Showing Posts For Silberfisch.3046:

Cannot connect to log in server

in Account & Technical Support

Posted by: Silberfisch.3046

Silberfisch.3046

Same here.

Tried to connect to WvW. Got kicked out of the game. I didn’t write down the error code – silly me – since I thought it was just a “regular” dc at that point.

Now I can’t log in at all. Error Code 42:6:3:2060.

Server: Elona Reach (Elonafels) [DE].

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break between pre- and main event necessary

in Dynamic Events

Posted by: Silberfisch.3046

Silberfisch.3046

I wonder if it might be possible to install a little break between pre-events and the start of the main event for some of the low level meta events.

Specifically the Shadow Behemoth and the shaman during the “The Maw” events.

In case of the Shadow Behemoth, if you do the pre-event part southeast of the swamp, even if you cross the full distance under swiftness, the Behemoth will be down to 40-60% Health. And that isn’t even during primetime. Yes, you can still bring enough dmage to bear usually to be eligilbe for the reward. Usually.

With the shaman at The Maw it’s even worse. If you participate in the “close the portals” pre-event you better have some sort of increased movement speed and a decent ranged weapon option. Otherwise you actually might not make it back in time to tag the shaman. Luckily enough a single hit usually suffices to be eligible for the reward.

With the Mark II Golem on the other hand, there is a small break implemented between the pre-event and the actual fight against the golem, giving all players enough time to get back to the platform.
Something like that would be nice to see for the Shadow Behemoth and the shaman at The Maw as well.

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The new AC...

in Fractals, Dungeons & Raids

Posted by: Silberfisch.3046

Silberfisch.3046

I like the new AC mostly, but there are a few things that just seem a bit off. (I’ve only done path 1 & 3 a couple of times so far.)

In general, there seems to be an incredible number of attacks in AC – particularly from the various gravelings – that stun, knock down or knock back. A few too many imho. For example if you get caught in a chain of those attacks you are in a world of trouble.
I know about the problem so my utilities always include a stun breaker and/or stability. Even then these can be on a cooldown and i’m back to being a billiard ball. Even worse for someone who doesn’t know about this or doesn’t have one availlable yet because of a low level and therefore lack of skillpoints. They will find this tremendously frustrating. Having to watch your character flung across the room for some time, then being downed/dead is not fun.

Another problem is how hard some of the (new) attacks hit. An example is the spider queen. Yes, pre-changes she was too easy, but now the poison fields are a bit too much (again imho). If you are downed while in one of the fields, it usually means you’re dead. Because anyone trying to revive you in time will be downed by the field as well.
I know “why did you get caught in there anyway?”. Simply put: It happens.
Same reason why Kohler might get you with his harpoon attack thingy. You know the tell, you know you have to dodge, and still even the best player – which I most certainly am not, granted – will be caught in it from time to time.
Maybe you simply botch the dodge, maybe you are stunned by an add (in Kohler’s case), maybe you are already down due to spider hatchlings or the queen singling you out beforehand and then the field drops on top of you. As I said: It happens.

Giving the troll ranged attack options that hit this hard is another thing I quite don’t comprehend. Especially the shockwave thingy because it can down a character with the first hit.

However, the thing that bothers me most is the final boss in path 3. I’ve seen many wiped groups and frustrated players on this one because the npc warmaster just doesn’t throw up the shielding bubble in time for the cave in.
As far as I can tell he has some sort of charge up atack with his hammer, and if he’s doing that one when the cave in starts, he won’t abort that to cast the shield. The first volley of rocks will knock him down as well, delaying the shield even further. Add in a knockback or a second volley of rocks knocking down the warmaster and you have a recipe for major headaches.
By the time the shield finally comes up – if the warmaster actually survived all that plus the cleave damage he might have taken due to the fact that he enters melee combat with the boss – one to five player characters will already be down or dead.
The scenario get’s worse if you don’t down the boss in your first try. The shielding ability seems to be even more out of synch with the cave in on later tries. In addition, in 8 out of 10 cases the warmaster will immediately after his revive charge the boss while still at 50% HP, thus increasing the risk of a downed warmaster just before a cave in starts. Or even worse, with the first volley of falling rocks downing the warmaster.

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Instant death on "through the looking glass"

in Personal Story

Posted by: Silberfisch.3046

Silberfisch.3046

The revised abilities of some of the risen are a bit problematic in many of the story steps throughout Orr.

While they make the risen more interesting in some ways i don’t think they have been field tested in the environment of the story missions (and some of the events as well).

Especially pirates and nobles with their new AoE attacks can wipe out a character and all the npcs in a “singe blow” when there are multiple spawns of them. I’m aware that technically it isn’t a single blow but the attacks trigger simultaneously. The nobles in particular are problematic since they teleport to their target before dropping their AoE.

“Through the looking glass” is a fine example of this problem. The eye spawns a large number of risen nobles which all trigger their teleport AoE attack simultaneously.
Another example would be “searing light”. I dodged the giant’s thrown rock, got pulled by a spider immediately after the dodge roll and got firebombed by pirates. Spelled instant doom for my character multiple times.
To give a third example, estate of decay. Again multiple nobles can wipe out the entire team of npcs plus the character in an instant.

It might help for these missions to simply revise the composition of those risen groups.

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Overflow, overflow, overflow...

in Dynamic Events

Posted by: Silberfisch.3046

Silberfisch.3046

I had a “funny” experience today. I was doing Frostgorge Sound with an alt, so i’d been on the map for about an hour.

