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CoF Exploit

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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We are aware of this problem, and we’re actively fixing it.

We do see these things as issues that harm the economy and are exploits to the game. These things are a big deal, and making hotfixes isn’t always a solution due to limitations.

Thank you for posting about it. Much appreciated.

Arah rushing ? authorised or not ??

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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Bypassing content by jump mashing against a wall isn’t what we wanted you to do.

We’ve known about this issue in particular, and are actively working on it.

AC explore final boss missing

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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Thanks for the heads-up. Could you please tell us which path your party chose, or any other relevant information so we can look into it?

[Bug] Citadel of Flame explorable exploit

in Bugs: Game, Forum, Website

Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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Yes, we’re aware of this map exploit, and are actively working on it. It will be fixed soon.

Thank you for reporting this. Honesty is always much appreciated.

3rd route CoF bugged out

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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There’s no way I can give you the achievement, sadly. You’ll have to run it again when it is fixed.

3rd route CoF bugged out

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Robert Hrouda.1327

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thanks much. I’m aware of this bug happening, and have made some changes to the event that /should/ be in this Monday’s patch to ensure it is fixed. I say should because there’s a chance it might be in next Monday’s patch. Naturally I would rather it be sooner than later.

State of CoF Exploit

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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“this” being subject to question, since “this” is never really described.

Dungeon Finder Sorely Needed

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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I will alert our UI team to this thread so they can take a look at it, considering all your feedback for an enhanced LFG system. I’m not going to make any promises, but I will at least make sure those who are responsible for this system will get your feedback.

Thank you all for your constructive criticism and feedback.

Dungeon Finder Sorely Needed

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Robert Hrouda.1327

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Also if the LFG system does not stretch across maps then essentially players are still stuck in the map of the dungeon?

Correct. You would have to leave the dungeon to LFG back in the open-world map. The instance remains open for (I believe) 15 minutes with nobody inside of it. So just make sure you pop back in once in a while to refresh the counter while you’re looking to fill your group.

Dungeon Finder Sorely Needed

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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The main problem I see with our LFG system is that it is tucked away inside your contact menu (which to me is incredibly weird, but I’m a content designer, not a UI designer.. so I’m sure there is some reason for it being hidden in there), which means not everyone is using it, since not everyone knows about it.

Spread the word!

Dungeon Finder Sorely Needed

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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there are currently no plans to implement a dungeon finder.

If you are having trouble finding groups for dungeons, you can use our LFG system. Open up your contacts menu in-game, and there should be an option in there for grouping. That way it’s not just people standing out in front of dungeons shouting LFG until someone invites them. This system does not stretch across servers, or to other maps.

Dungeon Updates

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Robert Hrouda.1327

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It would be nice of them though to give us some kind of idea on how they think they are going to fix the rewards and difficulties.

As much as I would like to do a “This is what we’re working on” – doing as such hurts iteration. Because if I say something now, and after its focus tested we have to change that system, then I’m considered a liar, and our integrity is diminished as a result.
We play this game too. We know that the dungeon rewards aren’t where they need to be, and we’re going to work on it until we are happy with how it feels. Monday’s patch will be the start of our efforts to correct the problem.

Citadel of Flame: Path 1 (the superweapon)

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Posted by: Robert Hrouda.1327

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/facepalm

I knew as soon as I saw the BOON tag, that things were about to get nasty.

Dungeon Updates

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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Yeah, forum bugs are awesome, Oxe. It’s happening to me as well.

It is MORE restrictive than it is intended to be.

CoF Rhiannon path (#3) Bug

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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my apologies – I believe I have fixed it, and the fix will be in the next patch.

I was not the only one working on dungeons. I personally worked on CoE, CoF, AC Explorables, and one of the dragon explorables.

CoF Rhiannon path (#3) Bug

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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Thanks for reporting this about Rhiannon’s chain. It’s a known bug that I have fixed. It is however, not 100% repro for everyone, which has made nailing down exactly what is going wrong with it difficult.

Dungeon Updates

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I hope that by splitting the topics, it will make updates more easily seen by more people. As we have seen with this very thread, posting an update in here is instantly lost for anyone new coming to the forum, and even people actively on topic.

https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Forum-Format-Update/first#post192668

Dungeons and Dungeon Reward System Overhaul Needed.

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Posted by: Robert Hrouda.1327

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Robert Hrouda.1327

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we’re very aware that our reward system is not up to par for dungeons. It is something we are actively working on right now, to try and find a solution for. I’m not going to talk about what our plans are because I don’t want us to be trapped in promises, but I will say this: We know, and are actively working on updating the system.

Royal Ascalonian Weapons are not as advertised:

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We are aware of this issue, and are currently working on it. This post brought it to our attention.

Thank you.

Dungeon Patch 9/17 **UPDATE 9/20**

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Posted by: Robert Hrouda.1327

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PATCH NOTES 9/17
-Patch notes will go here in future threads.

UPDATE 9/20
1. Diminished Returns are currently experiencing a known bug. The nature of the bug is that players are currently unfairly being punished with diminished returns meant to counter the speed-clears. We are aware of and working on the issue.
When everything gets sorted out, we will post about how this system is designed to work, and how it works, so you know what it takes to be affected by it legitimately, and you can raise concerns about being affected by it illegitimately.

Dungeon Forum Format Update

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Robert Hrouda.1327

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Hey folks.

In the near future (see: next patch notes time) there’s going to be a bit of change to how the patch notes are posted, and how you will respond to them.
A problem I am seeing right now, is that we post information in a specific thread, and then allow non-dev people to post in that same thread. Then, when we need to update that thread, our single post is lost in a sea of feedback about the patch. This has made reporting updates to you all very difficult, and has resulted in a lot of incorrect information being spread around, and correct information just not being seen.

