User talk:Linsey Murdock/bugs3

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Charrslayer weapons

is there a reason why these weapons have to have the +20vs charr? i know that's there name but its annoying that the mod cant be over written. and also for the most part makes them less useful. could a change be made to these or lower the cost of them or something ? 75.172.47.176 07:34, 23 October 2008 (UTC)

They cost half as much as other max crafted weapons, however I agree that it would be nice if you could add suffix upgrades to them. Maybe a second weaponsmith could be added to the Hall of Monuments. -- Gordon Ecker 09:37, 23 October 2008 (UTC)
well but they cost more Rare materials then the other weapons. the main reason why i brought this up is because the skins rock but the hole +20vs charr sucks.75.172.47.176 19:50, 23 October 2008 (UTC)
I'll talk to Hargrove about it. - User Linsey Murdock sig.jpgLinsey talk 19:39, 24 October 2008 (UTC)
I talked to John and he said that fixing this has been on his list of things to do for over a year now. So it will now go on my list of things to do. Post-it! - User Linsey Murdock sig.jpgLinsey talk 19:45, 27 October 2008 (UTC)
great, thanks :D —ZerphatalkThe Improver 19:50, 27 October 2008 (UTC)

NF Hero Armors/Challenge Missions

One good improvement in GWEN over NF was the fact that achieving a set objective could earn a hero armor as a reward. The NF challenge missions are much more frustrating for those looking to upgrade their heroes as the armor drops are random. Is there any chance we could find a way to reward a certain performance benchmark in these missions with a hero armor? It may be hard to pick something as the missions are so open ended, but having a set goal to shoot for would make these missions less annoying. shadguy 15:47, 20 October 2008 (UTC)

Yeah, I know where you are coming from on this and I would like to make changes to how those missions are rewarded (some changes will be in the title balance build coming up) but right now it's not a big priority and I have a crap load of other things on my plate. So the answer is: yes I would like to make changes and I am making some coming soon, but not to the way armor is dropped. Maybe later. - User Linsey Murdock sig.jpgLinsey talk 21:44, 20 October 2008 (UTC)
It's good to hear that at least you're aware of the issue, Linsey. It always beats the dev answer of "we don't think it's a problem and we're not going to fix it". So good job on all the stuff you've done so far and keep up the good work. I'm looking forward to the changes. -- User Elveh sig.png Elv 09:26, 21 October 2008 (UTC)
Yes, agreed - thank you for your response. I will cross my fingers but not hold my breath. I'm looking forward to the stuff that is currently on your radar, too: the HoM/title changes. ... and Happy Halloween! shadguy 13:08, 21 October 2008 (UTC)

G.O.L.E.M mission breaking bug

When you kill the Bringers of Destruction without activating (getting a beacon from Sokka) the golems the mission is unfinishable. (Qanar | talk) 18:07, 19 October 2008 (UTC)

I passed this on to QA to confirm and file a report on. Thanks! - User Linsey Murdock sig.jpgLinsey talk 19:53, 24 October 2008 (UTC)

Hero Battles

moved to ArenaNet:Skill feedback/Miscellaneous/Hero Battles

rather important bug

Hey, I know there is the bug guys but I dunno how active they are and this is rather important and I just want to make sure you know about it:

The skill Unholy Feast currently circumvents "resurrection protection" from the resurrection shrine in GvG... the ~5 second immunity to all damage, conditions, damage hexes, life steal, and degen. Unholy Feast currently does damage through this regardless, which allows a bunch of necros in PvP to basically spike you as you rez. It's the only skill that can do this, so! I hope you guys can fix this post haste, if not in the update today, hopefully later when you see this, it's rather annoying. DarkNecrid 18:08, 9 October 2008 (UTC)

that hole spike is over powered.....75.165.123.96 19:12, 9 October 2008 (UTC)
pfft...no it isn't...whats overpowered about 300+ unavoidable AoE lifesteal in a matter of 1s after you respawn? pff...(being sarcastic if you can't tell.) DarkNecrid 19:27, 9 October 2008 (UTC)
For reasons I cannot explain, I have no good answer for you. Suffice to say, we are aware of the issue and exploring our options. - User Linsey Murdock sig.jpgLinsey talk 19:32, 9 October 2008 (UTC)
If it's an issue with the fact that it's an AoE life steal (come to think of it I don't think there's any other AoE life steals...EDIT: Vampiric Swarm, although I don't think this works like Unholy Feast does), you could always rework the skills damage upscaling it a bit (to account for armor, so it isn't really a nerf) and give the necro X hp where X is the number of damage it dealt. Something like this: "You deal X...Y damage (which would be 10...69 damage vs a say AL60/100 (your pick) (EDIT: or you could just make it armor ignoring damage, but still make it damage...) target when you factor in armor scaling) on up to 1...4 foes in the area and are healed an equal amount of Health as the damage you dealt" (using the Anet 1...16 scale, and probably less wordy.). If it isn't, welp, I got nothing, but PERSONALLY this makes the most sense since you're keeping the "functionality" of the skill, while removing the life steal out of it. DarkNecrid 19:42, 9 October 2008 (UTC)
That's pretty darned contradictory. Health steal is the point of blood magic. They just need to change the resurrection invulnerability to something else which prevents loss of life in any manner. Always fight the disease never the symptom. Ɲoɕʈɋɽɕɧ 20:33, 9 October 2008 (UTC)
Well 3 things:
  • 1 - It's the only life steal skill that avoids it, resurrection invulnerability works the way it does, this skill breaks it for some reason.
  • 2 - My idea still is life steal, just done in damage. It wouldn't change the skill at all (do same damage as the life steal version, heal the same, etc.)
  • 3 - Dark Pact, Touch of Agony and its duplicate. There is non-life stealing skills in there. Yes its a focus, but no it isn't attribute breaking. DarkNecrid 21:00, 9 October 2008 (UTC)
Invulnerability prevents two things: Targeting and dealing damage. Health stealing circumvents the first, PBAoE the second - Unholy Feast is both so there ain't a bug. And dealing damage is far away from being health stealing. Ah, and third point. Each (attribute) rule has an exception. Ɲoɕʈɋɽɕɧ 21:44, 9 October 2008 (UTC)
Thanks, you just said you don't know how resurrection invulnerability works at all. It prevents everything, damage, degen, conditions, life steal, etc. Unholy Feast does not get around either. All other life steal and PBAoE's do not circumvent resurrection invulnerability. Unholy Feast should not either. You don't know what you're talking about. Also yes, each attribute has exceptions, please tell me how adding another that actually doesn't change anything is bad. DarkNecrid
Also please don't bother replying or something, Linsey said she's aware of the bug and issue, and she's going to fix it, so there's no point in discussing this anyways. DarkNecrid 21:52, 9 October 2008 (UTC)
Did YOU know that being either a targeted skill or non-lifestealing fails at breaking the invulnerability? Only both combined can work through it - it's typical for those effects. Ɲoɕʈɋɽɕɧ 22:04, 9 October 2008 (UTC)
Linsey disagrees obviously, as she should since resurrection invulnerability makes you immune to ANY damage, life steal, degen, and condition whether it targets you or not. DarkNecrid 22:07, 9 October 2008 (UTC)

(Reset indent) Linsey, I just want to say thanks for taking time out of your busy day to fix bugs like this and such and keeping on top of the game. Stuff like this really degenerates the PvP game, and while I'm going to sleep I'm sure you'll crush the problem. I also updated my bug list at the top (section 2 if I remember correctly) so hopefully you can correct/fix those ones soon too. Either way, thanks for listening and fixing this stuff. <3 DarkNecrid 22:22, 9 October 2008 (UTC)

