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Conscript the dead ships Problem. (Spoilers)

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Did you kill the named captain? What’s your current objective? I’ve never heard of this happening before.

Reconnaissance bugged?

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When I just tried it, the undead appeard at the top of a ramp nearby.

Conscript the dead ships Problem. (Spoilers)

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There are gangplanks that lead from each ship to the next. If you fall in the water, it will reset your position.

Personal story with party

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Was one of you on an overflow?

Personal story with party

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If you’re in the same map, when one player enters a story instance it should pop up a prompt for the other player asking if they want to join. If you’re both on the same story step, at the end you can choose whether to advance your own story and accept any decisions that have been made.

Did my story finish as intended? SPOILERS

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There was a bug that was switching storylines (based on the fear you chose at the start of Chapter 7) but it’s since been resolved.

Asura quest "Beta Test" too difficult

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Try sword + pistol. Let Shodd eat the opening fireball, and use pistol whip + black powder to keep the veterans blind and/or dazed. I was able to do the quest first try with no kiting or healing, though Shodd managed to grab aggro from the harpy early so it was pretty easy from there.

Ships of the Line STILL Bugged!!

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I know it’s frustrating, but it’s a bug at the end of the game for players on one of 3 different paths, so it really doesn’t affect enough players to be worth risking a hotfix. (And updating just one content file isn’t trivial, so essentially we’d be pushing a bunch of other stuff that hasn’t had time to be tested.)

Ships of the Line annoying teleporting

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Bad Blood

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Whew, ok, thanks!

Ships of the Line STILL Bugged!!

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I apologize, that’s totally my fault. I was trying to fix another bug and accidentally introduced this one. Testing a fix now for the 10/1 update.

Bad Blood

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Note that you can’t just run off the edge immediately, it will allow you to use the checkpoint after the wind has activated at least once. I just tested it on our “dev” servers, I’ll follow up and see if there’s any chance it didn’t get pushed to the patch. (Normally, we make change locally, then they get pushed to the dev servers, then they get pushed in a live update. It’s why we only do weekly updates, so our QA team can test the changes on the dev servers before we make them live.)

repeat personal story?

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At the moment, there’s no way to go back and repeat steps. It’s a popular request, but there are some technical issues that we’d need to solve first, so I don’t know if/when it be added.

End Story Loot. (spoilers)

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I wish I had more/better news, but like I said nothing has changed since my last post. Once I know that a retroactive fix is in place, I’ll let y’all know. (My guess is that they’ll mail out updated loot bags to people who have completed the final story step, but I don’t really know.)

End Story Loot. (spoilers)

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Nothing has changed.

End Story Loot. (spoilers)

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[Spoiler] Zaithan, End-game PS loot.

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[Q]Choosing order with 2. character?

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“They went thataway” is several quests into the Order of Whispers storyline, it is part of a branch within the storyline so you might not have seen it with your other character. I’d have to know your race to know which step is the one where you picked an order, but the choice is made at the end of Chapter 3. (And you’re halfway through Chapter 4 now.)

Forging the pact,

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As noted above, the primary fix is in the 9/24 update, which isn’t out yet. (Typically, new builds go out around midnight PST.) There’s also some fixes in the 10/1 update to catch an endge case where it’s possible to complete the story objectives out of order.

The Stone Sheath (Bugged?)

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Why Charr Have the Best Story *1-30 Spoilers*

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There’s one team that wrote the main story arc, and there’s another team (the official writing team) that went in to do editing/etc. for the story. I’m oversimplifying it, but you could look at the flow as:
1 Story writers determine what the high level concept of the story step is
2 Content designers (like me) go in and create the story step in game, and write placeholder text for everything
3 The writing team comes in to edit the text

Frankly, we had mixed results with this approach, which is why your feedback is important to us.

Against the Corruption - bugged?

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This is covered in another thread for the same story step… The 9/24 update has a fix for Trahearne stalling at the tomb entrance.

End Story Loot. (spoilers)

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The 9/24 update has:

“End of Story Loot bags improved to only give green or better lvl 78+ gear.”

I don’t know if it also has a retroactive fix for players who have already the step, but we do plan on giving players who have already done the step updated loot.

Dear Designers. . .

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A search of the forums will reveal that this has been brought up, and addressed in the 9/24 update tomorrow night.

[Q]Choosing order with 2. character?

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What’s the name of your current story step?

Tower Down BUG?!

