It’s a choice you make during Forging the Pact, I believe. Trahearne asks you what your greatest fear is—the 3 choices each has its own storyline.
No, your choice DURING that story step determines the story chain you will follor next.
The end-of-month content update has a fix for the event that should keep it from stalling.
I’ve checked out Two-Blade Pete, and he’s a standard “veteran” level creature (with reduced damage.) So he should be soloable, though you might need to adjust your build/tactics to take him out. Basically, he’s roughly the same difficulty as a same-level skill challenge. I’ve personally beat him with an equal-level thief, making sure I didn’t use any traits/skills I wouldn’t have access to at that level.
Make sure there’s room in your inbox. The mailbox has a cap on how many messages it can store at once, past that it will queue up new messages. Try deleting messages from your mailbox to see if new items arrive.
The x/10 display is not always accurate, ask them to delete some of their mail so that any queued up mail can be received.
When a creature dies, it starts a respawn timer for that creature. (If it’s respawn enabled.)
As I mentioned above, if you allow yourself to die and restart at the checkpoint, it will move you past the bridge puzzle. You only repeat that section if you revive yourself.
1) Fireheart Rise – west of Noxious Castrum: Fire elementals spawn within 5-10 seconds of killing them.
2) Kessex Hills – directly south of Bronson heart quest: Centaurs stationed at the gate spawn within approximately 10 seconds.
3) Malchor’s Leap – NW of King’s Passage/SW of Plaza of Lights: Orr spawn within roughly 5-15 seconds.
Just looked at these…
1) Nope, 95-120s for all the spawns around here.
2) Same, 95-120s. The guards are scattered around the camp, so maybe someone else killed them in a different location a minute earlier so when they picked a spot to respawn, they happened to choose the spot you were fighting at?
3) As mentioned in the other thread, Orr is undergoing some cleanup with now, so it’s likely they there are too many spawns appearing. (It’s not that they respawn, but multiple critters can spawn on the same location, so as soon as you kill one, there’s another critter right there..)
If I could get screenshots of the map overhead that would also help, it’s very slow for me to try and find some of these locations since I don’t know the maps by heart so I have to check each POI/heart to find the right one.
Do you have “fast cast ground targeting” turned on under Options? If so, it’s trying to target your mouse cursor. Normally it brings up a circular target area when you fire it, but if you have fastcast targeting turned on, it assumes you want to fire wherever your cursor is.
What’s your current objective? There’s an NPC who opens the door.
I think he just had a deep voice… One of the random norn voices is kind of charr-like.
Have you used both of the lower level manuals? You can’t skip straight to the L80 manual if you haven’t used the L60 one.
I’m not seeing any problems on our test server, but I’ve asked for further investigation on the Live servers.
What race is your player? The NPC has a norn voice, but it will randomly use either the NPC or your character when it plays the greet line, so it’s possible that your character might say a line when you talk to him.
“Fast cast ground targeting” in options will also automatically target ground effects on the mouse cursor, as if you’d double-tapped the skill.
I suspect the issue is that you have autoattack turned on for the #1 pistol skill, and stealing initiates combat, so it’s firing your pistol. You can try turning off autoattack (ctrl-rt click on the skill) and see if that does the trick.
That will be fixed in the next content update at the end of January.
Game mail broken/no response in almost3months
in Account & Technical Support
Posted by: Jeffrey Vaughn
Do both people have room for the messages? There’s a limit on how much mail you can have, past that new messages will be queued up and up and you won’t receive anything until you delete mail to make room in your mailbox.
Correct, the POI is in an underwater passage. You can also get to it by going to the water south of the POI and looking for the entrance.
I just finished getting the vista near Drowned Brine, Malchor’s Leap (southwest corner). I decided to try and swim around to the shore, and in doing so hit an invisible wall. I decided to turn around, instead of porting far away, and was then mass spammed by “you’ve hit a strong current and will be pushed back if you continue further.” I tried retracing my steps exactly, but to no avail, so I thought maybe if I relog the possible glitch will fix itself? Upon doing so I was teleported to the entrance of the zone from where it connected to the zone Straights of Devistation (kick@$$ name btw devs!)
“You’ve hit a strong current and will be pushed back if you continue further” is displayed if you try to swim out of the map boundary. When you exited, you were out of bounds, so on relogging, it put you back at the default map start point.
What level of participation did you receive?
It’s a known bug, the NPC is in multiple events and the completion of any of them should reset him. It should be fixed in the next content update (end of January).
Closing thread, since this isn’t a bug.
It should be ok in co-op when the end of the month content update rolls out. If you don’t want to wait, it can be solo’d with no errors.
That was the part of my post that got eaten. I don’t want into too many technical details, but events basically do a check for players that are participating in the event every X seconds, and change scaling based on the player count. At any given moment, there are only a handful of events running at once, so it’s not a huge overhead, but if you checked every X seconds for every single creature killed in the map, it would start to get very expensive.