Note that she said she has no good answer and is exploring options, rather than something about a fix being in the works. It might just fade back into obscurity, with a nerf, rather than being fixed. 66.190.15.232 22:37, 9 October 2008 (UTC)
Actually Ɲoɕʈɋɽɕɧ was closer to the truth than you think. This isn't actually a "bug" in the strictest sense of the word... more of an unfortunate converging of evil. - User Linsey Murdock sig.jpgLinsey talk 01:05, 10 October 2008 (UTC)
Abaddon tainting things again? ^_^ 000.00.00.00 01:20, 10 October 2008 (UTC)
Oooh, but I think it is a bug, after all a bug is "an error, flaw, mistake, failure, fault or “undocumented feature” in a computer program that prevents it from behaving as intended", and I doubt this is behaving as intended as you mentioned. :P </nerd>. Hopefully you can fix it shortly, it isn't much an issue at the top end (doubt anyone could pull it off) but I can see it really tormenting a lot of the low/mid level players...<3 anyways :) DarkNecrid 03:19, 10 October 2008 (UTC)
Res satis facta. ^^Ɲoɕʈɋɽɕɧ 12:21, 10 October 2008 (UTC)

Nightfall Henchmen

Hello Linsey. I'm just a little confused by the fact that 3 of the henchman in nightfall were gyped out of their elite skills. I can maybe see this as intentional for Odurra and Gehraz, even though their builds fit well with Tease and Pious Renewal respectively. What really strikes me as odd it that Aidan, who appears in the 2 other campaigns and in the expansion, is elite-less here but no where else. If anything, these henchman would be simulating human players who haven't gotten to capture their elite skills yet, but Aidan already has an elite that he's used before, so why take it off?

This has been "confirmed" as intentional but it still seems odd that a henchman that previously had an elite doesn't anymore. If this really was intentional, could you give a reason why? And if it wasn't - is there any way it can be fixed? 66.202.1.169 21:29, 30 September 2008 (UTC)

First, support ppl always say that, when I got scammed once they gave me that same response. Second, if it was intentional, can we have a reason why? Thnx ^^ --MageUser MageMontu sig.pngMontu 08:17, 1 October 2008 (UTC)
Lets me ask Andy about this and see if he actually intended this. If not, I'll make the fix. - User Linsey Murdock sig.jpgLinsey talk 17:27, 1 October 2008 (UTC)
I talked to Andy about this and it was not strictly intentional. So I'll be adding elites to these guys sometime soonish. - User Linsey Murdock sig.jpgLinsey talk 21:16, 27 October 2008 (UTC)

Tormented HoM

I see in todays dev notes it mentions a part of the HoM update will be implemented next month. The one that allows adding Tormented weapons.

  • Are you going to increase the number of display slots, or will it work like the other monuments where fewer are displayed than can be added?
  • Will we need to customise a Tormented weapon in order to add it to the monument?

You can see why the second point is a problem, it would only allow us to use that item with just 1 character in an account . At least make it bound to account rather than a single character. You could use the Hero battle Registration system for it, where we choose one character name to represent our account. It hink it would suit minitures better as well, although they at least can still be used by anyone.

In b4 'give them to your Heroes', far too expensive for them ;)

--Just One More Thing 02:37, 11 September 2008 (UTC)

agreed i think the best corse of action would be to make it so weapons that are put in that monument are Dedicated instead of customized. and make customization be where you get the bonus.75.172.47.227 19:44, 11 September 2008 (UTC)
There will be another update in the future somewhere (next month?) that will make the HoM account-wide. You will have the option to view your seperate HoM's just like they are now, or view an account wide HoM with all your character's achievements added together. This includes armor, minipets, heroes and weapons. So even if your weapons will get customized when you add them to the shrine, you can customize them on all your characters seperately. They will be in seperate HoM's then, but the account-wide HoM will add them together so you'll have your shrine filled anyway. This has been announced by Anet. Sjeng talk 11:02, 21 October 2008 (UTC)

Jenn Valefield NPC

Im not sure if this is a bug, or if its on purspose... on the quest Destruction's Depths when you meet up with the vanguard you gain a few NPC's including Jenn. I was doing this quest on HM and noticed that Jenn only does heal area, and it heals for +30HP... which would be like 1 or 2 in healing. I have a screen shot if needed. Me and my guildies where just thinking it would be really helpfull on this quest if she healed for more, or used different skills. Sweet Escape 22:10, 2 September 2008 (UTC)

I have made a note of it. Thanks for the report! - User Linsey Murdock sig.jpgLinsey talk 21:58, 24 October 2008 (UTC)

Elder Pets

Dear Linsey,

after one year of trying every possible method I could find I still can't seem to get an Elder pet. Would you please (begs on his knees) please PLEASE tell us how we can train a pet to become elder? Because none of the methods I found work for me, and I have tried most of them at least 3 times. Dire is no problem, and Hearty is also attainable, but for some reason, I can't seem to get a pet to become Elder. My most recent attempt with a Rainbow Phoenix resulted in an aggressive pet and, according to most people, that shouldn't even be possible. Pretty, pretty please? 145.94.74.23 12:06, 2 September 2008 (UTC)

You have to evolve a pet one way, and after the 1st evolution evolve it the other way. You got an Aggressive phoenix, because you you didn't swing the evolution the other way hard enough, or you swung the first evolution too hard and you weren't able to swing it the other way enough. Thus the pet turned out in a "limbo" state in the middle. With no meeter or command to help players judge how the evolution is progressing evolving an Elder pet is very hard and time consuming :( — Poki#3 My Talk Page :o 13:54, 2 September 2008 (UTC)
Tell me about it. I literally tried it 2 dozen times, and no luck. In fact, I failed so many times I got the distinct feeling that the method you describe isn't the best way to achieve Elder status, if it works at all (save by pure chance). 145.94.74.23 19:45, 2 September 2008 (UTC)
Not sure, but I think I got an elder pet by levelling it out in Remains (Nightfall). Wurming. Not sure if I made sure I didn't do any damage myself and let my heroes kill for me, or if I killed as well. Anyway, it doesn't take any damage because it dies when entering the wurm. You could try that, pretty fast levelling the pet in hardmode. Kherec 10:08, 3 September 2008 (UTC)
You can find elder wolves by going north out of Copperhammer Mines, staying to the east in Spearhead Peak. The wolves are found near the 'Peak' on the main map, or maybe just a bit south of there. Susan 16:04, 3 September 2008 (UTC)
Thanks, but I kinda want an Elder Rainbow Phoenix...if that's not too much to ask. 145.94.74.23 19:59, 3 September 2008 (UTC)
cant you death lvl it?75.165.102.102 21:16, 3 September 2008 (UTC)
Death levelling is impossible with a Rainbow Phoenix. 145.94.74.23 19:37, 5 September 2008 (UTC)
last i checked you can bring a hero in the hom ie gwen and you can equip a vamperic weapon.75.172.46.159 19:48, 6 September 2008 (UTC)
You have no clue what you're talking about anon... — Poki#3 My Talk Page :o 22:54, 6 September 2008 (UTC)
didnt see the cant bring anyone else with you in that case go /rt and then use Restoration75.172.46.159 00:43, 7 September 2008 (UTC)
You die. When you die you gave over. When you game over you can only go back to an outpost. — Poki#3 My Talk Page :o 14:45, 7 September 2008 (UTC)

I made a post-it note to improve players ability to see how their pets are evolving. This means that it's on my radar, but I can't promise it will happen. I will try though! - User Linsey Murdock sig.jpgLinsey talk 21:52, 24 October 2008 (UTC)

Wow, thank you very much Linsey. I soo much would like to get an Elder Rainbow Phoenix, but I just can't get it to become elder. I had given up on ever getting one, but you have given me hope that I might just get there one day. Thank you. 145.94.74.23 12:31, 29 October 2008 (UTC)

Hero Fast Faction Farm (HFFF) Outposts.

