I don’t know if any other servers are affected but on Abaddons Mouth (Server-IP: 206.127.146.45), the very first mission, “Defending Shaemoor” is broken.
The greater earth elemental doesn’t appear and the gates are closed. So NO new human character can finish that mission and everybody get stuck in the tutorial.
There is a “funny” bug related to all kinds of “Bundles” (Grenade Kit, Toolkit, Fiery Greatsword, Icebow, etc.) and Aspects in Dry Top.
Steps to reproduce:
- collect an aspect-crystal (doesn’t really matter which or how many)
- equip a bundle (for example the engineer’s “Grenade-Kit”)
- if you now look at your buff-icons, you’ll notice that there are still 1-3 aspect icons (depending on how many you collected) and the cyan / light-blue timer-buff showing that you’ve equipped some temporary skills
- you can now use your bundle as usual… until the aspect-timer runs out… if this happens, your bundle will be deactivated / put away / whatever
All aspect-related buffs should disappear the moment the aspect-skills gets exchanged for the bundle-skills…
Don’t forget that there is another waypoint just across the river… i always wondered why ANet put two waypoints so close to each other. Gyre Rapids Waypoint is more or less just a stone’s throw from Concordia Waypoint. Probably they already knew at release that they’ll destroy the Concordia Waypoint later.
And btw. the Concordia Waypoint is not flickering like those in Brisban.
And also yes. That is DEFINITELY the concordia camp in Timberline falls.
I tried to find the position where they positioned the camera… i attached a little screenshot (left=trailer, right=my version). No doubt -> its Concordia.
- New convenience only Gem Store item!
- Mobile Waypoint Device! 1,000 gems (costs 10 silver per use)
Funny/Scary thing is… a device like this is mentioned in game (in scarletts room if i remember correctly)
Yeah, I tried FontForge, too… but it kept crashing on me and often produced corrupted TTF-files Thats the reason I didn’t mention it.
Why not use the RSS feeds the forum provides?
This board: https://forum-en.gw2archive.eu/forum/community/api.rss
Dev-Tracker: https://forum-en.gw2archive.eu/forum/info/devtracker.rss
etc.
Only “problem” is, that there is no Feed for the whole forum… but this can easily be solved by using http://www.rssmix.com/ to combine all feeds.
(edited by Tiscan.8345)
OK, this is way more complicated than it should be… took me quite some time to find an “easy” way to do it :-)
- download “Typograf” from http://www.neuber.com/typograph/
- install it and start it
- you’ll see a drop-down box in the upper left corner of the window with a folder-icon to its right → click the button and navigate to the directory where your “broken” ttf-fonts are stored
- you will now see two entries in the “Preview” area … one for each of your ttf-files
- right-click them and select “Properties”
- use the “Rename” button to rename them to something meaningful
- after renaming, you’ll be prompted to save the file
- DONE :-)
After exiting the tool, delete it and curse its coder for being a jerk (you’ll know why when you try to click the “close” button ;-))
When players kill the keep/tower-champions it can happen that the champ doesn’t move back to his “usual position”.
This can lead to rather “funny” moments… for example the basilisk in Stonegaze Spire was once killed in the little tunnel leading inside the tower. When the tower changed its color, the champ was now outside the gate. When we later tried to conquer the tower (entering from the opposite side) we first couldn’t find the champ… and when we found him, everybody had to jump out of the tower, kill it and then use a mesmer-portal to get back inside (otherwise we would have either had to run back to the eastern gate or destroy the western gate).
This isn’t a huge bug… but IDK if it could probably be abused… for example: what happens if a wall is destroyed and the champ is killed there? So probably the champ would be hidden inside the new wall!?
Champs should probably be ported back to their usual position after a keep or tower was conquered to prevent that behaviour.
This usually happens if you use the worm tunnel leading from the red keep to Stonegaze Spire.
People enter the tunnel and after the loading-screen they get stuck at the exit.
Only way to be able to move again is using an emote (like /sit) or using a skill like blink, shadowstep, etc.
In https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-March-18-2014 the following was mentioned:
Fixed an issue in which supply depots would sometimes appear to have supply when they were actually empty.
IDK if the depots at the spawn were meant or the reactors… but at least the reactors are still bugged. Even if they are empty you can see a bunch of crates. Doesn’t happen all the time but still very often.
