Superior Rune of the Centaur
I think what is really needed here is a list of which Runes and Sigils actually work as their tool tips state, and (more importantly) which do not. There are many that have not been functional (per their tool tips) since the start of the game. If neither the item, nor the tool tips, are going to be fixed, we at least need a listing of which ones are broken so that players stop wasting game funds purchasing the broken ones.
I’m not even sure why rune of the centaur has a 10 second cooldown. What heal skill has a cooldown lower than 15 seconds? I thought they were all at least 20 seconds and not less than 15 seconds if traited to be lower.
This Bug is even mentioned in the wiki, but under discussion.
http://wiki.guildwars2.com/wiki/Talk:Rune_of_the_Centaur
Since the devs have a bug database, the best we can do is to report them here imo.
@Rain King.5914
Mesmers Mantra is one for example.
Hmm, looks like this bug isn’t fix still. I play a thief that have signet use (reduce signet by 20%, my heal skill is on a 12 seconds CD), so when I cast the heal skill (a signet), I get 12 seconds of swiftness, when the swiftness wore off, I activate the signet again, swiftness didn’t activate.
It does looks like the rune is on a 15 seconds CD, without signet use trait, I was able to activate it every 15 seconds. Is this a bug in the description or the rune itself?
Sanctum of Rall
I searched before I made my thread but didn’t get this one in the list. Guess I didn’t need to make a new thread for this.
It is sad that something as simple as this still is not fixed. Can someone not take 30 seconds out of their day and change the 15 into a 10 in the cd line of the coding? I just can not believe no one has had the time in the past 4 months.
Can someone not take 30 seconds out of their day and change the 15 into a 10 in the cd line of the coding? I just can not believe no one has had the time in the past 4 months.
I wonder why I loled when I read this.
Replacing a single character. Just back space the 5 and type 0 i guess.
I was gonna ask for a 12 second cd so it matched the swiftness duration but I figured the 0 is closer to the backspace key than the 2 was and I didn’t want to discourage any dev who read the request. It also saves them the time from pressing backspace 2 again for the rune description.
Is this going to get fixed in this big bug patch coming up? I can’t see this being more than a few minutes to fix.
I’ve passed this on to our localization team for a future update. (Sorry, I don’t have an ETA on when this will get fixed.) It might seem like a 5s fix, but it’s really not, since the fix has to be made in all language files. Fortunately it’s a number change, so no additional translations are needed.
Thanks for the info, and yes we are listening.
Honestly I never expected to get a response lol. This just made my day.
…, since the fix has to be made in all language files. Fortunately it’s a number change, so no additional translations are needed.
…
Translation: The rune is working as intended and it’s just a description change required to correct that.
I’ve passed this on to our localization team for a future update. (Sorry, I don’t have an ETA on when this will get fixed.) It might seem like a 5s fix, but it’s really not, since the fix has to be made in all language files. Fortunately it’s a number change, so no additional translations are needed.
Thanks for the info, and yes we are listening.
What about the rest of the runes? Why not have the devs do some work and figure this out their are many that don’t work as they should and are advertised to. Skip a lunch or something.
I’ve passed this on to our localization team for a future update. (Sorry, I don’t have an ETA on when this will get fixed.) It might seem like a 5s fix, but it’s really not, since the fix has to be made in all language files. Fortunately it’s a number change, so no additional translations are needed.
Thanks for the info, and yes we are listening.
Has the localization team looked at any of the turret traits? :|
sigh 9 months, Whats annoying is all the money spent on temporary content (and mods) and they can’t even go through the tooltips and fix all the Confirmed errors (both on forum and wiki).
. . I appreciate its not a 5second fix but a lot of these errors have been around since launch (in fact with all the very obvious errors it feels like open beta )
Its a shame when a companies priorities does NOT match that of its customers
as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.
as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.
And that’s my problem why? Perhaps if these things were done right the first time they would not be in this situation.
as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.
well than maybe the better solution would be to actually change the CD to 10 sec
as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.
well than maybe the better solution would be to actually change the CD to 10 sec
That is the better solution, have the effect match what we were sold. Some folks spent rl cash to get diamonds to change over for gold only to have the item not be what they were sold.
Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!
as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.
And that’s my problem why? Perhaps if these things were done right the first time they would not be in this situation.
So you’re saying that you can write a novel and get everything right the first draft?
Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!
Best thing I heard all day.
Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!