Linsey if you are going to rework some of the titles could you rework a few areas? Namely Lutgardis conservatory. As currently this area is being reaped of the rewards. Its made worse by this upcoming weekend. So many people (and bots), in alliances run bot programs for there alliances to get a ton of faction and a outpost quicker. Could you look into this area and try and see if you can *at least* reduce this areas overuse? E.G. Make it harder for people to use heros to collect faction, or change things around to strip Shadow Form. Thanks. Any ideas welcome :) Dominator Matrix 22:54, 8 October 2008 (UTC)

The Allegience Titles are so far unbalanced as it is, the HFFF spots are one of the main sources for points for these title, Blessings and the little other sources take far too long to be considered worth doing. The title(s) insanely-pointlessly-high cap is ridicious with making it even harder to get, thus changing the Conservatory run would aggrovate far more people than what Arenanet would want to, considering thats where most of the Kurz points are raised (because of its ease of use and time/reward comparison). Changing the area to slow/stop HFFF would be a stupid move on Arenanet's part and only serve to aggrovate the community.
The area is overused because of Arenanet's poor choices when it came to the title, its so far out of whack its not funny.
Also, the weekend only boosts the individual's title progress, the guild/alliances (or whatever) will still be getting the same points.
My thoughts, at least. 000.00.00.00 23:03, 8 October 2008 (UTC)
I agree that something should be done about the bots, but killing HFFF would increase the grind required for the titles unless a faster alternative was introduced. Linsey has already stated that she intends to reduce the amount of grind required for the PvE skill titles. -- Gordon Ecker 23:13, 8 October 2008 (UTC)
Patience my friends, patience. - User Linsey Murdock sig.jpgLinsey talk 23:31, 8 October 2008 (UTC)
Hurry up and be patient already guys! GEEZE! XD — Wolf User Great Darkwolf User Image paw.png 23:35, 8 October 2008 (UTC)
I'm no good at card games, sorry :( ^_^ 000.00.00.00 23:36, 8 October 2008 (UTC)
Hmm.. making those quest irrepeatable would be so much fun!^^ Ɲoɕʈɋɽɕɧ 23:43, 8 October 2008 (UTC)
Not really. I fail to see how fun can be had from excising some tiny piece of the game (outside of the fun some people might get from gloating, that is). However, consider the fun to be had if the quests were altered so that the various trigger points were conquered only once their associated pop up spawns were killed off... ;) -- WarBlade 05:59, 9 October 2008 (UTC)
The Noctarch demands of you to gloat in spiteful self-loath >:-) No, this is just mere judgment - maybe vengeful though. Ɲoɕʈɋɽɕɧ 09:28, 9 October 2008 (UTC)
Right now, there just aren't any reall PvE alternatives. I could vanquish an area and get about 5K for two hours work, or I could go to Lutgardis, run that HFFF run and get 10K in 30-40 minutes... So, let's just wait and see what Linsey has in store for us before we start shouting we need changes... (I'd rather be vanquishing an area than repeating that quest over and over and over... but it just ain't worth it atm) --Lady Rhonwyn 11:44, 9 October 2008 (UTC)

Well, considering that the weekend has now started, there are literally hundreds of bots running out of the lesser used areas (Euro eastern and asian dists). I do not really need to go into how these are affecting the economy with the influx of millions upon millions of gold - It seriously needs to be stopped.

Actually, I've been sitting in there districts and haven't noticed that much difference than normal, well, for the Europe and International Dist at least. American is swarming but this is nothing new.
Arenanet need to come to the table with better ways of getting these titles, the mindless grind for titles is a terrible flaw (as is the insanely high totals for the alligence tracks) in Guild Wars. Simply stopping HFFF won't fix it, but as Linsey has said, patience. 000.00.00.00 00:01, 11 October 2008 (UTC)

HFFF is a good illustration of an inbalance between both sides, as it applies mainly to the Kurzick. This can be seen in the amount of faction it takes own a Kurzick outpost over a Luxon one. Both sides should have equal ways to gain faction. --Just One More Thing 00:41, 16 October 2008 (UTC)

PvP Only Guild creation

Hi Linsey. I was just wondering if it is intentional that PvP-only characters can not create guilds? I have an account with just a copy of the PvP Access kit and no campaigns, hence do not have access to PvE characters on that account. Guild Registrars only appear during PvE areas, meaning people who chose to start an account with the PvP Access Kit are not able to create guilds without buying a further campaign. I guess an easy fix would be to put a registrar in the Great Temple of Balthazar, unless it's an intentional limit on PvP-only accounts. Biscuits User Biscuits sig.png 12:04, 20 October 2008 (UTC)

On top of this, it's practically impossible for you to run the guild since you have to pay to add people to the guild anyways, and money won't come by you easily. DarkNecrid 12:45, 20 October 2008 (UTC)
Good point - that hadn't occurred to me since I just transferred money from my PvE account. I guess my main point is that people who buy a PvP account can't run their own guild - pretty much the central point of Guild Wars. >.< Biscuits User Biscuits sig.png 12:53, 20 October 2008 (UTC)
Selling zaishen keys for 5k each solves the money issue. As for the registrar, that's a bummer indeed. One work-around would be to have someone create the Guild (to your specifications), then "give" it to you. It would be better though if there was a legit way to do this. -- Alaris_sig Alaris 13:48, 20 October 2008 (UTC)
Selling zaishen keys for 5k each does not solve the money issue. You either buy those with faction (which slows down your unlocking), win them each month (welp, no fancy armor for you.), or you win them in tournaments (considering he is making a guild, this won't be happening any time soon.). Zaishen keys only benefit the people who have the fancy armor already or have everything unlocked, because then they can become your sole object to buy and don't become a negative drawback for you. Unless if you're doing the Zaishen track, it's a free ride into the money. For new accounts, they're useless and just slow you down. DarkNecrid 17:28, 20 October 2008 (UTC)
Get one key, get 5000 gold (which is 50 invites). Invite a few people, make them officer and let them handle the recruitment from then on :D Your only problem then would be the guild itself. --Lady Rhonwyn 19:39, 20 October 2008 (UTC)
it seems silly to me that a pvp toon cant make a guild. i mean guild halls main use is to use it for gvg witch is gvg.75.165.99.234 20:51, 20 October 2008 (UTC)

I am aware of the problem, and we do intend to fix this (it's actually been on my list of things to do since I started this position). We just haven't gotten to it yet. The reason it's not as easy as adding a guild registrar to GtoB is the money issue. I'd like to work out if we can somehow allow people to buy a GH with faction, how much would it cost, etc. So, yeah I'll get to it eventually. - User Linsey Murdock sig.jpgLinsey talk 21:37, 20 October 2008 (UTC)

Excellent news, thanks Linsey. :) Biscuits User Biscuits sig.png 21:44, 20 October 2008 (UTC)
It's just a matter of putting 2 NPCs (Registrar and Emblemer). Nothing else. Celestial Sigils dropped from HoH should remain the only way for obtaining a Guild Hall, for 3 good reasons: 1.Any other way would hurt the value of Sigils, making HoH wins less rewarding. 2. The maximum faction new accounts can hold is 10,000 and thats too low for a Guild Hall cost, considering current and historical Sigil prices. 3. PvP-only players CAN already easily buy Sigils for Balthazar Faction - Zaishen Keys make that possible! They're super easy and fast to with so many people WTB'ing them all the time in Great Temple. And if the need for that little interaction with other players (selling keys) is any problem for anyone, you can consider making the Sigil Trader also buy and sell Zaishen Keys and put him in GToB - getting a Sigil just can't get easier than that, while still keeping it's value intact.
And while we're adding NPCs to Great Temple, a Merchant would be really great, so everyone, including PvP-only accounts could get Ident/Salvage kits to use them on ZChest/HoH drops and to quickly turn them into cash. --YawgYawg 03:56, 21 October 2008 (UTC)
I don't really want to mess with the Sigil market. I'm thinking about the other costs. - User Linsey Murdock sig.jpgLinsey talk 01:19, 22 October 2008 (UTC)
Would it also be possible to have it so pvp-only characters who make guilds can also switch them to and from Kurzick and Luxon aligned? Nbajammer User Nbajammer sig.png 23:32, 23 October 2008 (UTC)
I will also make a note of that, Nbajammer. - User Linsey Murdock sig.jpgLinsey talk 18:43, 29 October 2008 (UTC)

