Showing Posts For WinterWolf.7231:
Crashed again during the last phase of the event in Auric Basin…
Apparently its been addressed, and this is what i found:
https://www.reddit.com/r/Guildwars2/comments/3r3rul/can_we_please_get_a_dev_to_acknowledge_that_this/
(edited by WinterWolf.7231)
btw, nvidia seems to get the oom crash far more than ati cards, while i on my intel HD shared UMA havent crashed once with OOM error, only a few bouncy chests crashes because of the UI changes,
Or NVidia user simply think that they have the best cards on the world and thus
it would be an insult to their fantastic GPU to have some settings NOT ON MAX ?Of course i also wouldn’t wonder if its really just another issue of NVidias crappy
drivers.
I have upgraded from a “GTX 560/4g RAM” to a “GTX 960/8g RAM”.
Using the 560 was fine, it ran GuildWars2, but I wanted something better…
After upgrading to a better card with more memory everything was great.
Up to the point HoT finally released…
I do not think that its the card considering the other games i run currently have no issue. Seems to only be GuildWars2 that is having trouble…
What I want to know is if its the card, the driver, or GW2 that’s causing the issue so the problem can be fixed.
post the entire log… the first line will prob read something about OOM error
out of memory crash because the game has a major memory leak atm.
they refuse to even admit that its happening yet almost no one can stay on longer than 5-10 minutes or maybe 30 mins to an hour if you have more than 8g ram and 4g video ram
Seems your right…
Heres the start of that error report:
___________________________
- Crash <—*
OOM: Heap, bytes=8294448,
App: Gw2.exe
Pid: 10052
Cmdline:
BaseAddr: 00C60000
ProgramId: 101
Build: 54738
When: 2015-10-30T10:35:23Z 2015-10-30T05:35:23-05:00
Uptime: 0 days 3:03:52
Flags: 0
___________________________
I have the same problem. Also using a GTX 960. My specs are very similar to yours. Random crashes every hour or so. Usually before I crash I have the weird graphics bugs but I’m not always aware of it. The crash happens everywhere.
I have noticed that it tends to happen around 1-2 hours wile in game. So far I have crashed in WvW/PvE after seeing these models. Also crashes while using the exalted-armor during the events. Wouldn’t mind if this happened before HoT, but it started just after it released.
EDIT: Turns out its running out of memory… Listed the full error report as well.
It really sucks when your at an critical phase during events and the game crashes.
EDIT-2: Forgot to add a link to reddit that has an Anet response to this.
Reddit post on OOM
Seems more posts of this error are popping up around the forums.
Around 1-2 hours of playing i see these green/blue models walking around. Its not on every NPC just a few, and if I try to take screenshots of them my game crashes. Note that the game eventually crashes if the NPC disappears/dies, this happened in WvW.
Haven’t had a problem till after HoT launched, and should not be having an issue with my graphic card.
Was able to get pictures of this through video recording. Pictures are attached below.
Would like to know if its really on my side or not, and if there is anything I can do to fix the problem.
