TL;DR: Jan 28, 2013 before midnight PST. Closing this thread since it’s about the 6th one to pop up.
As far as I can tell, this means there’s a critter stuck somewhere. (Each wave is spawned on the death of the previous wave.) I’m looking into it now to see if I can reproduce the issue, but I’ve never seen this in dozens of playthroughs.
EDIT: I’m now 0/3 trying to reproduce the bug, so more info is needed. “The second wave” is a bit ambiguous since there are multiple undead from different directions, What was the last scene to play? The last type of undead you defeated?
(edited by Jeffrey Vaughn.1793)
How about you release patch notes with the stuff you are 100% sure about(balancing, already announced changes/additions) and release other stuff you are not sure about as a surprise content?
That’s exactly what we do—we can’t be 100% sure on ANYTHING until we actually release the update, so we pre-announce nothing.
We generally don’t release patch information beforehand for the simple reason that things don’t always make it. Sometimes, we have to hold off on a feature at the last minute, and it’s better not to over-promise.
The current plan is to release the update sometime before midnight PST (GMT – 8:00).
I can’t get any more specific than that, sorry.
Closing this thread since it’s generally devolved into a debate over time zones.
Have you left any dead NPCs lying around? One of them can open the door.
They don’t. Rezzable NPCs don’t despawn when killed.
It’s a known bug, should be fixed in the update.
Interesting. I’ll see if I can repro the break Monday. Thanks!
“When it’s done.”
:D
The update isn’t out yet. I’m just pointing out a page on these forums that will have the update notes when it goes live.
I don’t understand why this dev update their activities mainly on Twitter and Reddit..
but not in official website.
How annoying would it be if the player who created the guild switched servers and took the guild’s upgrades (incl. the bank) and influence with them?
1) It’s too easy to exploit, since AI creatures aren’t aware enough to a avoid being backed up to a cliff
2) What happens if you knock an enemy into an bad spot and their corpse had an item you need? Or the fall isn’t enough to kill them, but now you can’t reach them, and they can’t reach you, so now you can’t kill them? This would potentially block a story step, or event.
Covered by many other posts, such as:
Closing this post so the discussion doesn’t get more fragmented.
The guild stays on the server where it was created.
No change is being made to your damage. The abomination is on a long patrol route, so it’s easy to avoid if you pay attention.
What weapons are you using? Sword+ pistol will allow you to keep Howler stunned and blinded, so it’s effective setup against single targets.
There’s no change being made to your damage, and the champion abomination is easily avoidable as it’s on a long patrol path. Please don’t cross post the same thing in multiple forums.
You have to be 80 to craft it, so even if you’ve learned the recipe, it won’t appear as a craftable item.
It’s vulger slang for an anatomical term. Closing the thread since it’s not appropriate for discussion.
There is no item, interacting with the scabbard sets a virtual flag that allows completion of the quest. We had too many issues with the scabbard being dropped, lost, or deleted, so removed the actual item.
Rather than filling the forum with multiple posts on the same issue, I’m trying to keep them consolidated. Frankly, the decision to make the final step a 5-man dungeon was made before I joined the story team, so I cn’t provide any insight to the reasoning.
Originally it was a split, but the two steps felt too short on their own, so both are now required.
You do both tasks, there is no choice.
There have many threads on this, such as
Thanks, I’ll check it out Monday, though most of the replies I saw were about champions (which are used in [Group] events), so they aren’t intended to be soloable.
Is this to start the story step? It’s displaying the shortest route to the start, but it doesn’t know which gates are closed to you. Go to the world map, zoom out, and look down Trinity is located, by Orr.
I won’t be at the office until Monday, but I’ll check it out.
Other than [Group] events, they all scale for 1-10 players. We’re also looking at scaling past that for world bosses and Orr megaevents, but that will take time. If there’s an event that you’re convinced isn’t scaling, please post the name and location and I’ll look at it. I know I’ve solo’d all of the Wayfarer Foothills events that I worked on.
It’s not an issue of the Test sever having different data, it’s not being able to determine how the event got in a bad state. When you expose an event chain to hundreds of thousands of players, one of them might do something you didn’t think was possible and/or didn’t account for. I’ve played this chain dozens of times and haven’t found a way to break it, so I’m just trying to make it as error-proof as I can. In the short term, it sounds like the server resets are at least restarting the chain.
We’re actively working on it, but without being able to determine HOW it broke, it’s a tricky process. Without a way to reproduce the issue on a test server, I can’t be sure that the fix is good. Also, note that actual “content” updates are on a monthly schedule at the moment, so if an issue isn’t fixed immediately, it doesn’t mean that we don’t know or care about the bug, but we need time to run new fixes through testing before it goes live. (And there is lead time, so anything I fixed right now wouldn’t make it into the January update.) I’m not all bad news, though. I’ve added some safety checks to these events to make them more reliable, but unless I can repro the bug to test my fix, I can’t provide an accurate ETA.
What exactly is your current objective?
I play all the story steps as a thief, designed to be able to solo veterans. It’s based on the build I use for my Live thief to tackle skill challenges. (And for lower levels, I make sure I’m not using traits/skills I wouldn’t have access to, and I actually set my level down, I’m not using a downscaled L80.) Not all builds are going to work in all cases, we simply can’t make every story step work for all possible builds. In general, survivability > glass cannon.
If a second player runs up and hits the champion once while you’re fighting it, does that mean you’ve been griefed?
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Do you have “Fast cast ground targeting” turned on in options? If so, it’s trying to use the mouse cursor as your target, and depending on where you have the cursor, it might not be a valid target.
Traits are disabled during many transformations. (But not any skill based transforms, I believe.)
There are several posts on this issue, but I can’t seem to find them. (Things disappear pretty quickly.) It’s a known bug, the next content update is scheduled for the end of January. and will hopefully fix this up.
Not at this time, no.
At the end of each story step, you’re asked if you wish to accept the story owner’s progress, and any choices they made. So, yes, if you wish to make a different choice durig the mission, you cannot accept credit for it.
As I mentioned above, this is not an issue I’m able to reproduce, so I can’t find the issue. I am looking into it, but I don’t have an ETA.
FWIW, I just checked the spawn in question and they’re guarding a rich silver ore node, which is why they’re +1 level.
1) Your traits, skill selection, and gear will be much better if you’re over-levelled (at L32 youhave access to elite skills, but a player that’s <L30 wont’)
2) Can you provide an exact position for where you had L25 creatures attacking you in a L22 sector? Were they part of an event? When a lot of players are around, it will increase the level of creatures in the event.
Ah, sorry, I checked the story boss. I checked Howler as well, same story. He’s a veteran, with reduced damage.
Yes, that’s exactly what I’m talking about—when the respawn timer hits 0, the next creature will look for an open spawn point, which might be the one that you just emptied out. This can make it seem like creatures are respawning more rapidly, but they’re really not.
As for the harpy event, 1) as mentioned earlier, events are outside the scope of this discussion since they usually have a faster spawn time for enemies; 2) it sounds like it’s working as intended, since you can shut down the young harpy spawn by killing the adults.
(edited by Jeffrey Vaughn.1793)