Missing NPC

Hey Linsey, it's just been brought to my attention that Jiaju Tai is missing from Lion's Arch, meaning people can't travel to Cantha from Prophecies atm. --Wyn's Talk page Wyn 12:30, 10 November 2008 (UTC)

This was just fixed in an update a week ago... how did she manage to disappear again? --User Brains12 Spiral.png Brains12 \ talk 12:36, 10 November 2008 (UTC)
Prolly she has a terrible sense of orientation :P --MageUser MageMontu sig.pngMontu 14:16, 10 November 2008 (UTC)
She was travelling on a boat to cantha with me, but pirates have taken her, I could escape because I jumped of the boat and a dolfin helped me to get on land. Then I went stread ahead to Lion's Arch to report this. But they said they didnt believe it and kicked me out of there station. I will try to contact the secrety station in Kamadan since they have had a same sort of situation some time ago with kipnappers: 'Rescued Kamadan's kidnapped Hero Skill Trainer, Pikin, from his corsair captives.' I hope they can help me to get her back. Death Slighertalk: Death Sligher 16:34, 10 November 2008 (UTC)
Seriously?? Really??? I SWEAR I fixed that! grumble grumble grumble.... - User Linsey Murdock sig.jpgLinsey talk 17:40, 10 November 2008 (UTC)
I'm heading up to work momentarily, I'll find out if we are going to do an emergency build to fix this or if we will just leave it til thursday. - User Linsey Murdock sig.jpgLinsey talk 17:42, 10 November 2008 (UTC)
She's missing? This must have happened recently, because I got to Cantha through her just yesterday. --TalkRiddle 17:45, 10 November 2008 (UTC)
Yes, she is missing... (checked it for you ^^) |Cyan LightUser Cyan Light SB.jpgBoooh!!!| 17:57, 10 November 2008 (UTC)
Probably because Halloween was back.
Redecorated outposts should be restored soon, though, since Weekend events should have ended about 10 hours ago (yeah, just wait up to one or two days and everything should be back to normal...). :) --NIN37 18:17, 10 November 2008 (UTC)
Well, she's been visiting from Cantha for how many years now? Perhaps her visa expired, or maybe she just wanted to see her family. Do we know where in Cantha she used to live? We should check there! - Tanetris 18:25, 10 November 2008 (UTC)
She'll probably be back once she gets enough Trick-or-Treat Bags. >__< --NIN37 19:04, 10 November 2008 (UTC)
Also note: Magi Malaquire and Loremaster Ermenred seem to be missing as well. Edit: Nevermind the Ermenred, he is there, but he was missing earlier for me though. Azazel The Assassin 00:51, 11 November 2008 (UTC)
Maybe she was illegal and the authorities finally decided to get rid of her...? Maybe not, she's appearing for me just fine. :) -- User Elveh sig.png Elv 12:01, 11 November 2008 (UTC)
"Jiaju Tai is a jackal." It's clear that the locals don't like her. I think the locals were just hoping that in all the confusion with Mad King Thorn and transformed Krytans, perhaps Jiaju Tai's disappearance would go unnoticed (but I did see her in her usual spot in Lion's Arch last night). --Nkuvu User Nkuvu sig button.jpg 16:00, 11 November 2008 (UTC)

Report function

Hi Lindsey, you might wanna have a look at the report function here. Sjeng talk 15:28, 7 November 2008 (UTC)

I'll clarify: the spamming and verbal abuse descriptions are swapped. You might want to fix that in the next update Sjeng talk 06:44, 10 November 2008 (UTC)
It's fixed ^^ Sjeng talk 11:52, 11 November 2008 (UTC)

Please this will help.

Can you please add the [tournament] guy to AB outpost so people can get Z-keys from him, i have many times got a good team, but have full balthazar faction, leaving half the reward out of playing, or the alternative is loosing my team to get my keys and take the journey back to guild hall, then back to AB. thats 1 suggestion. the second suggestion is enabling the priest of balthazar to exhange balthazar faction for Z-keys which i think has been suggested before. anyway i would hope to see this implimented in the next months update as im sure Anet staff are busy with tonights update. hopeing to hear of constructive thoughts...--Robot 11:16, 13 November 2008 (UTC)

Funny you should mentioned this today. Tolkano is being added to all the AB outposts in today's (hopefully not delayed) Live build. Way ahead of you buddy. Cuz I'm just THAT good. ~_^ - User Linsey Murdock sig.jpgLinsey talk 18:03, 13 November 2008 (UTC)
Gogo Linsey Power! Can we get a countdown on that update? ;) Good to see Tolkano being added. Looking forward to the update (notes). :) -- User Elveh sig.png Elv 18:07, 13 November 2008 (UTC)
Tolkano is now everywhere - like ninja. --Ravious 18:07, 13 November 2008 (UTC)
thanks for letting me know ^.^ can you give a rough time (UTC) of when this will be released? because its usually 2 am friday. thanks :) --Robot 18:21, 13 November 2008 (UTC)

Can you please make a countdown for events and updates at your site its very stupid to calculate each time to my timetable, and most time i am still wrong. A countdown would help and I know many people want it too. 145.53.242.142 20:51, 13 November 2008 (UTC)

The update will come when the update comes. Even they don't know when it's going to happen exactly they are running final tests on stuff. Please just be patient. As for events, there are well documented schedules for major events in both UTC and Pacific, we've provided a UTC clock at the top of the wiki. If you can't calculate your time zone from UTC or Pacific then you should consider possibly adding a world clock to your desktop that you can set to pacific time to help you figure it out. --Wyn's Talk page Wyn 21:18, 13 November 2008 (UTC)
I'd say you need to give Tolkano his own monument in HoM: Most clicked NPC ever (although Voice of Grenth would be close second) --Arduinna talk 21:28, 13 November 2008 (UTC)

Some Mox bugs and opinions.

  • In the Tyrian quest, I couldn't get Dwayna's blessing.
  • Also, the temple has a Xunlai Chest when you fight there that doesn't do anything when you click it.
  • Mox could use some better flavor text in the "Hero Unlocked" window.
  • One or move of Mox's battle quotes has an underscore (_) instead of a dash (-).
  • N.O.X. (the golem in Vabbi) doesn't cast spells twice as fast, unlike the other ones.