5 months to pin it and fix it , if it would take me so long to fix anything on my work i would have been fired already.
5 months? More like “nearly 2 years” → https://www.google.com/search?q=gw2+char+freeze+bug+site:forum-en.guildwars2.com
In WvW its pretty easy to get your skills back working again: double click on a siege weapon blueprint to equip it and then use skill 2 to put it away. After this, your skills should be working again.
Using an emote only works if you get stuck at the wormtunnel in the Edge of the Mist or if i remember correctly, when you build a siege weapon and get stuck in the weapon.
Btw. the bug seems to be related to the cooldown of the stuff you tried to pick up… for example: if you try to pick up a fiery greatsword and your skills get bugged, you’ll be able to use them again after the “normal” cooldown of the FGS expires (if i remember right, a FGS disappears after 60s or somtehing like this!)
You can easily test this by entering the EotM-map and then go to an oil-well. Start collecting oil and immediatly switch your weapon-set. The “collect”-animation will be aborted and you can move but you can’t use any weapon-skills. After a few seconds your skills become unlocked. They are locked for the same amount of time, the collect-animation should have been running. And its pretty much the same for the FGS, Icebow, etc. -> btw. if you do this at multiple oil-wells, the cooldown seems to stack. If your skills get bugged by something that has no cooldown, your skills will never start working again on their own. In that case, only a siege-weapon, going into downstate or falling off something high helps :-)
That bug was reported on the german forum roughly a month ago – but (of course) no official feedback yet.
(edited by Tiscan.8345)
You can download
https://d1h9a8s8eodvjz.cloudfront.net/fonts/menomonia/08-02-12/font/menomonia.woff
https://d1h9a8s8eodvjz.cloudfront.net/fonts/menomonia/08-02-12/font/menomonia-italic.woff
and use
http://everythingfonts.com/woff-to-ttf
to convert the files into working TTF-files.
“Scavenger’s Chasm” requires people to collect 12 energy-orbs – so portal-ing to the chest won’t work. “Hidden Garden” uses a similar approach (you must collect Cantle of Sky/Sea/Earth/Sun) and thus can’t be portal-ed. To open the chests in the WvW-Puzzles (only in the Borderlands) you need 2 parts of a key – so portal-ing to the chest doesn’t work there, either.
“Only Zhul” and “The Collapsed Observatory” are underground and qould require multiple portals (if i remember right, portal-ing directly to the chest from outside of the puzzle is impossible).
I’m not sure about “Tribulation Caverns” (really can’t remember what the end looked like – i remember falling down a tunnel to Dissun’s Mine – its probably possible to portal from there) and “Loreclaw Expanse”.
In pretty much all other JPs, you can easily portal people to the chest directly.
“Skipping Stones”, “Not so Secret” and “Obsidian-Sanctum” are usually the JPs where people ask for portals because they are kinda hard. “Troll’s End” can be frustrating, too (that one jump in the middle where most people fall down). Lots of people ask for “Weyandt’s Revenge” , too because they are too kitten lazy (or they die right at the entrance)
(edited by Tiscan.8345)
Same here. Completed the Meta a few days after the season started, got the achivement last week but no chest at all.
I finished that quest yesterday. There were two minions southeast of the waypoint (and a bunch of people waiting to kill them over and over again). Everything else was still totally bugged.
Interesting. The same happened on Abbadon’s Mouth. We killed the queen ~20 minutes ago and when the nest-quest started, they were indestructible.
*sarcasm on* OK, then lets add a teleport function, a wallhack, zoomhack, speedhack, etc. - because... you know: its already possible for a few bots or hack-tools. *sarcasm off*
There is a *huge* difference between *some* bots that are probably able to use the TP and an official, easy-to-use API which allows pretty much every coder to write an app which buys/sells automatically.
IMHO it would be the worst move ANet could make to allow the API to automate stuff like this.
Besides managing guilds and *probably* sending chat-messages I wouldn’t allow the API to influence "gameplay" at all.
Hm… thanks for the info, Relic. I’ll take a look at the list later today and try to update my list.
YEAH! Trading Post bots!!! Awesome idea… not!
As soon as they allow buying/selling stuff using the API, the game is ruined once and for all.
