This event “Three-Headed Wurm” has been starting every 2 hours (22h00, 00h00, …) the whole day, but this time, on Vizunah server (FR), the event seems to be stuck and doesn’t start since 00h00 (35 minutes later, still blocked).
On gw2stuff (timer) it is still in the phase “The Vigil is preparing for a mission…”, whereas the 3 Headed Wurm event is now ended on overflown or other FR servers.
Same, happens very often.
They were used to buy keys, for the coffer in Kessex Hills. As the coffer has vanished with the new patch, the keys and thus the spores aren’t needed.
Expect a huge price drop as a lot of speculators bought a lot of them.
Old thread but i’m only concerned now, i’m playing since early 2013, i got 5 characters lvl 80 and 2 are 40-60, i’ve just got 2 Experience Scroll for my two first birthdays and, really, i don’t know what to do with them.
No news from ANet about this ?
Those scrolls are just worthless and have been given to (most of) players way too late.
You’re right, i hadn’t checked the achievement panel and was falsly relying on the achiement pop-up not being triggered, but indeed, it worked for me too. Thanks for the information and the clarification !
It happens nearly only in LA on my side, didn’t knew it could happen on other maps.
I tried exactly that just after your first message, it didn’t worked for me (i started – alone – a level 1 fractal, rerolled until joining ascalon, walked a bit around, but no achievement for me – maybe it’s a selective bug
You can roll for ascalon and get the daily complete without finishing a single fractal.
How do you do this ?
Yeah, same problem for me, would be fine to fix it.
Poor technical choices.
The player who launch the dungeon / FOTM / instance is hosting everybody else in its personnal instance. If he gets kicked (or, for example, leave the group by himself), that personnal instance is ended and everybody else kicked out.
I have the feeling that this would be a difficult thing to correct, technically speaking, for ArenaNet (otherwise it would have already been corrected months ago).
And yes, it’s really a bad poor choice and should never have been coded like that. There are numerous players that have been annoyed by this problem.
No more questionning : the Copper-Fed Salvage-o-Matic behavior has been reverted to the old one with the 10th december update.
So it was indeed probably a bug (maybe unnoticed by ANet as there is nothing about this in the patch-note)
Or they could just put a drop percentage that would increase over time (depending on various factors, just time or number of tryes or even something else).
First mystic toilet try : 0.00000001% to have a precursor (like it is right now).
10th try : 0.00005%
100th try : 1%
1000th try : 99%
(this is just an example, the scale would have to be set up wisely)
That way, lucky players could still have their precursor on the very first tryes.
Unlucky players would be nearly certain to have it in the end.
It would be really more efficient to :
- rush dungeons (like they are right now most of the time)
- with the remaining time, do a real event with a lot of mobs / kills, there only the MF will fully apply
Killing a few additionnal mobs in a dungeon won’t make a big difference for MF (of course you can have a good loot on a dungeon’s mob, but you’ll have way more chances to have that happening in an event with a lot of mobs).
I can confirm that this no longer work.
When staying on a jump wheel, instead of being pushed far away, our character starts an attack instead … weird.
The upgrade from Basic to Master Kit hasn’t been stated in the patch notes.
The description still states that the kit as Basic functionnalities.
The functionnality and rarity (yellow border) seem now to be Master Kit.
There is 99.99% that this is a bug and that it will be soon corrected (reverting the kit to Basic functionnalities, which is exactly what you’ve bought based on the description in the gem store).
I too hope that it will be corrected : having plenty of useless runes is just boring.
Anyway i’ve just bought two of them …
(edited by SRG.3607)
I have very weird lag tonight : about 1 second of delay when using skills (before the skill actually starts)
just play the content and you’ll get keys for free.
Only if you’re lucky enough. I’m not. For example, with the aetherblade dungeon, i nearly never dropped any single keys (and i had to buy them in order to have 5), despite killing a lot of mobs everywhere and having a lot of loot.
Loot is totally broken in this game. Some players have a fair decent drop rate, others, like me, don’t drop anything. I nearly never get exotics, whatever activity i’m doing (farming events like Scarlet, farming high level zones, farming low level zones, farming champions, killing a lot of foes in WvW, and so on).