System Info:
GPU: GeForce GTX 960
CPU: Intel® Core™ i7-2600 CPU @ 3.40GHz
Memory: 8 GB RAM
OS: Windows 7
—> Crash <—
OOM: Heap, bytes=8294448,
App: Gw2.exe
Pid: 10052
Cmdline:
BaseAddr: 00C60000
ProgramId: 101
Build: 54738
When: 2015-10-30T10:35:23Z 2015-10-30T05:35:23-05:00
Uptime: 0 days 3:03:52
Flags: 0
—> System <—
Name: PC
IpAddr: 0.0.0.0
Processors: 8 [GenuineIntel:6:10:7]
OSVersion: Windows 6.1 (64 bit)
—> System Memory <—
Physical: 1870MB/ 8109MB 23%
Paged: 8492MB/16216MB 52%
Virtual: 264MB/ 4095MB 6%
Load: 76%
CommitTotal: 7724MB
CommitLimit: 16216MB
CommitPeak: 8522MB
SystemCache: 3064MB
HandleCount: 54045
ProcessCount: 85
ThreadCount: 1241
—> Process Memory <—
Private: 3153MB
WorkingSet: 2919MB
PeakWorkingSet: 3024MB
PageFaults: 52269217
—> Memory Category Usage (Inclusive) <—
[Category] [Size(MB)] [Count]
VRAM 1331.15 26169
Root 981.28 1194713
VRAM – Prop Tex 557.91 1291
Programmer Data 445.59 432154
Art Assets 395.37 16116
Engine 224.07 265436
VRAM – Gr Postproc 219.38 20
Anim Import Models 183.13 412
Anim Import Packfile 183.13 412
Game 132.88 111650
Map Assets 122.57 12772
VRAM – Gr Geometry 122.25 887
VRAM – Character Geo 119.29 262
Prop Models 109.79 6789
Gr 109.61 161572
Uncategorized 100.61 691231
Content 96.50 37301
Prop Packfile 85.71 541
Character Models 81.06 593
Map 64.88 37819
Collections 60.41 8387
Map Zone 59.07 14584
Dictionary 58.02 1781
VRAM – UI Textures 56.91 1554
—> Memory Category Usage (Exclusive) <—
[Category] [Size(MB)] [Count]
VRAM – Prop Tex 557.91 1291
VRAM – Gr Postproc 219.38 20
Anim Import Packfile 183.13 412
VRAM – Gr Geometry 122.25 887
VRAM – Character Geo 119.29 262
Uncategorized 100.61 691231
Content 96.50 37301
Prop Packfile 85.71 541
Map Zone 59.07 14584
Dictionary 58.02 1781
VRAM – UI Textures 56.91 1554
VRAM – Terrain Tex 49.33 52
Composite Tex Pool 41.17 82
Gr 39.06 7542
VRAM – DDI Shader 37.74 21655
VRAM – Gr Shadow 32.00 1
VRAM – Effect Geo 29.51 109
Text 25.05 3832
Audio 24.59 2160
VRAM – Composite Tex 24.58 23
Character Packfile 22.33 82
Prop Tex 19.00 21
Gr Umbra 18.01 2893
Collide Havok 17.26 43216
[DbgHelp.dll is C:\Windows\system32\dbghelp.dll]
[DbgHelp.dll version 6.1.7601.17514 (64/32-bit compatible)]
—> ClientContextThreadProc Thread 0×2668 <—
—> Trace <—
Pc:00f6d92f Fr:0855f480 Rt:0103e509 Arg:00000010 00000000 01c0a8d8 000000b6
Pc:0103e509 Fr:0855f4b8 Rt:0103e1d1 Arg:02369e30 007e9030 0000002a 00000001
Pc:0103e1d1 Fr:0855f4e8 Rt:00f90b40 Arg:00000001 0000002a 00000001 00000000
Pc:00f90b40 Fr:0855f50c Rt:0134660b Arg:00000001 00000000 00000001 00000000
Pc:0134660b Fr:0855f568 Rt:01346b28 Arg:00000001 04988428 00000013 00000000
Pc:01346b28 Fr:0855f788 Rt:012ac05f Arg:00000001 04988410 00000008 04988410
Pc:012ac05f Fr:0855f7b8 Rt:012a687f Arg:0855f840 0886dab8 04b4e054 3c9ba5e3
Pc:012a687f Fr:0855f7e4 Rt:012a8c5f Arg:3c976df9 0111c733 04b4e010 04b4e460
Pc:012a8c5f Fr:0855f88c Rt:0111a6be Arg:04b4e010 00000002 00000002 00000010
Pc:0111a6be Fr:0855f908 Rt:0111b8c2 Arg:aebdc6da 01d112fe 4e996158 00000001
Pc:0111b8c2 Fr:0855f948 Rt:01119e91 Arg:047f3d30 0056d5b0 00f6ef78 00000000
Pc:01119e91 Fr:0855f968 Rt:010c0660 Arg:047f3d30 4e9961b0 00000000 0056d5b0
Pc:010c0660 Fr:0855f9a0 Rt:010c0788 Arg:00000000 0855f9b8 7701337a 0056d5b0
