Did the cinematic kick off where he explains what is going on? And then I believe he says a few lines afterwards. Did those happen?
I’ll be sure to try and get some eyes on this to see if they can reproduce it. If you can give us any more details that would be helpful. Did you fail the event once and then try again? Does the event start but he just refuses to take the bombs? If you fail/restart the event, does it fix it?
We’re aware of the Cliffside issue and are trying to find a speedy resolution.
to update:
Our QA dept was aware of this problem, and had a bug on it. We were just unable to fix it in time for the patch.
the grawls that spawn during the grawl shaman stage (cant remember the name of the dungeon) will immediately teleport to the captives if you root them. happens every time without fail.
Thank you. I’ll make sure our QA team gets right on verifying this.
It’s not ready yet. We’re still working on the fix for this issue.
Funny, you couldn’t be bothered to fix the teleporting grawl bug though huh?
Would you please describe the issue to me so I can make sure our QA knows about it?
Discuss things here!
Dungeon
Crucible of Eternity
Front door path: Fixed a bug that affected the aggro range of the Destroyer Specimen Boss.
Submarine path: Fixed a bug with Bjarl’s armor not going off when he charges and hits a tower.
Ascalonian Catacombs
Detha’s Path: Fixed a problem with Detha’s script where she would sometimes not start the event to fix the cannons.
Hodgin’s Path: Fixed a problem in Hodgin’s script at the “Collect scepter fragments” event that prevented the event from starting.
Detha’s path: Fixed a bug that caused the Ghostly Oozes not to use their basic attack properly, and spend a large amount of time loitering around players instead of attacking them.
Sorrow’s Embrace
Fixed multiple problematic doors would open and close when intended.
Twilight Arbor
Fixed a bug where Morrigu could die after defeating the final boss before the cinematic could start, which would break the dungeon and prevent players from receiving the final reward.
The Ruined City of Arah
Seer Path: Fixed an exploit where rangers using longbows could trivialize a fight by attacking at max range, and the Melandru boss would not fight back.
Fractals of the Mists
Cliffside: Fixed an issue where players could damage the final seal with their normal attacks.
Cliffside: Fixed an issue where players were able to attack and kill the first boss before triggering the cinematic.
(edited by Robert Hrouda.1327)
We just had a patch get pushed through, so it wasn’t stealthy. Although we have been known to hotfix certain content if possible.
Could you please describe what happened when it failed? Could you describe the moments leading up to it in detail please so I can try to diagnose what happened?
the problem with rough estimates is that if I gave a date, that’s /the/ date everyone will expect it. Then, if it’s not ready, people get upset with us. It’s just best to say “we’re on it!” and try to get it out as quick as we can, with as much awesome functionality as we can
but.. to evoke Colin Johandsome: “When it’s ready.”
Thanks for your reports everyone. I’ve made sure our QA team has been watching this thread closely and working to replicate the issues you are bringing up. I greatly appreciate you all taking the time to put these issues down.
The GW2LFG site listed above is a handy tool, but we are working on something internally to improve and upgrade our group tool.
he will be fixed next patch. A month ago he had another bug which we resolved, and the last patched introduced a different bug to him that we have fixed as well. This next patch will include the fix to the newly introduced issue.
I’m going to suggest remaking the aquatic fractal using https://www.youtube.com/watch?v=nybmygtLiKE for your inspiration.
Don’t tempt me….
posting from a PM:
The door in path 2 will sometimes not open. The one before lupicus, I believe? I’m not sure if this one is fixed but it’s one of the ones I’ve been told about. Path one’s door bugs and players must shadowstep through the wall if the NPC dies to get the reward. Path four’s final boss sometimes won’t start, either. Finally, path four’s sparks during the dwayna fight will kind of just hang around randomly instead of going into their cells, and there are people who have been petrified and stay petrified despite having a tear used on them.
Hey folks,
Can you please post here about broken events in the Arah dungeon? I’ve been fixing bugs all around the dungeons, but I’d like to take a moment to focus on Arah.