Other then these minor things, I loved the update, and the quests (they're unique in a way. More boss battles should be this epic :o), though I feel the very end lack a bit of closure... — Poki#3 My Talk Page :o 11:19, 5 September 2008 (UTC)

  • I got Dwayna's blessing just fine. Don't know why you couldn't. (Probably just clicked wrong choice and sent two 'monks' to the same shrine.)
  • The Xunlai Agent (or another npc, it happened quick) hides in the chest at the beginning saying "They'll never find me in here!" or such. --Valshia 20:00, 5 September 2008 (UTC)
I got Dwayna's blessing without a problem as well.
I got stuck during the Golem simulation training. I had captured Area 1 before the NPC had gotten that far, and then never progressed with dialog afterwards, nor could I use MOX to the other two areas and cap them as well. There's also no way to stop early except mapping out, since the only NPC is the Image of Zinn. 75.146.48.190 20:31, 5 September 2008 (UTC)
I got the problem with the dwayna shrine once and it was because the NPC i send there got stuck behind the left wall of the shrine and never made it to the shrine. Fox007 User:Fox007 07:59, 8 September 2008 (UTC)

(ri) I suppose this is the best place to ask. Is there any reason that the Golem User Manual can't be placed in storage? The manuals are customized per characters, like Hero Handbooks and Zho's Journal. Would this be counted as a bug? --Nkuvu User Nkuvu sig button.jpg 20:19, 18 September 2008 (UTC)

Agree, especially since it is used to get the quest. as for that npc hiding in the chest, hillarious to know, but missed seeing it :) MystiLefemEle 10:46, 14 November 2008 (UTC)
Ok, I searched through all of MOX's text and did find one _ so I fixed that. NOX doesn't cast twice as fast because he is delicately balanced and when he did have the twice as fast casting he was pretty uber. I'm not sure why you can't put the book into storage, but I made apost-it note to look into it. Thanks for the posts! - User Linsey Murdock sig.jpgLinsey talk 19:50, 30 December 2008 (UTC)

Leash the heroes a little tighter?

There's been a recent round of updates to the hero AIs, and while I'd imagine most are behaving themselves there's one new change that's made minion master heroes in particular really irritating to have around. That change is an increase in their leash range before they'll follow you. I've finished combat, started moving, and watched my Master of Whispers decide that after I was 1.5 aggro bubbles (Radius) away would be a good time to start (And finish) casting a new Death Nova. I think it's just a matter of him being okay being a bit further away than before, but it ends up with him trailing half a radar distance at times. If that could be tightened back up, I think it would leave him at least where he had been before for usability (ie, I have to flag him into combat to get the minions involved but I wouldn't have to stop and wait for him to catch up before I could do that) - Binary 15:57, 5 September 2008 (UTC)

I've always found the hero MMs diddle with Death Nova or in raising new minions if there are still corpses around. That's actually one reason I don't tend to take death nova, having the team get severely mauled before the MM bothers to show up. This has not changed since the beginning. I would agree, tighten the leash. Also, if you have Flesh Golem equipped, MM AI should always keep a Fleshy going. Susan 03:34, 8 September 2008 (UTC)

Heroes make pretty effective Minion Masters in my opinion, being able to pinpoint Death Nova and all, where players need to strain to select the right minion. So there should be a downside to using a hero, instead of a players, just as there is a downside to using a player instead of a hero. As for myself, I hardly ever use a minion master. I prefer my heroes to be strong when things go wrong, not wehen everything goes right. 145.94.74.23 07:11, 9 September 2008 (UTC)
There already was a downside -- they still would stop to fiddle with death nova right outside aggro range. Now that downside is even worse, because they START that fiddling an extra half-radar bubble away than they did before. Of course, I'd argue the other way: It's poor interface design that there is no window with which to select minions for players to utilize, so punishing them further when they try to use a hero to compensate for the lack instead is not needed. -Binary 19:34, 10 September 2008 (UTC)
I agree with one point made just above, in particular: MMs need separate minion tabs, grouped by type, and showing health bars. It could be like the tonic icons with the little timer bar in the icon so as to not take up lots of space. Susan 13:37, 11 September 2008 (UTC)
On a seemingly unrelated topic, a tighter leash would have many uses, especially for casting Heroes... I can never get my heroes to stay in a ward...76.73.144.93 22:54, 26 November 2008 (UTC)
I will forward the issue on to Joe Kimmes, it will be up to him whether this can be adjusted. - User Linsey Murdock sig.jpgLinsey talk 22:43, 30 December 2008 (UTC)

FIX THE Z CHEST FOR THE LOVE OF BALTHAZARR

Seriously its really really annoying getting 42 creme's and 21 flasks outs 90 zkeys. ecspecially since I dont really need either. Im r5 and no everlasting yet. OK its beyond annoying actually. Manitoba1073 05:35, 10 October 2008 (UTC)

You want them to fix random chance? o.O Its just bad luck. 000.00.00.00 08:24, 10 October 2008 (UTC)
Check out the Zaishen Chest drop rate page. It says that a normal (not everlasting) monthly tonic has a 0.29% chance of being in the chest. So you will need, on average, 345 zkeys before you see a normal monthly tonic. I'm sure you can then imagine how many zkeys it will take, on average, to find an everlasting (bearing in mind everlastings are 100s if not 1000s of times more rare).- TheRave User TheRave sig.png (talk) 08:33, 10 October 2008 (UTC)
I know its horrible luck. BTW averages dont work on luck. As far as the number of keys I am rank 5 Zaishen title so ya I've opened a little more than a few ;) too. I want them to up the chances on everything else and reduce the chances some on the cremes and flasks would be fine. Manitoba1073 09:13, 10 October 2008 (UTC)
Assuming best case scenario that you're 1 short of Rank 6 (931 keys), then on average a 0.29% rate for normal tonics would mean you've found just under 3 normal tonics so far. If an everlasting is even rarer then really you haven't opened that many chests in comparison to the odds. Mr J 09:32, 10 October 2008 (UTC)
Averages dont matter when it comes to opening the Zchest. BTW FYI I've had about 30+ regular tonics from the chest. It dont work that way in GW. Its the same way as lockpicks, salvaging works. It is not cumaltive effect. Same as flipping a coin you have 50% chance each individual time you flip the coin.Manitoba1073 10:46, 10 October 2008 (UTC)
Yes, exactly the same as flipping a coin, on average you will get 1 head every 2 flips (on average over the course of 10s/100s/1000s/more flips). Averages do work on probabilities as long as there is a big enough source. I realise that averages don't work for single attempts on probabilities, but that's not what we're talking about.- TheRave User TheRave sig.png (talk) 11:13, 10 October 2008 (UTC)
(Edit conflict) I'm not sure what you mean by cumulative effects, but the more you open the chest the closer to the actual drop rate your observations will become. w:Law_of_large_numbers explains the principle fairly well. If an everlasting is observed to drop once in every 900 observations, for instance, you aren't guaranteed to get a tonic from 900 keys, but you would expect to. If you haven't received one, then it's just bad luck. Mr J 11:19, 10 October 2008 (UTC)
Oops. I forgot something. The point I was trying to make before with If an everlasting is even rarer then really you haven't opened that many chests in comparison to the odds. is that if the drop rate is something like 1 in 1000, then in order for you to see that drop rate accurately, you need to open some large multiple of 1000. You might get lucky and get 3 in your first 100, but if the system is truly random then over time that will even out and you'll have a run of about 2700 keys that wont drop one. Mr J 11:26, 10 October 2008 (UTC)
Try 27,000. Stats requires insane amounts of data. -- Armond WarbladeUser Armond sig image.png{{Bacon}} 14:21, 10 October 2008 (UTC)
You're silly, Armond. I meant if you got 3 tonics in your first 100 drops, then it would average out with about 27002900 drops where you dont see any tonics. You would theoretically need something like 3000 keys to be 95% confident you'll see a tonic drop. Even though the drop rate is 1:1000, you could go through (as you say) 27,000 drops before you observe something similar to that ratio. Mr J 15:15, 10 October 2008 (UTC)
See heres the thing it doesnt matter how many times you open, you can hope to expect to get one withing the average if it did work in a cumalative method. But it dont. It works the same way as lockpicks work, on a 1 on 1 deal. You can hope for an average buit thats all you can do. Manitoba1073 17:11, 10 October 2008 (UTC)
If you open an infinite amount of chests you will get exactly 1 tonic for every 1000 keys spent if the tonic drop rate is 1:1000. Obviously, you cannot open that many chests, so there are methods for determining how many observations you need to make in order to see at least one instance of a particular outcome with some level of confidence. Once again, you cannot have a 100% confidence level short of opening an infinite number of chests. I think what you're thinking of is the idea that a 1 in 1000 probability doesn't guarantee you 1 tonic for every 1000 keys, which is absolutely true. If you really want an everlasting tonic, however, then given the drop rate I can tell you how many keys you would need in order to be.... oh let's say 99.9% confident that you will get one. Mr J 17:42, 10 October 2008 (UTC)

I used 1.649 zaishen keys and contributed them to the Zaishen Chest drop research. I haven't seen a single of those re-usable tonics yet. (Forgot to log on.) (Ate of DK 20:53, 10 October 2008 (UTC)).