Pc:010c0788 Fr:0855f9ac Rt:7701337a Arg:0056d5b0 0855f9f8 77c89882 0056d5b0
Pc:7701337a Fr:0855f9b8 Rt:77c89882 Arg:0056d5b0 6f17374b 00000000 00000000
Pc:77c89882 Fr:0855f9f8 Rt:77c89855 Arg:010c070c 0056d5b0 00000000 00000000
Pc:77c89855 Fr:0855fa10 Rt:00000000 Arg:010c070c 0056d5b0 00000000 00000000
—> Thread registers <—
eax=0855eff4 ebx=0855f43c ecx=01c0a8d8 edx=0855f43c esi=7701585e edi=00000000
eip=00f6d92f esp=0855f418 ebp=0855f480
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200246
eax-32 0855EFD4 d39c6b10 00010001 00000001 00000000
eax-16 0855EFE4 00000000 0855f044 76c1c42d 0855eff4
eax 0 0855EFF4 80000003 00000000 00000000 76c1c42d
eax16 0855F004 00000000 00000000 00000000 44908333
eax+32 0855F014 45702000 c549be3d 3f800000 3f14612b
eax+48 0855F024 3f14612b 3f028f5c 6574614d 6c616972
ebx-32 0855F41C 01c0a8d8 000000b6 00000000 00000001
ebx-16 0855F42C 02369e30 0855f4e0 00000000 00000001
ebx 0 0855F43C 70616548 7962202c 3d736574 34393238
ebx16 0855F44C 00383434 00000010 00000020 0855f4e0
ebx+32 0855F45C 0855f480 0103de54 00000438 00000000
ebx+48 0855F46C 00000001 02369e30 0855f4e0 00000020
ecx-32 01C0A8B8 6143676d 632e636c 00007070 736d6964
ecx-16 01C0A8C8 2620782e 69642026 792e736d 00000000
ecx 0 01C0A8D8 2e5c2e2e 2e2e5c2e 676e455c 5c656e69
ecx16 01C0A8E8 495c7247 495c676d 654d676d 70632e6d
ecx+32 01C0A8F8 00000070 76656c2a 6c536c65 2073746f
ecx+48 01C0A908 656c203e 736c6576 00000000 6874614d
edx-32 0855F41C 01c0a8d8 000000b6 00000000 00000001
edx-16 0855F42C 02369e30 0855f4e0 00000000 00000001
edx 0 0855F43C 70616548 7962202c 3d736574 34393238
edx16 0855F44C 00383434 00000010 00000020 0855f4e0
edx+32 0855F45C 0855f480 0103de54 00000438 00000000
edx+48 0855F46C 00000001 02369e30 0855f4e0 00000020
esi-32 7701583C 023a0ae9 90909000 ff8b9090 5dec8b55
esi-16 7701584C 909005eb ff909090 010b9825 90909077
esi 0 7701585C ff8b9090 5dec8b55 909005eb ff909090
esi16 7701586C 010da425 90909077 ff8b9090 6aec8b55
esi+32 7701587C 10458d00 1075ff50 ff0c75ff f4e80875
esi+48 7701588C 85ffffe5 8b0774c0 c25d1045 c883000c
—> Code <—
00F6D90F 806abc01 8d45bc6a 4050e8e2 68ffff83 .j…E.j@P..h…
00F6D91F c4108d55 bcb90500 00006a00 ff751453 …U……j..u.S
00F6D92F e82c9400 008b55b4 8b45b88d 5a178b75 .,….U..E..Z..u
00F6D93F 1883e3f0 8bcb8843 fa8ac32a c2668973 …….C…*.f.s
00F6D94F f88843fb 0fb6c02b c8897bfc 3bca7414 ..C….+..{.;.t.
00F6D95F 68e50300 00bafc69 bc01b990 6abc01e8 h……i….j…
—> Stack <—
0855F418 00f6d934 01c0a8d8 000000b6 00000000 4……………
0855F428 00000001 02369e30 0855f4e0 00000000 ….0.6…U…..
0855F438 00000001 70616548 7962202c 3d736574 ….Heap, bytes=
0855F448 34393238 00383434 00000010 00000020 8294448….. …
0855F458 0855f4e0 0855f480 0103de54 00000438 ..U…U.T…8…
0855F468 00000000 00000001 02369e30 0855f4e0 ……..0.6…U.
0855F478 00000020 4e996c90 0855f4b8 0103e509 ….l.N..U…..
0855F488 00000010 00000000 01c0a8d8 000000b6 …………….
0855F498 0000002a 00000000 00000003 0855f4e0 ………….U.
0855F4A8 00000013 00000030 00000020 0000000c ….0… …….
0855F4B8 0855f4e8 0103e1d1 02369e30 007e9030 ..U…..0.6.0.~.
0855F4C8 0000002a 00000001 00000000 00000000 *……………
0855F4D8 00000003 02369e30 00000001 00000001 ….0.6………
0855F4E8 0855f50c 00f90b40 00000001 0000002a ..U.@…….…
0855F4F8 00000001 00000000 00000000 00000000 …………….
