User talk:Linsey Murdock/WIP3

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Wintersday Quests

Hi, not sure if you're the right person to bring this up. If not, I hope you can point me in the right direction. Ok, basically I noticed that Wintersday Quests from 2005 is not repeatable while those from 2006 are repeatable. Was this intended? Should 2005 quests be changed to repeatable or be left as one-time quest? IIRC most of special events' quests are repeatable - Wintersday 2005 quests seem to be the exception. Quests I'm referring to are A Very Grentchie Wintersday and The Greatest Snowman Ever Made. Thanks! Barinthus 11:37, 22 December 2007 (UTC)

UW Escorts Bug

I dobn't know if anyone else has had this bug before, but I was playing UW the other day (okay, so last night), and one of the New Souls ran away. We asked around, and no-one knew where exactly he went. He didn't die, that much we know, given that the other three stayed near the monks at the back (unless he didn't...). What's worse, when we tried to accept the quest reward we got kicked out of UW with the text "You have lost a New Soul" or something like that (which is when we noticed he was missing)... Are they SUPPOSED to randomly strike out in some direction and wander away, possibly to die? Or am I mistaken (which is perfectly possible) --Timeoffire45 17:05, 13 June 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 20:17, 1 May 2008 (UTC)

Minor text Bug in Droknars Forge, surprised nobody noticed it before I did

When you talk to Captain Hugo Bronzebeard after beating Dragon's Lair, to get your next primary quest, his text reads as follows "The Mursaat have taken Thunderhead Keep! Jalis ordered my scouts...." Isn't it the Summit that have taken the keep, and don't they actually do it, just as you finish Iron Mines? Dargon 20:15, 19 May 2008 (UTC)

Fort Aspendwood

This is a random bug / error that seems to happen for no reason and is relatively impossibly to re-create, I'm talking about our favorite bug that causes 8 (eight) Luxon Warriors to respawn instead of 4 (four), this isn't a game crashing, life altering bug it's just something I've noticed. User SirBaddock Sig.jpg Baddock

Having a small QA team ( approximatively 6 or more people if I remember ), they cannot track every single bug. They could catch bugs like this and a lot more by placing asserts in the game code that would send mini reports automaticaly to a dedicated server, but the programmers that could implement this are working on GW2. And something tells me (like the discussion of Izzy about the hardcoded knock downs durations) that the amount of bugs that would be reported that way would never get fixed. But what bugs me the most is this: once GW2 will be out, GW1 bugs will have less chances than ever to get fixed, they will be turn into exploits by players. Do ANet intend to recruit some devs to fix GW1 while the old staf will be maintaining and enhancing GW2 ? Maybe... But even then, the previous team did never fix these bugs... how would the new one fix them ? Yseron - 90.14.99.141 00:09, 7 July 2008 (UTC)
This bug happens when a Kurzick player attacks the Command Post while the turtle respawns, that much I know. It won't happen when the Command Post is being left alone. 122.104.167.139 05:05, 7 July 2008 (UTC)

PvE Elite Skill bug

Hey, I was in my Guild Hall setting some builds, and when I removed Ursan's Blessing for Dragon Slash it says:You May not equip more than 3 PvE only skills, Ursan's Blessing was removed from your Skill Bar. So far I know Dragon Slash is no PvE-only Skill.--Lake Axel 09:14, 28 June 2008 (UTC)

Priest Kahdat's Bones

Not sure if this is the appropriate place for this. During the Elona Reach mission when you click on Priest Kahdat's Bones, the name Kahdat isn't captialized. A minor grammar oversight. – User Barinthus Magical Compass.png Barinthus 02:36, 30 June 2008 (UTC)

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. User SirBaddock Sig.jpg Baddock

CoF (Cathedral of Flames) Monsters stuck in Wall

Some of The charr at the start spawn in the wall making killing them impossible: Screenshot in the following Link [[1]] User SirBaddock Sig.jpg Baddock It's not a huge problem as it's only happened 5 - 6 times in the last 50 - 60 CoF Runs I've been on.

