Showing Posts For Kruhljak.2705:

Problems at crafting station

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Posted by: Kruhljak.2705

Kruhljak.2705

Most likely. There are a number of recipe sheets with names that are entirely different from the actual item that gets added to your crafting list. Sloppy. And worse, these boards and support tickets could be slimmed down a bit if ANet could bother to assign someone to go and fix all the silly text errors they’ve been told about for months. A few seconds of effort given per error could save a lot of clutter over the long term (not to mention add a bit of polish—text errors are common, but nonetheless sad in a AAA game).

Hidden Thief not working with Pistol [Merged]

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Posted by: Kruhljak.2705

Kruhljak.2705

That’s not a fix, that’s a cumbersome workaround. ANet is supposed to do the fixing.

Besides, the OP mentioned the same thing in his second sentence….

Shadow Behemoth doesn't always spawn [Merged]

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Posted by: Kruhljak.2705

Kruhljak.2705

This occurs on many servers. I haven’t seen it, or any of its precursors, occur on Yak’s Bend in well over a week. I could have missed it, of course, but I spend a fair bit of time slumming there and I see nothing but questions about it on map chat.

It is a cool event, and its status as a world event and being the zone’s iconic battle, makes it being broken so often/so long a special failure on someone’s part.

And yes, there’s a nice chest at the end yielding a batch of level-appropriate toys. At least, I think there is…it’s so hard to remember that far into the past….

Character deletion glitches portraits

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Posted by: Kruhljak.2705

Kruhljak.2705

It’s not only after deleting a character. I see this from time to time after a long play session. It’s something that can develop over time, and may relate to system memory. I’m playing under XP at the moment, with 4GB of system memory, and I see this almost all the time after long play sessions, but never after a short run. If I logout and restart the client, it’s all good until some later point in time.

As far as the amusement aspect is concerned, the Sylvari losing everything but its eyes wins, hands down. Though there are strong challengers….

Bug or something else.

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Posted by: Kruhljak.2705

Kruhljak.2705

Oh, forgot to mention something I’ve started doing lately. Having seen rather a lot of mining bots popping in and out lately, usually with oddball names I can’t remember after noticing them for only a second or two, whenever I notice a character appear out of nowhere at a node I’m at/near, I hit the PrtScr button immediately rather than try to note and remember their name (and the usually funky spelling). Then I just look in my screencap directory and report them at my leisure.

Unfortunately, my latest mining bot target is still running around in Malchor’s Leap after six days. shrug

Bug or something else.

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Posted by: Kruhljak.2705

Kruhljak.2705

Assuming those are player characters, what you’re seeing may be a mining bot program going a little bonkers. Mining bots will teleport from node to node, appearing and disappearing at/from each. Perhaps that spot you were seeing them at was a leftover or erroneous node point in whatever node map they were using at the time. The dropping down might be their teleport point being off the ground; again, a bad node point value being used by their dirty little bot program.

Mispronunciation of "forte"

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Posted by: Kruhljak.2705

Kruhljak.2705

I think that’s prounounced “lah-may.”

>.>
<.<

Massive Targeting Issues

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Posted by: Kruhljak.2705

Kruhljak.2705

The issue with auto-attack stopping after one shot may be due to your inadvertently targeting something out of range (probably by RMB camera movement or the sometimes mind-of-its-own “C” select nearest target function). This will make you shoot once since you hit the attack key, but afterward will stop as always occurs when something is/moves out of range.

Then again, it could be a bona fide auto-attack bug. However, I see this stuff a lot as well and I know, in my case, it’s from the stupid RMB quick-activate function problem.

Not sure, of course, what ANet will do about the RMB thing, but making it an option so those who hate it don’t have to be plagued by its unwanted side effects is smart, and perfectly reasonable. Unless there’s some weird code issue in the way, there’s no reason not to make it optional for those who like it. It is, after all, redundant since it does absolutely nothing you can’t do with LMB and/or keyboard.

So: continue to force feed something obnoxious to many on everyone or make it optional so everyone has the freedom to choose. A proper jury would be out for a nanosecond on this one.

