Showing Posts For Discomoose.4913:
A new patch has come so let’s outline what has been changed/fixed and what bugs still persist.
New changes with Oct. 1st update:
- In day appearance, while wielding the weapon, the glow now has a trail while moving (the return of the trail from before the visual update.)
- In night appearance, the glow always has a trail while moving (both wielded and sheathed.)
Persisting bugs:
- Contradictory handling of sheathed appearance between day and night (day looses glow while night does not.)
- In night form a loading screen or equipping while sheathed will give Meteorlogicus a glow trail with merged day and night glow on the weapon.
- The Cloud effect of the footfall is too slow to appear (because rendering clouds takes time) so we get cloudless lightning for ~2 steps behind the character.
- The footfall effect seems to only be match the night appearance (may be a design decision due to not having the tech to change footfall effects with time of day.)
knockdown would make more sense anyways seeing as it’s called unsteady ground, if i stepped on unsteady ground i would expect to get knocked down, not knocked back.
Same bug on Vizunah Square: no turret down, Tequatl killed and no achievement !
Maybe because a turret was already destroyed at the beggining ?
Yeah I’ve seen this before, a turret starts destroyed sometimes and there is no way to fix it before the event starts. This probably counts against the achievement.
On a main world like blackgate though where they are very coordinated this might not be the case, can you confirm if there was a turret already down at the start when no one got the achievement Valierie?
The Meteorlogicus issue was directly acknowledged HERE .
We know that they read all threads but cannot post in them all so they have all the details from this post in their bug tracker. Once again the list of bugs without worrying about personal preference towards the visual appearance is:
- Contradictory handling of sheathed appearance between day and night (day looses glow while night does not.)
- In night form a loading screen or equipping while sheathed will give Meteorlogicus a glow trail with merged day and night glow on the weapon (The reason this doesn’t work in day I would assume is because the weapon looses its glow while sheathed during the day.)
- The Cloud effect of the footfall is too slow to appear (because rendering clouds takes time) so we get cloudless lightning for ~2 steps behind the character.
- The footfall effect seems to only be night form footfalls (they match the dark cloud/lightning effect present on the weapon only at night.)
The last one may or may not be a bug, I don’t know if they have the tech to have footfalls change with time of day (or else eternity may have had footfalls from the start) so clouds with lightning is cooler than just clouds so they may have had to make a design decision on that one.
The devs have said it’s in the tracker, supposedly, so we just have to play the waiting game – Though I too would really like some direct acknowledgment that they know exactly what the problem is and they’re gonna do something about it.
You will be waiting a long time before any dev from any MMO explains the particular details of a bug. We’ve been told directly that they know that there is a problem with Meteorlogicus and that they are working on fixing it, which is more acknowledgment then some bugs get. It may be a patch or two yet before we see the fix but we now know one is in the works, which is all they can give us.
Could you show a screen shot of a completed achievement which actually gives a title on your account? there are not a whole lot of titles so it’s possible that you don’t have any yet.
Edit: here is a list of titles so you can reference http://wiki.guildwars2.com/wiki/Title
(edited by Discomoose.4913)
The network error issue pictured in my first post is becoming more and more persistent, in fact this afternoon I’m only getting network errors when trying to travel to the main server.
I’m in an overflow waiting to get into the main server to fight tequatl and the prompt to join the main server with the option to travel, Wait in Queue or Leave Queue pops up. When I select Travel I go to a loading screen and end up in another overflow most of the time, and on rare occasions I get a network issue prompt (see picture). This seems like unintended behavior.
I have added my documentation of these issues in the thread https://forum-en.gw2archive.eu/forum/support/bugs/Issues-with-character-art-weapons-or-armor-2/first
Note: I removed the issue about it not automatically switching from day to night, i went to take a screenshot of day meteorlogicus with a night sky this morning and it auto switched. Might have been fixed in the patch this morning. I did however add the issue with footprint clouds being slow to appear.
