You should be able to keep going. We fixed the bug about 2 weeks ago, so it won’t inadvertently finish the quest if you exit the conversation without making a choice. The missing journal entry is a seperate issue that I sent to the writing team.
My story jumped forward: Can I keep playing, or should I wait for the fix?
Posted by: Jeffrey Vaughn
Wrong forum, sorry. The Bugs forum is probably what you’re looking for.
What class were you? I’m wondering if there’s some global issue with the engineer losing bundles.
I’ve tested this repeatedly with an engineer, swimming into the water, under the water, out of the water, using kits, repeatedly causing it to switch weapon toolbars, and I’ve never seen the scabbard “vanish”.
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I’ve tried over and over to reproduce this block, but I cannot. Make sure when you talk to Gixx you select and click on all the dialogue options with a star. Closing the conversation window or just walking away will not trigger him to follow you. Also, for the bone wall, only Trahearne matters; you need to get him close enough to the wall for him to deal with it. The other NPCs don’t matter.
For the docks, have you checked inside the fort? There’s a third wave that gets launched over the docks past the first line of defense.
For the stall, the only thing I can think of is that the fix didn’t get into the 10/1 update for some reason. I can’t find any situation where it’s not working correctly on our internal servers, and looking at the script it has a failsafe to force it to continue.
The problem is that in a contained story map we know that only one cutscene is going to play at a time, but in the explorable world any number could be triggered at the same time. (The extreme example being 5 players on 5 different steps in a group that trigger 5 cutscenes at similar times.)
Striking off the chains, Wet Work, Intercepting the Orb
You stood by Trahearne until all the scenes finished? I honestly can’t find any reson why it wouldn’t kick off the LC after the scenes.
Just patched up and tried to progress my story and… no change, still the same bug with no cut scene.
What are your last 3 story steps? (From the journal.) Did you do any of them co-op?
The stairs are inside the building.
When you go to the location where a story step starts, and it asks “Would you like to continue your story?” it should ask members of your group that are in the same map if they also wish to enter.
The original issue that caused the skip has been fixed for some time now.
As far as I know, if you were skipped ahead, you will be reset, period.
I’m also seeing several posts that have nothing to do with this thread. If you have general problems with a story step, please post in the story forum. (After checking to see if there’s already a thread.)
If you’re in the same map and party, it should prompt you when the other player enters a story map, allowing both of you to play through it.
I’m not sure what you mean by “dialogue screen”. Conversations typically only show up for the player who initiated them, though there are some conversations that have been flagged as “mapwide” so all players will see what’s picked. Cutscenes are also generally shared, though if it’s a step that’s in the explorable world (as opposed to a unique story map) it won’t share the cutscene.
You need to get on top of that building to your left in the screenshot. You’re only part of the way up.
I’m not sure what the “defensive golem” is you’re using (I don’t know engineer very well) but I found that between net shot and the net turret he was immobilized most of the time, and with the thumper turret I was able to keep him occupied while I wore down his health. The turrets can be placed while you’re moving, so you don’t need to stand there and take it for the half second or so it takes to build.
Edit: I also noticed that Batana isn’t helping in the Rakt fight, which is probably making things harder than it should be. I’ll put in a fix for the 10/8 update.
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I’m just trying to narrow down the problem, I didn’t mean to imply that you’re not following the quest directions. Note that the green circle is a bit deceptive since it’s 2D when the point you need to reach is (literally) up at the top of the ark’s structure—make sure you’re taking the stairs as far up as you can. It’s a fairly small area and with the ghostfire burning around you, it can be difficult to find the way up. If you have room to run “around” the circled area, it sounds like you’re not at the very top. (It’s a really small area.)
I need more specific information. What step are you on, what step is your friend on, what’s the last step you did together, etc.
Where exactly did you go? I’m not seeing an issue with this story step, when you’re prompted to “Get to the ark’s highest point” there’s a specific location that’s up on top of the ark, that should be marked on the minimap.
What’s the exact objective test?
“Search the chantry for survivors” should complete once Demmi appears and opens the gate for you.
