Showing Posts For Genthar.4029:

"Partake in the Moot" Heart, Timberline Falls Incomplete

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

Last time I was in there was pre-patch, so it may have been fixed since then. I don’t currently have another character in that level range that hasn’t done the quest so I can’t verify the current status.

"Partake in the Moot" Heart, Timberline Falls Incomplete

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

You may also wish to check a similar quest in Bloodtide Coast…I can’t remember the name of the quest, but it’s with the drunken pirates in the cave on the east side. Same issue happens, no amount of water will wake some of the pirates. Must be some potent rum…;)

Specific broken spawn timers

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

I wouldn’t be suprised if this is exactly the issue that occurs worldwide. The typical player won’t notice whether it’s exactly the same mob respawning…all they see is “I killed the mob, and saw another one respawn immediately in the same spot.” I suppose it may not even be possible to distinguish for the end player if you have a few “Mobtype A” in the same area, and they coincidentally cycle through the same spawn point it would seem like you’re getting instant respawns. It might explain the ones I saw earlier as well. The mobs aren’t violating the timer, but the spawn spot has no restrictions on respawn times.

Unfortunately it still means the same thing from the player standpoint. It doesn’t matter what mob spawns in at the point, it still will seem like the respawn speed is too fast.

(edited by Genthar.4029)

Enemies respawn too fast in my personal opinion

in Guild Wars 2 Discussion

Posted by: Genthar.4029

Genthar.4029

As an example, just last night in Blazeridge Steppes, near Monument Grounds, a friend an I were clearing to the vista point when we ran into a mob that would not stay dead. Literally seconds after we killed it, it respawned. Just a normal generic ascalonian ghost mob, not a champ or veteran, and it didn’t take us long to kill (certainly not 90-120 seconds), and it respawned 3 cycles in a row within seconds of killing it. We eventually just killed it and immediately ran out of aggro range so we wouldn’t be stuck there (and yes, I watched as it respawned yet again).

I just checked all the ghost spawns in the map, and this particular area, and they’re all using the default respawn times. (95-120). So my above comment applies: is it possible that a ghost was killed nearby, and happened to respawn near your location?

I don’t think that was the case. Maybe for the first kill as we first entered the area. However, the subsequent spawns, I could see it respawning right in the same spot we killed the first mob. It was more than one respawn cycle as well. When we ran off after the third kill or so, I turned around out of curiosity to see the mob reappear right in the spot we had killed the others. It may have been some kind of transient glitch for that location, as I don’t know if the problem occurs there regularly.

I’m not sure if I can pinpoint the exact spot, but I can probably get you close. It’s on the ground, next to the wall on the north side of the archway that leads towards the vista point there. The mob spawns next to a small tree.

I’m probably not as clear as I should be in my previous message, I don’t mean to say that it spawned 3 mobs immediately after killing it. We killed it, it respawned within seconds. Rinse and repeat for a few cycles before we ran off.

Enemies respawn too fast in my personal opinion

in Guild Wars 2 Discussion

Posted by: Genthar.4029

Genthar.4029

Ah, I wish I had seen this thread earlier. There are numerous locations where mob spawns are noticably faster than the 90-120 seconds. As an example, just last night in Blazeridge Steppes, near Monument Grounds, a friend an I were clearing to the vista point when we ran into a mob that would not stay dead. Literally seconds after we killed it, it respawned. Just a normal generic ascalonian ghost mob, not a champ or veteran, and it didn’t take us long to kill (certainly not 90-120 seconds), and it respawned 3 cycles in a row within seconds of killing it. We eventually just killed it and immediately ran out of aggro range so we wouldn’t be stuck there (and yes, I watched as it respawned yet again). No events in the area.

This is not an unusual occurrence.

There’s definitely some issues with mob spawn timing all over. Orr is certainly one of the worst examples, but by no means the only one.

Toypocalypse feedback

in Wintersday

Posted by: Genthar.4029

Genthar.4029

I know you can’t change the event now – This is just feedback for future similar design considerations

Trying to stay constructive, however I will state that this was a really frustrating event for me. I did try a few times, and never ended up in a group larger than 5.

1) Being unable to enter as a group is bad. If it were possible, having the option to random group for those who can’t/don’t want to wait for a full group would be good, but if you have a party already who want to enter, you should be able to do so as a group.