Race: Sylvari (issue for all races)
Gender: Female (issue for male as well)
Profession: Elementalist (other scepter wielding professions apply here)
Item: Meteorlogicus [lvl 80 legendary acquired through crafting/mystic forge]
Issue: This issue is independent of the other pieces of armor and weaponry equipped so i have forgone the screenshot of (H). This post is regarding Meteorlogicus after the Sept. 3rd update.
- Contradictory handling of sheathed appearance between day and night (day looses glow while night does not.) [This issue seen between pictures 2, 3 and 4]
- In night form a loading screen or equipping while sheathed will give Meteorlogicus an awesome glow trail, one of the best features of the pre-Sept. 3rd look which was inexplicably removed (The reason this doesn’t work in day I would assume is because the weapon looses its glow while sheathed during the day.) [This issue depicted between pictures 1 and 2]
- The cloud portion of its footprint effect is slow to appear with respect to the lightning portion making it look odd [This issue depicted in picture 5 where the first lightning has no cloud and the second is just getting its cloud] Side note: the clouds linger longer as a result so we end up with lightningless clouds at the tail end out our footprint chain.
Can we get a little recognition that the team is working at fixing these bugs? It’s a very high profile item that takes a long time to make, it was literally just worked on last patch. The bugs noted here are:
- Contradictory handling of sheathed appearance between day and night (day looses glow while night does not) Preference would be for it to not loose its glow for me personally.
– In night form a loading screen or equipping while sheathed will give Meteorlogicus the awesome glow trail (The reason this doesn’t work in day I would assume is because the weapon looses its glow while sheathed during the day.) Preference would be for it to always have the glow trail in both day and night.
– Doesn’t automatically switch from day look to night look without a loading screen (It will switch from night to day.)
Yep I’ve experienced this as well. It will switch from night to day without a loading screen I think (though I’m not positive about that.)
Yes I have had it switch from night to day without a load screen. It sucks that it wont go from day to night since with the screenshotted behavior above, night is actually the better looking of the two forms by far.
My last rewards chest didn’t show it in the window, but the gold + laurels show up in the loot scroll area and the loot chat window and are awarded. If you are weary and want to be careful, accept it and have a loot chat window open to screenshot if you don’t get gold + laurels. That way you have good documentation to get them awarded through a ticket.
Yeah when i looked at the sky it looked night time. I always thought the day night cycle was pretty slow in this game (and didn’t pay attention because it didn’t matter to me before now) but looking at my screenshots and the in game condition seems like it very short, like ~1 hour in length. It does mean that Meteorlogicus wont switch from day to night without a load screen or something because it was in day mode until i relogged then it turned to night.
Yes it is a bug. I get more ruined stuff on my warrior than my necro. Why? Because of traited Shake it Off (will remove corruptions for you) and Last Stand (activates stability if dazed, knocked down, launched, pushed back, or stunned.) If either one of these is triggered whilst harvesting a node on warrior, it 100% results in a ruined piece of material.
Yes, sometimes you can get things ruined from damage. But that rarely happens for me. On necro or warrior if those two traits have triggered recently, I can have 3 mobs wailing on me but walk away with every harvest. But if my warrior shouts “Shake it Off!”? Bam,…. ruined node.
I generally kill everything on my warrior to prevent this from happening. But I can’t kill Temple Statues and their effects, now can I?
With a full explanation like this it does sound like a bug, be more clear about what you mean. Both so other posters know what you’re talking about and so devs know the problem you’re experiencing in full detail.
With further testing, I could not get the glow trail in daytime mode using simple unequip and equip method. When I tried to relog the weapon went back to nighttime mode. Seems meteorlogicus can’t tell what time of day it is. This is at 3:49pm eastern so at 12:49 pacific, which should most definitely be daytime.
Oddly enough Meteorlogicus just went from nighttime look (purple) to daytime (blue) and the weapon glow disappears when sheathed in the daytime look but not the nighttime look (see pictures)
I’d like to update this bug with some screen shots of what i mean with the glowing trail. I actually wasn’t able to reproduce the weapon glow disappearing when i was going to make screen shots.
