Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
We definitely welcome new accounts. I’d suggest that your brother contacts Support by filing a ticket through the “Ask a Question” tab on that linked page. They will be able to assist him.
And thanks to you both for your support of our game.
Is it okay to post about getting into areas that were not intended to be reachable here, assuming there’s nothing to be gained by getting in to those areas? Or are those considered exploits?
Yes please! We’re looking for those issues too.
in Account & Technical Support
Posted by: Gaile Gray
They could just code the sell tab to allow you to resell the item back for its original currency. It wouldnt take much coding at all to achieve, and could easily be hotfixed in.
Please, do not make assumptions like “It wouldn’t take much coding at all” or “(it) could easily be hotfixed in.”With all due respect, no one has the ability, externally, to assess such situations, to know how much code it would indeed require, whether it could be hotfixed in, or if indeed either of those suggestions is the best in the overall game programming.
It’s nice to share your suggestions, but we want to avoid uninformed statements-as-fact, for they are not helpful and may lead to further misunderstandings.
So sorry that happened, and best of luck getting it all sorted out.
in Account & Technical Support
Posted by: Gaile Gray
I’m sorry, account restorations are not available at the present time. They will be offered in the future, but a policy will be developed about the parameters for offering a restoration. In Guild Wars, accounts are restored only for account compromise issues and not for player errors.
I have seen suggestions about a “confirmation box” or about a “undo” option for mistaken purchases (say, while still in the window, that sort of thing, definitely not minutes or hours later). I don’t know where either of those ideas stand, but the devs are aware of the suggestions.
Hi Fhane – Can you please navigate to Documents\Guild Wars 2 and attach the ArenaNet.log file to this thread so we can further investigate this issue?
Hi SolidRock – Are you getting any sort of error message at all when you crash? Additionally, I’d like to collect a Game Advisor report so I can look into why you might be experiencing this crash. You can download the Game Advisor application at the link below:
http://us.ncsoft.com/gameadvisor/
Please note that you will be automatically prompted to install Game Advisor upon clicking the link. Once you’ve generated the report, you can attach it to this thread by clicking “More posting & formatting options…”
Tuning and token rewards still need to be looked at because they still don’t feel like they are in the right place.
We agree and are constantly working on improvements to the system. Next week’s patch will have some more updates to our reward system that we just couldn’t get reliably tested this time around. The DR system improvements should help a lot, but we’ll have some more good stuff happening next week.
We’re currently working on a way to make the paths you have accomplished more visible without further cluttering up the achievement page.
We’re aware of this problem, and it affects more than just the burrows. There are certain gadgets where if you stand still and melee attack them, you miss or get the obstructed pop-up. However if you continue to move around while attacking, you hit it. This is most apparent during “hundred blades” type skills that require your player to stand still.
We’re aware of it though, and trying to fix it.
Soon…
But yeah, that room is awesome. I have plans for it, but ran out of time to put what I wanted in it.
UPDATE – OCTOBER 2nd 2012: I just wanted to take a moment to let you all know that this thread is still being monitored and I apologize for not being able to respond to every issue. Each post has been looked over and bugs are being forwarded on to the appropriate teams. We appreciate your patience as we try to roll out the fixes for a lot of these issues, and we definitely appreciate the thoughtful reports and responses.
Congrats on your Sunrise!!!!
Wrong forum, sorry. The Bugs forum is probably what you’re looking for.
What class were you? I’m wondering if there’s some global issue with the engineer losing bundles.
So is it ok by ArenaNet to use Combat Mode Mod?
No.
Hey, all! For anyone who’s still afflicted by this and hasn’t identified hardware as the culprit, I’ve got something I’d like you to do.
Run the game with the command-line parameter of “-analyze” (minus the quotes). Warning: this process is a bit crude on the UI-front; it reuses the text “Verifying archive” and will open a copy of Notepad upon completion (you may want to turn off auto-play temporarily). When Notepad opens, go ahead and copy the entirety of the contents and paste them in a reply to this thread. To keep this forum-thread skimmable, I’ve pre-emptively added spoiler-tags to the output.
Note: I’ve now noticed that if you don’t have any corrupted files, you’ll be presented with the not-so-helpful error of “Download failed!”. On the plus side, this means that there’s no record of corruption!
Keep in mind that this analysis is only meaningful for crashes with a description like “A file was corrupted in the archive”. The results it shows are unfortunately not going to help diagnose any other issues.
With this tool in place, there’s no need to attach/post your CorruptArchive.log, Corrupt-*.dat, or ArenaNet.log files in this thread. The output of the analysis should contain the important information already.
My personal experience has shown that most if not all of these cases stem from hardware-issues, though I recognize that there are a number of you who have run numerous diagnostics showing no results. I don’t have an answer for you, but let’s see what this tool shows!
I’ve tested this repeatedly with an engineer, swimming into the water, under the water, out of the water, using kits, repeatedly causing it to switch weapon toolbars, and I’ve never seen the scabbard “vanish”.