0855F508 00000000 0855f568 0134660b 00000001 ….h.U..f4…..
0855F518 00000000 00000001 00000000 00000000 …………….
0855F528 00000013 0855f548 00f6edf9 0000068c ….H.U………
0855F538 00facff0 483f1b70 483f1b58 77c6fec9 ….p.?HX.?H…w
0855F548 76c20e0a 77c6fa19 76c20de2 0000068c …v…w…v….
0855F558 00000000 0855f570 00000000 0000068c ….p.U………
0855F568 0855f788 01346b28 00000001 04988428 ..U.(k4…..(…
0855F578 00000013 00000000 0855f59c 00f6edf9 ……….U…..
0855F588 0000068c 00facff0 483f1af0 483f1ad8 ……….?H..?H
0855F598 77c6fec9 76c20e0a 77c6fa19 76c20de2 …w…v…w…v
0855F5A8 0000068c 00000000 0855f5c4 00f6edf9 ……….U…..
0855F5B8 0000068c 00fad032 1315a728 77c6fec9 ….2…(……w
0855F5C8 76c20e0a 77c6fa19 76c20de2 0000068c …v…w…v….
0855F5D8 00000000 0855f5f8 77c6fec9 76c20e0a ……U….w…v
0855F5E8 77c6fa19 76c20de2 0000068c 00000000 …w…v……..
0855F5F8 0855f60c 00f6edf9 0000068c 00fad032 ..U………2…
0855F608 1316accc 0855f6c0 00fab8ea 1316accc ……U………
0855F618 0000002d 00fbc617 5a872c10 1143d910 -……..,.Z..C.
0855F628 04000000 0000000c 5f69cd90 0000000c ……….i_….
0855F638 00f9d361 0002cc22 00000000 00000870 a…"…….p…
0855F648 42000000 00000000 1143d910 41800000 …B……C….A
0855F658 a75d4610 00000000 77c6fec9 76c20e0a .F]……..w…v
0855F668 77c6fa19 76c20de2 0000068c 00000000 …w…v……..
0855F678 0855f694 00f6edf9 0000068c 00facff0 ..U………….
0855F688 00000000 00000010 4aea0e10 0855f6bc ………..J..U.
0855F698 00fab851 4aea0e10 00000010 4aea0e10 Q……J…….J
0855F6A8 1143d910 00f799d5 5a872c10 1143d910 ..C……,.Z..C.
0855F6B8 04000000 0855f6f0 00fb88e4 0891b5a8 ……U………
0855F6C8 00000003 0000002d 1143d910 04000000 ….-…..C…..
0855F6D8 ffffffff 00000000 00000000 1143d910 …………..C.
0855F6E8 77c6fec9 76c20e0a 77c6fa19 76c20de2 …w…v…w…v
0855F6F8 0000068c 00000000 04988428 9bb74190 ……..(….A..
0855F708 9bb741a8 00facff0 0855f758 0855f76c .A……X.U.l.U.
0855F718 01a5052d 9bb741ac 00000000 9bb741ac -….A…….A..
0855F728 00000002 00000000 04988428 00000000 ……..(…….
0855F738 00000013 0855f758 0855f788 00f7c718 ….X.U…U…..
0855F748 0855f758 5b4e1dc4 01a45333 00000008 X.U…N[3S……
0855F758 0855f758 0855f751 00000001 9bb74190 X.U.Q.U……A..
0855F768 9bb741a8 0855f784 01a50837 00000000 .A….U.7…….
0855F778 017c07f7 00000013 04988428 4e996f98 ..|…..(….o.N
0855F788 0855f7b8 012ac05f 00000001 04988410 ..U._.………
0855F798 00000008 04988410 00000013 00f7cd0a …………….
0855F7A8 3c976df9 00fa14b7 3c976df9 0855f7e4 .m.<…..m.<..U.
0855F7B8 0855f7e4 012a687f 0855f840 0886dab8 ..U..h.@.U…..
0855F7C8 04b4e054 3c9ba5e3 3c976df9 3c976df9 T……<.m.<.m.<
0855F7D8 3c976df9 3c9ba5e3 3c9ba5e3 0855f88c .m.<…<…<..U.
0855F7E8 012a8c5f 3c976df9 0111c733 04b4e010 _.*..m.<3…….