2) The random grouping issue also crops up in being sent to a group that has already lost a bunch of the dolyaks. When the objective is “save 5” (and I know that’s in the process of being changed) and you’re dumped into a group of 3 people that only has 2 dolyak’s left…

3) Being sent to a group that has 2 people in it. The event waves didn’t seem to scale based on the number of people or didn’t scale down enough, so we got swarmed pretty fast in a small group. Perhaps set a minimum number for the instance to be viable. A waiting area to queue up enough people would work as well.

4) No healing? I saw the regen symbol on me, but my health never increased…maybe I didn’t last long enough to get to any “healing stages.”

5) Also, being dumped into a group that is already partway through the process is difficult as well. The first time or two through you don’t know what’s going on, and yet you’re already “behind the 8 ball” as it were since the instance is already running. That also screws the group you’re joining since you’re trying to learn what’s going on and they’re already experienced.

6) Damage scaling seemed to be off, though that could be simply because I was one of a few people in the instance. Facing 5-10 mobs with either the rifle or the cane was pretty much a no-win situation for me. The toy repair pistol was slightly better in that I could at least convert some of the toys to helping me, but that was slow and ineffective when faced with several mobs at once and my dolyaks are getting slaughtered.

7) Walls were mostly ineffective against the attacking toys, but were great at keeping me from defending. Several times I saw the attacking toys just waltz through a tiny gap in the walls and begin slaughtering my dolyaks, which meant I had to run around the walls to get to them because I couldn’t move through the same gap.

Bandits Spamming Launch

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

I’m glad I’m not the only one. I can also confirm that in Kessex Hills the bandits are doing the same things. Near perma-blindness until they’ve bled you to death. Chain knockback with the rifles, and constant lightning barrages from the casters, hitting for 500+hp a hit sometimes. Way too overpowered for the level of people running through the area.

Lag in Black Citadel/Plains of Ashford

in Account & Technical Support

Posted by: Genthar.4029

Genthar.4029

Having serious framerate issues in the Black Citadel / Plains of Ashford areas. I have no issues in any other zone, but if I’m in either of these zones, I run into areas where I will get a significant drop in FPS, to the point where it is unplayable. In most zones I run between 40-60fps, but in BC/PoA it will drop to < 10. Rarely it will clear on its own, but generally it just gets worse over time.

Restarting the client will clear the issue for the short term, but it will reoccur if I stay in either zone.

It does not appear to be tied to the number of players in the area.

I’ve tried running the -repair option on my install, and it doesn’t find any issues. I’ve also made sure that all of my drivers are up to date.

System specs:
i7 3GHz
GTX580
Windows 7 ultimate, 64bit
12GB RAM
256GB SSD

Feedback skill n00b question

in Mesmer

Posted by: Genthar.4029

Genthar.4029

Got it! I suspected that’s what it was supposed to do, but the description was confusing, and I haven’t gotten around to any serious testing with it.

Thanks everyone!

Feedback skill n00b question

in Mesmer

Posted by: Genthar.4029

Genthar.4029

Sorry for the basic question, but the description of the Feedback skill confuses me.

Does this skill reflect projectiles that the enemy fires? e.g. I drop it on an enemy archer, and he ends up shooting himself? (This would be nice and seems to make the most sense from a gameplay standpoint. But, I don’t think this is what it does, at least in my very limited Mesmer experience)

Or does it reflect external projectiles? e.g. I drop it on an enemy, and now nobody can shoot him? (this makes the least sense gamewise, but seems to be the way the text reads?)

Can someone please enlighten this n00b Mesmer?

Issues with the Guild System? Post here!

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

Server: Sanctum of Rall
Guild: Unconscious Collective [UCol]
Issue: Members intermittently dropped from the guild. On the member side the guild panel shows them a not in a guild, no guild chat, etc. Relogging sometimes helps for the rest of the session, other times the problem comes back within minutes. Have not tried checking the active guild roster when a member is “dropped.” Guild roster shows a number of guild members as location “unknown”.

Messages suppressed for over an hour [Merged]

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

I and other’s have been hit by this too. It’s hard to tell what algorithm they’re using to do the auto-squelch, but it definitely needs some tweaking. It seems to be particularly aggressive about successive sends that are similar. So if you say the same basic thing more than a couple of times you’re likely to get squelched regardless of the content of the messages. (e.g. it makes it very difficult to find a group or fill out a group using /say or /map). The timing between the messages seems unusually long as well. If someone is spamming the same thing more than once every minute or two I can understand squelching them, but there are instances where people are getting squelched even after several minutes between messages.

