Showing Posts For Kruhljak.2705:

Random crashes after patch

in Account & Technical Support

Posted by: Kruhljak.2705

Kruhljak.2705

Fear not, you are not alone! I had this happen after about 30m of play after the update. Was running around in Queensdale with a fresh character and got a screenlock under the bridge in Altar Brook Vale. I tried, as you did, to close/min the window (I play in windowed full-screen), but eventually had to do a hard reset.

When I came back in I was defeated in the wolf cave with the vet. So, yeah, I wasn’t kicked or immobile, I was just screenlocked and all my random keyboard flailing got me was an unintended trip to a full wolf den. :-)

Hope they fixed this with the most recent patch. Oh, and I was running this on an XP machine when it happened, so it’s not just a Win8 issue.

Ranger: Pet still doesnt rezz

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Please don’t get too aroused….

This bug has been brought up several times in the Ranger forum. Maybe there’s some useful info for you over there.

Ride the lightining annoying bugs

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Turning off autotarget will fix that. As for it sometimes stopping you in your tracks while not actually clearing the “running” state, that bugs me as well.

Mining Underwater Animation Bug

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

And maybe fix the issue with seeing other people mining copper with sickles, and harvesting herbs with pickaxes….

Severe Lag Spikes, Constant Disconnects

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Following in the footsteps of some others, despite a large loss in WvW bonuses, I’ve chosen to guest on another server since making my last post here, and while on Henge of Denravi, I had no noticeable lag, nor a single boot out in several hours of play. I tried logging back into my home server Yak’s again yesterday and while it seemed a bit less laggy overall, I still got lagged and booted after a short while. I immediately went back to Henge and had no issues for another batch of hours before logging out.

UI Mods

in Suggestions

Posted by: Kruhljak.2705

Kruhljak.2705

IMO, UI elements should be one of the things that every game, not just MMOs, should allow a user to modify freely. It is, after all, an ‘interface’ and an interface, regardless of someone else’s notion of proper ergonomics, is something I use to interact with the game. I should be able to determine what provided elements I want where and how I want them to look (in terms of aesthetics).

ANet should consider supporting via API mods to, at the very least, the currently provided UI elements in those terms. This was, more or less, done in GW1 with the great flexibility of the in-game UI options coupled with the ability to modify the aesthetics via TexMod. I found that to be an excellent combo though it would have been better to provide a means of changing UI element skins through the game’s options rather than a third party program.

In any event, if someone wants their health indicator in the upper right corner, and displayed as a spiral, and wants all the borders of their inventory and hero windows to be done up in brushed steel, that in no way interferes with anyone else’s enjoyment of the game.

The e-sport concept is irrelevant to the vast majority of players, and it’s rather draconian to wall off something like UI flexibility for everyone on behalf of what would be an undoubtedly relatively small demographic such as competitive PvPers in GW2. Especially in light of the fact that being able to change where an element is and how it appears is no different than setting up keybindings and choosing a particular keyboard and mouse that suits you best while fragging your PvP (or PvE) foes.

Severe Lag Spikes, Constant Disconnects

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Lagging/disco’ing intermittently on Yak’s Bend. Currently playing in Wayfarer’s Foothills, haven’t checked other zones.

I play very late/very early (currently 4AM PST, but was happening since I logged in at about midnight), and this is a weekday so the load should be about as low as possible.

The code I get every time is 7:11:3:189:101, same as most others. Get a lag spike, then booted to char select screen. Spans between boots seems to be random, sometimes I get lagged out within a few minutes after a full reload of the client (i.e. exit to desktop→restart), sometimes I can survive lag spikes for a half-hour or so.

Hope this can get cleared up. I’m a bad enough player that I can’t cope well with mobs taking advantage of my lag on top of it. :-)

Spirit AoE Range

in Suggestions

Posted by: Kruhljak.2705

Kruhljak.2705

Simple suggestion: please add to the skill(s) tooltip the range/radius of effect for various spirits. It’s basic, yet important information for those who might want to use these things, and I don’t understand why it’s missing. I had to hunt around on the wiki to find an estimate—which may or may not even be accurate— which is something that shouldn’t be necessary.