Tonight’s patch should fix the issue with it stalling when you talk to Trahearne. The 10/8 update will have additional changes.
I’m not seeing that issue, on destroying the third group of undead, it plays a cutscene, then Herboza spawns.
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For the 10/8 update I’ve thinned out the spawns quite a bit, and cleaned up the spawning around the docks so they shouldn’t end up in odd places.
I just ran through as a sceptre/focus elementalist, and it was tricky, but consider that I don’t play elementalist regularly, so I wasn’t using any attunement switching or even traits for that matter. Making sure that Shodd tanks for you is necessary, I found that he could (barely) stay alive long enough for me to take out the enemies. Keep in mind that destroyers are immune to burning, so if your build is intended to use a lot of burning or +condition damage, you’re going to be at a disadvantage.
A fix is in, and going up tomorrow, but it was too risky to do an emergency build and not go through testing, which is why it was set for the next scheduled update.My point was: consider the amount of people affected vs. the number of people not affected, and weigh the risk of introducing a bug for EVERYONE when trying to fix a bug for a small percentage of players.
Let Shodd absorb the fireball opening. I did this in one try with a thief without being downed or kiting.
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Event creatures, story creatures, and world creatures are the same. (Unless, as noted, they’re “bosses” and have a different portait outline.)
No, they’re just items in the journal.
I haven’t played an engineer much… Have you tried a thumper turret (for aoe damage, taunt, and knockback) and/or a grenade kit (for aoe damage)? I don’t know their traits at all (I usually play thief) so I’m not sure if there are any good ones for boosting your survivability.
Unless it’s a “boss” (i.e. they have a special frame around their profile like veterans or champions) it’s exactly the same creature in story steps and the explorable world.
Looking at it, some steps have items associated with them, some don’t. It’s not a bug or design change, it’s just the way it happened.
I reduced his health by roughly 50% in the 10/8 update.
No journal items were added after relase. What are the two story branches in question?
Are there any other active (incomplete) objectives? The quest ends after the cutscene.
Have you played since the update? The queen is L47 now, and the destroyer spawns have been slowed down.
Haha I wondered why all the necros were made at me.
No, it only affects players that skipped steps.
I believe the issue, which is fixed in the 10/1 build, is that the NPCs are set to follow Trahearne. If he’s out of range or dead when they receive the follow order, this can cause them to ignore it and do nothing. In the 10/1 update I set them to follow the primary player, so this shouldn’t be an issue.
Update:
The 10/1 build should reset players who skipped forward back to the “Choose your order” step (which varies by race), though it’s a code-side change so I don’t know any details beyond that.
As mentioned in the other thread on this story step, we’ve had an extremely hard time trying to reproduce the bug that people are reporting. We made some changes in the 9/24 update that fixed the most common problem, but the 10/1 update has some more fixes.
Are you both in the same map? Story missions will only group players that are in the same area.
Glad it worked, sorry about the issue, I haven’t been able to get it to occur and I haven’t heard of it before, so I’m baffled.
Please post this is in the Bugs forum, this isn’t strictly story-related. (i.e. not something I can fix.)
they don’t even acknowledge that it is a problem.
?
https://forum-en.gw2archive.eu/forum/game/story/Ships-of-the-Line-STILL-Bugged/163169
Where exactly is it stalling? If you’ve looked at the other threads on the subject, it’s been noted that it’s an extremely difficult bug to track down, so there are additional changes in the 10/1 update, in addition to the ones on 9/24 to catch the most common issue.
That’s no longer happening.
I’m not entirely sure what the screenshots are supposed to be telling me, sorry. If you ran into a bug from evading into a tree/prop, that’s really not a story bug.
Are you positive you’ve checked to see if another door has opened? Only the first door has a cutscene so the other entryways can be difficult to find…. When in doubt, try to move towards the green star on the minimap. I know this step confuses me every time I’ve done it.
If you’re on the same story step, you’ll be prompted at the end if you want to complete the story step (and accept all decisions made during the step) or want to decline and complete the step at a later time.