the amount of time to summon another... It is worded that way, "Summoning Sickness duration reduced to 10 minutes." It didn't say anything about summon durations. FleshAndFaith 01:56, 6 May 2011 (UTC)
- The text on the igneous stone itself says "last for 10 minutes or until..." — Tennessee Ernie Ford (TEF) 01:59, 6 May 2011 (UTC)
- At least the Imp dude still stays for the full 60 mins.MystiLefemEle 07:04, 6 May 2011 (UTC)
Jump[edit]
So how do you jump without the emote now? --Musha 01:48, 6 May 2011 (UTC)
- You don't. That 'teaser' was a joke. The /jump emote has been in the game since the very beginning. Guildwarsrunner 01:54, 6 May 2011 (UTC)
- He (she?) wasn't referring to the april fools joke update notes, but to a vandal's edit. -- Konig/talk 03:13, 6 May 2011 (UTC)
- Plus: GW1 doesn't understand 3-dimensions, so I doubt that jump will ever be more than an illusion from the emote animation. — Tennessee Ernie Ford (TEF) 03:17, 6 May 2011 (UTC)
- Actually, jumping could exist as a non-emote (and does, but only as a response to corrupt gw.dats from what I've heard). However, it will not get you past things. After all, we got things like those Incubi and Fleshreavers flying up into the cieling, and harpies/mursaat/seers "floating/flying." Could even technically have a jumping emote that, mechanically, acts as a slowed shadowstep with a forced/locked camera movement (that is, your character "jumps" in appearance, but mechanically disappears for a time then reappears in landing spot - or alternative, mechanically temporarily loses collision in order to allow a constant targetting). Jumping in GW1 is very much possible, it just requires "cheating" on the dev's part. And thinking outside the box a bit. -- Konig/talk 03:26, 6 May 2011 (UTC)
- I know this is a bit off topic, but I was given to understand that GW does understand z-axis on some level, as it uses it for the damage calculations on ranged attacks, or is it merely trickery that pulls that off? ...btw like the idea konig, you should add it to the suggestions page, if you haven't done so already. 188.222.77.162 08:20, 6 May 2011 (UTC)
- Those mobs aren't really flying, as the second they pop out they can be attacked on the ground. All that's going on is the devs cheated and moved the model up and down on its personal z-axis in the model's animation, not in the game itself. Arrow flight is a mathematical arch that technically doesn't need a z-axis to function, as the animation is altered to fit the result of the math. Its just point A, Point B, and moving the model up and down within the animation in relativity to the distance from the two points. I don't know if Jumping while moving in GW is possible, as I tink I heard them state that its due to the skeletons of the character's models being a single piece, and it needs to be split (like in GW2) to allow for move+jump.—Neithan Diniem 09:03, 6 May 2011 (UTC)
- You are supposed to deal more damage at a higher elevation; I don't know if this actually happens. GW does have a z-axis, but not a "proper" one - for example, you can hit people through bridges and things. 81.159.26.141 14:59, 6 May 2011 (UTC)
- Those mobs aren't really flying, as the second they pop out they can be attacked on the ground. All that's going on is the devs cheated and moved the model up and down on its personal z-axis in the model's animation, not in the game itself. Arrow flight is a mathematical arch that technically doesn't need a z-axis to function, as the animation is altered to fit the result of the math. Its just point A, Point B, and moving the model up and down within the animation in relativity to the distance from the two points. I don't know if Jumping while moving in GW is possible, as I tink I heard them state that its due to the skeletons of the character's models being a single piece, and it needs to be split (like in GW2) to allow for move+jump.—Neithan Diniem 09:03, 6 May 2011 (UTC)
- I know this is a bit off topic, but I was given to understand that GW does understand z-axis on some level, as it uses it for the damage calculations on ranged attacks, or is it merely trickery that pulls that off? ...btw like the idea konig, you should add it to the suggestions page, if you haven't done so already. 188.222.77.162 08:20, 6 May 2011 (UTC)