Why the huge price drop on mats?

in Black Lion Trading Co

Posted by: Kruhljak.2705

Kruhljak.2705

Here’s a suggestion to help some of you: rather than try to click on them and report before they disappear which is very tricky in most cases, hit your Print Screen the second you see them pop onto a node, then check your screens dir in your GW2 install dir (or wherever it may be on your setup) at your leisure.

I’ve tagged and reported over 50 mining bots in the last couple months, and I’m glad to say that despite it taking far too long for them to begin disappearing (i.e. becoming dormant in my friends list rather than online 24/7), they do look to be being taken care of eventually which is better than not at all. I have to assume the reports are working, albeit not before each bot has time to farm 10 billion mats and dump them on the TP. :-(

Mining Bots are back in force

in Guild Wars 2 Discussion

Posted by: Kruhljak.2705

Kruhljak.2705

Just added six more new mining bots to my friends list today; reported them all, of course. I now have about more new buddies to add to my growing collection. The oldest have been there now for over three weeks. Always on when I’m on, constantly jumping from zone to zone, going offline, then online (no doubt to allow their bot program to read the memory to make a node map).

The prices on the BLTP for most mats have tanked in the last few weeks just like they did a while back before the major bot sweep. What I’m wondering is if ANet hired people to code anti-bot stuff, and the sweep was the result of that, what’s going on now? The mining bots are exhibiting EXACTLY the same behavior they always have. I haven’t seen any obvious mob-killing bots where I frequent, so that’s at least been curtailed more thoroughly.

Is there some reason why a reported bot can’t be tagged with a tracer program (automatically, no human intervention) to sniff out things like the character hopping from node to node with no intervening movement? Or the typical: enter zone, go offline, then online again, EVERY time? If nothing is detected, shove the report into the usual process chain (since it’s probably an erroneous report or an atypical bot program at work), otherwise auto-ban the sucker.

Seriously, no player EVER exhibits this kind of behavior on a consistent basis, and certainly not for 10+ hours a day, practically non-stop. A legit character can’t move those distances within a few seconds or less anyway, packet loss or not. That alone should be a giant red flag to a dedicated bot-monitor program.

Seems to me trying to code in some global bot-detector is a lot less (consistently) functional than simply using the power of the players and their bot reports. Legit players hate bots…harness that hatred and put it to good use, while simultaneously giving concerned players that needed sense of satisfaction to keep bothering. Lately, I feel like I’m wasting my time when it takes upwards of a month to begin not seeing one of my bot buddies stop logging in and out all the time. I can’t even imagine the amount of farming these swine are allowed to get away with, ~24/7, over a month.

Fine Transmutation stones

in Black Lion Trading Co

Posted by: Kruhljak.2705

Kruhljak.2705

Wait…you just complained that you liked that a ‘cash shop done right’ will offer you the “option to get something that takes time/effort to get in the game” then you later acknowledge that you can get gems in trade for in-game gold, which…takes time/effort to get in the game. You’re essentially lauding one thing and slapping another yet they are both the same. You may not like the trade rate, but those gems remain acquirable—and unambiguously so—entirely from within the game, rather than your wallet.

As for gems being sold cheaper by the dozen, so to speak, it’s a good thing they aren’t. They need to be to keep the value of a gem consistent to all players regardless of how much pocket change they happen to have to throw at the shop.

As for selling Fine Trans stones in blocks of 5…wellll…I tend to agree with you. They should be sold in blocks of 6 at the reduced price (over buying 6 one at a time), just to acknowledge the reality of their likely primary use. However, they can be used on weapons, so it’s not always going to be 6 that’s best, either.

As an aside: Fine Trans stones do pop up occasionally from either Dailies or Map Completion, as I got one a couple days ago (just don’t recall which event gave it).