Im almost r9 without an everlasting drop, so your luck isnt that bad (whatever 19,000/5 is... 3,800 keys).

Its only half luck,but they really need to up the chances for other drops while reducing the chance for cremes and flasks. I know you donated to that thread also Ate as have I, which reminds me I have to put my last 3 sets worth on there. First set I used I got 2 Amythyst Aegis's r9 tact r10 mot and a r9 stygian in just the first batch.Manitoba1073 07:34, 11 October 2008 (UTC)
I never use zaishen keys, I sell them for 4.8k each to every idiot who is willing to pay that much for a creme brulee or a flask of firewater.
4.8k? You'll find people willing to buy them for 5k each really easily. I find buyers for my Zaishen Keys I get each month from reward points and from plain Balthazar faction really easily. Also, please sign your comments. --kaheiyeh 03:03, 23 November 2008 (UTC)
Mr Hargrove put together the list and drop rates for this chest. There is nothing broken with it and I have no plans to change anything there. - User Linsey Murdock sig.jpgLinsey talk 01:40, 6 January 2009 (UTC)

Heros ai update

This update is a blast. At least for some very sepecific aspects of heros ai. My chances of success with 4 men fow runs and no more than 2 res have shifted to 100% thanks to the guys who worked on this. However i noticed what seems to be a bug: we already know that sometimes a monk can add a foreign foe in its list of creatures to monitor and will cross the map just to heal it. But i was used to see it happen only if the foreign foe was hit while in the aggro buble of the said monk. Any related changes since this update or the preceding one ? Yseron - 81.251.18.36 13:33, 12 October 2008 (UTC)

I am a little bit confused as to what you are asking. NPC monks can heal anything, but a hero monk should not under and circumstances be targeting an enemy to heal it. - User Linsey Murdock sig.jpgLinsey talk 18:59, 27 October 2008 (UTC)
He's saying that if you have two groups of monsters/baddies/whatever that sometimes the monk from Group B runs across the map to heal the guys in Group A, completely across the map. Normally it only happens if you initially attacked one of the groups close to the other. But once that monk starts healing the other group it generally doesn't matter how far you try to pull the group away, the monk will try to keep healing them even if it has to run across the map to do so.--The Panserbjørne 19:36, 13 November 2008 (UTC)
Oh that. Yeah that has been happening for ever. I'm not sure if we could even fix it easily but I'll let Joe know and see what he can do. - User Linsey Murdock sig.jpgLinsey talk 01:44, 6 January 2009 (UTC)

Guild-Alliance Major Issue

Hi! I've been having extremely major issues with my guild and joining/leading an alliance after an update (Can't remember exactly which one) but after that update, we were unable to join an alliance, or invite other guilds to our alliance. We've gotten around 4-5 guilds to attempt to invite us, but apparantly it won't let other leaders invite us to an alliance, because we are already part of another alliance. I know that we are not in one, nothing shows up on the alliance tab, and the 'Leave Alliance' button is greyed out. If you have any idea what is causing this, or even if you have no idea at all, it would help. Thanks again! 76.176.199.250 03:19, 17 November 2008 (UTC)

This may be a bit of a no-brainer but are the alliances you've tried to join allied to the same Canthan faction (i.e. Luxons or Kurzicks) as your own guild? I would assume so, but I guess it doesn't hurt to ask. -- User Elveh sig.png Elv 18:53, 17 November 2008 (UTC)
Yes, I'm sure they are of the same faction. Another part of this I forgot to include, is that before the update that I referred to earlier, we were leading an alliance of our own. After the update, we came back to realize our alliance had been 'disbanded.' Now, I'm sure I did not disband the alliance, and none of the other guild leaders said that they left, they all thought they had been kicked. Hoping this is adressed at some point. 76.176.199.250 23:47, 17 November 2008 (UTC)
Not sure what you're asking to be done. From what you're describing this clearly isn't working as it should and seems like a support issue. Have you filed a ticket with support? -- Inspired to ____ 14:54, 18 November 2008 (UTC)
Yes, I have filed a ticket, no response yet. And I thought it might be worth mentioning it here as well. 76.176.199.250 23:16, 18 November 2008 (UTC)
If your ticket continues to go unanswered and the problem doesn't magically go away, it may be worth bringing this to the attention of Gaile Gray as well / instead. As Support guru she may be able to wave a little magic wand and have someone look at it, or at the very least she could check for you if it's in a queue waiting for attention. I've found her very helpful those few times I needed Support assistance. :) -- User Elveh sig.png Elv 10:46, 20 November 2008 (UTC)
Brought this problem to Linsey in-game, and we got it dealt with in a day or so. Some tecnhnical issue with Guild Wars and the 'Guild History Cache', whatever that means. Anyways, its fixed, and thanks again. 76.176.199.250 17:03, 17 January 2009 (UTC)

Item Holding/Flag Bug

As a flag runner, this bug has been driving me nuts for a long time. What happens is if you die while holding the flag or an item, when you are resurrected the game thinks you are still holding the item even though you are not. This is particularly annoying because you lose your energy bonuses from your weapons and your energy bar is incorrect (it does not appear to affect other weapon bonuses though, such as 40/40). My energy bar will still say I have 45 energy or whatever when I really only have 25 *usable* energy to cast spells with. Weapon swapping or picking up new items will not make the bug go away - only (seemingly) way to reset it is if you die again, while not holding an item. There may be more to it, but when it happens to me I'm usually too busy cursing and trying to continue the match to document every aspect of it XD - Aeon Supernova 17:26, 15 October 2008 (UTC)