0855F7F8 04b4e460 00000001 00000002 00000002 `……………
0855F808 00000010 0855f824 0855f82c 04b4e460 ….$.U.,.U.`…
—> Error Logs <—
Texture missing mip chain: 0×128ad0
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Debug token ‘0xf1059’: Lightning ran out of space for new bolts.
Model ‘0×0f9f95’: Permutation ‘default’ not found, auto selecting permutation
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Model ‘0×0f9f95’: Permutation ‘default’ not found, auto selecting permutation
Texture missing mip chain: 0×134878
Texture missing mip chain: 0×134876
Texture missing mip chain: 0×134876
Texture missing mip chain: 0×134876
Texture missing mip chain: 0×134876
Texture missing mip chain: 0×134876
Texture missing mip chain: 0×134876
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×134878
Model ‘0×0f9f95’: Permutation ‘default’ not found, auto selecting permutation
Texture missing mip chain: 0×134878
Debug token ‘0xf1059’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×128ace
Texture missing mip chain: 0×128ad0
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Debug token ‘0xf1059’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×128ace
Texture missing mip chain: 0×128ad0
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×134879
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×128ace
Texture missing mip chain: 0×128ad0
Texture missing mip chain: 0×134878
Texture missing mip chain: 0×128ace
Texture missing mip chain: 0×128ad0
Debug token ‘0xf1059’: Lightning ran out of space for new bolts.
Model ‘0×0f9f95’: Permutation ‘default’ not found, auto selecting permutation
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
—> DirectX Device Info <—
VendorId = 0×10de
DeviceId = 0×1401
Version = 10.18.0013.5850
Description = NVIDIA GeForce GTX 960
Compat = 0×00100800
VidMem = 4095 MB
(edited by WinterWolf.7231)
Yes, agreed we need to bring Scarlet back. Cause we haven’t had enough of her yet…
Edit: Would be nice to see whats being held back for the sixth trait line….
(edited by WinterWolf.7231)
These bugs have been fixed a few patches ago, I want to thank ANET for fixing this finally…
Thank you!
I never saw any word that they were working on it… but all is good now that minions actually work.
In the Jester Falls area in Metrica Province the Golems that the NPC Gives you will stay there indefinitely if the owner of the Golem logs out. In a result the area becomes overwhelmed with Golems.
Heart Quest : Assist Researcher Kaii with Incomp’s scrap
This is where the Golem uprising begins!
I tried to use Flesh Golem but he only spectates my fights. I tried to force it to engage, but refuses to. This wasn’t that bad before (the last time I tried Flesh Golem). Seems like the AI is worse now.
Minions AI started acting-up (least as I remember) around the time Scarlet showed up.
Then the patches after that progressively made it worse.
Is that including the ranged ones, because they already tend to “stand” there and do nothing.
Have a post on this already…
MinionsDontWork
Bump. I was hoping there would be some fixes for Necromancer minion stuck-to-spot behaviour when attacking in the latest huge update but no luck.
Please please look into this.
Agreed, tried minions again and to my astonishment they still messed up…
Edit: Would be nice to know if this will be resolved in “Heart of Thorns” or will it still get ignored…
(edited by WinterWolf.7231)
Well done for watching the POI livestream WinterWolf.
Didn’t watch it. Found this due to boredom, and the need to jump on things…
Found this gold coin hidden in LA, not sure what its even there for, had to jump up there just to find it. Would be nice to find out…
Whoever put that there thanks, I spent an hour trying to pick it up…
Theyr’e never going to fix it. It’s clearly a deeper problem with managing pathing and 3D geometry. Oh wait, ranger pets work just fine (in all but rare cases). It’s just everything else that’s screwed up. This applies to necro minions and summons of any kind (from eles, from rune effects, ogre pet whistles, everything). Well, summons from players. Stuff summoned by mobs works, probably because they’re just considered and treated as extra mobs which don’t require any additional code.
I’ve asked this before—to deaf ears, of course—but why do ranger pets work fine but nothing else does? It’s apparently a matter of pathing, so why isn’t everything else using the same pathing mechanism/code that ranger pets use? If all these bugged out minions/summons had the same pathing ability that ranger pets have 99% of the complaining about this crap would cease. Guaranteed.
But, as said, they’ll never fix it. If after 2 years—yes, this issue was around even in beta and reported by many, many players—they haven’t bothered with something so widespread in general use and fundamental to a build that they themselves included in the game with clear intent for people to use and enjoy, they will flat out never fix it. This is why they never bother to acknowledge what measures they’re taking against the problem. No plans to fix = no measures needed.