With regard to ANet doing anything to make gems:gold trading undesirable, I don’t think so. It’s a market thing. It can be manipulated from the inside, of course, but the rate is most likely rising simply because of more gold in the system being generated by increasingly wealthy characters. Not to mention more items being added to the shop which will loosen the in-game purse strings of many new buyers. A lot of players have an ‘excess’ of gold, whether or not you or I happen to, and are willing to blow large sums of it on tchotchkes, thus helping to gradually drive up the price of gems for gold. I’m certainly no economist, so this is simple connecting of the dots on my part. Would unfairly manipulating the gold:gem ratio be in ANet’s favor as another gold sink (so <gold means >gems bought with real $$$)…no doubt. I prefer to believe, in the absence of contrary evidence, that they have enough integrity not to do such things. There are better ways to reach the same end if they felt it necessary, anyway.

Can't sell ores or wood

in Black Lion Trading Co

Posted by: Kruhljak.2705

Kruhljak.2705

Are you sure those items weren’t in an invisible/safe bag/box at the time? This is a common reason for this sort of issue.

The "Interact While Running" Bug [Merged]

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

You’re right: you’re not the only one. There are already multiple threads about this issue.

Sigil of Air does not work in PvE

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

I can, at least, confirm that the sigil does work in general, in PvE. I happened to put a couple on a temp char today (on staff and hammer) and they’ve been proccing about as expected given the char’s ~35% crit rate. Of course, you could have come across a deeper, situational bug related to your various build details and/or weapon choice(s).

Signet of Inspiration Swiftness doesn't stack

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Don’t hold your breath on a fix for this one. It’s been sitting in the buglist for at least 5 months. It may, in fact, be nothing more than a rather weak method of preventing someone from crossing back and forth through the wall to stack durations. With that in mind, it remains a poor bandaid that breaks the consistency of Swiftness stacking, and inconsistencies are gremlins that eat your cookies when you’re not looking!

Mounts? What on earth?

in Guild Wars 2 Discussion

Posted by: Kruhljak.2705

Kruhljak.2705

We needz mountZ cuz I plaid in uthr MMoz an thay had thum!

GW2 doesn’t need mounts, and against all sanity I’ve read this thread and haven’t seen one GOOD reason to add them given the context of the game world. If the devs decide otherwise down the road, lovely. Until then, go to the kiddie zoo and ride a goat.

I’m now locking this thread!

tick tock tick

Gah! There was a way to lock threads when I saw ’em in concept art in 2009! Where is it!? I was promised locks! Aiiiiieeee!! Lies, always lies!….

What's your favourite Jumping Puzzle?

in Guild Wars 2 Discussion

Posted by: Kruhljak.2705

Kruhljak.2705

For me JPs are like this:

Before I start—“No way I can do this!”
Halfway through—“I can do this!”
Three-quarters through—“Seriously? No one can do this!”
At the end—“I can’t believe I did it!”
A few minutes later—“No way I’m doing THAT again!”

The funny thing about JPs for me, is that since I’m suspiciously bad at determining where I am in the air (maybe I have depth perception issues, I dunno), I never seek them out. I’ve completed 5 so far (plus the initial Morgan’s Leap part—which I did on day 1), and every one was attempted simply because I happened to discover them during my normal nosing about. As far as I’m concerned, I pretty much hate them on behalf of my what’s-the-opposite-of-leet-skillz? On the other hand, I think they’re a superb addition to the game, and despite being green with envy at those that can seemingly whiz through them on the first try like they have anti-grav boots on, I hope the harder ones aren’t nerfed to make them easy enough for clods like me to hop through without screaming at the screen at least a few times. Had the Clock Tower proved something I could do I would probably have had contempt for it. But even Weyendt’s Revenge gave me a sense of accomplishment, so since there are various difficulty levels out there, I see no reason for anyone to moan about them (despite the fact that I moan about them all the time). Just detach the necessary Vistas from the relevant ones and it’s all good as far as can see.