Yeah, the count isn’t always accurate, it’s a known bug. Closing this thread since it’s working.
Is there room in your mailbox? Try deleting some old messages. There’s a cap on the amount of mail you can have in the mailbox, and new messages will be queued up until there’s more room.
Closing this thread since there are already multiple threads on this issue, and I don’t want it to devolve into posters arguing with each other.
You might be surprised at how many problems that might cause. “Fast cast ground targeting”, for example, is an option you have to turn on under Options, but I regularly see posts from players who can’t figure out why siege weapons won’t work for them. (It’s trying to target their mouse cursor.) If you click on the title line for story steps, meta events, etc., it will hide all of the objectives. You’ll still have the green step title, but it will clear some of the clutter.
This is something that we’ve discussed internally, the main issue is how to account for people who accidentally hide their story, then don’t know how to get it back?
Blargh, I had a much longer reply but the internet ate my post. :P
Anyway, I wanted to say that I’m enjoying this conversation, and I hope that I don’t give the impression that I’m trying to shoot down every idea—I’m simply trying to point out the practical issues that come up when we’re looking at systems like this. (Can it be abused? Will it kill server performance? Etc. etc.)
I’m not a programmer, so I’m limited in what I can do, and I can’t provide any promises/ETAs, but this has some up in designer conversations before. Scaling respawn timers based on map/sector population seems reasonable, as does scaling the timers for veterans/champions. We wouldn’t want to do a very long timer (like 5m for all respawns) since it is an MMO, and it wouldn’t be fun to show up late to the party and find out another group has cleared out an entire heart or other area already.
When reporting story bugs, please include the name of the story step, and what exactly happened. There are several L80 story steps, so your post is too vague.
Do you have “fast cast ground targeting” turned on in options? If so, it’s trying to fire the trebuchet at your mouse cursor, which is probably in an invalid position for the trebuchet.
During the initial jumping puzzle, if you fall off, you’re moved back to the start so you don’t end up in an area where you can’t continue. You can either use the #4 downed skill (Bandage) to revive and try again, or you can allow yourself to die and restart at the checkpoint, which is past the bridge. So it’s entirely optional, but not obvious.
For the traps, evade!
“A new player enters the designated area” is the same thing as a constant check. I’m not sure how to explain what I mean, but it’s not a one-time thing. A note on tigirius’ suggestion—it’s something we’ve been trying to do, but it’s not automatic and does require some hand-scripting so we haven’t done it everywhere yet. During the story steps, for example, we often have an enemy ignore combat while it appears, then aggro normally once it’s completed its animation. (Undead spawning in a cloud of putrescence, enemies leaping out of trees, etc.)
https://forum-en.gw2archive.eu/forum/game/story/The-Steel-Tide-Bugged/1177665
In the meantime, you can also use the nearby mortars to fight the Risen. The objective is based on killing X giants.
So, the game would constantly check for nearby players from the moment the respawn timer expired? If you have to do this for every monster, it would be extremely taxing to the servers. (Plus the added overhead of storing player IDs any time a creature dies, so you have a list to check against.)
if I’m reading it right, it does a check for players when it tries to respawn. So another player would have be in the area at the exact moment that the creature tried to respawn. If they passed through and were not in range when the timer hit 0, the creature would not respawn.
As I’ve mentioned in another thread, what if a player camps on top of an event boss or other unique spawn to prevent them from appearing?
A while ago, didn’t you mention a bug in Orr where the number of spwan locations was less than the number of spawning npcs, thus making npcs spawn more often than the timer should allow?
The specific issue which I found (and it should be corrected in the end of month update) was that there were more creatures than spawn points, which didn’t change the respawn timer at all, but it could cause multiple creatures to spawn on the same point.
We don’t block spawns based on player proximity since it could be abused to block events/etc. by parking a player on the spot where a specific NPC is supposed to spawn so that they never appear.
Information like the Southsun Cove location above is very helpful, as would any specific spots where you’re seeing cases like the boss+minions that respawn too quickly.
There was an earlier thread about this, the TL;DR version is:
- Respawn times are NOT 15s outisde of events, 95-120s is the typical range
- A lot of factors can make the respawn seem faster—if monsters in the same spawn group are being killed elsewhere they might respawn in your location (they don’t reappear in the same spot)
- Closed locations like caves can make you run over the same area repeatedly, causing you encounter respawns where you would normally (in an open area) have already moved on
- Orr in general is a known problem, and the base spawns are being toned down as I type this
In general, if you can provide a specific location where the respawn rate seems out of whack, I can look at it, but in almost every case I’ve looked at, the respawn times were well over a minute.
To hear you say you cant replicate it means that what you are doing has no relation to what the players at large are doing.
Exactly my point. It’s not showing up on any of our test servers, it’s only showing up on a Live server, with varying populations/unpredictable players, et al. So we haven’t been able to determine what’s causing the bug. Like I said, I added some failsafe measures so it will fix itself if it ends up in a bad state, but I’m not sure WHY it’s ending up in a bad state.