Cant preview non-profession gear

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Posted by: Kruhljak.2705

Kruhljak.2705

Right. For some ill-conceived reason the devs decided clipping issues with certain armor pairings* was so important to prevent us from seeing they sacrificed the welcome convenience of previewing with whatever character you happen to be playing at the time.

*This is what I’ve gathered from reading—it may NOT be the actual reason, but us lowly players don’t get the full scoop on much of anything, unfortunately.

Getting really annoyed

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Posted by: Kruhljak.2705

Kruhljak.2705

I’ve recently (like this week) been using a new character slot to fiddle around with random characters (on my sixth one now), seeing how fast I can complete their racial starter zone with only found gear, and have found that most characters, by the time they’re done, have no more than a couple pieces of gear—counting weapons—within 2 levels of their character level.

I didn’t have anywhere near the same difficulty finding basic, level appropriate (or very close) gear with my first few characters, started months ago.

Perhaps it’s something to do with the diminishing returns code. More junk drops after a while is essentially the same as less useful drops over time. (Yes, I know, pretty insightful of me, eh? ;-))

Odd little glitch in Gendarran Fields

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Posted by: Kruhljak.2705

Kruhljak.2705

There’s one of these in Queensdale, just south of the Scaver Plateau, in the little swampy river a bit east of the skale nesting site. It’s weird. Making noises like something going in and out of stealth, the black wispy stuff. Creepy. Like your screenie, IIRC I believe it’s also happening “on” a plant/bush.

Double map change loading time

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Posted by: Kruhljak.2705

Kruhljak.2705

This sort of thing happens to me whenever I go into the borderlands and often when porting into a city. Usually the region’s ambient sound kicks in at the same time the loading screen backdrop flickers (I don’t see my character at all, though, but this is likely due to differences in machine power or gfx cards). I suspect it’s you being dumped into the zone before all the visual environment is actually loaded up.

Resource nodes despawning

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Posted by: Kruhljak.2705

Kruhljak.2705

I haven’t been where you’re referring to, but I’ve seen something like this in a Queensdale newbie area (the western dam). When the harpy event begins, for whatever reason, all the ore nodes in the immediate area vanish. When they return, they’re in different spots just as happens to an entire zone after a patch update. So, if there was an event that might have begun right around that area at that time it may explain it—though it doesn’t explain why only very specific areas exhibit this behavior.

NPC Jaklan bugged

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Posted by: Kruhljak.2705

Kruhljak.2705

This thread has been quiet for quite a while, but the issue remains. About half the time, Jaklan is nonfunctional, which is pretty annoying since the next nearest BL rep is in Shaemoor Village. He’s been braindead for a few days now, interestingly coinciding with Mona’s caravan also being completely broken (she’s stuck in Claypool forever, it seems, and never moves on into Kessex Hills), and both have been this way across at least one patch update.

I’m of the opinion—and it’s totally unfounded as of yet—that if he gets killed by something, he might rez in a broken state. I’m more than happy to get him killed, if he ever starts working again. >:-)

No presents more often now?

in Wintersday

Posted by: Kruhljak.2705

Kruhljak.2705

Seems to me presents inside the presents…umm…have slacked off. I noticed the same thing beginning a few days ago, and have since stopped bothering entirely. Perhaps just a fluke, but apparently the fluke’s not just hitting me.

Overpowered Toys

in Wintersday

Posted by: Kruhljak.2705

Kruhljak.2705

After a while I just started to ignore the presents. You can get plenty of gifts dropped from just roflstomping low level mobs in starter areas when the player base is light (so you’re not stealing everything from newbie chars/players). The one or two, and often ZERO (who thought that would be fun?) presents that pop from those things aren’t worth the effort about 75% of the time.

A better approach, IMO, would have been to have the big presents spawn their 1-2 presents (never 0!) visible but have them ungatherable until the last mob is killed. In addition, give the spawned mobs a high(er) chance to drop extra gifts, and/or random Xmas stuff, and simultaneously severely reduce the drop rate for same from random world mobs. I.e. make the presents important and worthwhile.