Why can't we control minions?

in Necromancer

Posted by: Kruhljak.2705

Kruhljak.2705

What? My flesh golem stands around like a complete idiot MOST of the time, not just some of the time. When he’s lollygagging so are all my other ground troops. Clearly they share the same broken AI. While his hyperactive KILL KILL KILL (stuff you don’t want him to attack) tendencies have been curbed somewhat, he still does this from time to time. The other minions don’t seem to do it, so that part of the AI is apparently not shared.

I have no clue what ANet’s devs in this department have been doing for the last several months, but I really have to question their determination to fix this general “playing statue” bull. As has been noted, Ranger pets can be controlled to attack, but they also ALWAYS ATTACK THE TARGET YOU’RE ATTACKING (unless commanded not to). I can’t for the life of me figure out why the devs can’t manage to apply the same basic methodology to Necro minions as they do to Ranger pets and…oh, I dunno…EVERY OTHER MOB IN THE GAME. (note: caps are for emphasis, I’m not having an anxiety attack. ;-))

I started out all giddy about playing a MM in this game, anticipating it for years, and for all that patience and confidence in an awesome MM’ering experience in a beautiful, fresh world…and I got this. Worst of all, it’s been broken for months, and it is one of the core builds for Necros, yet virtually nothing has been done about the most egregious problem related to it. This should be a top priority skill functionality fix, not something categorized along with fixing typos.

Necromancer Bug Compilation Mk II

in Necromancer

Posted by: Kruhljak.2705

Kruhljak.2705

While possibly not a bug, it should be considered one in terms of practicality.

When using Putrid Explosion, rather than the logical result of the minion closest to your selected TARGET exploding, the one closest to YOU explodes. In many cases, this results in a completely wasted minion/skill use.

This seems to work pretty much like Putrid Explosion in GW1 where the corpse nearest the caster was chosen rather than the one nearest your target.

Gem Price Plummet?

in Black Lion Trading Co

Posted by: Kruhljak.2705

Kruhljak.2705

Wow. I think I’ll just accept the Unicorns and Bears explanation and go smack some dredge.

Bot Hot Spots

in Account & Technical Support

Posted by: Kruhljak.2705

Kruhljak.2705

@Kraggy: What you saw was a bot teleporting to the node you were near, using it, then teleporting off the next node in their circuit. This teleporting stuff is actually a sort of hacked trick, not something the character is actually doing legitimately.

As you’ve found out, friending them in order to report them is the easiest method to deal with them. If I see someone appear out of nowhere at a node, I immediately screenshot it, refer to it to get the exact spelling so there’s no mistaken identity issue, friend them, then report them for botting. I leave them friended until I haven’t seen them for quite a while. Because bots will tend to remain functioning until they’re forcibly removed, I assume not seeing them for several days means they’ve been dealt with. This sometimes takes upwards of a week, though. I’ve reported perhaps 50 bots of various types, and most of them have disappeared (only the most recent ones I have in my friends list are still hopping around).

I’d say that these reports are working. Those that handle them don’t really need too many details from you, as I believe they just review whatever metrics they keep on how the character’s been being “played” either in general or around the time of the report datestamp.

To the last question, you can report them by targeting them and right-clicking on their portrait (top center of your screen). There’s an option to report them from there, though as noted with regard to mining bots, you’re unlikely to be able to do all that while they’re still in front of you. The method I noted above removes the issue since a screenshot takes less than a second and the info’s there until you have some time to deal with it.

My advice is to report them every time you see them, even if you’ve already reported them (assuming some reasonable time has passed since the last report). The more distinct reports, the more likely they’ll be noticed. I expect ANet uses a weighted priority system to determine what order to address each suspected bot; more reports, higher priority.

Another method to avoid the auto-logout timer

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

I’ve noticed certain individuals using the training dummies in Claypool in order to circumvent the inactivity auto-logout function. Setting autoattack and going out to dinner or whatever. At the moment there’s some Necro there that’s been whacking away at a dummy for at least two hours.

I wouldn’t care, personally, except that some of these guys are using very noisy auto attacks that make spending time in the nearby crafting area a royal pain in the ear. That’s just the side effect. I report this because I know ANet’s policy on trying to circumvent this timer is against ye olde rulez.

