Which map and server? The event name alone isn’t enough for me to be able to look at it, sorry.
The heart regions in each area are intended to let you know what’s going on in that part of the world. Talk to the NPCs, there’s a ton of hidden lore out there.
Unfortunately, that’s all I know right now. It’s on the to-do list, it’s being actively worked on, and will be added at some point. I don’t know when, and I don’t know how it will work across regions, or if there will be additional restrictions.
A fix is in the works (it’s in testing now) but I don’t have an ETA for when it will hit the live servers.
Just checked, the Inquest in that area are on a shorter respawn timer (30-60s) but there’s nothing that respawns in 10s. I checked all of the troll spawns in Hezran Outcrops, and they’re using the 95-120s respawn timer, so my above comment applies. (Could another player have run through and killed them before you got there, so they respawned after you go there? Could trolls in a different area have been killed, so when they respawned and randomly picked a new position, they ended up appearing near you?) I couldn’t find anything that respawns in 10-30s, and nothing forces them to respawn.
Under options, you can turn on “Show skill recharge” which will put a numeric timer on your skills.
Pvp/WvW/guilds et al are all outside the area I deal with (I’m primarily a story content designer) so I can’t really provide any reasonable answers, sorry!
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The same rewards are offered, but the choice of which reward you pick is different for each player.
Guesting is still in the works, but I don’t have an ETA, and I don’t want to give any additional details when it isn’t implemented yet. It has not been forgotten, though!
The default respawn rate is 95-120 seconds, so if you’re seeing locations where they respawn much faster, please report it with specific info! Event creatures will often appear more quickly (so the event doesn’t look dead if players kill them immediately) and if players were killing things in the same area, they might respawn near you. (i.e. if a group ran through and cleared an area a minute ago, a lone player might be in the area when their respawn timer comes up.)
There’s a display bug that adds together PvP and PvE runes when it displays the tooltip.
At this point, there’s nothing I can personally do. You might open a support ticket, but this isn’t an issue I’ve ever heard of, so I’m not sure what they can do. Sorry!
Sorry, I don’t want this thread to get sidetracked. I don’t normally deal with loot tables/item drops, I just remembered the barracuda coming up when we were investigatating some RMT bots. Like I said, we never intended for summoned critters to drop loot, so it was a bug.
You have to use the previous manual first. You can’t use the 60 manual if you never used the 40 manual.
Summoned creatures (like the additional barracuda) were not intended to have loot. It was considered a bug that was fixed recently.
Oops, I was mistaken. It’s once, period, per account. Sorry for the confusion!
Have you used “deposit all collectibles”? As with other minipets, if it’s not in an invisible bag it will be sent to your bank’s collectibles tab if you deposit all.
I just hopped on my own character on Live, went to LA (an overflow, of course) and was able to get the item. So we’re still investigating!
It’s certainly not the way it’s intended to work, but I can’t find any possible way for it to do that.
Did any of you already collect a present? You can’t get multiple presents by going to overflows, it’s limited to 1/day. I’m getting conflicting info on whether the Mists present is in addition to this, or counts as your 1/day present.
We’re investigating this right now. Thanks for your patience!
It’s showing you the shortest route to the next story step, but it doesn’t know which gates are usable by your character. Zoom out and you should find another marker over the actual story entrance, or travel to the map where the story step takes place. (Usually down in Orr by the end-game.)
If it’s what I think it is, it should reset when one of two events kicks off or completes nearby. I’m not sure how he gets into his “dead” state, but it’s why the bug is so random (and why we haven’t been able to reproduce it.) It comes and goes.
https://forum-en.gw2archive.eu/forum/support/bugs/Story-Skipped-or-Changed-merged/26646
If you accept the quest progress, any choices he made will over-write any made by your character. Did all 3 of you end up on the same step, or did 2 of you do one, while the 3rd did another?
Were you in combat while harvesting? That can cause you to receive ruined items.
Update: Just completed it succesfully, so I need to know what you might have done differently.