So the plan is this.
1. We will have a sticky thread with the most recent patch update pertaining to dungeons. This thread will be LOCKED. That way, when we need to update things or get new information out regarding the patch, there is a place to do it where information is easily found.
2. We will have a second thread specifically for feedback. This will allow people to post on topic.

Dungeon Updates

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Robert Hrouda.1327

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Hey folks,

I figured it was already posted on this thread, but in the case that it is not posted and/or lost in the threadnaught, I am going to reiterate something that seemed to surprise people in another thread.

The “diminished returns anti-speed clear tech” that went in last patch is NOT functioning as intended. It is currently bugged. We’re working on it, and will have a solution as soon as possible.

2.6 Silver and 17.7k XP?

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Robert Hrouda.1327

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It is frustrating and unfair that it is happening, and we’re working on it (it has happened to me as well, and I share your pain). As a dungeon designer, it’s pretty upsetting to see dungeons being thrashed to pieces on forums due to this bug.
People are rightfully upset, and we have the best tech-priests on this side of the Imperium, and we’re all working to resolve this thing ASAP.

EDIT: Let’s keep things on topic, people.

2.6 Silver and 17.7k XP?

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Robert Hrouda.1327

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Its almost like a PTR could have prevented this whole thing. Then again, I just play MMOs, im not a content designer,

More testing always helps ( I was a tester in QA long before I was a designer). Better to be safe than sorry, and there was a ball dropped in this regard.

Citadel of Flame: Path 1 (the superweapon)

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Mind pointing those out? When I google Gw2 Dungeons, you don’t want to know what comes up but I’m sure you have an idea heh

I once made the mistake of searching for fan-art of the charr. Needless to say, google images can be quite NSFW with no warning lol.
But no, I’m not going to point out the correct guides for this, at least not here in the first month of the game’s release. Part of exploration is finding and solving mysteries on your own.

Mossy –
I’m not a fan of things that super hurt with no real tell. I’ll look into the crystals drop rate and frequency, and their warm-up/falling warning.
I’m not about to say this fight was tested with all class/race variations (that would take way too long). We did however test it in the following conditions related to your concerns:
-No poison
-No quickness
-Natural level 75

There’s a balance that has to be made between crystal health and frequency/amount. There has been a lot of class fixes/changes these last few weeks, and it’s very possible something could have gone out of tune. I will investigate.

2.6 Silver and 17.7k XP?

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This is a bug with our new anti-speed clear tech, and we’ll have it sorted out soon. Sorry you (and others) are getting hosed by this.

Citadel of Flame: Path 1 (the superweapon)

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Hey folks,

Just thought I’d pop in and drop a comment on this since I designed it. MadMossy has a great tactic of utilizing poison to diminish the healing done by the crystals in your pug group. And of course, mesmer time warp is always a great way get some team burst damage no matter what the situation is.

Crystal drops are a bit random in their placement and their quantity, but there are caps in place for it. The only real luck in this fight is the same luck you encounter every other mob with.

the MSP is a tough dude, who I built to directly counter brute force comps. I haven’t seen a group yet internally able to defeat him while ignoring the crystals, so you’re on the right path.

As for an ANet video of it being done by in-house folks, I don’t know what that would prove. If we released a video of any tough encounter being done, I don’t know if it would help, since a thing that tends to happen with those is that people will claim we’re wearing special dev armor and dev weapons.
There are some guides out there. Some of them I have read aren’t quite correct, but some are spot on. You’re on the right path though.

The CoF Buff: My opinions

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Robert Hrouda.1327

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Hey folks, I’ve been reading this thread for a bit and figured I’d come weigh in on things. I built this dungeon, and fixed the problem, so I’m going to come at you from the designer perspective on things to try and illuminate why I did what I did, and what exactly I did. It wasn’t made clear, and I apologize for that.
The main thing I am seeing, is that people are upset that I took away their super profitable low risk, fast, token grind. I did not go into this thinking everyone would be happy with my changes – I knew I would be upsetting people because I was taking away a super easy speed-run money printer.
I took it away for a few reasons – chief among them being what I feel is taking advantage of a couple bugs found in the same chain, and our leashing/aggro system. I played with groups who did this, and watched you-tube clips of what was going on. The problems I identified with the speed run aspect of this are as follows:
1. You just need 1 person to get to the magmacyte across the magma field. This will cause an invulnerable Magg to run across the entire field through mobs and progress the dungeon. Then this person teleports back.
2. Instead of fighting the enemies in a timed event at he door buster, you just circle strafe them or leash aggro them to “kill the clock” since it was only a 100 second timer on the event.
3. Final Boss encounter isn’t threatening.
So what did I do?
1. I made it so that Magg has to get to the other side of the Magma field and close to the magmacyte – not just a player. Magg not taking aggro from nearby enemies was a big reason for this issue to be resolved. By giving him aggro, and forcing you to escort him to the ending, I fixed what I considered to be a bug/exploit that I introduced through poor planning.
2. I extended the time from 100 seconds to 200 seconds at the Door Buster event. I intended for you to fight those guys, not circle strafe them and aggro leash chain them. I also added 1 additional mob to the encounter at the very middle (a bow dude) to account for you now having twice the time to defeat the waves that come in.
3. I made the fireballs hurt more. Not greatly more – they’ll do about 3-4k damage to a DPS focused player, but you should have anywhere between 15k-25k HP, so there’s a bit of wiggle room for error.

I made this path hard, because it was easy. It’s an explorable dungeon path, and they should be hard. Wearing the flame legion armor set should be a symbol of what you went through to obtain something. It should mean something. Right now it means you did 40 speedruns in 2 days.
I hope this helps a bit, but I understand you’re upset. For all it’s worth I’m sorry, and I hope we can move past this.