Too many Basic Transmutation Stones

in Suggestions

Posted by: Kruhljak.2705

Kruhljak.2705

I agree with the idea of a means of converting basic stones into fine stones. Even with a severe ratio like 30:1. ANet has offered in-game means to gain things otherwise only available via gems already, and I believe this would be a reasonable move to address the issue.

362 suggestions!

in Suggestions

Posted by: Kruhljak.2705

Kruhljak.2705

1. I’m mostly with ya there. I’ve been running temp characters lately for kicks, and have been keeping track of the percentage of items gained for map completion that are actually usable by the character. As of today the ratio is (useful:total received) 12:42, or 28.6%. I thought it was lower before I started tracking, but I still think a reward for completing a map should guarantee items the character that accomplished it can actually use, classwise.

2. It needs some additions and changes, but I think it’s pretty kitten good. Then again, I come from GW1 where standing in Kamadan for hours is about as fun as sticking bamboo up my…under my nails.

3. All classes should have a skill that awards 25% speed buff. All. However, mounts are not the solution. We have waypoints for long-distance travel. Adding a couple utility skills (or modifying existing ones) is far easier, and would serve the purpose.

4. As far as I know there will be changes coming up that will give you the option to select a group of daily and monthly options from a list, which will be fine and dandy. As someone that doesn’t do dungeons (for good, if odd reason), sucks at PVP and isn’t all that interested in WvW, I want to see 5 options that can be satisfied entirely in PVE for the monthlys. I think requiring PVP and/or dungeon runs is a bit exclusionary to many. I suspect ANet is smart enough to understand this sentiment. They’ve recently added alternative means of gaining Ascended gear, which I wholeheartedly applaud.

5. No PVP for me. I am a sitting duck.

6. I disagree, however, I will say that too much stuff I have to make to gain crafting skill is ultimately worthless. Even so, once possible, I make my own rares for my own use and selling for profit, which makes up for all the throwaway stuff I had no choice but to make earlier on. Cooking, oddly enough, is by far the most convoluted, and 98% (guessing, but I do my own number crunching…) of what you can make is worth far less than the mats. Even so, every profession can be maxed with a profit under your belt if you pick what you craft carefully.

Trading post needs a major change

in Suggestions

Posted by: Kruhljak.2705

Kruhljak.2705

A timer will reduce volume, however, it will be ultimately irrelevant.

Less volume on crap items won’t change the fact that very few people actually buy them. Thus nothing will change.

Less volume on rare items…umm…well, there won’t be less volume on rare items. The number of rare items is controlled by the loot tables, not players. Players that find a rare (and by that, I mean a good, uncommon item, not just a yellow) they don’t need will STILL sell it just as readily with or without a sale window. A narrow window will DEvalue items, not make them rise to what you may think is an appropriate level (and again, that level is not what you or I think it should be, but what the market decides) since people will be more wary about pricing to avoid repeated 5% listing fee losses.

This may, indeed, normalize prices, but it only serves to stick it to sellers, not buyers.

I could see ANet forcing out items that have languished for, say, a month, since they’re obviously not priced to sell in any current market scenario. Anything shorter, I see as simply external manipulation of players which I strongly discourage.

With that aside, this IS something ANet could adopt if only as another convenient gold sink. That 5% cut would see a lot more action within such an environment.

In sum, I think a sale window would just add an unnecessary hassle to those who do a lot of trading, whether individual items or bulk. The clutter issue is irrelevant as it won’t reduce the variety of items popping up in a search list, only reduce the numerical figures you have to look at (and possibly reduce the number of buy/sell entries shown)…to that I say: big deal.

Oh, and someone mentioned people crafting items and selling below the cost of the mats. Well, to that I say politely: none of your business. A large proportion of the items people are essentially forced to make in order to raise their crafting skill are worthless since no one wants them, not because there are millions. Besides, a lot of otherwise undesirable items still sell for more than merch price (counting the 15% overhead).

