This should be fixed in the next big content update. There was an issue with the goggles not spawning on the floating islands because it saw them as “bad terrain” but I bugged a map artist to fix it.
I’ll bug the prop artists about the towers, they’re playing their “destruct” animation correctly but are, indeed, invisible to start. I didn’t have any issues with having Tonn blow up the towers, him planting his bombs is independant of what the tower looks like. Make sure you kill any enemies in the area and approach the quest star (where the bottom of the tower would normally be.)
Does this happen every time? It’s an issue I’ve never seen, so I don’t think the story step as a while is “broken”.
Have you cleared out your mailbox? There’s a maximum amount of mail you can have, and if your mailbox is full, new messages will be held up until you make room.
(edited by Jeffrey Vaughn.1793)
Umm… could you make a sticky with all the bugs we might run into that are “not planned to be fixed because it’s not easy”? Would probably be interesting for everybody to avoid those instead of learning the hard way.
That’s exactly what I linked to. There are a still a couple of story steps that can cause problems in co-op, because (by default) if you accept the story progress, it will throw you onto the story owner’s track. (So it will set you on the owner’s fear storyline, even if you chose another fear earlier.)
Heh, I’ve done that story step dozens of times, and I still get lost every time.
If you look at your early story steps in your log you can probably determine which choices you made. (i.e. if you searched for your missing sister, you probably chose “missing sister” at character creation.)
There are a couple of unrelated bugs, the skipped content/reversion is specific to an issue that occured the first week or so after ship. There is currently no fix planned for the issue you ran into, since it’s a fairly complex problem with no easy fix. Unfortunately, at this point, the only real option is continuing your story as it is now (with the mis-step.)
I need more detail than “still bugged”. What exactly is happening? What’s your current objective? Have you checked the area for any enemies?
Try switching zones, also make sure your mailbox has room.
Fixed in the next content update. Sorry about that!
Yes, we’re looking at it, but I don’t have an ETA for a fix, so I haven’t said anything.
I can’t reproduce the issue, it worked fine when I just tried it. You talk to Romke in the open world, then go and enter the story instance. On entering, Trahearne walks in and a scene plays, then the story steps update and instruct to expore the cave.
What’s your current objective?
I’m not entirely sure what the question is… You need to be in the same map/zone as the other party member to join a story instance together. It does not work on opposite ends of the world, or cross-server.
Are ANY objectives active? If the final step is still active, there’s a branded enemy lurking in the ruins of the kraal that you need to find and defeat.
No changes have been pushed to Live yet, any story changes I make have to go through a full testing cycle, and won’t go out until a major content build goes out.
Yes, there’s a display bug with the tooltip that adds your PvP and PvE runes together. It does not affect the actual in-game effects.
No, we don’t have any way to change/set your active story step. Sorry!
https://forum-en.gw2archive.eu/forum/support/bugs/Story-Skipped-or-Changed-merged/26646
The story steps are set up so that if you can complete a skill challenge (of the same level) solo, you can do the story step. If an equal level veteran is too tough for you, look at your build and gear and see if you can boost your longevity. Straight DPS (“glass cannon”) builds will not do very well. There are very few cases where enemies respawn, and if they do, there’s a way to shut them off.
What’s your current story step and objective?
The story step is in Malchor’s Leap. In the screenshots it looks like you’re in the Vigil HQ? Try zooming out on the world map and looking down in Orr for the actual story marker.
I’ve sent the bug to programming to look at, so it is being investigated, but I don’t have an ETA for a fix.
Ok, I was just coming to post the workaround. Have fun! : )
No, sorry. Customer service cannot change your active story step.
How did you do that? If you managed to skip it, you’ll have to remake the character, since there’s no way to go back and do it again.
What’s your current objective? Did you somehow skip the intro story? (The big boss fight.)
I need specifics to do anything. Just stating that “there are lots of bugs!” doesn’t help me at all. I’ve been making a lot of minor fixes to many of the story steps, so it’s quite possible that they’ve already been addressed, but I need to know about them to fix them.
FWIW, this was a bug that I just fixed. Not sure when it will hit Live. We had an alternate scene recorded for sylvari who’d completed the mirror storyline, but it wasn’t hooked up.
You don’t have to stay in one tiny area and repeat the same event (or other content) over and over. Running around an entire map and doing different events, hunting different creatures, etc. is unlikely to kick in DR or make anyone think you’re a bot.
Have you switched map? I believe the achievement wants you to earn the XP in one map w/o dying, moving maps, logging out, etc.
The mortars turned off around 75% of the way across the bridge, I’ve made some adjustments to help this story step. No ETA on when they’ll hit Live.
- Reduced number of dredge that appear in each attack wave during the ritual
- Slowed down mortar attacks
- Made the mortars deactivate sooner
- Scholars on the bridge will wait to charge until you reach them
- Scholars are now rezzable
What are your completed objectives? I’ve never seen this, so I’m trying to narrow down where it’s stalling.
Yes, I might have misunderstood the original issue. XP for kills alone is generally fairly low, and the story intentionally will not automatically level you up to 80 on its own. I’m specifically asking about kills that are worth no XP, or considerably less than same-level kills in the normal world.
I’d have to have a specific example of the story step that you saw this on. In cases where a step is farmable we turn off loot/xp so you can’t kill the critters, quit, and play again over and over.
What’s your current objective? It worked fine for me, so I’m trying to narrow down the issue.
I’m not seeing this at all, there’s nothing in his script to make him invulnerable/determined, and it never happened just now when I tried it.
(edited by Jeffrey Vaughn.1793)
I’ll take a closer look at the mortar, it’s definately not working correctly right now. :P
Try turning off fast-cast ground targeting? I’m not entirely sure what’s going on, I’ve had no issues with it.
Crashes are outside my control, unfortunately. Is it giving you an error? Have you sent in a crash report?
Yes, it’s in the update notes.
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-November-15-2012/first
Which part? It’s a long story step, so I need to know your current objective.
I believe I’ve found and fixed the issue, but I don’t have an ETA for when it will hit Live. It sounds like it’s working for you now, I believe the issue is if Forgal is interrupted as you reach each point, the story step won’t advance.
When did you create your account? IaF is only available to accounts in good standing made before 11/7.
Please note that the forum TOS specifically states:
“Do not spam. This includes bumping threads or making posts that lack content.”
I don’t understand what you mean by the skin on the sword being “decentralized upward”. It looks ok to me in the screenshot, but I’m not really familiar with the sword.
hey go read mesmer forums and bugs
I’m sorry, but that’s not helping me any. Are you referring to a particular issue?
Thanks, I’ve asked engineering to look into it. (The game is defaulting to “hide headgear” for all NPCs, when we normally do it on a case by case basis.)
It’s working fine for me, once you leave the start location there’s about a 3 second pause, then a dialogue cutscene kicks off and the next objective appears. It’s possible to rush forward and try to talk to Tonn before the cutscene kicks off, but it will kick in automatically after 3s so I don’t see how you’d be able to run around the map without it continuing.
If you have “Fast cast ground targeting” turned on in your options, it will attempt to target the mouse cursor’s position, which might not be in a valid spot. This might also be a tebuchet that requires you to hold down the fire button to power up the range of the shot, if you simply tap it, it might be trying to fire the shot too closely.