Didn’t wanna post it here since it was about runes of centaur but now that you mention it, while runes are getting fixed make sure to look at lyssa runes not activating with supply crate and other elites >.<
(edited by Penguin.5197)
as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.
And that’s my problem why? Perhaps if these things were done right the first time they would not be in this situation.
So you’re saying that you can write a novel and get everything right the first draft?
Not at all, although I do not have a qa team working for me, or years of developing the game and months on months of having people beta test it and report bugs not to mention the excessive time they have since launch to correct these and other glaring issues, alot of which were reported in beta.
How ever even I could program something that dosen’t work right.
Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!
Uh, just out of school computer science major here.
I don’t think it should be that hard. Just turn the values in the traits into variables, and then pull data directly from the traits data base into those variables after any patch/maintenance.
So for example, X% of toughness is given as a bonus to precision. X is being filled in by a query to the database that stores the actual numerical data on what traits do.
(edited by timidobserver.7925)
Uh, just out of school computer science major here.
I don’t think it should be that hard. Just turn the values in the traits into variables, and then pull data directly from the traits data base into those variables after any patch/maintenance.
So for example, X% of toughness is given as a bonus to precision. X is being filled in by a query to the database that stores the actual numerical data on what traits do.
You’re right, it’s not hard…. if you have access to the data. It’s entirely possible that what manages the tooltips is in a different C++ project or just inaccessible for whatever reason (lots of things can cause this). That makes this more of a project founded in restructuring their data management rather than “can I put a variable into a string” which is, as you described, easy.
I hope you guys manage to look at all the runes that give a bonus to bleed duration, I haven’t checked them in many months, but I also haven’t read anything in the patch notes about them being fixed.
Uh, just out of school computer science major here.
I don’t think it should be that hard. Just turn the values in the traits into variables, and then pull data directly from the traits data base into those variables after any patch/maintenance.
So for example, X% of toughness is given as a bonus to precision. X is being filled in by a query to the database that stores the actual numerical data on what traits do.
You’re right, it’s not hard…. if you have access to the data. It’s entirely possible that what manages the tooltips is in a different C++ project or just inaccessible for whatever reason (lots of things can cause this). That makes this more of a project founded in restructuring their data management rather than “can I put a variable into a string” which is, as you described, easy.
True enough.
as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.
And that’s my problem why? Perhaps if these things were done right the first time they would not be in this situation.
So you’re saying that you can write a novel and get everything right the first draft?
Not at all, although I do not have a qa team working for me, or years of developing the game and months on months of having people beta test it and report bugs not to mention the excessive time they have since launch to correct these and other glaring issues, alot of which were reported in beta.
How ever even I could program something that doesn’t work right.
The thing with the tool tips is apparently they’re hardcoded. Which means if things like the cooldowns were changed after the ti[p was written, it wouldn’t change the tooltip. Depending on WHEN it was changed, the powers type people might not of been able to get the word over in time to the text/localization folks, and wouldn’t necessarily realize the issue because they tend to look at what it does vs what it says it does.
Uh, just out of school computer science major here.
I don’t think it should be that hard. Just turn the values in the traits into variables, and then pull data directly from the traits data base into those variables after any patch/maintenance.
So for example, X% of toughness is given as a bonus to precision. X is being filled in by a query to the database that stores the actual numerical data on what traits do.
You’re right, it’s not hard…. if you have access to the data. It’s entirely possible that what manages the tooltips is in a different C++ project or just inaccessible for whatever reason (lots of things can cause this). That makes this more of a project founded in restructuring their data management rather than “can I put a variable into a string” which is, as you described, easy.
On the plus side, looks like they’re going to fix the tips to work off the database and not self-stored values.
Guess they didn’t find the backspace or the 0 button this patch period.
Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!
While they are at it, can someone look at a fix for the absurd long cool down on sigils such as the sigil of demon summoning. Because a lot of those sigils are pretty much useless due to their absurd cool downs.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Just tested it and it is still not fixed. This was the big bug fixing patch correct? I hope this wasn’t forgotten about since this is an important bug to fix for wvw mesmer, imo.
it also doesnt work underwater
it also doesnt work underwater
You don’t have a rune in your breather so you only have 5 underwater. Put the run in and it works the same on as on land. I made that mistake after I got a new breather and forgot to put it in, lol.
Did this fix make it into this patch? Will it be coming soon if it hasn’t?