Revenge!

in Suggestions

Posted by: Kruhljak.2705

Kruhljak.2705

So, when I get in over my head and have to high-tail it outta Dodge, I’m reduced to a snail’s pace. However, when I’m victorious in a DE or other event, and enemies start running off, THEY get to keep their fast pace while I’m still running like I have a load of stoned dwarves in my pants (and, y’never know…maybe I do!).

Why so jealous about us getting the satisfaction of slaughtering the runners that seconds before were trying to eat our faces?

I suggest you make fleeing mobs suffer the same movement penalty we do until they’re out of combat (just like us) or get their just desserts by sucking dirt with my arrow in the back of its skull. I want my just revenge!

annoying mouse bug "catches" my cursor

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Happens to me a fair bit, most often when trying to get a popup window out of my way with ESC while in the midst of a fight. My minimap gets caught and I’m wildly moving my mouse wondering why I’m running in one direction and the camera won’t respond.

Not sure how they’d go about fixing that. It could be an issue with the client not being able to respond quickly enough to input (or we’re just too fast for our ‘puters!) in certain cases where, as you suggested, things take focus and are highlighted briefly as the mouse passes over them or a quick mouse click is required to dismiss and we’re already moving the pointer to resume combat.

This is the brother to the “I’m stuck in my chat box!” monster.

Bugs with stag and dead charr npc.

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

This sort of thing happens all over the place. I’ve taken screenies of such things for my own later amusement (yeah, I’m simple that way). I’ve rezzed dead Charr that remain standing like statues, I’ve killed Aatxes in Godslost that end up floating dead ten feet in the air, I’ve fought Centaur archers that are standing on vertical surfaces, face down, kitten up, etc. Boulders routinely float in the air at Queensdale’s western dam, etc. and so forth.

Just another day in Tyria.

Broken Stealth. Common issue.

in Thief

Posted by: Kruhljak.2705

Kruhljak.2705

Yes. An AoE skill doesn’t even need a target to do its thing (there may be exceptions, of course). Stealth just makes you invisible; you don’t cease to be there.

The OP appears to be describing a cycled or channeled spell effect that will continue to cycle through its routine whether the target remains visible or not.

On the face of it, IMO, stealth should break targeting, and any effect that would logically need an active target to continue its effect. Then again, I haven’t plotted out how overpowered that might be—and it very well might be.

captured dolyaks are walking to next map

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

You get credit for capturing the dolyak calves at the time they become pacified (the bound hands icon pops up), not for ushering them through the portal, despite the way the task’s description is worded. The notion that you need to keep them alive until they reach the portal is false. In actuality, the benefit of ushering the calves to the portal only comes from the opportunities to kill the skelks that try to attack them (which gives you some additional credit for the heart), but whether the calves live or die—or reach or not reach the portal—is irrelevant.

As for something changing with the J28 patch, I don’t know. I did this yesterday while doing the new content, and it worked as it always has. If you’re supposed to get credit when a calf enters the portal, I’ve never seen it happen, before or after.

(edited by Kruhljak.2705)

Dodging not countig towards Daily

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Is it just me, or is the client’s clock a rather strange way to track dailies?

About harmless animals & thieve's skill

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Not quite true: Anyone with bounce skills can use them to ensure an extra hit on lone mobs. Even so, since they’re now no longer able to be used as convenient means to rally, they shouldn’t be used for stealthing, either. Bouncing, on the other hand, is trivial by comparison.

Movement Signets & Speed Bonus

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Those two effects don’t stack in any way. You will get the +8% speed boost from the warhorn’s Swiftness boon while it’s in effect, then revert to the +25% from the signet. You’re most likely just not noticing the small variances when Swiftness starts and ends.

Setting a Price "limit"

in Black Lion Trading Co

Posted by: Kruhljak.2705

Kruhljak.2705

ANet has some…issues…with providing important information in-game, as it is. Look at all the tooltips and item descriptions that give you generic info such as “nearby allies” or “some amount of health” when that information is stupidly easy to relate in numbers people can understand and make use of more immediately.

