Q:
(edited by Ambrecombe.4398)
Q:
Could a dev please take 15 minuts of his time and fix those following issues?
- Elite Suplies trait isn’t increasing the range from the Mortar elite utility. It doesn’t work sinds the game was released and it was repported back during the beta and in a lot of bug repports back then.
- Flame Turret utility cooldown is increased to its old value (40sec instead of 25sec) when used with Deployable Turret trait. The Rocket turret bug got solved an hour after I made my first post about this issue, why wasn’t the Flame Turret corrected as well during the process?
I know it isn’t easy to track everything on the forums and some bugs requiere more attention than others. But realy, is it so hard or does it take long to adjust the cooldown or the range from a simple variable?
Thank you to take this thread into consideration!
(edited by Ambrecombe.4398)
You want a good fix or a speedy fix?? asking or assuming it is very easy and should be handled quikly is wrong in my opinion. But if you want it that way, it is very easy to fix this indeed. update notes for next content update:
’
Changed the description of elite supplies trait to ‘The Supply Crate has extra supplies and Elixir X lasts longer.’
Changed the description of deployable turrets trait to ‘Turret skills use ground targeting. Turret skills have a longer cooldown’
’
Personally I rather have a decent fix then a speedy one. It’s ok to re-report a bug, but please udnerstand it is up to Anet to prioritise them and rest asure they are reading everything.
What you don’t seem to comprehend is the fact everything is already established. Realy its all about tweaking a number or two in a giant database to fix the actual issue. It takes roughly 5 minuts to find the correct data and exactly 2sec to switch the value from that data.
I’m not asking to write a new script, i’m just asking to change a couple of values to an ID, sinds turrets have two seperated ID depending if it is deployable or not. And I also ask them to make a bridge with one of those ID to repair a broken link between an utility and a trait, if that link ever existed.
I’m not a real dev, I didn’t got any formation like the people from A-net, but I link maps, pictures and informations from streets and buildings between 3 freaking tooltables, it’s my job. So whenever you use one of those streets ID you get acces to every information about a building including personnal informations, infractions, permissions, … Most difficult thing is to create the tools you use to create links between your tables, but when this is done all you have to do is create new links with that exactly same tool wich can be compared to that game where you find the two same pictures but with a lot more of variables.
All you realy do after that is find wich data is related to what and you change a couple of numbers unless you want to create a whole new effect, like they did for the kit refinement for instance, there for you have to create a whole bunch of scripts wich later will be established with a couple of links in your tooltable.
(edited by Ambrecombe.4398)
I know it very likely is very easy. but on the other hand it isn’t always the case. I normally leave priority and timeplan to the experts who need to do it (in this case anet).
2.. that isnt bad at all. when you get to fixing the 2 engineer bugs can you fix any of the 10+ mesmer bugs that are profession breaking
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