Should be easily tested on the Isle of the Nameless. --Nkuvu User Nkuvu sig button.jpg 22:25, 15 October 2008 (UTC)
It was my understanding that this bug was fixed a long time ago. Has anyone else had this happen recently? - User Linsey Murdock sig.jpgLinsey talk 17:18, 16 October 2008 (UTC)
I recently for the first time noticed "energy lag" recently. I hadn't heard the term until I was playing HA and wasn't able to use a spell because I didn't have enough energy, even though my bar said that I did. I was trying to cast Rodgorts Inovaction and I had > 40 energy, but when I tried it said I didn't have enough energy... even though I watched my regen go up. When I pinged my energy in chat it DID show the correct amount of energy.--'ÑöĭƑýtalk 20:57, 16 October 2008 (UTC)
Are you sure you weren't under something like Quickening Zephyr? --JonTheMon 21:21, 16 October 2008 (UTC)
You can also type /health to find out your true health and energy. - User Linsey Murdock sig.jpgLinsey talk 22:40, 16 October 2008 (UTC)
I don't suppose it'd be feasible to force your HP/Energy bars to change to what /health tells you. If health tells you your real amount of Health and Energy then obviously the server knows the real Health and Energy, but the client desynchs? DarkNecrid 23:46, 16 October 2008 (UTC)
You are talking about things that are way over my head. I am not a programmer. - User Linsey Murdock sig.jpgLinsey talk 00:10, 17 October 2008 (UTC)
Yeah true, I suck and was just rambling. This type of bug (incorrect displayed energy/health) has been annoying since the game launched and I wish there was a way to fix it. :{ DarkNecrid 00:48, 17 October 2008 (UTC)
(me too!) This happens to me a lot when I'm farming with a Vengeful Bonder build - if I die while holding Khanhei's ashes, I'll respawn with only ~35 energy instead of the 53 I should have (and which is displayed in my game client). On top of that, my energy regen will also be the same as it was when I died, i.e. only +1 pip instead of +4 since I was maintaining 3 enchantments. The regen corrects itself once my actual energy pool is completely refilled, but it's extremely annoying having to wait through ~20 energy at only +1 regen. I can also fix it by recasting and then removing all three of the maintained enchants, but then I have to wait for my entire energy pool to refill, so either way it's annoying. —Dr Ishmael User Dr ishmael Diablo the chicken.gif 22:03, 27 October 2008 (UTC)
OK I did some testing at Isle of the Nameless. I went to the student of burning and died with and without holding an item, and with and without weapons. I use survivor insignias on my armor, minor runes, with a sup vigor and one vitae - there are no energy bonuses on my armor except for the extra +10 that comes with max armor. I used my 40/40 set when holding weapons, which grants me an extra +12. At 0dp, I have 30 energy with no weapons, and 42 energy with my 40/40 set. At -15dp, I have 27 energy with no weapons, and 39 energy with my 40/40 set. When I died holding the pot with no weapons, my energy pool was not affected in any way - I could use my entire pool of 27 energy. However, when I died holding the pot with my 40/40 set equipped, I was resurrected (at -15, of course) with a pool of 39 energy as expected (reported on my blue bar as well as using /health), but I could not cast 5 energy spells unless my bar showed that I had 10 energy. I let my energy fully regen for a couple minutes then it let me use my full pool of energy again. Seems like the extra energy is there, it just doesn't display or sync up properly until you let the extra energy bonus from your weapons regen. Please fix this, it is really annoying for flag runners and the entire ritualist class  :) - Aeon Supernova 01:34, 11 November 2008 (UTC)

I'm going to pass this along to our QA team to work up a bug report on it. Thanks for the testing Aeon! - User Linsey Murdock sig.jpgLinsey talk 20:07, 6 January 2009 (UTC)

A question about the dye system

Hi Linsey, a question for when you have time to answer it: when we try to dye a piece of armor with two vials of the same color, the dye preview window will show the mixed color (usually a stronger shade of whatever is being used), but we get a message saying we're not allowed to use only two of the same color to dye something. For example, if I try to dye a piece of armor with two yellow dyes, the preview window will show a different (and stronger) shade of yellow than the one of a single vial, but I get a message saying that combination is not allowed.

My question, then, is: was this a matter of design, or is it thanks to some technical limitation? I would understand it being a matter of design (so people don't accidentally waste two vials of black dye thinking they're using something else instead, for example), but I wouldn't be surprised if there's some technical problem that requires this feature to be in place. Thanks! Erasculio 00:46, 17 October 2008 (UTC)

Often that new color, which you cannot aply, is actually the color I am traying to get in a mix. It would be cool if we could apply 2 of the same and nothing else, but I won't lose any sleep over it if we can't. 145.94.74.23 09:05, 17 October 2008 (UTC)
I agree--I wanted a nice bright red, which is what showed when I applied two red, but no go. Please allow this. Susan 14:22, 21 October 2008 (UTC)
I'm not sure if it was a technical limitation or a design decision but I do know that finding out or getting any changes made will be nearly impossible as it was Jeff Strain himself who did all the code and design work on this feature. Jeff isn't exactly sitting around looking for things to do, so I don't think there is anything we can do about this any time soon if ever. =/ User Linsey Murdock sig.jpgLinsey talk 20:28, 6 January 2009 (UTC)

Bug!

This screenie tells you all about it. -- Armond WarbladeUser Armond sig image.png{{Bacon}} 12:45, 18 October 2008 (UTC)

While the shot doesn't appear to be there any more, I had looked at it before. It's a UI bug that keep cropping up every once in a while. UI problems are tough to fix now since Joe isn't a UI programmer. He can do it, but it takes longer to work out since that's not his specialty. Not sure where this will fit on the list of priorities, but thanks for the report none-the-less! - User Linsey Murdock sig.jpgLinsey talk 19:01, 7 January 2009 (UTC)
Image restored for future reference. Also changed the link style, for "What links here" purposes, lest anyone get more funny ideas about it being orphaned. - Tanetris 19:15, 7 January 2009 (UTC)

Guild Member Ranking

Currently the ranks go: Leader, Officer, Member. It is a good working system, but I wanted to know if there are any future plans to implement a new guesting system for members. The reason I ask this is because, I have always found it a bit strange that only the officers have the ability to guest members. I thought it could be a good idea if the guild leader (and maybe officers) had the ability to give certain members the guesting option, allowing chosen memebers to be able to guest people (but not invite). This would help out a lot. I remember in my old guild before I was an officer a lot of our officers were inactive or wouldnt respond, so when I wanted to GvG with my a friend or guest him/her for some reason I would have to wait for an officer to get on. I think it would be a really helpful thing if something similar to this was added to the game :). --Shadowphoenix Happy Halloween 21:46, 27 October 2008 (UTC)

Improvements to the guild system like you suggest have come up quite a few times, but would require a lot of work. I don't think that we really have the ability to implement them, especially with a small Live Team. - User Linsey Murdock sig.jpgLinsey talk 22:45, 27 October 2008 (UTC)
More GuildWars less WoW Wars II =P Ɲoɕʈɋɽɕɧ 23:10, 27 October 2008 (UTC)
Would it be possible to allow all members to invite guests? — Wolf User Great Darkwolf User Image paw.png 23:15, 27 October 2008 (UTC)
I'm not sure, I am a designer, not a programmer. - User Linsey Murdock sig.jpgLinsey talk 23:25, 27 October 2008 (UTC)
kk. Think you could find out? — Wolf User Great Darkwolf User Image paw.png 23:27, 27 October 2008 (UTC)

just a small question to the OP. how would you GvG in the first place without having at least your GL or 1 officer with you? O.0 as for the extra features, sure, it would be cool have a spot named like "second in command" or whatever that gives you ALL the rights as a normal guild leader except for A) demoting the actual guild leader and B) being able to kick the guild leader). my gf would love to have a spot like that instead of just "officer". ;P--Uchiha Lena 12:52, 1 November 2008 (UTC)

I spoke with Joe about this some more and he said it is a Guild server thing which means that making any kind of changes extremely difficult. Our server programmers are very backed up with other work right now and this isn't a critical issue so I don't believe we will be able to make any changes to this system any time soon if ever. Not great news, I know, but its what I got. - User Linsey Murdock sig.jpgLinsey talk 20:14, 7 January 2009 (UTC)

Three year old bug

I've noticed that it seems to be common for the scrolling textures on waterfalls and stormbows to freeze. There's proof of it in the Factions preview video, pay attention when the camera hovers around the kurzick forrest. It's just annoying, kills the atmosphere. 74.235.234.76 19:02, 29 October 2008 (UTC)