The map channel was ablaze with the notion that the time window for Jormag’s claw was about to start.
True to this the performance in the entire zone startet to drop. Increased lags but still playable to a certain degree. Then all of a sudden the lags spiked and after a nice little slideshow of various images I got disconnected and found myself on the character screen with the error code i’m sadly familiar with these days. When I logged back in I was in the overflow.
Now since I was just there for map completion and not particularly for the dragon – though I wouldn’t have minded to take part since i was already there – I wasn’t overly annoyed. Just a bit.

Why does someone who’s been active on the map for about an hour get kicked because the map can’t handle the sudden influx of players due to the possible start of the dragon event in the near future and then land in the overflow? Seriously?

Aside from that however I have to admit I would actually be a fan of an earlier triggering overflow/ lower population per map, if that would actully help the lag spikes (wwhich in my experience it doesn’t at all) and if the big events where mirrored in the overflow so that everyone could still participate, overflow or not.

I’m aware the mirror solution might be rather difficult to do for a more complex event system like in orr with the temples. But i can’t see the same problems for something like the dragons for example.
The other problem I see with smaller population limits are the newly introduced guild bounties. Getting everbody in the guild on the correct overflow could prove troublesome.

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(edited by Silberfisch.3046)

Overflow out of order?

in Account & Technical Support

Posted by: Silberfisch.3046

Silberfisch.3046

As a possibly interesting sidenote:
Tried a by far less populated area: Rata Sum.
Everything works perfectly fine (for example skills execute properly the moment I activate them) except for the chat.
Chat seems to have an average delay of about 2 seconds. Sometime it will work fine in quick bursts, then lag for almost 10 seconds. But usually the messages would appear about 2 seconds after I sent them.

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Overflow out of order?

in Account & Technical Support

Posted by: Silberfisch.3046

Silberfisch.3046

Seriously, is the overflow system out of order? Is that what is causing the massive lagspikes on some maps? That there are simply tons of players on the maps and that is what keeps causing the trouble?

Since Orr is currently a no go for me due to the massive lag problems i tried to play an alt. But even Queensdale was simply a mess of lags and disconnects for me. A quick query in the map channel when i actually managed to stay ingame for more than 15 seconds showed me that a lot of players were waiting for the shadow behemoth event to begin.

After that i logged onto another character currently in Lion’s Arch and at this hour of the day there is ALWAYS an overflow in Lion’s Arch.. But oddly enough there wasn’t. I got directly onto my home server (Elona Reach DE) in Lion’s Arch. That usually only happens after around 0100 o’clock (Timezone is GMT +1 hour.).
After the eventual disconnect I waited a couple of minutes and tried to reconnect to Lion’s Arch. Again no overflow.

So again: Is the overflow system currently out of order? Or did you raise the player limit for triggering the overflow?

Because that might explain a lot.

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Dragons and Lag

in Dynamic Events

Posted by: Silberfisch.3046

Silberfisch.3046

I wonder if this might actually be fixed “quite easily”. As far as I understand, the overflow system is there to prevent performance/latency issues in areas with massive amounts of players.
So why not simply trigger the overflow system earlier, at a smaller amount of players than it does now?

I’m aware that there are other problems that might be caused by this however. For one you would probably deprive a certain amount of players from participating in these events together.
Or prevent some players from participating at all because of a timer issue for the dragons on the overflow servers and possible prerequisites for the Orr temple events.
However I’m honestly not sure how severe these issues might actually become. Especially in comparison to the current problems.

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Network Lag [Merged]

in Account & Technical Support

Posted by: Silberfisch.3046

Silberfisch.3046

Like so many others it would seem, i have become a victim of “new and improved”. The recent changes made it impossible to play during large scale events. And i don’t even have to participate in said event. Just being on the same map makes it pretty much impossible to do anything.

Before the last patch i had no problems even during prime time hours participating in large scale events like the temple events in Orr. Right now whenever something like that starts up i will experience major latency problems.
And trying to participte in one of those events basically froze my game and then disconnected me after some time.

So whatever you “improved”, i would very much appreciate if you “deproved” it again. because right now large parts of the game are unplayable.

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Massive lags (only in Harathi Hinterlands)

in Account & Technical Support

Posted by: Silberfisch.3046

Silberfisch.3046

I’m not entirely sure wether this is a topic for tech support or game bugs since the problem appears to be confined to a particular zone. But as it appears to be a latency problem, i guessed tech support.

As the title already mentions, when playing in the Harathi Hinterlands, there is a massive lag problem. According to the map channel, i’m not the only one experiencing this problem. However for some players everything seems to work just fine.

I remember having the exact same troubles for a couple of weeks after release. Then the problem simply vanished without any particular changes on my end. Now it seems to be back with a vengeance.

As it is now Harathi Hinterlands is pretty close to unplayable unless i’m willing to gamble the outcome of any fight i happen to come across. (Press a couple of buttons and wait, after a few seconds either the mob or my character will be dead…)

As i already stated as well, this only occurs for me in the Harathi Hinterlands. Any other zone i tried works perfectly fine. And as is apparent by me posting here, I haven’t got the slightest idea why this happens.

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Arah Story, Chopper not coming to Airship [Merged]

in Bugs: Game, Forum, Website

Posted by: Silberfisch.3046

Silberfisch.3046

Had the same problem 2 days ago. Left the instance and rebuilt the group. The second time we agreed not so skip any of the scenes after the giants before the chopper meets with the ship and that helped.

Not entirely sure if it will always work however or if we just got lucky during the second run.

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Living Story Refugee Malia bug

in Bugs: Game, Forum, Website

Posted by: Silberfisch.3046

Silberfisch.3046

I encountered a slight problem. Nothing serious, just mildly annoying.

Upon returning the toy soldier to Refugee Malia, her dialogue options don’t change. She still keeps asking about wether I could go and find it for her.

The achievements panel acknowledges me returning the toy soldier correctly however.

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