TLDR is: the 9/24 update will have a fix (I hope) for the stall. It’s something we haven’t been able to reproduce reliably, though, so it’s a tough one to tackle.
It’s my understanding that the final reward will be corrected for people who complete the step, and we’ll be doing something for people who have already completed the story. It shouldn’t matter if you already opened the bags, or have them untouched, since we don’t want to punish people who (in good faith) opened up the rewards and got a bunch of low level items.
I don’t set up rewards, so I don’t want to give any inacurrate information… But we are fixing this, and we’re looking at a retroactive reward for people who have already finished the final dungeon. (No ETA on either, sorry!) But you have not been forgotten, nor are you being ignored.
There are multiple discussions going on in this thread, but I have a question for those that are stuck right at the beginning: which quests did you do right before this? Specically, which “greatest fear” was picked? The isssue appears to be that the game doesn’t know where you are in the story, so it doesn’t know which cutscene to play.
It’s buried in another thread, but this has been adjusted in the 9/24 update. I toned down the Ringmaster’s sidekicks (including the hypnotized spectators).
Yeah I would have liked to have tied it to something specific like “Stun” to encourage some out-of-the-box thinking, but not all classes have access to a stun, so we had to make it just a beat-er-up. (Also if ALL you had to do was stun her, that’d be too easy.)
Are you trying to melee them? You have a cannon and arrow carts to thin out the undead without having to fight them directly. (I had at most 2 attack me at the arrow cart so that I had to release it, and kill them, then go back to bombarding them while they fought the Vigil NPCs.) Also, I’m not clear on how they spawned inside the keep, when there are enemy spawn points inside the keep at all. Did they follow you inside?
What class are you? I just completed it as a L26 thief, but I have a build geared towards story, so take that with a grain of salt.
We’re having an extremely difficult time trying to reproduce this, but we are looking into it. I don’t have an ETA for a fix since I don’t know what the problem is.
Unfortunately, it’s not an issue we’ve been able to reproduce, so I can’t guarantee that you’ll have no problems. If it’s the problem I think it is, it’s fixed. (In the 9/24 update.)
No need to apologize, I didn’t intend to sound like I was chastizing anyone. : )
I’m just trying to be open and honest: I keep asking for specific information because it’s the most efficient way for me to tackle any problems. We are paying attention, and actively discussing some broader changes we can make, if that looks to be necessary. (It’s too early for me to go into specifics, though.)
Honestly, vague answers like " all of them" are not going to get addressed efficiently. There are over 400 story steps, and when I get specific information like “X step in story Y was too hard for my Z character” I can go in, look at the story step, and make reasonable adjustments. If you look at other posts in this forum where we’ve received specific, detailed infomation on story steps that are too challenging, we’ve tried to go in and address them as quickly as possible. With 8 classes and a vast array of traits and utility skills, it’s extremely difficult for us to make every story step perfectly balanced for every player. (And “balanced” is a term that has vastly different meanings for different players.)
The instance entry is actually in front of the Ebonhawke portal. We used to have the entrance in Ebonhawks but people who didn’t know how to portal to Ebonhawke thought they had to cross the Fields of Ruin (a higher level zone) so we explicity set it in front of the portal. Approaching the marked area should being up a prompt asking if you want to continue “A Fragile Peace.”
I’m not a writer, so I don’t feel comfortable discussing the story and characters. In particular, there’s little value in trying to get into a debate over the story. Honestly, it’s highly subjective, and some folks like it, and some don’t.
What exactly is your current objective? It says above “i destroyed the third tower”, did the objective complete? Did the tower blow up? Where is it getting stuck?
I think the issue is that Zott or Trahearne are dead, in combat, out of range, or otherwise fail to play one of their scenes at the barrier. I added some additional redundancies so the quest will continue whether or not the scenes fire off successfully, which will also be in the 9/24 update.
For those people still bugged… I’m trying to track down the issue (which we haven’t been able to reproduce.) What scenes, if any, played when you reached the barricade at the end of the cave? What’s your current objective? Was Trahearne dead when you reached the barricade?
For what it’s worth, either the 9/17 or 9/24 update (I can’t remember which) has an updated version of that quest. (“Rumors of Trouble.”) In the future, PLEASE provide me with the quest name. I only recognized the step because I just modified last week.
The 9/24 update will have some minor adjustments, mostly I reduced the number of bandits you have to fight at once and made all the bandits except the boss L2. (Since you still have to fight 2 at once.)
As I said earlier, there’s an fix in the 9/17 update (which isn’t out yet) that should clear this up. It’s an issue that we haven’t been able to reproduce at all, though, so I can’t guarantee that all will be good once the update goes through, but I think this will fix the most common break.
I haven’t been able to reproduce the issue, and the scripts all look fine to me. You beat him up, he turns green (non combat), stumbles for a bit, then dies. Are you applying a bleed/poison or some other continuous effect?
If you’re knocked off the bridge, your checkpoint will be set on the other side, so you can accept the death and bypass the puzzle, or try it again by reviving at the start. (You’re downed if you fall so you can self-revive.)
I haven’t been able to reproduce this bug myself, so I’ve asked our testing team to take a look at it. If we can identify the issue today or tomorrow, it will be in the 9/24 update.
Update: I just found and fixed a bug where Trahearne would stop at the entrance to the tomb (and not move) if Gretchen was killed or in combat when he reached it. Also in the 9/24 update.
Try moving a ways away from him, then back. There’s a rare bug where he’ll think no players are around even though you’re standing right next to him. I believe a fix is slated for the 9/24 update.
We have to manually flag them to be able to revive players and/or NPCs. We’ve tried to do this in all story steps, but if notice one where they don’t, let us know the name of the step. Also note that NPCs can only revive if they’re not in combat.
As stated in the thread, we haven’t been able to reproduce the issue, which is making it very hard for us to track down. We’ve made some changes to reduce the odds of it happening, but obviously it’s still occuring so we’ll keep working on it.
I need specific information to know which story step to look at.
- Your current story step
- Your current objective
- Your character’s class and level
- Any specifics on the issue (too many enemies at once, tough boss, confusing objective, etc.)