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There are multiple threads on the same issue, so my earilier reply is elsewhere. There’s a fix in the 10/1 update, a possible workaround in the meantime is during the “Clear the beach” step kill the risen krait last. (The issue is that if you complete the objective by killing one of the other undead spawns first, it’s can stall the story step.)

[BUG] The Stone Sheath

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Yes, it appears fixed. Will be in the 10/1 update. (Tested with an engineer to make sure there wasn’t something class specific going on.)

Congratulations Arenanet. You've convinced me never to finish my personal story.

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Tower Down bugged

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Aha! Think I found it. It’s slated for the 10/1 update.

If you don’t want to wait, try this:

At the third tower, there are several spawns of undead. Kill the risen krait last. I think the problem is that one of the beach spawns does some other stuff, and was also part of the “Clear the beach” objective, which is based on killing about 3-4 total spawns, so if you did both at the same time, it would do the “other stuff” and not do the stuff it’s supposed to after the objective is completed.

[BUG] The Battle of Fort Trinity

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Update: Ok good news/bad news.

Good news: we found and fixed the problem with the story stalling out when you meet Trahearne.

Bad news: it won’t go live until the 10/1 update. (So 10 days to go.)

I’m also looking at the problem with the docks stalling out, bad AI behavior, and a few other misc issues.

[BUG] The Battle of Fort Trinity

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Re: my above posts

The three fears are:
- Death of an innocent (“Tower Down”, “Munition Acquisition”/"To the Core’, “Breaking the Bone Ship”)
- The suffering of others (“Striking Off the Chains”, “Wet Work” , “Willing Captives”/“Intercepting the Orb”)
- Failure (“Shell Shock”, “Volcanic Extraction”/“Fixing the Blame”, “Marshalling the Truth”)

(edited by Jeffrey Vaughn.1793)

Personal Story Difficulty Unacceptable

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“Breaking the Bone Ship” will be adjusted in Monday’s (9/24) update. Zott had no underwater skills, and I toned down the risen sharks.

[BUG] The Stone Sheath

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We haven’t been able to reproduce this bug, and we’ve tried with several different systems/accounts, so we don’t have a solution yet.

There is a known issue with the thief’s “Steal” ability not interacting very well with story bundles.

UPDATE: A possible fix is in, it’ll be a couple of hours to run it through testing, then I’ll post an update. It’s a bug that doesn’t show up on the test builds we use when building content, so I can’t confirm it myself. If it looks good, it’ll be in the 10/1 update.

(edited by Jeffrey Vaughn.1793)

Sanguinary Blade - Personal Story Elementalist

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Sorry, yes, the 9/24 update.

[BUG] The Battle of Fort Trinity

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I’ll post tomorrow when I’m back at work and can look up the story step names. The fears are failure, suffering, and the death of an innocent.

Why do waves of enemies come after me when I'm all alone?

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Rakt should have been 28, I’ve adjusted him down. Some of the older bosses were upscaled to make them tougher, but later we got some other ways to buff them. In some cases, the old level boost was left in place AND the new buffs were added, which is making them a lot harder than we intended.

I’ll check out Early Parole tomorrow, I need to go home and feed my cat.

Forging the pact,

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As noted above, the fix isn’t due until the 9/24 update (Monday on the west coast.) I also just found another potential issue, which would explain why we couldn’t repro. It appears to be possible to do some of the steps out of order in the cave, so the rescued reasearch team will not follow you. That’ll be fixed in the 10/1 update (the 9/24 update is in testing right now.)

Short Fuse Storyline Bug

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Some additional questions:

So the way the story is set up, when you fight “OVR-9000” and reduce it to 0 health, it’s “intimidated” and switches to a non-combatant, wanders off, and explodes. When it explodes, it waits 15 seconds then plays a cutscene and completes the step. Where exactly is it stalling out?

Short Fuse Storyline Bug

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I looked at it a couple of days ago, but I have been unable to get the bug to happen.

Home Instance: Personal Story Changes? (Spoilers)

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There’s another thread on this topic:

https://forum-en.gw2archive.eu/forum/game/story/Home-Instance-Future-Plans/first

TL;DR version: it’s something we plan to develop as we find the time.