They can very easily note, in the spot where the projected end profit is shown, that there is a 10% closing/time of sale/whatever fee included, if ONLY to be clear to those using the TP for the first time. It only makes for potential confusion and more support tickets.

Alternatively or in addition, they could provide a little “How it Works” tab for new players, or a simple notation to visit the official (albeit not staff-updated…) wiki for information.

Asura Ears Broken

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Haha! As if Asura aren’t goofy-looking enough already.

Can't post an item on the TP

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Upgrading an item, i.e. applying an upgrade to it, will make it soulbound to you immediately.

When you attempt to apply an upgrade to an item you should be getting a popup confirmation that warns you that it will become soulbound to YOU (first line), as well as destroying any existing upgrade on the item (last line).

It’s likely you just missed/skipped the text in the popup. If you’re not getting that popup on trying to upgrade any future items, you might have an unusual bug to report.

Transmute & proper prefix assignment broken?

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

This bugs me despite it being ultimately irrelevant. I wonder…have you noticed whether the chosen prefix depends on which side of the combo window has which prefixed item?

That is, if you put a Carrion on the left and a Berserker’s on the right, which do you end up with? Does it matter if you flip it, or does it depend on which skin you actually choose to keep.?

As far as I know, simple items don’t have skins associated with their stat block, anyway. A Carrion Helm has the same skin as a Berserker’s Helm. The skin depends on the source of the item and whether it has…a special skin for whatever reason.

Anyway, I’ve been meaning to fiddle with this, but never manage to remember (or commit to using some cheap items and easy to acquire trans stones). There’s obviously a method to it; it’s just a matter of sussing it out and smacking it on the head.

Horrible texture

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Posted by: Kruhljak.2705

Kruhljak.2705

Whichever dev left this in rather than using an appropriate texture for the job is lazy/sloppy in this instance. I didn’t brand them so for anything else. Consider the context of the post.

Regardless of what you think, it’s an obvious issue—again in it’s context. People that make textures for various purposes spend a lot of time tweaking and adjusting various aspects so it looks awesome for its purpose. This isn’t a good example of that. So some people that notice it will point it out. Simple as that. If it doesn’t bother you, then perhaps you should just look the other way, both in the jungle and in this little corner of the forum.

If this thread is noticed at all, the issue will be sorted into an appropriate priority level and not affect anything else above it. Nothing gets hurt by pointing it out; and it’s possible it’ll get tweaked for the better at some point. And I’d hope, that if the art dev that gave this texture the greenlight gets wind of it, they’ll do a facepalm and say, “Oh ****! I missed updating that one! Put in on my to-do list!” rather than, “These little ****s whine about everything!”

[BUG] Mesmer Duelist's Discipline=less damage

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Posted by: Kruhljak.2705

Kruhljak.2705

Today’s was a maintenance patch; it’s the one on the big updated on the 28th you want to pay attention to. And hope it doesn’t introduce more shenanigans like other big patch updates have.

Specific broken spawn timers

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

That sheds useful light on this perceived problem. Knowing that, yes, I think it would be reasonable for the dev(s) that set policy on this sort of thing to strongly consider the benefit of locking down a spawn point for at least some reasonable amount of time before allowing anything to spring out of it again.

I don’t see the plus side of having mobs quickly, if not instantly, respawn at the same spot, but I do see its annoying minuses.

One of the more glaring issues with this is in areas with fairly high mob density (mobs that are all associated and share spawn points). The incidence of fast respawns at a given point is higher because multiple mobs have to go down at roughly the same time (since there are more in proximity to the player or along the player’s path). Thus, when the timer’s up, the odds of a respawn occurring at one of the most recently (and closest) spawn points is higher since many mobs are respawning at almost the same time. Locking down spawn points for a little while will give a solo player or pair a fair chance to take care of business before any/many of the same mobs they’ve just pushed through show up yet again.

Granted, a change like this wouldn’t please many farmers (and all the bots), for obvious reasons.

Norn NPC censored by mature language filter

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Posted by: Kruhljak.2705

Kruhljak.2705

Hahaha! If you speak/understand Spanish you’ll know why.