This, hand in hand with scaling down the dangerousness of the mobs in lower level areas (not just by blithely scaling level). Didn’t ANet realize most presents would be opened by lone players? That maybe a 6v1 with chain stuns, massive Confusion stacks, knockdowns, AoE, multiple self-buffs, etc. would be a little too much for many players? Especially low-level guys with limited skills to choose from? And new players who are still fumbling around with their first batch of skills? Man, talk about ice water in the face.

A little careful tailoring would’ve gone a long way to making these things something for everyone to chase after beyond the first couple days.

Looting+NPC interaction on separate keystroke

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Posted by: Kruhljak.2705

Kruhljak.2705

Agreed. +1. This. etc. I’ve been yelling the same thing, albeit to my screen and not at ANet. This “all purpose” keystroke is fine and well theoretically, but in many cases—such as normal, rapid-speed play—it’s a massive annoyance that can be eliminated by simply allowing the various functions to be re-bound. That functionality is present in most well-designed games, and has been for ages.

Signet of Shadows not increasing movespeed.

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Posted by: Kruhljak.2705

Kruhljak.2705

Any time you enter combat, your movement speed decreases by 30%. You should still be moving faster than others without a speed buff, but your movement will visibly decrease when in combat mode.

Blank sender in mail sends to random toon

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Posted by: Kruhljak.2705

Kruhljak.2705

Yes, this is a terrible design. Perhaps there was more intelligent functionality intended but it didn’t get finished in time for release (or since). If anything, it would be smart to have an address book available where you can white list people so that when you send mail (especially with attachments) it will go off without issue if sent to one of those whitelisted people, but if the recipient isn’t in that list, a big fat p0rn-style blinky popup asks you to confirm you wish to send this email to that person.

As it is, there are no safeguards, and the methodology actually HELPS you to make mistakes. Once again, I can’t imagine a group of devs sitting around actually greenlighting this as a smart, finished, design. Regardless, it needs some attention.

Help Maxtoar Rapidstep capture dolyaks

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Posted by: Kruhljak.2705

Kruhljak.2705

I believe this is the way it’s supposed to work. It’s the “quest” text that’s misleading. Once you capture the calves, they head to the portal and you’re only job thereafter is to keep the skelks from killing them. Haven’t done this in a while, and now I’m not even sure if you have to bother with that part, either. I think you get credit as soon as you capture the calf rather than when it enters the portal.

Random "obstructed" projectiles

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Posted by: Kruhljak.2705

Kruhljak.2705

I think this can happen with any projectile, regardless of class or weapon. From observation, I’m guessing this has to do with the engine having issues with terrain seams/angles that wouldn’t be visibly obvious to us, but sometimes get in the way when a projectile’s trajectory is calculated. The engine “sees” a terrain angle/seam between you and the target and fails the shot. Other factors are apparently in play, if this is even close to the case, as I’ve stood stock still firing at an enemy ranged attacker and have only one or two shots obstructed rather than all or none. And, of course, this also happens on absolutely flat terrain with nothing but air between my rifle barrel and the enemy’s face.

This plus erroneous Out of Range issues (for which I don’t even have a guess as to cause) means ranged attackers are just the lucky beneficiaries of a ninja DPS nerf. Yay.

Obstructed Bug

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Posted by: Kruhljak.2705

Kruhljak.2705

And don’t forget the “Out of Range” bit that pops up in between successful shots on a target that’s moving toward you (or you moving toward it). We exist in a very strange world.

Presents killing low levels in starting area

in Wintersday

Posted by: Kruhljak.2705

Kruhljak.2705

Once again, I have to wonder what the boys and girls in the ANet devs club were thinking with these cute widdo princesses. They HAD to know a lot of those prezzies would be opened by lone players and in low-level areas. 14 stacks of Confusion and 97 self buffs to add icing to the sickening little cake. Seriously? I just have to shake my head in confusion (ha!). I’ve done my share of design for various game scenarios and I never found it hard to consider the obvious repercussions of any game element. You’d think they could have at least employed some damn scaling. Jeezers!