I’m not asking about events that are too hard that your group spends an hour on. I’m more concerned about things like the following: The NPC dies as the event ends and then the door doesn’t open because she doesn’t say her lines.
I have a few bugs to fix for the dungeon on my plate already, but I would like to know about the issues you run into as well to see which ones overlap, and which ones I simply don’t know about.
hotfixes don’t require a patch, and the solution was very simple. The hatchery was a complex problem to my understanding (I didn’t fix it personally), and Bjarl will be fixed in the next patch. If you had to fight Bjarl every time in every path, that might get elevated to a bigger issue worthy of an emergency patch since it blocked an entire dungeon.
There are farms available in the game, but when a farm comes up that spikes charts and can upset the economy, we try to act quickly.
changed thread title from ‘fagtal’ to ‘fractal’ since I’m sure it was a mistake.
I’m locking this topic and alerting mods.
However, I do think people will continue if only for the dungeon tokens.
It’s possible. We’re watching metrics on it. I made the judgement call to only turn off the loot for 1 boss. If it is still being abused, I can make more judgement calls.
Wish you’d ban for exploits as well and you wouldn’t have to fix stuff like this.
We do ban exploiters of these things if they are really abusive. We can track what players do, so we can see who is abusing something. Most of the time ‘people’ who get banned end up actually being bots, which is why you don’t hear so much grief about it.
It was getting pretty abused. We had some solid metrics on it, and decided to kill the loot from one of the bosses in an attempt to slow it down.
It was indeed a hotfix.
we have identified a problem with our higher scaling chests that we are working on.
DR is a system we continue to examine and modify as trends progress. DR isn’t meant to punish good teams, but to act as a safety net for if an exploit happens and a fix isn’t immediately available.
trying to populate posts to not break thread.
adding a post to this because the count got broked.
to weigh in on this issue….
The time it takes to complete a dungeon is subjective to the group at hand. I’ve seen groups take 10 minutes to complete an explorable path, and another group take 2 hours to complete that very same path. It all boils down to the group and each person’s capabilities. We try to aim for a certain group skill level to take a certain amount of time for a given path, and try to build for that. Our targets have been in the past to shoot for a 30-45 minute explorable dungeon path for the desired skill group.
Edit:
Achievement unlocked: Th-th-th-th-thread breakerrrrrrr
(edited by Robert Hrouda.1327)
We’ve posted about this in other places, but I will post it here.
We are aware of this bug and have a fix for it. The next patch should remedy this issue.
Right now I’m mainly compiling a list of those things people are bringing up so I can appraise what people are saying in a concise area. This thread got a bit distracted (still waiting for a Mod to come in and clean up), so I basically just grabbed things I saw and put them on the list I felt needed to be quickly looked into.
To my relief a vast majority of things people are bringing up are things we have already recognized and have fixes in for.
Because people are talking about it, and I’d rather not see it in this thread any more…
DC and rejoining isn’t my department. I’m a designer fixing design exploits/bugs and map exploits. We have people on the DC issue already, and we are working to fix it.
I will be getting a forum mod to come through and clean this thread up. Please keep this thread on topic.
Swamp – It is possible to bug the mossman into a different form permanently, where he no longer has invis or any ranged attacks (or agony?). I do not know how this is done. I have been in groups where the first comment is “bug boss?” on this fractal quite a few times.
We’re aware of the other two. Could you expand on this please?
how about FIX not being able to come back in after someone disconnects and other game progressing blocking bugs that have been brought up :/ and get rid of the awful random rng rings drop who’s idea was that?
please keep this topic to exploits. If you have frustrations on other things, please go to the appropriate threads. This thread is about game breaking bugs, so if you have any please post them so I can either add them to my checklist, or ensure the fix is in for them.
Could you please outline other exploits/bugs you find in the game? If you’d rather not speak in public I’d be glad to PM with you instead.