As much as I respect ANet as an entity and likewise the devs, in general who are pretty kitten good at their craft, this particular issue always makes me grind my teeth and makes me temporarily forget all the good stuff around the place. Bottom line: there is simply no excuse for not having corrected this in some fashion by now.
Starting to agree that Anet dose not care about this issue.
Yes, the issue effectively breaks a core build of the necromancer and should be looked into.
I wish it was that simple, but still seems that they do not care to address this issue.
Will do more “testing” tomorrow to see if the recent patches did ANYTHING, highly dout it though…
It would be nice to at least see some interest, from ANET, in the issues MM necromancers have.
I’m surprised Anet hasn’t looked into this. I mean it shouldn’t be hard, the ranger’s pets seem to work fine and so do the summoning pets from the runes and sigils, why is it hard to get the necro’s minions to work the same way?
At this point it seems they don’t give a kitten …
Almost tired of asking them about this…
Little push from site 8. I think, the enemy player has a unfair benefit from this bug.
Is actually true if the skills are bugged so much that they don’t work, makes a huge advantage over the person using minions.
More “evidence” that the AI is messed up.
Attachments:
Bumping this topic. It’s getting very frustrating using these minion skills and watching them not performing.
It gets worse with every patch apparently…
Which skill?
Also good luck getting any help on necros, Anet tends to ignore them…
This goes for the following minions :
- Bone Minion
- Shadow Fiend
- Flesh Golem
All of the melee minions tend to lock up while trying to attack a target or when the controller is under attack. Minions tend to do this about 60-80% of the time during use. It does look like register the attack but glitch out to their idle stance over and over. However if the target is close enough to the minion, as in right next to it, it can and will attack until the target gets farther away from them. They don’t seem to have an issue with attacking a tower gate or any other object that can not move.
I know being a Minion-Master is not the most popular thing to use in most areas of the game. I do enjoy playing it regardless of how buggy minions get. However, during the past few months I have seen them get worse. While in WvW borderlands the minions locked up roughly 75% of the time refusing to attack or protect me. Its not just WvW though, it happens off and on in other areas. This has happend in PvP arenas and most PvE maps.I have looked through the forums for similar topics and none I have seen have been replied to by Anet.
It may be the pathing or the minion AI, i’m not sure but it needs to be looked into.
The more the game updates the worse minions seem to get.Edit: Still no word on this after a month? Not surprised…
Edit: New issues with the update with the “flesh of the master” trait.
Minions tend to die when switching level areas or when the player is downed.-Wolf
Well good news, Anet fixed one thing wrong… Minions no longer die when switching level areas.
Will we ever get a response out of this?
Edit: Changed the title to something that might get a response, but is still related to the topic.
(edited by WinterWolf.7231)
Still no improvement on the way the minion AI.
Does anyone a Anet even care about this?…
Getting really tired of asking, but if i don’t who will…
I recently came back to the game after a six month break and the minion’s AI has definately been boinked up since then. One of the patches has definately messed something up.
My minions often sit around doing nothing.
Minion AI used to be a real issue early in the game, but the fixed that issue sometime around 1 year ago (yeah, I can’t remember the exact time). After the fix, they worked pretty darn well but not perfect. Good enough not to complain much. Now, it is horrible.
After going back to my necromancer to see if its gotten any better, it has not.
Been playing with the traits and nothing seems to work. ALL the melee minions still bug out and stand there doing nothing. This currently breaks part of the necro and makes minion-master pointless…
Is t even possible to get a response from ANYONE at Anet on this???
Still no response from Anet or any improvements to minion AI…
This goes for the following minions :
- Bone Minion
- Shadow Fiend
- Flesh Golem
All of the melee minions tend to lock up while trying to attack a target or when the controller is under attack. Minions tend to do this about 60-80% of the time during use. It does look like register the attack but glitch out to their idle stance over and over. However if the target is close enough to the minion, as in right next to it, it can and will attack until the target gets farther away from them. They don’t seem to have an issue with attacking a tower gate or any other object that can not move.
I know being a Minion-Master is not the most popular thing to use in most areas of the game. I do enjoy playing it regardless of how buggy minions get. However, during the past few months I have seen them get worse. While in WvW borderlands the minions locked up roughly 75% of the time refusing to attack or protect me. Its not just WvW though, it happens off and on in other areas. This has happend in PvP arenas and most PvE maps.I have looked through the forums for similar topics and none I have seen have been replied to by Anet.