The first screen shot shows Meteorlogicus with the blue/purple trail that everyone wants back from the original look before the update. This appears when you equip the weapon sheathed or first log in with the weapon equipped and goes away if you take the weapon out. The second screenshot shows how the weapon will look after you take it out and re sheath it.
It is a bug in that it only happens when certain trait related things process. Like get X buff when Y amount of damage is done to your character. This has the side-effect currently (or always; not sure how long this has been happening) of ruining the harvest when that happens. It has nothing to do with the amount of damage, since it happens less (or not at all) from my own observations in lower level areas where the trait doesn’t process as often due to level differences between my level 80 and the average mobs.
Then again, I might be totally wrong, and will be crucified by the forum know-it-alls and elites.
So what your saying is that you take enough dmg to proc the “take X amount of dmg and get Y” traits and it’s ruined, but in lower level zones where it doesn’t proc, it doesn’t ruin your gathering. This sounds like those traits are very close to the threshold of dmg between ruining the gathering and not. Once again not a bug, you just have a way of telling when you took too much dmg to gather properly.
This is not a bug at all, if when harvesting materials you take a certain amount of dmg it ruins the harvested material. Stop and kill the mobs next time and enjoy your non-ruined materials, or use a dmg reduction CD whatever works for you.
I’ve just recently got my Meteorlogicus and I’ve noticed a visual bug.
When sheathed the weapon looses it’s glow effect ALMOST always, on the rare occasion that it doesn’t it get an awesome glowy trail that was a feature of the original look of the Meteorlogicus that everyone liked and wishes was still part of the new look.
The only times i was able to get the glow working while sheathed was when i equip it from the inventory while my other weapon (a dagger) was sheathed. This doesn’t work all the time however.
Was the removal of the awesome glowy trail a bug or did you mean to remove good visual features from legendaries when updating them? The effect is still obviously tied to the weapon since I can occasionally get it to work and look good.
Will we have an option to automatically remove these runes from our equipment without destroying the equipment itself?
This helps for people who have one set of gear and opted to put MF runes in them, however this doesn’t address people who made a second set of gear for MF runes.
Nothing will happen, except that your runes now do something different. Since you don’t need the second set, salvage it for Dark Matter (after tuesday, ofc.)
Those people who made a second set of gear with the MF stat and likely MF runes gets an account bound set of gear with their choice of stats on it. Why would it be unreasonable to ask for just account bound when a second set is made for MF runes?
Each rune set gets updated. Travelers runes grant all stats, condition damage, boon duration and movement speed.
https://www.guildwars2.com/en/news/economy-report-brace-yourself-disequilibrium-is-coming/
I saw that, but that doesn’t fix the problem of having two sets of the same gear soulbound to the same character. While the new implementation of Traveler’s runes is interesting I don’t need two sets of the same armor on one character anymore and would prefer to keep my current rune configuration.
I currently have two sets of exotic Knight’s armor soulbound to one character. One set with Mesmer Runes for damage and the other set with Traveler’s runes for MF. After this update what happens to my set with Traveler’s runes?
My character does not need two sets of exotic knight’s gear anymore as you guys intended, does the set with Traveler’s become account bound so I can at least give the set to an alt to get some value out of it?
With incentives to salvage masterwork items to get account MF boosts we really need an option to disable the confirmation windows involved. This is the single reason why I don’t salvage masterwork items. It is immensely annoying to salvage an inventory full of masterwork items due to having to hit OK for each and every one.
I know the reason for the window is so people don’t accidentally salvage masterwork items and destroy sigils that they wanted, so that’s why I propose it as an option instead of getting rid of it altogether.
- Upgrade components that currently give MF bonus will be updated with new functionality.
How is this helpful? I have two exotic sets of knight’s gear. One with traveler’s runes, the other with dmg runes. I’m not going to need 2 sets of knight’s gear with two different sets of “useful” runes and how can you assure that the new functionality is desirable to everyone currently using MF runes.