The problem is that for the same player, a few months ago it was affordable to buy gems with gold (let’s say 6 months ago when you had 35 gems for 1 gold), and now it’s really less affordable for the same player (at this time, 13 gem for 1 gold).
In the meanwhile, gold is not 2.5 times easier to grab.
That’s what is quite “unfair” with this system.
Gold loses money for two reasons : more and more gold farmed by players, and more and more new players (for the now – this will sometimes stop raising), whereas the gems available through gold has (by developper’s choice) a fixed amount.
It has happens a few times for me too (weeks ago). Same tower, EU server.
It’s better for ANet to sell N skins at 10$ than 10*N skins at 1$ each. In the second case, a lot of people would have that skin in game, and they would thus be too common.
Of course it would be better to sell 100*N skins at 1$ each, but i bet those prices are quite cleverly defined.
I had no black lion key dropped since months. Not this month, not the previous one, and, as far as i can tell, no one from my guild. You probably just had luck this month Malediktus.
We’ll soon be at 1 gold = 1 gem, and even below. That won’t never stop as the number of gold generated by players if continuously growing.
ANet won’t do any thing about this ratio (their statement is that this gold to gems conversion “is working as expected”).
Concerning your suggestions i don’t see the point to have this in the Hero panel (that’s just personnal preferences maybe).
I rather really would like on my side to have one (or maybe two) mini slots next to the skill bar (on the main interface screen) to put whaever you can click on that you would like to use anytime. A mini-pet. A potion. A food consummable.
There is an easy way to do it. Join up in a group with players who are also attacking the same door. All you have to do is have everyone attack the same gate and you should get the tick for the achievement once the gate is destroyed.
Nope, this is NOT always true.
A few hours ago i was grouped with someone attacking a wall with a catapult. The wall went down easily. He got +1 for his achievement, not me.
I’am at 130%. I plan to level this to 150% and no more than that level :
- the cost for 0 – 150% = 1/5th of the total cost (and 150-300 = the other 4/5)
- the effects abscolutely don’t compensate the cost (in PO) paid for leveling MF (i loot more greens, maybe a few more golds, but that’s all and that’s not enough to justify the investment in MF at this point)
(so why do i bother leveling my MF ? Was a bad move, indeed)
You have probably captured regular camps, but not Mercenary Camps (ogres in EB for examples). Regular camps capture achievement is quite grindy, but mercenary camps is way harder to get as there are not so many of them.
For the demolition expert, i agree, it’s totally bugged, but it seems that it won’t be corrected as devs’ are saying in another topic that it’s working “as expected”.
So the criteria “are not very stricts” : they are totally buggued (like you say “it’s a little random”, and the rest of the game is not like that at all).
Yes same thing for me. Yesterday i caped 8 camps, only 6 where counted for the success, i really don’t know why (i was in the middle of the camp, i killed guards, and so on).
Maybe the title of this topic should be renamed to something more explicit like “Demolition Success achivement doesn’t work as excepted”, in order to catch the attention of someone from ArenaNet (otherwise it may be corrected in a few weeks, just before the end of the season).
The notion that the game designers would include an account-specific variable in the formula determining the quality of your drops is baffling, to say the least. It nicely reeks of urban myth and statistical ignorance at the same time.
What it would actually mean is that someone, at some point, consciously decided to write an extra variable in the code. For example, instead of simply rolling a die and adding your MF rating + possible rating based on the rarity/difficulty of what you killed, it also adds some secret quantity, linked to your account to determine the quality of your loot.
Why would Anet do that? They have no incentive to do so.
We’re not speaking of that implemented that way.
We’re speaking of a bug difficult to detect, and making some account having more luck than others.
There may be plenty of reasons for a bug of this kind to appear in the code (complexity of the loot implementation with multiple factors (mobs, loots, damages done, MF, …), a problem that would occur only when there are too many peoples in a event, and so on).
Something like the Wi Flag :
http://asheron.wikia.com/wiki/Wi_Flag
(a bug corrected years after the game release, affecting players all that time, and players were saying all the time “yes there’s something weird about that”)
Totally buggued.