This bug is ancient, and certainly not confined to CoF. I've had warriors in the Thirsty River mission spawn in walls. Just yesterday a Kornan bowman spawned inside a cell in Pogahn Passage. In some cases, this can cause serious problems, particularly with missions like the two listed, where all enemies must be killed before you can move forward.--Pyron Sy 09:27, 7 July 2008 (UTC)
Looks like your team was all melee damage? I've noticed that no-LOS spells, like say, eruption, usually work in cases like this; anyone else have any luck? I guess if you're having this problem once in a while, trying to cram something that causes damage onto one of your /N, /E, or /Me's might help, even with low attribute? If it can't fight back, you can stand there keeping, e.g., Conjure Phantasm on it for a minute even if you just put nothing or your leftover 3 point in illusion ^_^.
(Or will will they unstick themselves if they start taking damage?) --Star Weaver 15:47, 7 July 2008 (UTC)
Most of these kinds of bugs are things I can fix. So reporting them for me is not a useless effort. - User Linsey Murdock sig.jpgLinsey talk 16:30, 7 July 2008 (UTC)
Oh, I wasn't thinking otherwise myself, but nifty. Speaking of positioning things, what about the various deco meshes -- mostly heightmap-compliementing rocks, sometimes bridges, occasinally a guy wire ending in midair or something -- that you can fairly easily see through the bottom or edges of. Are those things you can or have time to fix or want reports on? (I tend to notice them; there's one near monestary overlook looking from Seitung, for example; there's a lot in the Crystal Desert (on the hill you walk over the fallen statue to for example) and Southern Shiverpeaks area; I sometimes wonder if the mappers didn't get a chance to walk around their creations at ground level much due to various growing time constraints :(.)

More Stuck Monsters in CoF

There's two more spots monsters can get stuck on CoF, the first one I don't have the minimap locations for but you should be able to see it on the compass, if not it's on the first level by the second Beacon of Droknar. Picture #1 There is also another spot, the first boss (Faze Magekiller) can get stuck behind the door making it impossible to kill him unless your a spell caster or can somehow pull him to the door and get warriors / melee characters to attack him through the door. I don't have a picture of him stuck (for some odd reason it didn't save) but I have a picture of where he is Picture #2 User SirBaddock Sig.jpg Baddock

Small Faction bug in RA/TA

I have been in Random Arenas the other day and my team has hit 5 cons wins. The 5th was flawless, yet we have only recieved 50 + 50 Balthazar Faction (50 for victory and 50 for 5 cons wins - no faction for flawless).

7 / 4 party members after completing Blacktide Den's Mission

Basically, Completing the mission get's you 7/4 party members making Vanquishing much easier! 7 / 4 User SirBaddock Sig.jpg Baddock

Yep. - User Linsey Murdock sig.jpgLinsey talk 01:33, 22 July 2008 (UTC)
If you enter Blacktide Den with the 4 henchmen available at the Sunspear Great Hall you'll end up with 8/4 instead ;-) this has been noted on the Vanquishing article --BramStoker (talk, contribs) 06:56, 22 July 2008 (UTC)

Invisible Player

User Fox007 Invisible Player.jpg

This what i encountered when i was playing RA the dervish used Avatar of Lyssa when he was under the effect of the avater i could see him when he wasn't this occured. Fox007 User:Fox007 17:21, 21 July 2008 (UTC)

Uhm wut? - User Linsey Murdock sig.jpgLinsey talk 01:33, 22 July 2008 (UTC)
After Dervish's forms end they turn red (characters whole body). In observer mode, there not seen. Which is really werid. 68.151.16.139 03:56, 22 July 2008 (UTC)
This used to happen every time I came out of a Dervish form. I would cast it, run around as my chosen Avatar for a while then when it was finished I was invisible, although the enemy always knew where I was :P People could see me on their screens but I was always invisible. Its a killer at parties. I've been playing Dervish for over a year, my favourite and all, and this is something that I've had happen a lot and other Dervish say happens a lot. 000.00.00.00 22:42, 22 July 2008 (UTC)
It happened recently in a GvG match I played - a few guildies weren't able to see opposing Derv, but if I remember correctly, it was always after his Form ended. He was only visible while under the effect of his Melandru form. I, however, have seen him normally for the entire match.--YawgYawg 21:02, 23 July 2008 (UTC)
I met an invisible Dervish in AB a couple of days ago, after his AoB wore off. And yea, sometimes Dervishes show up with a red color all over them, when leaving their forms, aswell. I think the latter has something to do with taking damage on the moment the form wears off, I'm not so sure about the first though. ContributionsWhy 21:55, 5 August 2008 (UTC)

