We’ve had an extremely difficult time trying to reproduce this locally, but I added some safety measures to the ice shield to make sure it goes into its visible/attackable state if it’s alive. It’ll be in the end-of-month content update.
It’s not a bug. Allowing NPCs to get knocked off platforms by players is just way too exploitable and prone to a lot of bugs. What if you need an item from the corpse, but it’s knocked into an inaccesible area? What if it knocks the NPC into an area they can’t escape, but they’re not killed? (This will stall any events/story steps) that use that NPC.
So the totem is destroyed, but the shaman hasn’t appeared? Does anybody know if the “Destroy Totem” event ended successfully?
I’ve opened a bug in the tank issue (it’s a code bug so I can’t fix it myself) and as a quick fix, I reduced the number of giants you need to kill to progress the story step. Unfortunately, the next content update isn’t until the end of the month.
Are any events active in the area? When the investigation completes, it immediately starts the totem event. I’m trying to find out exacly where it got stuck. (And I don’t have GM commands on the Live servers, so I can’t check the servers listed above.)
From the character select screen, you can change your home server. It affects all characters on the account—no need to delete any characters. To keep people from abusing it in WvW, it’s limited to once every 7 days.
I just ran through the story step and didn’t have any problems. About 3 waves of risen wraiths attack during the “Defeat the revealed risen” step. Were all of the NPCs alive?
(edited by Jeffrey Vaughn.1793)
It’s exactly as Linsey stated previously—it’s a loot drop from a specific (rare) boss.
No, I’m not trolling. (I work for Arena.net, I’m not going to troll people asking questions.) Your description of the bug is extremely vague, but you can send mail to exploits@arena.net if it’s an issue that you don’t want to publicize.
Perhaps send mail to exploits@arena.net?
There have been multiple posts on this topic, so the official reply probably got lost in all the noise. (It’s why we try to merge threads when we can. 20 posts on the same topic just makes it 20x harder to find the answer.) Anyway, we’re looking at the issue, but we haven’t been able to reproduce it locally, so I don’t have an ETA for a fix.
Locked at the request of the OP.
Heh, well 12 days ago was Dec 26th, so the office has been closed for the holidays. : )
I linked directly to a comment by a developer.
“We’re currently looking into what we can do to prevent the related event from breaking.”
You’re a bit ahead of yourself, there’s a specific step to climb to the top of the ark, which you’re not on. (So no copter.) Did you place the charges on the top of the ship? During the “escape” step there’s a tripwire that fires when you cross from the lower deck (where the charges are handed out) to the upper deck. THEN it changes to “Move to the highest point on the ark” which is when you need to climb to the point indicated.
It’s a known bug—the personal journal will cut off at a certain point. No ETA on a fix (it’s a code issue, not something I can fix myself.)
Can I get a screenshot of the shield in its broken state? I suspect that the issue is that it’s not entering the “repaired” animation state correctly, but it’s nigh-impossible for me to recreate the bug locally.
It’s exactly the opposite. If the game just asked “What Order do you want to join?” with no background, that would asking you to make a blind choice. As it is now, they each present a plan that gives you a feel for how they approach things, and you choose the plan/Order that makes sense to you. The Durmand Priory likes to raid tombs, explore new areas, etc. So if that doesn’t sound fun to you, they’re not the Order you should choose.
I’m not following, sorry. Which conversation? What are you choosing? The choice is handled like other conversation choices—it marks the “final” choice with a yellow icon. Once you choose it, it sets the next story step.
There’s no permanent boon, no. It would be somewhat annoying if there was one storyline for one race that made them clearly superior to all other choices. (For example, if it was a healing boon, wouldn’t ALL groups expect any healing-spec’d character to have that boon?)
I’m not entirely sure I understand the situation… If you completed the story step, that’s it, no going back. If you didn’t complete it, logging out will reset the story instance.
I can’t reproduce this error. You used skill 1 on the charges? Merely dropping them won’t advance the story step. After planting 4 charges it should proceed.
EDIT: The objective is marked as completed in the screenshot, so I’m not entirely sure what’s happening.
Thanks, I’m looking into it, though I don’t expect the fix to go Live until the next major content update.
They’re just items in the journal, they’re not actual items.
That’s not the top of the ship. There’s a stairway straight ahead of you that leads further up.
Can you provide specific examples of non-soloable events? At scale 1, they’re all soloable, or should be. Are other players in the area scaling up the event without helping?