- Actually, jumping could exist as a non-emote (and does, but only as a response to corrupt gw.dats from what I've heard). However, it will not get you past things. After all, we got things like those Incubi and Fleshreavers flying up into the cieling, and harpies/mursaat/seers "floating/flying." Could even technically have a jumping emote that, mechanically, acts as a slowed shadowstep with a forced/locked camera movement (that is, your character "jumps" in appearance, but mechanically disappears for a time then reappears in landing spot - or alternative, mechanically temporarily loses collision in order to allow a constant targetting). Jumping in GW1 is very much possible, it just requires "cheating" on the dev's part. And thinking outside the box a bit. -- Konig/talk 03:26, 6 May 2011 (UTC)
- Plus: GW1 doesn't understand 3-dimensions, so I doubt that jump will ever be more than an illusion from the emote animation. — Tennessee Ernie Ford (TEF) 03:17, 6 May 2011 (UTC)
- Having a z-axis is not the same as recognizing three dimensions. The way the game treats the z-axis is no different from AR: it's a single value variable that is used to calculate damage. Unlike AR, there is nothing (aside from relative physical location) that affects it. Recognizing three dimensions requires being able to move in micro-steps: left↔right, forward↔backward, and up↔down. Even Konig's clever work-around is just a type of advanced shadow step/teleport; it's not true recognition of three ordinal/orthogonal directions. — Tennessee Ernie Ford (TEF) 15:54, 6 May 2011 (UTC)
Storage Pane Accouncement[edit]
It might or might not be related to the issue that caused it to be there twice, or to the fixing of it, but when using German as text language, the storage pane announcement is the spanish one. 84.167.216.75 16:33, 6 May 2011 (UTC)
bug or not a bug[edit]
- → moved from User_talk:Tennessee_Ernie_Ford#bug or not a bug
Hi, I know that this update introduced a bug but later it was fixed. look at category:bug, its there but it shouldnt. My idea is to write "this update had a bug..." but delete wrong category. --The preceding unsigned comment was added by 82.42.252.38 (talk • contribs) at 23:25, 19 July 2011 (UTC).
- Ah, I see.
- There are three approaches to resolving this, that allow the article to follow the past practice of noting bugs introduced with game updates and formatting the bug notes consistently with those on mainspace articles:
- Fix the template, so that it doesn't add game update articles to category:bugs.
- Copy the {{bug}} template wikicode directly (except for the categorization).
- Recognize that the category includes historical bugs, too.
- I prefer the third choice: it's the least amount of work (i.e. none) and I don't see it as a problem to have an update article included in the category. In fact, I think it's better that way: even if the bug is fixed, that update was bugged and I find it useful to be able to see how often updates added a bug. (For those who might argue that we haven't always documented bugs on the update articles, I would say that's a problem worth addressing. Or, at least, we should do so going forward.)
- Since categorization is largely a matter of taste, I imagine there will be lots of opinions offered about it. Would it be ok to leave the article as it stands for now (status quo) until we've seen what other people think? — Tennessee Ernie Ford (TEF) 00:00, 20 July 2011 (UTC)
Sure :) --82.42.252.38 12:08, 20 July 2011 (UTC)
- Looking at the template, it already does #1: not adding any articles within namespaces to the category. I cannot find this article in said category, either. #3 is a huge move; all documentation about the bug template and category suggests that it was meant to mark only bugs currently in the game.
- The note is overly elaborate to help ease confusion for players facing the bug; since that's no longer a concern I propose shortening it as follows:
- "This update introduced a text bug on the Igneous Summoning Stone, claiming that the Fire Imp remains for only 10 minutes instead of 60. This was fixed in the May 23 2011 game update."
- That should work even without the bug template (since there's no need to draw the reader's attention to a fixed bug), but if you insist on the template that's fine with me. Tub 12:22, 20 July 2011 (UTC)
- We can do the same as in last update(22.07.2011).