Someone else seemed to think that the “timeout” period resets if you try too soon, which I think is a little ridiculous. They don’t tell you how long you’ll be squelched for, but they reset the squelch if you try to send too soon…

Anyway, you’re not alone in running into this issue. It just seems to be in the “low-priority” bug bin unfortunately.

(edited by Genthar.4029)

Suggestions re: guild, map, and heart/DE's

in Suggestions

Posted by: Genthar.4029

Genthar.4029

Guild Related

  • Add a guild bulk-mail option, so that the entire guild can be messaged at once via mail.
  • Have the guild MOTD or some other settable guild related message appear on login.

Map Related

  • Be able to see your zone completion on the map for any opened zone. e.g. if I go to the full map view and click on Caledon Forest, it would be nice to be able to see that character’s zone completion stats for that zone.

Heart Quest / Dynamic Event Related

  • Have any heart quest or dynamic event that requires kills or gathers to count for the all party members present in the quest area. If it’s something other than a “kill x monsters” or “gather y components” or “defend the location” basic type, then it can still be individual.

Commanders being Squelched in /map /team

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

I was in the same boat last night, though not as a commander. Last night were 4 of us in my guild trying to get into AC, so I was looking for a 5th. I don’t think I did /map more than twice before I was squelched…and I was also squelched in /say. I’m pretty careful not to just spam the public channels, as I find it very annoying myself, so I don’t know what triggered it. I know the cynics out there will say “yeah he said twice, that means he was blasting the channel,” but it really was about twice in the span of 5 minutes and I got squelched.

Now, I had been talking alot in guild/party trying to get everyone arranged, but those are private channels and shouldn’t be affected by any squelching algorithms…if they are, then that may be a bug that should be fixed.

Guild gone, party chat not working

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

Well, it was fixed for me last night, hopefully just a transient bug.

Guild gone, party chat not working

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

That’s what was happening last night. Not good if it’s still happening…:(

Guild gone, party chat not working

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

Actually, I restarted the client several times last night, and after a few minutes I would have the bug again. However, I’m hopeful since I don’t see any more reports of it that it has since resolved itself…

Guild gone, party chat not working

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

Did this issue get resolved overnight? I’m assuming/hoping so since I don’t see any more posts on the matter…

Guild gone, party chat not working

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

Yeah, there are several “symptoms:”
Guild chat fails
Party chat fails
Sometimes there is a LONG delay in chat going through when it’s working.
Sometimes party members appear with gold colored names, like an NPC.

Really hard to play when you can’t communicate with your guild or party effectively. Hopefully they get this fixed soon.

Get rid of the downleveling system or limit it

in Suggestions

Posted by: Genthar.4029

Genthar.4029

I actually really like the downlevelling system. It allows me (since I focused on one character and am already 80) to help out friends (many of whom have alt-itis, and have not hit 80 yet) with whatever they’re doing without completely trivializing the content for them. IMO levelling proceeds too quickly as it is, I can’t imagine speeding it up by allowing even faster power-levelling.

Cathedral of Eternal Radiance - Event credit

in Suggestions

Posted by: Genthar.4029

Genthar.4029


Having recently done the group event to defeat the high priestess I think something needs to be done so that the people who are defending the three external points also get credit for the event.

As it stands now, the best way to clear the temple is to clear a POI and then leave 3-4 people or so to defend each one, and then have a group go after the priestess in the middle. However, if you’re one of the people defending the outer POI’s, you don’t get event credit when the priestess goes down.]

I like the fact that it does require a big group, and at least a little coordination and teamwork to clear, but I think all involved should get credit.

The new build is up!

in Halloween Event

Posted by: Genthar.4029

Genthar.4029

Same…Connection Error(s) detected…retrying…

Cycling the client didn’t help.

Issues with getting in dungeon instances

in Bugs: Game, Forum, Website

Posted by: Genthar.4029

Genthar.4029

Trying to get into AC – Story mode

Tried everyone zoning in at once – All in separate instances.
All but one leave their individual instance and try to reenter – unable to enter.
Individual log out and log back in – unable to enter.
Disband group – log out log back in – reform group – unable to enter.
Change characters and change back – able to enter – all in separate instances.