Traps triggered by white mobs

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Posted by: Kruhljak.2705

Kruhljak.2705

I don’t recall this happening before the recent patch(es), but it may well have. In any case, I’m not sure it’s a bug or intended, but I think allowing white mobs (rabbits, racoons, etc.) to trigger Ranger and Thief traps is…hmm…unfair? Ill-advised?

Lately, more and more, I’m finding myself wasting traps routinely when dropping them only to have them trigger almost immediately due to an unnoticed rat scurrying or bird flying over them. Seriously, this is silly. Traps are, by and large, tactical devices that shouldn’t be lost, by design, to wandering ambient critters…and some areas have a LOT of these little guys running around….

I realize white mobs are included in weapon bouncing effects, and this may be connected to that, but it couldn’t be a difficult task to include an exception for traps.

Ranger Frost Trap AoE not where trap is set

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Posted by: Kruhljak.2705

Kruhljak.2705

Not sure I’ve got a fix on exactly what’s happening, but since the last patch I’ve noticed that if I place a frost trap, the frost AoE often occurs somewhere else than where the trap was set. In a couple of cases, I was running away from a spot where I placed the trap (defensively), and the trap AoE appeared nearby me after I’d run a good 5+ seconds from the spot where the trap was placed.

I haven’t witnessed this when dropping a trap directly onto targets where it gets triggered instantly, though.

Enemies becoming Invulnerable during combat.

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Posted by: Kruhljak.2705

Kruhljak.2705

Not yet mentioned, but I’ve seen all the skritt and ventari from presents go invulnerable briefly (the span of a couple typical auto-attacks) before becoming vulnerable again. This happens almost every time, teaching me to wait on any big attacks until after the round of invulnerability shows up and fades. In general, though, this is a fundamental bug, along with ranged attacks being obstructed by nothing (visible) and ranged attacks being declared out of range when clearly not. Combat engine integrity is critical to a fun experience, and I sincerely hope this is one of ANet’s top tier jobs right now due to its pervasive nature and flat out frustration-inducing annoyance.

Someone had to start this...

in Wintersday

Posted by: Kruhljak.2705

Kruhljak.2705

On the 12th day of wintersday the asura gave to me
Twelve Lobbers lobbing
Eleven Golems Twirling
Ten charged lodestone
Nine giants stomping
Eight Norn a drinking
Seven Hidden Shadow Behemoths
Six Drake a laying
Five Ascended Rings!
Four running Logans
Three shiny ‘shinies’
Two Quaggan hatchlings
And a partridge in the Pale Tree!

Guardian Empower - doesn't last 10 seconds.

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Posted by: Kruhljak.2705

Kruhljak.2705

Meh, give these guys a break. Testing whether the skill lasts 10s or not before the patch goes up is something that can only be done in rare, convoluted circumstances that are extremely difficult to mimic on a test server. You guys just expect too much.

Can't connet to login server [Merged Threads]

in Account & Technical Support

Posted by: Kruhljak.2705

Kruhljak.2705

Jeez. Twitter? So we have to monitor that in order to keep up to date? If that’s the way it’s going to be done (I expect something more professional than a generic social blab site), a proper feed monitor should be built into the login module so we can get the updates live on that rather than having to screw around with Twitter itself.

Right mouse button targeting

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Posted by: Kruhljak.2705

Kruhljak.2705

Complaints and requests for options re this issue have been ongoing for months. As far as I’ve seen, all it’s received is a remark from a mod regarding it being something that would be passed along to the devs, but nothing that was on the table currently.

To me, this is a terrible mechanic. Due to its obnoxious habit of causing frequent inadvertent target changing—not something ANYONE wants—coupled with its functional redundancy (we have a left mouse button that does the same thing), I, for one, would rip its heart out in a nanosecond.

I have yet to hear any peep as to why this function was thought necessary to include in the first place. What does it do that can’t already be done with the left mouse? And didn’t anyone during Alpha even think, “Gee, this thing changes my target all the time when I don’t want it to. Maybe we should, I dunno, think this through a little further.”

As I said in a post about this topic about a month ago: Options are King. Give us an option and you (ANet) won’t have to hear thousands of people kittening about it. Win/win, baby. Win/win.