(edited by Jeffrey Vaughn.1793)
I’ve tried over and over to reproduce this block, but I cannot. Make sure when you talk to Gixx you select and click on all the dialogue options with a star. Closing the conversation window or just walking away will not trigger him to follow you. Also, for the bone wall, only Trahearne matters; you need to get him close enough to the wall for him to deal with it. The other NPCs don’t matter.
Mine is still not working download failed 7 days now
Shivas, would you mind running with -log again so we can see whether it’s the same file at fault?
For the docks, have you checked inside the fort? There’s a third wave that gets launched over the docks past the first line of defense.
For the stall, the only thing I can think of is that the fix didn’t get into the 10/1 update for some reason. I can’t find any situation where it’s not working correctly on our internal servers, and looking at the script it has a failsafe to force it to continue.
The problem is that in a contained story map we know that only one cutscene is going to play at a time, but in the explorable world any number could be triggered at the same time. (The extreme example being 5 players on 5 different steps in a group that trigger 5 cutscenes at similar times.)
You caught me at a good time! I don’t have a lot of time to spend on the forums, my job is development behind the scenes, but I try to make sure to check them every morning when I first get into the office.
I’ll talk with the powers that be in making things a bit clear about the DR system. As it stands we are not going to release official numbers on it, due to it being an anti-exploit system.
However I agree that there needs to be some unified information about it. I’ll talk to folks around here to see if we can’t make a sticky thread here in the dungeon forum describing it a bit.
https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-10-1/first#post324068
I detail these things in the discussion thread. There wasn’t really any significant nerfing going on, at least not as much as the patch notes would have you believe.
https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-10-1/first#post324068
I detailed exactly what I did to this boss. He really wasn’t nerfed significantly, and in fact I buffed one of his skills and made it work properly.
https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-10-1/first#post324068
I explain things a bit. The entire dungeon wasn’t nerfed, and explorable mode wasn’t really touched. Only a couple units and bosses.
Great post Ryokoalways. Very informative.
Just as a note, the DR system is account based, not character based. Also, I am now going to lock this thread to transtion conversation about the patch to the new thread: https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-10-1/first#post324068
Thank you all for your information, it is greatly appreciated.
Looks like some of the text descriptions on Miyani’s recipes are a smidge out of date. I’ll get a fix in the queue, but it is going to take a little while to be published Live, so I will tell you this:
Liquid Flame is also used in the creation of the Legendary Rodgort.
Thanks for the report!!
Hey folks, I thought I’d start this thread out with a bit of explanation, mainly regarding the rather nebulous statements made about CoF and CoE.
CoF:
1. Fixed exploits that allowing players to speed clear paths of this dungeon.
2. Reduced difficulty of the Searing Effigy.
1. Naturally another fix to Magg’s chain so you can’t walk through the door. I also made it so you can’t attack the crystal until after the event has started for you to destroy it.
2. I reduced the toughness of the crystals to make them easier to kill. IO reduced them from a .75 modifier to a .5
I also looked at his PBAOE flame burst attack. There was no warning for it, and no effect tied to it, so I put a red ring on the ground to warn players, reduced it’s attack radius to 600 from 900, and gave it a big purple fire effect. I also made it apply a strike now, instead of just light you on fire. So if anything this was a bit of a buff.
None of his core numbers were changed.
CoE:
1. Reduced the difficulty of creatures and bosses, particularly health and armor.
1. I reduced kudu’s health, reduced kudu’s golems health, and reduced the Giant’s health. You fight three bosses in a row, and that was a bit arduous for a lot of player.
2.Inquest Insurgents: Nerfed them pretty hard across the board. Lowered their damage, and adjusted their death blossom skill in how it applies the conditions to you, as well as it’s cooldown. That guy was just too brutal for story mode.
3. Inquest Magnetizer (how do they work?!): I gave his tornado a charge-up and a red ring so you could avoid it. I also lowered it’s damage and stun capabilities since it would randomly one-shot people.
There were other minor changes I don’t think are as important, but those above are ones I feel were significant enough to note.
The DR system – I’ll be monitoring the forums today to see the reaction to it. Our tests prove it to be working correctly, but it has in the past as well, and that has shaken confidence. If you see odd behavior with it, please say something.
Personally, The Bifrost might be my favorite Legendary. I wants one soooo bad. The model itself, the rainbow footsteps, rainbow trail and the swoosh rainbow that appears over your character when you stand still… super rad and imo totally worth it. Sometimes I go on our Dev client just so I can run around with one, but of course it will never be the same, I just have to have it on Live. I’m sure it will take me much longer to get, though.
*psst, Incinerator is also a favorite.
I love this–what a way to bring in October. This is now on our Facebook page: http://www.facebook.com/photo.php?fbid=10151141129604209&set=a.135044094208.103264.114036714208&type=1
Fixed a bug in dungeon speed-clearing code. Players should no longer experience reward reductions without triggering the speed-clearing debuff.