It may be the pathing or the minion AI, i’m not sure but it needs to be looked into.
The more the game updates the worse minions seem to get.Edit: Still no word on this after a month? Not surprised…
Edit: New issues with the update with the “flesh of the master” trait.
Minions tend to die when switching level areas or when the player is downed.-Wolf
Well good news, Anet fixed one thing wrong… Minions no longer die when switching level areas.
Will there be any answer to this?
Or am I shouting at the wall…
I’ve had this same issue since the latest pack update. My minions in PvP used to move around and be useful. I’m glad I’m not the only one having my minions stand around and look pretty. I haven’t noticed this issue in pve/wvw, as I don’t use minions there, but it is very noticeable in pvp where I’m counting on that extra damage.
Still is an issue, even now they still bug out.
Good news Anet actually fixed the minions from disappearing when changing level zones.
Decided to play some PvP with the Neco-MM, was not to bad that day but every so often they would still stand there and watch me attack.
Just a guess but it has to be the pathing mixed with the AI.
So i see nothing has yet to be done about this, so ill post again. This time I could not record video so i made screens into a GIF file, as you can see in the red circle my minions refuse to help me until half of my health was gone.
Edit: Also added a GIF that show it while attacking a test dummy.
Still an issue, and there still bugging out.
Is this ever going to get looked into???
Attachments:
(edited by WinterWolf.7231)
Blood Fiend seems to protect you (and it should because it’s a heal spell). All other minions appear to attack whatever target you start to attack, but they don’t “protect” you (i.e. they don’t attack any mob that is attacking you). They also appear to attack any mob that is attacking them individually. The benefit I see to this is that you can run around and your minions won’t just attack everything in sight, bringing a bunch of mobs on your head. However, small pet controls (F2, attack my target; F3, stop attacking/return to me; whatever) would be awesome.
The reason some of them actually work is because they are ranged minions they do not need to get close to attack.
The bug is with all of the melee minions, they will just sit there glitching out till they decide to finally work.
BAAAG!!!! minions broken
https://www.youtube.com/watch?v=4OedJ4oqpcU
This is a new “addition” to the “Flesh of the Master” trait. When the trait gets changed, as in changing level areas, or switching the trait out all minions will die.
This also is a disadvantage when you go down they all die as well.
So i see nothing has yet to be done about this, so ill post again. This time I could not record video so i made screens into a GIF file, as you can see in the red circle my minions refuse to help me until half of my health was gone.
Edit: Also added a GIF that show it while attacking a test dummy.
Attachments:
(edited by WinterWolf.7231)
Pretty much don’t use minions. Because mostly they are useless. The screwed up thing is, the rock dog/golem/parrot/etc summoned by runes work fine, and attack/follow you properly. Necro minions? Nope.
Agreed that minions can be useless even when they work, as in fights against elites, champs, and boss fights. However, i’d say that they have more use in PVP, and they still bug out and stand there as you get attacked by other players. Happens more in other areas of the game but it gives the Necromancer (that uses minions) a huge disadvantage.
Minion-Masters rely on the minions to siphon health and deal most of the damage for them, but with minions bugging out and just standing there they become useless. Which in turn makes the MM-Build pointless, if its not going to get fixed just remove all minion skills/trait from the game then…
Will be attempting more “tests” with my necromancer this weekend. Will try to find a way to record it, since screens don’t seem to convey the bug very well.
I think they did hire a special AI consultant this spring to take a look at the code? Not sure how much they can fix it, but they are trying.
Would like to see evidence of this, as far as I know i have not seen anything like this.
Anet still has not said anything on either this post or the Minion-AI one.
Have not see this since MM has gotten worse (stopped playing necro), but I doubt Anet will fix this… They still have not addressed Minion-AI yet.
I agree, the Melee AI / path finding for the minions definitely needs improvement.
Even a small band-aid fix like a rangers manual pet control buttons F1 and F3 to force the pet to attack a target or return to master. Something like that could be added to the necromancer and have say F2 / F3 activated when a minion is summoned.
Wish they wold add something like this if at all possible. Still no response from Anet or anything in patch notes about fixing broken AI.