Personal Story Difficulty Unacceptable

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“Mired Deep” 10/1 update notes
- Reduced skale density near the chest
- Reduced drake hatchlings to L12, and removed 1 from each group
- Reduced boss skale’s level back to 14, adjusted his toughness so as a thief I was able to outdamage his regen using autoattack only
- Mandatory conversation choices are now marked with a green star (so if you have to exit the conversation to continue the story, it’s marked with a star instead of the generic exit icon)

Sanguinary Blade - Personal Story Elementalist

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Are you referring to “Bad Blood”? If so, as mentioned in the thread on that story step, it’s been adjusted in the 10/1 update for folks who are having trouble with the puzzles.

Why do waves of enemies come after me when I'm all alone?

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It’s really not as simple as it sounds.

A spawn group might consist of 5 creatures. “OMG!” you say “Make that 1 creature! Fixed!” But you might not realize that there are also 5 allied NPCs, so now this one creature is going to get swarmed and killed in seconds.

Or there might be 5 spawn groups of 1 creature each. If they spawn one at a time, no problem. But if all five activate at once, you have 5 creatures on you. An automated system isn’t going to catch that situation.

Or it might be a creature with a good attack that has a long cooldown between attacks, but does high damage. Alone, it’s not an issue, but once you start having two or more together, they can instantly “spike down” a player.

A large spawn group might be spread over a large area, so it might have a high count, but a low density. (Most of the “world” spawns are this way… A given spawn group might consist of 15 minotaurs, but they’re spread out across a mountain.)

And I’m sure I could keep coming up with more ways to break an automated system. That’s why I keep asking for specifics.

Mission: "The Queen's Justice"

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10/1 update notes:

- Spread out undead waves so that only 1 can be active at a time, and reduced their numbers a bit (previously if you just focused on Kellach you could have a dozen undead active at once, since they spawned based on his health)
- Marked the “must do” conversation responses with the green star icon (it hasn’t come up, but I’ve seen people on other steps who thought that just closing the conversation window was the same as picking the “exit” conversation option, and the story wouldn’t continue)
- Kellach will wait for about 30 seconds before entering the fray—he’s determined during this time, but he won’t aggro or respond to attacks until he’s good and ready

Bad Blood

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All classes have “Bandage” as their #4 downed skill, it will self-heal but it will stop if you take any damage. So if you’re “safe” but dead, you can bandage yourself to life.

So with the update, if you fall, you can two things:
- Let time run out, and go to the checkpoint (which is now past the bridge)
- Bandage yourself and try again

No need to leave the instance.

ship of the line bugged

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There are lines about plugging up the holes the oozes are using to get in, and if you talk to Merri she’ll also tell you to use the globs of ooze that appear when you kill an ooze and use it to plug the leaks. (There are a couple of spots in the hold with water spraying up.)

Why do waves of enemies come after me when I'm all alone?

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My thief build is sword+pistol, with utility skills varying by level. Blind works wonders against both groups and single bosses. Black Powder will reapply blind for a few seconds in its area of effect. Pistol whip can lock down a single target. If I get in trouble, hide in shadows, smoke screen, and/or roll for initiative can save the day. (If nothing else, I can stealth for long enough to heal, which will stealth me again.) Ironically, I stumbled on the build with my “live” thief so I could take on skill challenges and veterans solo.

Now don’t get me wrong—I totally agree that some of the steps are too hard. I’ve played this game a lot, so facing 3 mobs at once is no big deal, but I recognize that it’s too much for most players, and the early steps (L1-20) in particular need to be toned down. But I simply don’t have enough hours in the day to play through every single story step and make adjustments, which is why I keep asking for specifics.

Also, not to start an argument, but expecting every story step to work for ANY build is not realistic. If you want to build a glass cannon, you can’t expect to never die, and you can’t expect your particular favorite build to work all the time.

Personal Story Difficulty Unacceptable

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That’s “The Greater Good”, I toned down the number of bandits that spawn in the quest, testing it now for the 10/1 update. I suspect the count is fairly high because you can pick up a lot of Seraph helpers as you go, but this is too early to be too hard I think.

(edited by Jeffrey Vaughn.1793)

[BUG] The Battle of Fort Trinity

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I’ve asked our testing team to run through this story step a few times and send any bugs my way. I’m going to try and clean it up for the 10/1 update.

Personal Story Difficulty Unacceptable

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I wasn’t quick enough for Monday’s update, but the 10/1 update will have the following adjustments to “Defending the Keep”
- Slowed down undead horde
- Increased range of arrow carts
- Undead should no longer automatically follow the player no matter where he/she goes