Will gear with MF runes in them become account bound even though they don’t have MF as main stats? That way I can give my second set of knight’s to an alt to get some use out of it since you’re not giving out mat’s compensation for gear.
Hey all, no worries, we got you covered.
Weapons, armor and trinkets with magic find will become account bound, lose their current stats and will gain the ability to be double-clicked to select one of several stat options depending on the item.
For example, if you have an Explorer’s Pearl Staff, you can now double-click it to change it to any other crafting stat.
We will have a blog post about it with more extensive information as well, keep an eye on the website.
What about magic find runes? I have a set of gear identical to my normal set of gear however they have traveler’s runes in them instead of my normal set-up. What is happening to runes in this update?
Can we please get 1 Dye slot on the radiant gloves?
I really like the gloving hands feature and a white glow is fine, however the part of the gloves that aren’t glowing is always silver and I think it would be easier for people to incorporate the radiant gloves into their armor sets if the silver looking part can be dyed to match the rest of the armor.
For example, on my Elementalists the base theme of the set is a gold colour from the Illumination dye, so the silver base colour on the radiant gloves clash with the gold theme of the rest of my armor. If I could dye the base of the radiant gloves Illumination as well then it would look amazing with my set.
You don’t go through the door to get the scarlet playhouse, go down the stairs and to the right and you’ll see Vorpp next to a teleporter. Talk to him and he’ll activate it and you can do scarlet’s playhouse. The door/pavillion is unlocked once that’s completed.
It’s OK, I’m glad to know the change was to fix another bug! However, this makes these escort events even harder now. It was previously more forgiving if the NPCs all wiped to an AOE in a few seconds. Now this is very challenging, especially to us on lower populated servers, because as you could see from the video above these NPCs are SUPER squishy.
I’m not sure what a fix to this would be. Other than changing the vets/champs with crazy AOEs or increasing the NPCs health (e.g. at least one of the NPCs being a champ/legendary). NSP tried many times last night and failed on the Balth escort event. We probably spent 1.5hrs on it. We couldn’t do the Chan event, either, as a zerg. We had about 4 people do the Chan event while everyone else was doing Grenth so the champ jesters wouldn’t spawn and kill the NPCs right outside Meddlers.
I think this portrays the biggest issue with this change to the escort quests. The Chan escort quest to Arah cannot be done if it’s scaled high enough to include Champions. We want the events to be able to scale high enough to include champions, that was the whole point of the champion chest change.
The NPS zerg had to go to Grenth and have a small group do the escort without champs so that we could progress to the gate.
What I think needs to happen is if the event is scaling, so to should the friendly NPC’s scale. If champs are spawning, the friendly NPC’s should be veterans at the minimum if not champs themselves. We can’t control what the NPC’s do like we can our actions.
I’ve had this happen multiple times today where a previous challenger failed the subject 7 fight and the oozes that spawned stay in the arena and interfere with the next challengers fight (even if that fight is subject 7)
I’ve seen this occur both when the challenger ran out of time or had been killed
Today portrayed a serious flaw in the server system when it comes to one-time only events.
When you DC or suffer a Client Crash, you are sent to a random overflow server. This needs to be fixed ASAP. Especially before your next one-time only event so you don’t end up with thousands of people screwed out of seeing the end by being sent to an overflow which has already finished the event.
I suggest that a players spot on the server be saved for 5-10 min after a DC or client crash so what when they get back in they still get a chance to see the event to the end instead of having wasted 2.5 hours of their time and getting only repair bills to show for it like what happened to me and so many other people today.
The event was definitely fun for the most part today, I suffered 20 or so client crashes during the duration, always rejoining the overflow through my guild group who was still on the server until right near the end where I was blocked from the overflow being full. I listened on vent as my guildies finished the event and got precursor weapons while I got nothing. This obviously left a very sour taste in my mouth as I had been there from the start while most of them had only been there for half the event.
This should not be how one-time only event go down and I think this change could help the situation a lot.