Disconnect w/ Monk Hero Bonder

When you disconnect with a hero that is "Bonding" people when you reconnect if you where the only person in the party the bonder doesn't have anything in it's upkeep area so you simply cannot remove the bond's unless you disable and then re-enable the skill. As an example I'm using Tahlkora (Level 13) as a Life Barrier bonder in some of the earlier missions in NightFall (Blacktide Den to be Exact), I disconnected (because of internet related issues / storms) when I reconnected I noticed that it didn't show Tahlkora maintaining life barrier on anyone but she still had 0 Energy Regain, this would have caused problems because she's also using Blessed Signet but because she didn't have any "Maintained Bonds" she wasn't using it. Quickly I realized if I enabled the skill and then disabled it again it would show it in her upkeep area. User SirBaddock Sig.jpg Baddock

Leah Stone

is there a reason why she walks so slowly at the start of the bonus? and can it be fixed mainly because it wastes about 10 min's anytime some one wants to do that mission.75.165.124.46 19:37, 22 July 2008 (UTC)

I suspect it's to give players time to clear areas ahead of her but most of the time in my experience we usually clear the route before talking to her so it'd be nice if we could get her to move faster. – User Barinthus Magical Compass.png Barinthus 19:46, 22 July 2008 (UTC)
I think her slow walking was to be in response to the Ether Seals in the area, which people now routinely clear before talking to her to prevent messing up the bonus. 75.146.48.190 22:32, 22 July 2008 (UTC)
there are other bonuses that are like this that don't have such the slow pace.75.165.101.71 01:46, 23 July 2008 (UTC)
Make her run to make a lot of players happy. -- Gem (gem / talk) 03:03, 24 July 2008 (UTC)
Oh... for... the .... love... of... Dwayna... make that lady move her butt! >.< You can complete most of the mission with just one person escorting her, but I feel sorry for that person. Please, for the love of Dwayna, make her move faster in the beginning. 000.00.00.00 09:29, 24 July 2008 (UTC)
i always thought that this: "This place is slowly draining my soul's remaining energy. We must hurry. I will not last long." little dialogue had to do something with it. Fox007 User:Fox007 10:53, 24 July 2008 (UTC)
wouldnt that make her want to move faster.75.165.101.71 04:02, 25 July 2008 (UTC)
She can't because she lack the energy? Fox007 User:Fox007 21:16, 25 July 2008 (UTC)
Then Cast BR or BIP on her and the ene prob is gone :P, Seriously why not make her move with a player on the same speed, like Evennia is, or like Togo/Mhenlo and Kormir who walks behind the group --MageUser MageMontu sig.pngMontu 22:03, 25 July 2008 (UTC)

Did that mission again the other day and she waits till you get her when you advance too quickly. I was at the tree and she was still standing in the base at the start. Then I was at the missions end and thought she would move by herself towards the tree because the road was cleared. I wanted to save time... but... NO. She was standing before the bridge and waiting for me to come in range, walked 20m and bonus done. I could walk towards the missions end AGAIN. Time to fix plz. (Ate of DK 16:19, 21 August 2008 (UTC)).

I am making a post-it note! - User Linsey Murdock sig.jpgLinsey talk 17:56, 18 September 2008 (UTC)

Nerashi Skills

I was just in Cliffs of Dojok and I noticed Nerashi uses Prepared Shot and Scavenger's Focus. I know they are both elites but I point this out because Scavenger's Focus is no longer a preparation which makes Prepared Shot look silly without any Preparation. 122.104.161.96 20:59, 18 August 2008 (UTC)

I'll take a look, thanks! - User Linsey Murdock sig.jpgLinsey talk 21:36, 18 August 2008 (UTC)
oh, while at it make dryders use dryder's defenses as none of them do, and make galrath actually use galrath slash. --AnorithUser Anorith Grenths Grasp.jpgTalk 13:55, 20 August 2008 (UTC)
Dryder's are all casters and Galrath uses a axe ~ KurdUser Kurd sig.png 08:46, 21 August 2008 (UTC)
Dryders could be dual profession like Jungle Trolls, and Mobrin, Lord of the Marsh uses sword skills with a scythe-like attack... 24.179.144.91 19:19, 24 August 2008 (UTC)
and mountain trolls use disrupting chop(axe)&mighty blow(hammer) together... -- Practiced Stance.jpgWuhy 18:01, 10 December 2008 (UTC)