Have broke a lot of doors, and i only had two counted for the success. Doesn’t matter if i hit a bit, a lot, with or without a siege engine on the door, it doesn’t work nearly most of the time.
Yes, same problem for me : destoying doors doesn’t count for the achievement, only destorying walls (with a siege engine) works.
Same, as a ghost, you don’t see villagers. Hiding is a boring technic, but quite efficient.
We had some kind of the same problem on Fort Ranik (mainly Vizunah Map) the whole week-end.
Very weird behaviors with timers, several issues.
For example, when the defense phase reached 0 seconds, the attack on the batteries continued for another 10-15 seconds (whereas everybody had already left the consoles as the timer was previously showing 0 seconds).
Not everybody was seeing the same timer (sometimes 10-15 seconds of difference).
We had also the issue where Tequatl doesn’t fly away immediately when he reaches another phase but the defense event has already started (leading to players coming 20 seconds too late on the batteries).
Global Tequatl timer suddently modified (like 30 secs suddently added, leading to a quite confused situation).
All thoses problems have lead to several fails … quite annoying on such a difficult to set-up event.
Same problem on Fort Ranik.
Couldn’t have said this better than Roquen.
I’m at 125% (base) + food + amulet (20%) + guild ~= 185%, and i haven’t noticed a real difference in drops. Maybe i drop more greens, but that’s all.
I’m too really convinced that some accounts are lucky and some are unlucky, it’s really obvious when you compare what you’ve dropped and what some other players (guildies) have dropped in one year.
You can do the Lunatic Halloween activity instead : it works too for the achievement.
Very disappointed too. I’m playing only since Flame & Frost, and was hoping to get the achievements points from this Halloween recurent event ! Can’t see any reason why they’re not back this year.
I had the exact same issue. I really thought it was due to my hits not having “marked” the boss due to too many people around hitting all the time / lag issue.
And no official ArenaNet answer about this bug ?
Ok it’s only one lost achievement point, i know, i know, but at some point it starts to become rather hard to have new ones …
Salvaged 20 rares yesterday, got 20 ectos. So no, it’s not buggued, but to be honest, i’m used to have a fairly poor ecto drop rate most of the time, so maybe the luck wheel is starting to move from lucky accounts to unlucky ones.
I hope they won’t deal your request : you’re probably one of the very few people having this problem, so i really hope ANet has other priorities to fulfill than dealing with this very specific problem.
On a side note, what are you doing with 64 (128) characters slots ?
I’m doing 50% PvE, 50% WvW.
I try to do every achievements every day.
I too find that this WwW is way harder to get than the other ones. It’s really not comparable. Every other achievement can be gained in less than 20 minutes, this one is harder (trick is to keep indeed WEXP vials … put they’re only +250 whereas you need roughly 10k without alts)).
I don’t complain – i can skip the achievement, indeed – i’m just pointing the fact that this one is quite different from the other ones (including the FORM one that can be rushed in 10 min by doing only one fractal)).
… you can’t transfer the host to one character to another.
Understanding this is very important before complaining about the issue.
You didn’t explain anyting and put a false link between your two sentences. There is no justification to the “you can’t transfer the host from one character to another”.
It is indeed implemented this way in the guild wars server, but it could have been done differentely, it is just a matter of choice (being political, or technically easier to do this way) from ANet. And one year after the game release, this issue really should have been addressed.
Why do you play Open World then complain that it’s boring? That’s like choosing to watch paint dry then complain about being sleepy.
Maybe cause it was better before and it is worst now ?
HP upgrades have just transformed “short boring bosses” to “very long (and time consuming) boring bosses”, on my side i don’t think this is a good improvment.
Agree, same for me, i had an horrible fight due to those stuns and teleports on the map. Indeed there is not only teleport but “stuns” too, when you enter those halo machines from the inner side (weird behavior, have to go back in the exact direction you came from to go out).
Took me ages to understand that you had indeed to focus it’s face. I think this point is really poorly designed, it’s not obvious that you have to focus as the focus is nearly hidden (big red arrow difficult to see as partly inserted in its head).
Once you know that you have to focus its head it’s indeed quite easy.
Had a few times the exact same problem.
Last time i opened a ticket. Never had any answer to that.
But the next morning, money was available.