Stuck in walls, over and over and over...
The insult was very unnecessary, but I agree that there are some problems with getting stuck in walls.
I haven’t had a problem with what you are saying, but when I have logged out while very close to hollow objects, on two separate occasions I have logged back in, but stuck inside them. One time it was a pillar, the other time a box.
Can you please finally fix this issue?
I am 99% sure that they cannot because there is no “this issue” — it’s a variety of different things, some of which require a variety of changes to address.
When the game launched, mesmers would get stuck nearly every day using staff-2 or blink (as well as a couple of other situations). There wasn’t a single cause, so there wasn’t a singular solution. ANet changed the way that collision detection was handled, changed the way that the game calculates paths, and changed the requirements before allowing PCs to teleport. These days, I can’t remember the last time I got stuck using one of those skills.
However, those changes had other consequences (you might have noticed that teleports & shadowsteps suffer an increase of “no valid path” errors, along with other actions that have trouble being executed).
So there’s no one cause & fixes aren’t without their own collateral effects.
The best thing we can do is to report what happens with details, so that ANet can spend most of their energy on identifying & addressing root causes, and not on trying to figure out what we meant.
- Use the in-game /stuck command — that’s nearly instantaneous and automatically reports the location, IP, and most recent actions
- If also reporting on the forums or via in-game /bug reporting tool, include the gory details. What did you just do before getting stuck.
tl;dr patience; these things take a while to address (and help ANet out by using /stuck when it happens)
I do report using /stuck, but frustration has truly reached a level where I needed to vent.
You are right that there is no “one cause”, but at least they could introduce an unstuck function that allows you to port anywhere in a certain (not too large) radius in order to free yourself. Listing the level of difficulty to solve the issue in my honest opinon is only an excuse. This has happened far too often to me, in the past two weeks alone, to call it an unlucky conincidence.
P.S. If they are too busy to introduce a proper unstuck mechanic then they need to create far more waypoints in the new maps.
(edited by Ashantara.8731)
Well, your perception is your perception. I don’t doubt that you get stuck often, but outside of Oakheart’s Reach, I rarely see it happen (and most of those inside instances, where /stuck works like you’d like: it moves you).
I don’t agree that the game needs more waypoints, especially if this is the only reason. I’d rather they do a better job of collision detection generally then apply any band-aids… unless, of course, my perception is warped and /stuck is a lot more common than I think.
Well, your perception is your perception. I don’t doubt that you get stuck often, but outside of Oakheart’s Reach, I rarely see it happen (and most of those inside instances, where /stuck works like you’d like: it moves you).
When I got stuck during the LWS3 Ep. 6 story mission, after the Self-Doubt pushed me into a wall, /stuck did nothing for me. I had to start the whole mission over.
I don’t agree that the game needs more waypoints, especially if this is the only reason. I’d rather they do a better job of collision detection generally then apply any band-aids…
That’s what I would like to see, too, but then you argued that it would be too much work. Or maybe I misunderstood the intention of your response.
Well, your perception is your perception. I don’t doubt that you get stuck often, but outside of Oakheart’s Reach, I rarely see it happen (and most of those inside instances, where /stuck works like you’d like: it moves you).
When I got stuck during the LWS3 Ep. 6 story mission, after the Self-Doubt pushed me into a wall, /stuck did nothing for me. I had to start the whole mission over.
I don’t agree that the game needs more waypoints, especially if this is the only reason. I’d rather they do a better job of collision detection generally then apply any band-aids…
That’s what I would like to see, too, but then you argued that it would be too much work. Or maybe I misunderstood the intention of your response.
(1) you have to wait for /stuck to work in a story instance; it sometimes takes 30 seconds (during which you cannot move). If it’s not working, /bug report that (ironic, I know, but still).
(2) I didn’t say it would be “too much work”. I said that, as stated, the problem is not solvable, because it’s not a single problem; it’s lots of issues. Each of those can be addressed. The issue is that it takes time to address them (and that they aren’t without side effects).
I further said that ANet has successfully addressed many of the /stuck issues that plagued the game at launch.
I forgot to mention that one of the issues is that there are lots of things that need to be true for us to never get stuck. It would require perfect pathing, perfect collision detection, perfect clarity in distinguishing between when things should collide (and when they shouldn’t), and probably half a dozen other things that aren’t obvious to us as players.
It’s a good goal, to eliminate /stuck situations, but it’s not any one thing, so it takes constant effort to reduce, let alone prevent
tl;dr remains the same: be patient; this will get addressed, just not quickly and it can’t be completely prevented.
(I don’t mean to suggest that it’s not frustrating when it happens; the mesmer staff-2 bug used to drive me nuts, it happened so often after launch. I just didn’t let it affect my enjoyment of the rest of the game.)