Dungeons
Crucible of Eternity
Reduced the difficulty of creatures and bosses, particularly health and armor.
Citadel of Flame
Fixed exploits that allowing players to speed clear paths of this dungeon.
Reduced difficulty of the Searing Effigy.
Arah
Fixed map exploit that was allowing players to speed-clear paths of this dungeon.
Fixed a blocking bug in story mode.
I guess not EVERY recipe has been tested…
Very cool. Though you know… I may be a little biased here due to the subject matter.
Hello everybody,
as this question has been answered, the thread will now be locked.
Thanks for understanding.
Hi Everyone,
As explained in our code of conduct, if you do not agree with a moderation action or think that it was an inappropriate one, please send a mail to forums@arena.net.
Also, if you don’t want to see your threads moderated, please stick to rules. We are trying to keep this forum as a peaceful and constructive place. So everyone can express what he/she feels as long as it respects the code of conduct.
Thanks for your understanding.
Hi everyone.
I would ask all of you to keep on discussing the issue and updating us in the thread that Zardon has pointed out. In this way, it is easier for the devs to track the progressions with this bug.
Thank you very much.
We will proceed now to close the thread.
Hi everyone.
Thanks for bringing this to our attention. I will forward the information today to the forum team so this can be looked into.
Blog post is still coming, just has been pushed out about a week, it is written and sitting in locs hands!
We found some major issues with the tournament backbone we’ve spent the last couple of weeks focused on making sure it’s 100% right before we start expanding any other functionality. We’d hate to for example start doing say…tournaments with more meaning, and suddenly have you not get rewarded, not matched up properly, etc.
We’ve almost got all that stuff ironed out, soon as we do we’ll follow up with blog posts about our plan for PvP/E-sports in the coming months.
Thanks for your patience folks and sorry for the misquote on timing. we were under the impression that stuff would get up earlier and wanted to wait until we were 100% sure we knew how it’d work after addressing the issues we found before talking about it.
Thanks everyone! Once new features start turning on, you should see them, and our E-sports support growing on a pretty rapid basis. Our goal is to be faster than the timelines of other major recent esports games like LoL after they launched in the rate at which we roll out competitive features and make sure we’ve got all the major pieces needed for long term success up and running. We know it’s very important to you, and it’s very important to us to grow and build that competitive gaming community.
Best,
Colin
Hi everyone.
Thanks for bringing this to our attention. If you have already sent a report with this issue, then we will proceed to close this thread, as you have taken already the proper steps. Thank you very much for your understanding.
UPDATE:
General
Hi Incendia.
As the other players have correctly pointed out, you can just accept the copper or return the email to the sender. In any case you can delete the email and report the fellow who sent that to you.
I will proceed now to close this thread.
Woot! Congrats on your Bifrost!!! I am very jealous.
To answer the original point they are account bound. This was part of what was creating the strange bugs from last week so making them account bound has fixed a lot of the problems. It also addresses a concern of people exploiting and then circumventing using different characters.
Jon
Long story short, I run a few different dungeon paths everyday that take anywhere from 20-30 minutes.
I have 2x 80s and 1x 52 right now, so run a couple 80 dungeons twice and AC path two 3 times a day.
Before tonight’s patch, I would always get 60 tokens per path per character and never experienced DR.
After tonight’s patch, I just ran 5 dungeon runs across my 3 chars. 2 on two different characters, and one on my 3rd character.
First 3 runs I got the normal 60 tokens, but last 2 runs I just did I only got 30 tokens. Is this intentional now?
Sounds like you are not even hitting the exploit code and in fact are just receiving half because you are running the same dungeon for a second time in a row without switching. This has in fact always been part of the system since day 1.
Jon
From another thread:
Update update read all about it!
We’ve finally tracked down the root cause of these missing skill point NPCs and fixed it. This magical fix will be in the next patch after it goes through further testing. This fix will also address issues with missing Event NPCs, too.
We apologize for the hassle these have been, but thank you all for hanging in there while we got this issue sorted out.
-Bill
As you can see, it wasn’t just an issue with the skill challenge itself, but an underlying issue that was affecting almost all skill challenges and even some events.
Sorry to hear these guys are causing trouble. The initial design of them was to give players a challenge when trying out new builds before playing PvP matches. I definitely want to revisit their balancing and get them to fight as close to human players as possible.
I don’t have an ETA on when this balancing will happen, but its definitely on my to-do list .
-Bill
Update update read all about it!
We’ve finally tracked down the root cause of these missing skill point NPCs and fixed it. This magical fix will be in the next patch after it goes through further testing. This fix will also address issues with missing Event NPCs, too.
We apologize for the hassle these have been, but thank you all for hanging in there while we got this issue sorted out.
-Bill
Striking off the chains, Wet Work, Intercepting the Orb
You stood by Trahearne until all the scenes finished? I honestly can’t find any reson why it wouldn’t kick off the LC after the scenes.
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