Known list of exploits/bugs/issues:
1. The dredge fractal exploit – you can walk through the back wall behind the switch that you use to open the door to the next stage.
2. On the colossus fractal the final seal is damagable with certain (aoe?) spells, so you can get the boss to 3/4 hp then just kill the seal.
3. Swamp – It is possible to bug the mossman into a different form permanently, where he no longer has invis or any ranged attacks. Gets stuck in Bear form no matetr what health %
4. In the Colossus fractal, it’s possible to climb the rock to your right when you first start the fractal and range the champ. He doesn’t move and continues to take damage. You can trigger the cutscene before he dies and continue to progress.
5. You can attack a champion (usually the ettin) in the asura fractal using melee attacks while it is still on the other side of the barrier. If you begin attacking it this way and then midway stop and release it the way you’re supposed to, it gets stuck inside its holding cell and the only way to kill it is to get inside the cell and attack it there.
The ettin on asura fractal is attackable through the glass. Whats even worse is if you kill the power node while someone is trying to bug it (there is always someone) he just stays in his cage and you have to fight him inside it.
6. Asura Fractal: Sometimes tom bugs so you cant throw the crystals in their supposed machine. Dont know how to produce this bugs though.
7. Swamp Fractal: One time we bugged Mossman so that he was only visible for 2 seconds before going invisible again all the time and he threw his agony axe out of stealth which made it kinda impossible to dodge.
I think we produced this bug due to kiting him to the “backyard” of his house.
8. Dredge and giant fractal: Our mesmer isnt allowed to use his number 2 staff ability anymore because then he bugs into a wall and does not get out again preventing the whole group from progressing (kinda like he dc’ed…)
9. Ascalon fractal, you can bypass the gate event by jumping over a wall to the left side
10. colossus is when someone falls off and dies instead of respawning in the downed state. I’ve even seen it when the hammer is left floating in the sky when someone dies after falling.
11. killing the Archdiviner before the cinematic bugs out the entire fractal.
12. Sometimes falling off the side of the colossus fractal, you will not get teleported back to a spot you can get res’d at.
13. for Rabsovich, the group decided to pull him out of the room to fight him away from his adds, completely debasing the whole fight.
14. if the hammer is on the ground when the colossus fractal is over and you pick it up before you go onto next fractal – after loading screen – all group moves to the next fractal but you stay behind in an all-empty colossus fractal.
15. Volcanic fractal players are purposely killing themselves in the lava then reviving to avoid the elementals on land for the imbued shaman fight. The lava no longer provides the burn or special debuff after being revived.
16. Jade Maw Fractal – One of our group members was knocked off the edge during the Jade Maw fight, and he somehow managed to make it to the bottom without dying from fall damage. He then described some sort of area where he could see other fractals but not go to them (Ascalon was one of them). Since the rest of us had wiped on the boss, and there was no way for our group member at the bottom to die, there was no way for us to complete the fractal.
17. It’s in the room where the boss is standing next to the vehicle after blowing up the door with the bombs. You’re entire team can stand on top one of the wheels of the vehicle and kill the boss and all the adds that spawn without anyone taking a single point of damage
18. Ascalon: Mesmers cant create Illusions with dodging while being a Charr.
19. Dregde: Bomb path- if you put down several bombs at the same time they only count as one bomb exploding
(edited by Robert Hrouda.1327)
sorry about that, but he is currently bugged. Will be fixed in the next patch.
I’m sure he’s aware that dungeons like CoE are leaps and bounds more difficult than AC, and also more time-consuming, and thus deserving of better rewards. These tweaks will be present in future, as-of-yet undetermined, patches for sure.
Couldn’t have said it better myself.
Right now, with the way our dungeons are balanced, it’s not an easy thing to nerf/buff/balance the rewards for each dungeon individually compared to other dungeons. Even within a single dungeon’s paths there can be different difficulties (Detha vs Hodgins for example), so making AC reward different from CoE would still not be entirely fair.