Weapon placement on players(human) hips

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Posted by: Kruhljak.2705

Kruhljak.2705

I’ve noticed this too, as I run my warrior with dual axes and fairly close-fitting armor. Really didn’t think much about it, as I’ve become used to both gaps and clipping depending on what gear is in use and where it it’s located. If it is indeed an intentional change to compensate for something, I’m going to guess it’s a “best option” sort of thing, where you’ll get some anomalies and some “fixes” to the visuals as the changes are probably a global thing, rather than anyone spending time manually playing with the models or templates (or whatever the proper art-guy jargon is) in specific cases.

Weapon preview obstructed by pants

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Posted by: Kruhljak.2705

Kruhljak.2705

Best option is to just add a “Wield” option so you can see your shinies raised and ready where they’ll look their best. For some reason, though, I don’t think this sort of useful thing will happen anytime soon. Or ever.

Cannot log in due to maintenance?

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Posted by: Kruhljak.2705

Kruhljak.2705

I can’t log in either, after being out for several hours. It would be nice if the login routine would be courteous enough to tell us that the reason for not being able to login is due to maintenance rather than “Guild Wars 2 has encountered an error” and some erroneous, obviously incorrect potential problems that could be causing it.

That’s the sort of cryptic uselessness most have come to expect from Windows error responses. I had to come here to see what was up, and though it was easy enough, a player shouldn’t have to jump around to acquire such basic info.

Bandits Spamming Launch

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Posted by: Kruhljak.2705

Kruhljak.2705

So it’s more than just the Whirling Axe spamming bandits in Queensdale, eh? Yes, as if it weren’t bad enough to have our delicate little noobs being slaughtered by 27 bandits all Whirling the instant they have a reason, now some of them are spamming WA endlessly. Nice. What a mess.

This patch has got to be a ninja attack from some other MMO’s devs, because it’s sure going a long way to destroying whatever’s left of player confidence in ANet. Clearly these patches receive virtually no testing before going live. I don’t care what kind of budget a company has, you MUST thoroughly test fixes! This is even expected from Indy developers with no more staff than two coders and a guy that delivers coffee in the morning.

Misspelling: Temple of the Forgotten God

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Posted by: Kruhljak.2705

Kruhljak.2705

ANet isn’t big on these newfangled things called spellcheckers.

Deposit All Collectibles...

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Posted by: Kruhljak.2705

Kruhljak.2705

Wait. What?

Deposit collectibles deposits MINIS too? Who thought that was good design? I really hope this was just an oversight, because the image of a bunch of devs all deciding players would rather send a bagful of mats off one at a time to preserve the mini(s) they want to carry, instead of sending off all their mats at one time and being able to send a mini directly (if ever needed), was A-OK! Yeppers! Let’s have lunch, we’re done here!

At least now I know why my minis keep disappearing back to the bank. I haven’t even bothered to carry the minis I paid for—nor have I bought anymore, so there! ;-)—as I got tired of them vanishing all the time. Guess I should’ve asked about this myself a long time ago. Didn’t think it would be something so…well, stu…silly.

Criticals

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Posted by: Kruhljak.2705

Kruhljak.2705

The scaling mechanism happily assumes that the instant you level up, you’ve suddenly upgraded all of your gear. Thus, as you level up in a lower level area without upgrading your gear stats, your various numbers will slowly be ground down, down, down….

I’d prefer something more sophisticated that actually scales you based on your ACTUAL stats rather than just some arbitrary level number. The people who are least affected are the L80s in maxed gear, since that would be the functionally highest possible base numbers the scaling would have to work with.

Black Friday items are in French... O.o

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Posted by: Kruhljak.2705

Kruhljak.2705

Logging in today, and checking the BL, I see the Black Friday deals of the day, and the item names are in French. The rest of the text (in the full popup window, not just the attachment’s visible area) is in English, as it should be for me.

I don’t need any Pierre de la forge mystiques, but sounds like a good name for a Mesmer….

Attachments:

Combat log not reflecting all combat data

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Posted by: Kruhljak.2705

Kruhljak.2705

I’ve noticed several times that bits or batches of combat data go missing from the chat box combat log.