Zinn's Lair quest

There is a pretty huge flaw in this quest when you get the reward. After you get the reward you can send the party back to the last outpost even though some members of the party haven't got the reward yet. This is really bad as some parties will have to redo the entire run because someone that doesn't know about this send the party back. Change it to a timer or only send the person back who talks to Zinn. --Treasure Boy I love this skill :D Talk 12:27, 5 September 2008 (UTC)

this is how all dungeon chests are.75.172.46.159 19:41, 6 September 2008 (UTC)
Again: You have no clue what you're talking about anon... — Poki#3 My Talk Page :o 22:59, 6 September 2008 (UTC)
Sorry IP, but thats not the case. In a dungeon one can get the chest reward, but the wee timer to go back to the outpost, wont begin until everyone has used the chest. -- Salome User salome sig2.png 03:58, 8 September 2008 (UTC)
Yeah, that is kind of a bummer, I'll forward it on to be fixed. Thanks for the report! - User Linsey Murdock sig.jpgLinsey talk 19:55, 30 December 2008 (UTC)

Kurzick Bureaucrat / Luxon Scavenger duplicated?

In AB outposts... I think they are the same guy and have the same function, right? Or am I seeing double? talk Large 02:02, 14 November 2008 (UTC)

Yep, sure enough they are duped, oops! Thanks for the report! - User Linsey Murdock sig.jpgLinsey talk 20:14, 14 January 2009 (UTC)

Locked Chests in ETON

Hey Linsey, I asked you in game and you was too busy at the time to give an answer so I'll ask here instead where you may have time to answer. My question is, Why don't elite tomes and normal skill tomes drop out of locked chests in EOTN, I can understand them not dropped in Normal Mode althought EOTN is pretty much a Hard Mode it's self in some ways lol, Just wondering if this was a Bug or if it is indeed intentionally. ~~Il Frozen Arrow Il --The preceding unsigned comment was added by User:81.102.208.133 (talk).

Are you saying that EotN chests don't drop them in hard mode either? -- User Gordon Ecker sig.png Gordon Ecker (talk) 07:42, 25 November 2008 (UTC)
I'm pretty sure I've never had an Elite Tome from an HM EotN chest. 195.183.80.137 11:19, 25 November 2008 (UTC)

Correct, Elite Tomes do not drop from EOTN chests in HM. Been like that from the release. (Ate of DK 13:29, 25 November 2008 (UTC)).

But going back to the original question. Is it a bug? Sadie2k 21:29, 27 November 2008 (UTC)
I would not say it is a "bug" but I don't believe it is intentional. I've made a post-it note to look into the issue. - User Linsey Murdock sig.jpgLinsey talk 18:24, 27 January 2009 (UTC)

Signet of Ghostly Might BUG

Thanks for the update, new elite skill versions are really great! Unfortunately Signet of Ghostly Might is bugged - it doesn't work on Vampirism spirit. It'd be nice if you could fix it :).

Actually that isn't a bug, Vampirism is life-stealing not damage. - User Linsey Murdock sig.jpgLinsey talk 19:53, 12 December 2008 (UTC)
I haven't used Signet of Ghostly Might yet, but iirc -and this might very well be wrong- Vampirism, and Bloodsong, both do 0 damage and then life steal. Not sure Vampirism shows a 0 damage mark, but I know Bloodsong does. Would/should the signet affect that 0 damage at all? -- KonigDesTodes 20:21, 12 December 2008 (UTC)
Bloodsong showing a 0 dmg hit in addition to its life-stealing is a bug and will be fixed soon. - User Linsey Murdock sig.jpgLinsey talk 23:35, 12 December 2008 (UTC)
It doesnt add the +damage to Vampirism although it does give it 33% IAS. Shouldn't Bloodsong have the +5..10 though? I was under the impression that it was a 0 damage attack with a secondary life steal so that its still considered as damage for skill effects/triggers like painful bond (and now SotG)80.195.132.244
o.o I pointed out a bug without knowing for two years that it was a bug? Go me? lol -- KonigDesTodes 14:07, 13 December 2008 (UTC)
The problem is that both Bloodsong and Vampirism are next to Pain the best spirits for pure aggressive spirit builds. Not increasing either their life stealing or adding damage contradicts the whole plan of the skill change as far as I understand. Ɲoɕʈɋɽɕɧ 03:19, 17 December 2008 (UTC)
Correct me if I'm wrong but wouldn't both spirits (Vampirism and Bloodsong) still get their attack speed increased from SoGM? --68.32.187.152 03:55, 17 December 2008 (UTC)
"It doesnt add the +damage to Vampirism although it does give it 33% IAS." Read above. Vili User talk:Vili 04:58, 17 December 2008 (UTC)
Maybe they wanted you to be more aggressive with the less aggressive spirits. 145.94.74.23 09:17, 3 January 2009 (UTC)