We made the update as a blanket fix to dungeons, which as a whole were having loot problems. My feelings towards Arah vs AC rewarding is of course that there is an imbalance due to time that is fairly steep, but rewards shouldn’t be based solely on time, but also on difficulty. I personally lean towards a skew of 70/30 in terms of difficulty:time in regards to reward, but that requires a finer granularity in rewards that we didn’t get with the blanket fixes to the loot system.
Rest assured though, that we are not done with loot changes. We are always analyzing, evaluating, and changing as needed to try and make things better.
EDIT:
Since coin rewards was a heavier topic in this thread than general rewards, we looked at some of the most profitable farming spots in the game, and knew we had to bring dungeon rewards up to a point that made dungeons worth running to people interested in farming, that way we could spread the player base out a bit more and bring them to dungeons.
Dungeon coin reward buff will have little impact on inflation, due mainly to the fact that it isn’t any more profitable than some of the higher farmed areas in the game.
(edited by Robert Hrouda.1327)
AC 2 (Detha) is also consistently bugged with a brick wall progress stopper: if you don’t kill the breeder in the spike trap room on the first try, you are hosed and just wasted X amount of time. Detha will not start the turret repair sequence if you fail to ace the Breeder encounter on the first attempt.
I just tested this out about 6 times and couldn’t get it to happen in the way you describe (let them kill Detha, then succeed the event). Could you give me some more info in the form of a PM? I haven’t heard of this one being reported before either, so I’ll alert our QA team to look into this chain.
Edit:
Also folks, I know everyone here is very passionate, but please don’t pick at each other. Let’s keep things clean and constructive.
When it is fixed, it will be in patch notes.
I am working on it right now actually..
We haven’t scrapped the old dungeons. We tried something new with Fractals, and so far it’s been very successful. I was on the team that built fractals, and now I am on the bug-fixing live team with a focus on our ‘old’ dungeons to fix bugs in there and see what I can do to spice them up a bit.
We’re certainly not going to just sweep the old dungeons under the rug. I will be working very hard on improving the dungeons.
We’re investigating and working on improving our group finding tool. While we certainly appreciate the thread, I’m just going to lock and close it seeing as how you’re voting on something we’re already looking into.
DR should not affect fractals.
(edited by Robert Hrouda.1327)
different infusions supply different stat combos based on whether they are offensive or defensive.
Jelly can get downright nasty once he gets agony. His lower scaling could use some love though!
Glad you are enjoying yourself.
The nature of the fractals and their random island lends itself to easily popping more in.We just have to build new ones.
You can climb and jump over the walls that appear.
We’re well aware of it, and I feel fine with it. The walls that appear can be random, and I’m always in favor of player ingenuity to solve time sensitive problems.
I design them on paper, present them in a meeting to some other designers, make adjustments to them based on feedback, build/script it, play it, get feedback on it, adjust based on feedback rinse/repeat until it ships.
Other times someone else builds it based on the designs, but we work together on reacting to feedback and hooking it up in the game.
The meeting about the dolphin section garnered a lot of laughs when I presented it. To be honest I came up with the idea at home after a Rum-and-coke. It got people excited in the meeting, which made it a fun design to work on and get feedback for.
The jellyfish has several neat attacks, but the way we damage it is still just normal damage the whole time. You could perhaps make the electric lamp things around the arena hurt the jellyfish too/give it a buff that makes it take more damage. Now players are rewarded for kiting in 3 dimensions, as well as risk/reward of standing inside the electricity.
Spoiler alert: They do! It’s just a bit difficult to perceive, but if you leash the jelly into it, it actually takes some pretty severe damage. It also hurts the spawned jellies.
That aside, my boss designs are an area that I would do well to improve upon.
Now, this has no indication of difficulty, but both swamp and aquatic are easy as heck, and the fastest fractals. Whenever I see them Im more than happy.
Eesh, I built both of those… guess I need to toughen them up a bit…