I remember being on my Thief in WvW (d/d), finding a Necro MM, SR’d, walked up, backstab and then just attacked with 1 because he was apparently afk. The minions all turned to look at me, but not one did anything at all. It was like they were saying, “Go for it”. I almost walked away and let that necro live because that was just sad… (then again… don’t afk in the middle of the map of your enemy’s borderland)
This definitely needs fixed because minions are practically useless… unless you are attacking a gate or forcing their actions like Flesh Golem/Bone Fiend. I felt they were useless 1-2 years ago, and I know it’s worse now.
But, I am sure this is known and is apparently not an easy fix. It has been mentioned many times before, and can’t really expect them to keep addressing it in the forums every time someone brings it up. I don’t look at the forums often so it’s possible I’ve missed a comment by Arenanet before.
Finally someone on the other end of this sees it. Thanks for the input.
As on Anet addressing it, never happened as far as i know. I have looked through the forums and have not found any responses from Anet about this particular bug.
After a week, and no answers… I’m not at all surprised.
This really needs to be looked into at least. Still having issues with the melee minions not doing anything. They just stand there and watch, which makes them utterly useless…
I’m just curious if you have tested this on even terrain versus uneven terrain. Mesmer has always had problems on uneven terrain. Interestingly this seems to be affecting rock dog too from another post in the forum. If there is a time they consistently work that would be great to know in trying to find out what the problem is.
The problem is the minions, for whatever reason they will not attack/defend the master.
You can notice they they attempt to register the attack but fail to move and start looping there animation.
As Halcyon said, its most likely the pathing the minion-AI uses.
As with the terrain check the screens I attached. Its the best i can get at the moment, but its on ‘even’ land as well as some hilly area. Better yet make a necro go into PvP and play some matches with the minions skills. I’m sure that you have a 80%+ chance to see them lock up and stand there while you die.
Its gotten progressively worse in PvP recently.
Watched my minions stand there while i was getting killed, need the minions to attack or Minion-Master becomes useless and broken.
(MM relies on the minion traits to siphon health from the target and transfer it to the master)
Which means its BROKEN if they don’t even move.
Updating with a few screenshots, best ones are from Drytop. If you look some of the melee minions just stand next to me or just a few feet away from the target.
Still no response from any of the moderators?
I’m not surprised, as I said before none of the other posts like this have been replied to…
Please at least tell us that you know of this and are trying to fix it…
That is if you are.
This is why I restarted this topic. I would at least like to know that someone is looking into this…
(edited by WinterWolf.7231)
EDIT: Minions have now been fixed a few patches ago, THANK YOU!
This goes for the following minions :
- Bone Minion
- Shadow Fiend
- Flesh Golem
All of the melee minions tend to lock up while trying to attack a target or when the controller is under attack. Minions tend to do this about 60-80% of the time during use. It does look like register the attack but glitch out to their idle stance over and over. However if the target is close enough to the minion, as in right next to it, it can and will attack until the target gets farther away from them. They don’t seem to have an issue with attacking a tower gate or any other object that can not move.
I know being a Minion-Master is not the most popular thing to use in most areas of the game. I do enjoy playing it regardless of how buggy minions get. However, during the past few months I have seen them get worse. While in WvW borderlands the minions locked up roughly 75% of the time refusing to attack or protect me. Its not just WvW though, it happens off and on in other areas. This has happend in PvP arenas and most PvE maps.
I have looked through the forums for similar topics and none I have seen have been replied to by Anet.
It may be the pathing or the minion AI, i’m not sure but it needs to be looked into.
The more the game updates the worse minions seem to get.
Edit: Still no word on this after a month? Not surprised…
Edit: New issues with the update with the “flesh of the master” trait.
Minions tend to die when switching level areas or when the player is downed.
-Wolf
(edited by WinterWolf.7231)
So I’ve looked around and can’t seem to find any other info on fixing the wrong achievements rewarded to players. As in, if it says I got 2nd but really came in 1st.
Are they fixing the achievements as well, or am i stuck with the 2nd place one?
Agreed.
Pvp needs more game-modes, the same one over and over again gets old fast.
>.<Also getting teamed up against players with a rank two times higher than mine sucks.
Just read the update notes:
Added 20 Empyreal Fragments as a daily account reward for completing the Mad King Tower jumping Puzzle as a subsequent reward after first time completion.
With that I will not be doing the Clock Tower anymore.
Was curious on how far the construction was coming along, so we took a tour and they let us take pictures.