Nicholas Sandford bug

Hey Linsey. Normally I'd post this to the bugs page (and will happily move it there if you prefer), but you did say you wanted to hear about bugs with recent updates. A few people on Talk:Nicholas Sandford have noticed, and I've personally confirmed, that by turning in your items, then deleting and recreating the character, you can get around the 5 gifts per day limit. - Tanetris 16:57, 14 April 2009 (UTC)

I'm one of the people who commented on the talk page of this NPC and can confirm that it's still possible to get around the 5 item max by using an empty character slot. Although it's a nice way to get some extra items, I think this will give me an unfair advantage to other people not having an extra empty slot. NexceveN 17:25, 14 April 2009 (UTC)
perhaps a level requirement or the 24 hr trade restriction could apply? Something to allow prechars who are staying the corse from using him but not making the intent for his restrictions useless... I donno how that would go from a coding level but it would put a brake on character rushes 192.203.160.241 17:29, 14 April 2009 (UTC)
We are aware of the inconsistencies and are looking into it. - User Linsey Murdock sig.jpgLinsey talk 22:07, 14 April 2009 (UTC)
I wouldn't change this. I have 2 accounts one is prophecies only that I only use for storage, got it for $10 (best buy black Friday shout out). Given the current situation this doesn't really effect me much since on that account alone i can get at least 20 of these a day. Very easily in fact by using my primary account to hold the collectible items and trade to my other account. However, this makes grind for title items more bearable so for titlemongers, not one myself but some people like obtaining titles, this really should stay as is. It's a decent trek anyways for remade characters.
I also don't like NexceveN's argument. The jist of which is "that person has another character slot to play with and I don't." Sounds whiny, selfish, childish, and imposing to me.~>Sins WDBUser The Sins We Die By Sig.png 06:36, 15 April 2009 (UTC)
Sins, it is intended that you can only turn in the items 5 times per day per account, nothing more than that. Being able to get around the limit is a bug, and should be changed. DarkNecrid 11:05, 15 April 2009 (UTC)
In your opinion. Mine is to make title grind less time consuming. I personally don't know if the intension is to have 5 per account, because I haven't heard any official statement on those intentions. It still doesn't change my opinion that title grind is overly time consuming, repetitive, and boring. Anything to help make it less of those is good for the game, good for the genre, and good for people.~>Sins WDBUser The Sins We Die By Sig.png 18:59, 15 April 2009 (UTC)
I agree with you, but it was per character originally when he was (accidentally released early?)added to the game, but that wasn't the original intention by Linsey so he was made into a once per account based deal and how the he is to be properly used. Either way this is a bug/exploit. DarkNecrid 19:10, 15 April 2009 (UTC)
They should just change it. Make it so that players can grab as many as they want per day with any character. Although since ANet is a business and businesses make money the way things are now is best. It promotes buying more character slots and/or accounts to take full advantage of the npc. Bugs are only bugs if they are not intended, I don't see why this is a bug when it fits with everything. It allows players to experience slightly less tedious grinding potentially can make ANet more money. Sounds almost planned to me.~>Sins WDBUser The Sins We Die By Sig.png 19:42, 15 April 2009 (UTC)
I'm also assuming this was released early intentionally in case it turned out that REAL bugs came up. Duplications of the items or something. That way it could be taken care of before the event when more players would be able to take advantage of it.~>Sins WDBUser The Sins We Die By Sig.png 19:46, 15 April 2009 (UTC)
Why are you arguing this dude, you just said it yourself it is a bug. It's not intended that you can recreate the same character and get the bonus multiple times per account, you're only supposed to be able to get 5 items per day per account not an infinite number, that's why they changed the limit to the way it is now in the 1st place. She's already said they're going to look into getting the error fixed, so... DarkNecrid 20:38, 15 April 2009 (UTC)
I've said why, my replies to you are informational not really arguments.~>Sins WDBUser The Sins We Die By Sig.png 21:17, 15 April 2009 (UTC)