(edited by Meld.1629)
Tele to friend consumed even if you cant tele
Generally for refunds it’s best to submit a ticket, but I went ahead and took care of this for you. Your replacement teleports should be in your mailbox.
Regarding the bug itself, I’ve reached out to some devs to figure out what the status on it is. Everyone’s gone home for the evening at this point, but I’ll update this thread when I have more info.
In the meantime, if anyone else has had this happen, please do contact us and we’ll hook you up with replacements.
AFAIK, the consumed-on-map-full always happens. I thought it was intentional (if super-annoying). I’ve heard guildmates grumbling about it ever since HoT came out and they started to be used more frequently, but it is not new behavior. For example:
https://forum-en.gw2archive.eu/forum/game/players/Teleport-to-a-friend-BL-Consumable-question
It would be nice to hear it’s a (fixable) bug.
www.oldtimersguild.com
There have been a number of forum posts and forum threads about this since the item came out. It’s been consuming the ’ports upon teleportation failure since it was first introduced, for a large number of people and its been noted in wiki that it does this.
Will ANet be refunding all of the people who contact support, or will there be some sort of time limit?
https://wiki.guildwars2.com/wiki/Teleport_to_Friend
Bug : If the player tries to teleport to a full map, the player will be unable to do so but the item will still be used, effectively wasting the item.
ANet may give it to you.
(edited by Just a flesh wound.3589)
Regarding the bug itself, I’ve reached out to some devs to figure out what the status on it is. Everyone’s gone home for the evening at this point, but I’ll update this thread when I have more info.
I am eagerly awaiting the info, considering several people have reported this both in-game and on this forum for nearly a year with no repsonse.
https://forum-en.gw2archive.eu/forum/support/bugs/Bug-Teleport-to-Friend
So, turns out the reason this hasn’t been addressed yet is that there are some serious technical limitations. All off the potential solutions we’ve found so far would be exploitable, so we haven’t been able to implement them. The conversation is ongoing, though, so I’ll keep you posted on what ends up happening (even if it’s just a text change to let people know the item might fail).
Will ANet be refunding all of the people who contact support, or will there be some sort of time limit?
There’s no hard and fast time limit, but we need to be able to verify the loss. If you can give us the exact date and time, it doesn’t matter if it’s a day later or 6 months, we can do the refund. Of course, most people aren’t going to remember if they wait too long, so putting in a ticket as soon as it happens is the best plan.
Technical limitations? In this case then the item should never have been implemented at all until a better solution is found. If it was merely a fixable bug then makes sense having it available, but if it has “technical limitations” is should never go live. Theoretically it can even sound like cheap excuse saying it won’t be fixed because of that.
Simply solution for now: remove the item and refund anyone who has it. It’s simply a dumb move having a broken item available as it would simply generate more and more complaints. It would save support and devs’ time (and ears :P) by simply not having such broken item until those “technical limitations” are overcome.
good to know.
hows that: you give us information when a map is full. If friend s are on a full map, they have a small symbol next to their pictures, (compared to the % completion of the nearest heart)
So if the map is full we get information that the map is full. Using a TP to friend would require 2 conformations, one has a second timer in which it cant be executed but you can check the mapstatus. then you can choose whether to use it(if map has room) or not.
good to know.
hows that: you give us information when a map is full. If friend s are on a full map, they have a small symbol next to their pictures, (compared to the % completion of the nearest heart)
So if the map is full we get information that the map is full. Using a TP to friend would require 2 conformations, one has a second timer in which it cant be executed but you can check the mapstatus. then you can choose whether to use it(if map has room) or not.
Well, I think I know what the “technical limitation” was… Megaserver. Yes this post reminded me of a fact. See how icons and health of ppl on your party show up when they aren’t in the same map as you? Megaserver is to blame (yes, these issues weren’t there before Megaserver). It’s because with Megaserver the game won’t know what instance you will be put on until you actually enter the map, then the game can’t retrieve the info somehow (that’s weird though as the game is able to tell your party member’s location to generate that blue dot O.o).
That would be the possible explanation: the game can’t tell you if the map you are going is full until you are really teleported to it because the game doesn’t know beforehand what instance you are going to be put on.
It’s because with Megaserver the game won’t know what instance you will be put on until you actually enter the map, then the game can’t retrieve the info somehow (that’s weird though as the game is able to tell your party member’s location to generate that blue dot O.o).
That would be the possible explanation: the game can’t tell you if the map you are going is full until you are really teleported to it because the game doesn’t know beforehand what instance you are going to be put on.
Those are interesting ideas, except they don’t help me understand the issues.
We know that the game can identify a character’s location; move another character to that location; and match instances. We also know that the game can’t tell that a map is full until someone tries to get in — that’s always been true, since before megaservers.
What we don’t know is why the developers don’t think there are any viable solutions that aren’t exploitable. For example, moving the player to the correct location in an arbitrary instance of the map and letting the party decide which instance to move to. (That doesn’t seem any more exploitable than using the T2F in the first place.)
It’s because with Megaserver the game won’t know what instance you will be put on until you actually enter the map, then the game can’t retrieve the info somehow (that’s weird though as the game is able to tell your party member’s location to generate that blue dot O.o).
That would be the possible explanation: the game can’t tell you if the map you are going is full until you are really teleported to it because the game doesn’t know beforehand what instance you are going to be put on.
Those are interesting ideas, except they don’t help me understand the issues.
We know that the game can identify a character’s location; move another character to that location; and match instances. We also know that the game can’t tell that a map is full until someone tries to get in — that’s always been true, since before megaservers.
What we don’t know is why the developers don’t think there are any viable solutions that aren’t exploitable. For example, moving the player to the correct location in an arbitrary instance of the map and letting the party decide which instance to move to. (That doesn’t seem any more exploitable than using the T2F in the first place.)
I don’t understand much either, I was merely guessing what the “technical limitations” could be. I’m also curious how it could be exploitable and, as I stated before, if there is no way to change it then the item shouldn’t be available at all.
I know this is an old thread, but I just wanted to let everyone know that this should be fixed in today’s patch. You still won’t be able to use these items to get into full maps, but now they won’t be destroyed when you try.
thanks for 3 extra TP to friend from the achievements, too
etherealguardians.com
I know this is an old thread, but I just wanted to let everyone know that this should be fixed in today’s patch. You still won’t be able to use these items to get into full maps, but now they won’t be destroyed when you try.
Woot. I haven’t been facing the issue but nice to hear it’s fixed. Thanks for the update.
I know this is an old thread, but I just wanted to let everyone know that this should be fixed in today’s patch. You still won’t be able to use these items to get into full maps, but now they won’t be destroyed when you try.
Woot. I haven’t been facing the issue but nice to hear it’s fixed. Thanks for the update.
LOL fixed??? You can’t use them but they won’t destroyed now. I/2 full or 1/2 empty? Doesn’t really matter does it?
I know this is an old thread, but I just wanted to let everyone know that this should be fixed in today’s patch. You still won’t be able to use these items to get into full maps, but now they won’t be destroyed when you try.
Woot. I haven’t been facing the issue but nice to hear it’s fixed. Thanks for the update.
LOL fixed??? You can’t use them but they won’t destroyed now. I/2 full or 1/2 empty? Doesn’t really matter does it?
Well, as far as I know the issue was about the item being consumed even when the teleport failed, and yes that one was fixed. But if you mean about the teleporting failing, that’s a different issue and can happen due several reasons and has nothing to do with the item itself (like map full).