How were they killed? I checked the spawns, and none of them are set to “No XP” but if they’re killed by destroying the ice shield or the dragon, it might not be awarding XP for the creature.
Do you have “Fast cast ground targeting” turned on in options? If so, it’s trying to use the mouse cursor to place the target, and it might be over an object that’s out of range.
As a side note, some siege weapons require a slight charge before firing, or they will try to fire a shot at range 0, which causes this deceptive error message.
Also, please include the story step name in any bug reports. There are several L80 story steps (and more than one with Zott) so I don’t know which specific story step you’re referring to.
No, CS does not have the ability to set quest steps. Sorry!
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 honestly don’t know if it’s a bug or not, or where you heard that info, I’m just confirming what I just tested using some transmutation stones.
Static, did you check your bank? If you were out adventuring, at some point you probably did “Deposit all collectibles” to clean up your bags. This will send your minipets to your collectibles tab in the bank unless you keep them in an invisible bag.
The posters are correct, the rarity color is based on the stats of the item, not the skin.
When was this? It was updated recently to fix this bug, so if it’s still happening, I’ll take another look. (Previously, if Forgal got into combat when you reached the mark points in the sewers, he wouldn’t advance the objective.)
I’m unaware of any bugs, the undead waves trigger as you kill each one, so the best I can guess is that an enemy was hanging out somewhere.
I’m looking into this, but I cannot reproduce the issue at all, so it’s a tricky issue. The same trigger that builds the 3rd gangplank also activates the last group of undead, so it shouldn’t be related to the NPCs’ behavior. I’m also not sure why it’s dropping you on the last ship, my best guess is that you might have longer-than-usual load times? The player is teleported to a few different locations during the cutscene to make sure everything loads correctly, and the point on the last ship is one of those teleport points, so it’s aborting the script for some reason. (It teleports the player from ship to ship, basically, until you’re on the lifeboat with the rest of the NPCs.)
As I said earlier, Orr appears to be a bit of a special case, and there is a team specifically looking at the Orr events/base spawns. There’s definitely an issue with overpopulation there, causing enemies to spawn on top of each other. As other people have pointed out, the base times are probably ok in a general sense, but there are situations where we might need to go in and tune the timers. In an open field, for example, 2m is probably ok, since you can kill something and move on, and not see the respawn. If you’re in a cave or around a skill challenge/tough enemy or other spots where you’re likely to hang out after killing something, it can cause you to run into respawning enemies, and have no sense of progress. I’m out of town through the end of the year, but when I get back I’ll look at the hotspots mentioned above. I’m fairly certain that most of the rapid respawns are a matter of perception; as I said, we don’t place enemies with a 10s respawn timer unless it’s a very special case like an event or story step. But I totally agree that we need to continue tuning the numbers in some cases so it’s not as obnoxious.
It’s a known bug, you don’t NEED to use the tank, there are also mortars you can use. The story objective is actually based on killing X Risen giants, so you don’t need to try and defeat the entire dead army by yourself.
Respawn times aren’t set on a species level, but I’ll check out those particular spawns.
The usual suspect is a full mailbox. There’s a limit to how many messages you can have stored, and any new mail will get queued up until you clear out your mailbox by deleting mail.
Search the small cells, the cutscene shouldn’t care if he’s spawned or not.
I don’t believe so. “Imp” and “Underworld” are two seperate categories.
Specific note on Orr: we do have some folks looking at those maps in particular, so I expect that a future update will contain some adjustments to the spawn density. Taking a quick look, right now it’s using the 95-120 timer, but I did notice that there are more creatures spawning than there are seperate spawn points, which can cause them to spawn multiple creatures on the same spot.
Putting the minpart in an invisible bag will prevent it from being deposited. You can also put weapons and other items in the bag that you don’t intend to ever sell, so they won’t show up when you visit a vendor.
(edited by Jeffrey Vaughn.1793)
They’re rare, but they do exist. Fleshreavers are part of the “demon” family affected by the potion.
Talk to Bjarni in Wayfarer Foothills, I’m sure he can enlighten you on the power of Bunny.
It’s set up so that if you allow yourself to die, and respawn, it will place you across the bridge. If you really want to complete the bridge puzzle, you can use downed skill 4 (“Bandage”) to revive yourself and you’ll be back at the start.
Again, I really need specifics. I’ve never into this issue on the live server, or while testing, so I’d need to look at the exact spawn to see if anything odd is going on.