Did you talk to them while they were building the path to the next ship? I’ll try to reproduce this (I’ve completed this story step several times) but I’ve seen this pop up occasionally for events/story steps. (Sometimes talking to the NPC will make them abort what they were doing.)
Did you “deposit collectibles” at some point? It will send the miniature to your bank collectibles tab unless you have it in an invisible bag.
I have the same problem. It says “defeat the last of the pirates so Demni and tybalt can flee to safety”. I’ve already killed them and then get a cutscene but then what? I’ve tried two times on my sylvari elementalist character and still no good luck. I wont continue to play gw2 until this get fixed, it’s so frustrating.
That’s it, if you got the final scene, you’re done. Note that the objective will update to the next step, but you don’t receive the usual fanfare (and reward) on this step, since it’s a 2-parter.
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I’m having the same problem. I get all the way to the point where I’m supposed to drink against “One Drink Drake” and can’t seem to do anything. I can’t pick up a drink or talk to anyone. Everyone just keeps cheering. And, if I try to leave the area, it snaps me right back.
Check your skillbar. You’re automatically switched to drinking game skills, you don’t interact with the drinks on table.
Does the recipient have room in their mailbox? They should try to clear it out to see if the mail is just being held temporarily. (After 10 messages or so, no new mail will be delivered from other players.)
If it’s what I think it is, he should respond once a nearby event kicks off.
It’s likely that the early enemies do not drop loot, because we had people farming the dungeon without ever finishing it.
How are your traits set up? All-offense builds tend to do poorly in story steps, since they’re built with the assumption that you can go toe to toe against bosses (veterans.)
I don’t see any tripwires or routes that can affect it, but talking to Trahearne immediately after talking to Mira looks like it can cause issues. Interact with Mira once, then wait about 2s for a scene to start. If you talk to Trahearne right away, it’ll prevent the scene from playing and stall the story step.
Minpets are not usable in the HoM. (It helps to keep PvP from getting bogged down by a ton of decorative pets.)
I haven’t been able to reproduce this after several attempts. Are you doing this solo or co-op? Taking any shortcuts that you can think of? What is your interact option if you select Mira? (If it decides you’re closer to another NPC it might give you a greet or talk for them, unless you specifically select her.)
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It’s 4pm here at the ArenaNet offices, so we’ve got a bit of Monday left.
The fix is on the way.
Only the respawning enemies in “The Battle of Claw Island” lost their loot. I’ve mentioned it before in another thread—I’ve alerted our programming peeps about this bug, since it doesn’t appear to be anything that I can fix on the content side. I do not have an ETA for when it will be fixed on Live.
It’s probably a timing issue, where Trahearne is firing off the scene before some of the players have loaded in, so they don’t see it, and the signal that all players have viewed the scene is never firing. I’ll see what I can do, but for now running it solo is the best bet. (Any fix I make right now won’t get pushed out until mid-January.)
Given the humber of other enemies in the mission, I don’t think it will have an effect for legitimate players. Only the respawning enemies were affected, this was the most reliable change we could make right now that wouldn’t involve redesigning the story step.
How many attillery pieces were set up? We’ve been unable to reproduce this.
What’s your current objective? This is something I’ve never been able to reproduce, so I need details.
There were multiple players intentionally exploiting that story step be restarting it over and over to farm the enemies. Because it’s a seperate instance, it’s also a lot less likely to get reported, since no one can see it. Only the respawning enemies are now worthless, there’s still a lot of stuff that can be killed for loot/xp.
Yes, if you’re in a dungeon/story step, you’re isolated from other players so it’s lot less risky. We also recognize that the content is a lot bigger time sink, so we try to avoid kicking them out.
Wiser choice would have been to have patched it before hand then simply activated the content.
That’s exactly what we’re doing. The patch is today, the Wintersday event starts tomorrow. We wanted time to catch any emergencies that might pop up tonight.
We also use a fairly low time limit so that we don’t get players in different builds playing at the same time, which can cause all kinds of problems.
What was your current objective?
Which story step is that?
Exactly which steps stalled? Did you search the area for enemies? The waves are staggered so that each one spawns (and the objective is activated) when you completely wipe out the wave before.