For example, just before this post, I jumped back into Brisban Wildlands (after spending some time crafting in WvW), killed a few breeze riders, then a few raptors, then a few spiders, just before taking on and completing the Koga Ruins skill point, then running up to tag the nearby vista (killing another spider and few cave bats on the way).

Looking at the combat log, I see several lines about items being crafted and received into inventory followed by combat data vs the spider and the cave bats, but nothing about all the other combat that took place since entering BW. A ton of earlier data (map chatter, buying stuff from vendors, and a warning about being booted if I didn’t resume active play) while I was in WvW was still there up to the top.

It’s as if the combat log has a separate buffer and it scrolls off separately. However, several days ago I was looking at my chat box to see what sort of damage another skill challenge NPC was doing to me, and noticed a few entries saying I did some good damage with a skill called Escape. At the time I had no idea what that was (not the underwater skill), so I jotted down the damage from each entry and emailed the info to a guildie to see if they knew what “Escape” was referring to. Before he replied I thought to scan back further to see if there were any other entries for that Escape skill, and when I looked—and this is without any further combat occuring since the last perusal—every single entry for damage done by Escape was missing, though all (presumably) the other damage lines were still there. I scanned over and over again since I KNEW what I saw, but no dice. They were missing.

Charge erroneously targeting mobs

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Posted by: Kruhljak.2705

Kruhljak.2705

While autotargeting is on in options, when I use the warhorn skill Charge anywhere in the vicinity of a mob, it will become targeted. This skill has no offensive aspects, so one wonders why it’s set to target anything, with or without autotargeting being on.

While it’s rarely a major issue in practice, if I inadvertently use Charge near a mob that I’m moving past, and it is or comes within melee range, I’ll take a swipe at it with my main hand weapon, thus aggroing it unintentionally. I’m perfectly adept at unintentionally aggroing things without the game helping me, thank you very much.

Necromancer Minions AI

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Posted by: Kruhljak.2705

Kruhljak.2705

I’m sure this sort of stuff has been discussed elsewhere, whether you were able to find it or not. Having said that, I concur with your complaints about the AI. It’s absolutely terrible.

Mobs summoned by other mobs don’t seem to labor under the same disability. Wolves summoned by other wolves have no compunction about pouncing on me the second they show up. Summoned barracudas and sharks don’t sit around sharpening their teeth once called, they charge me and bite my face off. Our so-called ELITE golem should be a high-priority bug fix, not something relegated to the same station as a text error (which is to say, pretty much never gonna be reached).

And while we’re on the subject—I’d love one of the devs to please tell me why a flesh golem can’t be used underwater, but all the other types can? Not enough art/animation staff to make a proper anim for it? I don’t care. Make me a Flesh Barracuda or a Bone Shark instead, I won’t complain if the skin isn’t too awesome—assuming it actually attacks something it should and not things it shouldn’t. You gave Mesmers a Tuna for Moa Morph to be used underwater (thanks from my Mes, though he’d like to kick you in the head for the Phantasm bugs/changes), so I hope Necros are going to get some sort of satisfaction sometime soon on at least some of these issues.

Smarter Compare

in Suggestions

Posted by: Kruhljak.2705

Kruhljak.2705

Please add a little brainpower to the item compare function so that when I hover over a sword and I have a sword equipped on my alt set, it compares to the sword and not to an axe I currently have active.

I think it’s fair to say that the vast majority of comparisons that people care about are to similar weapons. If there’s going to be a default and you can’t add a more robust compare that can show all equipped weapons at once (there’s only a max of four—we have widescreens nowadays), then the default should always be to the same kind of equipped weapon, wielded or on swap, if one is present.

Dungeon Finder, See other ppl gear,duel

in Suggestions

Posted by: Kruhljak.2705

Kruhljak.2705

I don’t want you to see the stats on my gear. There’s no secret behind how to upgrade your own gear. Knowing the exact stats of anyone else’s gear set simply gives you information you shouldn’t have (in PVP/WvW, anyway). I realize this is something that’s fairly common in other MMO’s—and I think it’s ill advised there, as well—but if they added it here, I’d demand a toggle to allow others to view your gear details or keep them private.