If it helps, I used to hit this often on my old machine when I left it running too long, something clogs up and waterfalls and that river of souls in NF and other animated things just wouldn't animate. A reboot would fix it, or most of the time closing a few things worked too. User Purple llama sig.png purple llama 01:55, 30 October 2008 (UTC)
If I remember correctly, some animations "freeze" after 5 hours logged into the game. I don't know exactly why, but it could have something to do with performance. UserDrago-sig.gif Drago 04:49, 30 October 2008 (UTC)
Its after 6 hours, and it back to normal after 12. Elementalist-tango-icon-200.png Ocravia Deathblade 15:57, 30 October 2008 (UTC)
I think it's not the right place to post bug reports, especially when this one is as old as the whole GW. I've noticed it for the first time during one of beta weekends in 2004 when animation of some fires stopped. I reported the bug then. In March'05 beta I found a Storm Bow and it's animated effect stopped after some time - the same bug again, reported again. It never got fixed, it's been always with us. It must have been reported thousands of times over the 4 years. But I'm sure you don't need to wait 5 or 6 hours, I've had it happen after less than 2 plenty of times, and it sometimes fixed itself as soon as after next 2-3 hours. Restarting GW works obviously too. --YawgYawg 17:10, 30 October 2008 (UTC)
It's not just waterfalls and water, it's also the ghosts above the cauldron during Halloween and the animation of items sure as the Tormented Shield.24.188.207.20 23:55, 11 November 2008 (UTC)
Had the same problems quite a few times lately with my Tormented Shield, Fireplaces (Gunnar's Hold and some Asuran shrines), the ghosts above the cauldron, stormbow. So it's not my graphics card??? Sjeng talk 11:51, 12 November 2008 (UTC)
Nope, it's not your card. 24.188.207.20 03:14, 13 November 2008 (UTC)

As Yawg said, this is a very old bug. The only programmer who could fix it at this point is far too busy now for something that isn't game breaking. So, I don't think the odds of getting a fix are very good. - User Linsey Murdock sig.jpgLinsey talk 18:36, 9 January 2009 (UTC)

Nope, its not your card, its just Arenanet leaving a bug in. *shock horror* Rawr! 118.92.163.234 10:15, 10 January 2009 (UTC)

Guild alliance

is there a reason why your entire alliance have to be eather kurzick or luxon especially with how the factions story line works out?75.172.47.176 04:11, 30 October 2008 (UTC)

The mechanics with holding towns wouldn't work otherwise. DarkNecrid 06:23, 30 October 2008 (UTC)
hmm well i think the hole how towns are held is broken. like did anet realy intend it so whom ever farmers the most faction gets rewarded with towns? that sounds like too much grind to me. i realy just want to be able to play luxon but my guild just switched to kruzick but i don't want to rage or have to have some one guest me every time i want to ab.75.172.47.176 10:04, 30 October 2008 (UTC)
on a second thought about this i would much prefer it if your guildies would be the ones who chose what side your on. or just make it so you have both the luxon and kurzick npcs in your hall but you cant donate to your alliance on one of them.75.172.47.176 20:07, 30 October 2008 (UTC)
Empowering guild members to control faction would be an interesting dynamic. Allowing them to earn and donate Luxon or Kurzick faction and complete Luxon or Kurzick missions to count against the Alliances orientation and change town ownership to be based on the greater scope of faction allegiance beyond farming faction would, perhaps, introduce a productive and successful disruptive dynamic to the game.24.188.207.20 23:58, 11 November 2008 (UTC)
Changing the way this works is a much bigger project than I am willing to take on for something that works right now. Not only am I not sure that it would be worth it at all, but we already have a huge amount of stuff queued up that would be more impactful on the game which I would not want to put off for this. I am worried that any changes would be just trading what we have now for a different set of issues rather than truly fixing anything. - User Linsey Murdock sig.jpgLinsey talk 18:40, 9 January 2009 (UTC)
I know what the OP means. I have a bunch of really good friends in GW who play Kurzick side but I am a die hard Luxon so I don't join their alliance. I tried once, but I just didn't enjoy it as much. I also agree that this isn't a top priority though, I would rather see some improvements to storage. BTW your Alliance doesn't need to be either faction, and the only thing alliance faction effects is who you can get double title points for when donating and which side is easily accessible for AB. 58.106.44.4 07:11, 12 January 2009 (UTC)

Sacrifice Spells

Why is it that ritualist sacrifice spells cost 5 energy while there was an update a while back that made some necro sacrifices 1 energy? Like Offering of Spirit costs 5 energy AND wields less energy than Offering of Blood which only costs 1. Does the 1 energy apply only to necros? I'm confused, if you could clarify it would be greatly appreciated! Thank you.--Lancy1214 23:58, 1 November 2008 (UTC)

Not all of the necromancer spells with a health sacrifice got reduced. Besides the ritualist ones have an easy to meet condition. Racthoh 00:19, 2 November 2008 (UTC)
Offering of Blood's condition is much easier to meet then Offering of Spirit :P Forget about that comment, got confused with another skill. --MageUser MageMontu sig.pngMontu 00:21, 2 November 2008 (UTC)
Ractoth that's why I said SOME:P I was just wondering if the ritualist sacrifice spells (I know its only like 3) were going to follow the same rule.--Lancy1214 00:29, 2 November 2008 (UTC)
It is to encourage you to use it correctly. OoS would be better than OoB in every way if it's cost was 1. OoS doesn't always sac, so that's why, partially. ~~ User:Frvwfr2 frvwfr2 (talk · contributions) 16:01, 2 November 2008 (UTC)
Where spirits remove OoS's sacrifice, other the side-effects of other skills of OoB's attribute remove OoB's sacrifice. And the ritualist really is the one of the two that needs some e-management. Ɲoɕʈɋɽɕɧ 01:09, 3 November 2008 (UTC)
What? The sac doesn't matter, the energy gain and attribute it's in does. One is in blood (Crappy) and the other is in channeling (Great). In the end OoS is better because of what attribute line it is in, not the sac. --The Gates Assassin 01:44, 3 November 2008 (UTC)
So if a crap skill is in a good attribute it is actually good? Ɲoɕʈɋɽɕɧ 01:53, 3 November 2008 (UTC)
It's better than getting the other skill, and investing tons of attribute points in that attribute and thus making your whole build weaker. -- Alaris_sig Alaris 04:13, 3 November 2008 (UTC)
It's like the difference between Soul Bind and Scourge Healing. One of them is crappy, but the other one, which is elite and barely better, is actually used because it's in a useful attribute line. ¬ Wizårdbõÿ777(talk) 04:36, 3 November 2008 (UTC)
The problem is that OoB is used, too (please refrain from say how noobish touchers are.). Ɲoɕʈɋɽɕɧ 06:35, 3 November 2008 (UTC)
Being in a better attributel ine doesn't make it balanced.

This was a matter of balance not convention. All sac skills don't cost 1 energy just like all knockdown skills doesn't cause exhaustion. Just a matter of balance. - User Linsey Murdock sig.jpgLinsey talk 05:25, 12 January 2009 (UTC)

Mhenlo's Request broken until November 4th

  • Jiaju Tai is a transformed Krytan, so I can't exactly book passage to Cantha...what's up with that? --Chiaro 14:09, 2 November 2008 (UTC)
Whoah that's weird. o_o Why November 4th tho? (just wondering, i'm probably missing something.) DarkNecrid 16:20, 2 November 2008 (UTC)
It's always the most obvious answer that gets ya, isn't it. It's because that's when LA returns to normal.--Pyron Sy 16:31, 2 November 2008 (UTC)
Huh weird, I thought LA returned to normal when the festival ends on the 2nd? Oh well, still interesting and something they'll have to look out for next year. DarkNecrid 16:36, 2 November 2008 (UTC)
Jiaju Tai and Magi Malaquire are both missing from Lion's Arch. And according to the website, the Halloween festival ends at midnight on the second, so Lion's Arch should go back to normal in about eight hours from now. --Nkuvu User Nkuvu sig button.jpg 23:15, 2 November 2008 (UTC)

Last year all the festival spawns were redone to better streamline and automate our process of running the events. Some times, when managing such a huge change, little things fall through the cracks.... like Jaiju. - User Linsey Murdock sig.jpgLinsey talk 05:27, 12 January 2009 (UTC)

"Save Yourselves!" buff for warriors

moved to ArenaNet talk:Skill feedback/PvE/"Save Yourselves!"

Energizing Winds?

moved to ArenaNet:Skill feedback/Ranger/Energizing Wind