But I wonder why the filter is too stupid to understand simple context. That is, know that “reputation” is a valid word and leave it alone, rather than yanking out every offending string no matter what the context is. Simple spellchecker validation to determine the “host” word before masking would be enough to prevent/reduce this sort of blind derpiness.

razer naga right click camera turn broke

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Posted by: Kruhljak.2705

Kruhljak.2705

Happens to me, sometimes, too. I notice it occurs most of the time when I’ve just ESC’aped out of some popup window, be it one I’ve intentionally opened and closed, or a popup from some NPC. Seems in some cases the game is eating the first click. Similarly, sometimes I’ll catch the kitten mini-map and be flailing my mouse all over for nothing until I notice my mini-map is juking back and forth. Lots of fun in a close fire-fight.

Horrible texture

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

You’re a snarky little one, aren’t you? The reason is clear: it looks like kitten. This isn’t the nice “artsy” style (the vast majority of) the rest of the game offers. It looks just like a placeholder texture you might see in a pre-alpha demo that’s intended to show off some other aspect, and it’s that or flat gray.

Perhaps you wouldn’t be bothered by your own shoddy work and not understand why, but others might. While it’s nothing compared to the various important play-screwing bugs that exist, it IS something that could be easily, and I mean EASILY, improved tenfold. No reason not to smack ANet’s relevant dev around a bit for being sloppy/lazy.

Engineer trait lines bug

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Posted by: Kruhljak.2705

Kruhljak.2705

These sound like known issues. Look around in the Engineer forum and you’ll most likely find posts about them. And, unfortunately, a lot more bugs you may not know about.

Specific broken spawn timers

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

Hmm. How does this explain creatures that respawn virtually instantly, at the same location of a just downed mob?

When a mob dies and its respawn timer begins, is it then able to respawn at a random spawn point nearby (or one of a specific group) rather than always at a specific spawn point? If so, that may explain why things seem to respawn instantly, when in fact, it’s just some other mob that’s been killed earlier that randomly “chose” to respawn at a different, now open/empty spawn point nearby.

I absolutely HATE when mobs respawn instantly upon a kill. However, if my question/theory above is correct, it would at least be one less mystery to moan about.

I’d still rather see a method where a specific spawn point is blocked from anything else spawning at it for that 90-120s timer. This would alleviate some of the issues with solo players sensing that they’re not able to make actual progress and are forced to grind through mobs over and over—the “two steps forward, one step back” syndrome. I fall into this category, so I know what I’m talking about. ;-)

Bug With Runes and Soulbinding

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Posted by: Kruhljak.2705

Kruhljak.2705

In general, if not always, the person that adds anything to an upgrade slot becomes the soulbound owner.

I dunno how you could blow 2g on lowbie items since they’re cheap and can only take low-grade, cheap, upgrades. Unless by lowbie you mean mid-level (L39+) where major runes and rare gear can run up a tab like that.

(edited by Kruhljak.2705)

Enemy running around in our Citadel (WvW)

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Posted by: Kruhljak.2705

Kruhljak.2705

Or they could be using a wall jumping exploit (not a cheat, just taking advantage of the geometry and jumping skillz).

Deposit Collectibles Won't Work, Etc.

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Posted by: Kruhljak.2705

Kruhljak.2705

Correct. Invisible bags or safe boxes are intended to protect the items in them from being removed unless you do so manually. As an aside, if you have a mini-pet you want to keep and have out with you, put it in one of these containers to keep it from being sent to your mini-pet bank tab anytime you do a global deposit collectibles.

Moorwatch Tower Vista Bug[Merged]

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Posted by: Kruhljak.2705

Kruhljak.2705

Moorwatch Tower Vista Bug[Merged]

in Bugs: Game, Forum, Website

Posted by: Kruhljak.2705

Kruhljak.2705

A simple search would have gotten you to hundreds of posts on this bug.

https://forum-en.gw2archive.eu/forum/support/bugs/Moorwatch-Tower-Vista-Bug-Merged