The other two I agree with.

Mesmer GS Number 1 skill does not reach 1200

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Posted by: Kruhljak.2705

Kruhljak.2705

More likely just another Mesmer bug, along with the rest. Happy holidays.

Bonus Fireball from Electric Discharge?

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Posted by: Kruhljak.2705

Kruhljak.2705

I posted the same kind of bug note/complaint here re Electric Discharge, a few days ago. I don’t think it’s useless IF you want it to happen, i.e. have something targeted, but when you don’t have it targeted and it randomly decides to zap a moa or whatever, then it becomes a liability you have no way to get rid of. Then again, this can sort of be said for all(?) the 15pt Ele bonus effects, save that Air’s has a fair range while the others are local.

As for the extra fireball, this happens to me every time I switch between Air and Fire, as well—always get the #1 one extra time after being reattuned. I don’t notice this with other attunement switches, though I don’t use earth/water nearly as much so I may just have missed it.

Please fix underwater combat

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Posted by: Kruhljak.2705

Kruhljak.2705

Forked Lightning is, itself, buggy. So spamming it isn’t always the answer for a wet ele. I’ve found numerous places where the three prongs of lightning consistently completely miss the target even when it’s in or very near melee distance. Bug was reported two months ago with specifics and screenshot, and it’s still there (as of yesterday).

Also I agree with the OP about matters of perspective (though this isn’t a bug nor a complaint). For whatever reason, I often find it difficult to know when I’m actually within melee range to use a spear, and end up miss miss miss miss miss missing the target because it’s a foot higher than me when viewed from the side, despite the mob having no issue at all hitting me at the same angle even though it’s body is also entirely horizontal in the water (that part is sort of a complaint, but unlikely a bug).

Having said that, I really like the way underwater environments look and feel—the combat though, often not so much. ESPECIALLY the stupidity of mobs rushing you (even in entirely open water) attacking until you take them to <50% or so, then going invul while blithely swimming away to heal 100%, then rushing back again to repeat the process. Either you’re reachable or you’re not; that determination shouldn’t be made only when the mob is almost dead. Tiresome and frankly entirely unacceptable from a high-end game like this.

+10 XP foods not working?

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Yep, the text is a lie (cake!). I reported this text error as a bug during beta. ANet appears to find correcting tooltips—those things that are supposed to convey useful, CORRECT, information to players—an exceedingly low priority item despite the fact any intern that can walk and talk could correct them in seconds while half asleep and in a body cast.

Ranger Pet Names

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

This is one of those simple fixes (really, it can’t be more than a basic string list, can it?) that I can’t understand lingering for this long. Isn’t there a junior coder on staff that is assigned the trivial cleanup stuff? Hmm…well, since day one no one’s even bothered to fix the text error on most chef consumables (it’s not +10XP it’s +10%XP…seriously, a five second fix). Polish makes things look much more professional with relatively little effort, why ignore such things? But I digress.

Exploding rocks animation

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Posted by: Kruhljak.2705

Kruhljak.2705

I’ve seen this in Kessex Hills, as well as other locations such as the Shaemoor Garrison when the gates are closed during a centaur attack. Odd thing is, the animation is never—in my experience—played when you’re close to the gates while they’re being attacked, only from long distance when theyr’e not. Makes little sense to me.

Speaking of that Garrison, I occasionally see the giant elemental hand that you fight on the Scaver Plateau as a new human character, when I’m approaching from the slopes to the east, along the river. This is rare, but most likely caused by the same bug.

There are a couple others I can’t quite remember the details of, but they had the same sort of effects.

Oakheart Root

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Yes, and the problem appears to be much more deeply rooted (har har) than this. Perhaps you’ve noticed not being able to attack certain other inanimate objects, such as roadblocks, bandit mines, etc. with certain ranged attacks? It’s probably all related to the targeting system’s obstruction detection aspect. This is an important bug to get rid of, but it’s been reported for months and nothing’s been done yet.