As ANet hasn’t released any Details yet, I thought I’ll post my list of possible values for some of the fields in the data.
Flags
AccountBound
HideSuffix
NoMysticForge
NoSalvage
NoSell
NoUnderwater
NotUpgradeable
SoulBindOnUse
SoulbindOnAcquire
Unique
Game-Types
Activity
Dungeon
Pve
Pvp
PvpLobby
Wvw
Item-Types
Armor
Back
Bag
Consumable
Container
CraftingMaterial
Gathering
Gizmo
MiniPet
Tool
Trinket
Trophy
UpgradeComponent
Weapon
Item-Rarities
Ascended
Basic
Exotic
Fine
Junk
Legendary
Masterwork
Rare
Restrictions
Asura
Charr
Guardian
Human
Norn
Sylvari
Warrior
Weapon-Types
Axe
Dagger
Focus
Greatsword
Hammer
Harpoon
LongBow
Mace
Pistol
Rifle
Scepter
Shield
ShortBow
Speargun
Staff
Sword
Torch
Toy
Trident
TwoHandedToy
Warhorn
Weapon-Damage-Types
Fire
Ice
Lightning
Physical
Weapon-Attributes
ConditionDamage
CritDamage
Healing
Power
Precision
Toughness
Vitality
Armor-Types
Boots
Coat
Gloves
Helm
HelmAquatic
Leggings
Shoulders
Armor-Weight-Class
Clothing
Heavy
Light
Medium
Consumables-Types
AppearanceChange
ContractNpc
Food
Generic
Halloween
Immediate
Transmutation
Unlock
Utility
Based upon 24816 analyzed items. List compiled: 2013-05-24 17:54:09 CEST
ATTENTION !!! I’m still analysing the data.
(edited by Tiscan.8345)
Update: (2013-05-24) I moved the IDs to a simple CSV-file and added some IDs (2 or 3)
You can download a CSV-file with all IDs of group-events from here: http://filedump.gw2info.net/api/group_events.csv
Listed events: 181
Last Update: 2013-05-24
It contains a list of all events listed on the following two websites:
http://wiki.guildwars2.com/wiki/Category:Group_events
http://wiki.guildwars2.com/index.php?title=Special:Ask&limit=500&q=[[Has+event+type%3A%3AGroup+event]][[Is+historical%3A%3AN]]&p=format%3Dbroadtable%2Flink%3Dall%2Fheaders%3Dshow%2Fsearchlabel%3D%E2%80%A6-20further-20results%2Fclass%3Dsortable-20wikitable-20smwtable&eq=yes
(Thanks to Relic for providing the second URL)
Feel free to use it in your projects and you’re also free to send tons of gold to my inbox… if you feel like it ;-) ;-)
(edited by Tiscan.8345)
We’re often running into a situation where the commander in WvW gets blocked by the spam-protection because he is posting too much.
IMHO either commanders should never be blocked or at least they should be able to always post in the /team and /squad channels.
I wonder if it was possible for ArenaNet to add an option where people can select a custom secret instead of using the one generated by ANet.
Because: if it was possible to use a custom secret, people could buy and use something like http://www.gooze.eu/otp-c200-token-time-based-h3-casing-1-unit → those tokens come with a pre-set secret you can’t change.
Oh, and btw. as somebody mentioned it: Yubikey does only work with GW2 if you use a “trick” which involves running a desktop app which acts as some kind of “proxy”: http://yubico.com/totp
- open your webbrowser
- go to “google.com”
- enter the following into the searchbox: captcha (solve OR bypass)
- look sad because you realize that captchas wouldn’t help at all if the person running the bot is willing to pay a few $
All the bot would have to do is take a snapshot of the CAPTCHA, send it to one of the services and he gets back the solved captcha within a few seconds.
So basically all you would achive with a CAPTCHA is to annoy normal players while professional bots could adept to the new situation rather easily.
I played a f2p some time ago that added a CAPTCHA to prevent botting. They removed the function less than 4 weeks after adding it as a LOT of their players complained.
(( Quotes are taken from: https://forum-en.gw2archive.eu/forum/info/news/Beta-Feature-Mobile-Two-Factor-Authentication ))
To increase security of your account, unlinking the Mobile Authenticator will require additional six-digit codes.
I would change this like this:
- when an user wants to unlink the authenticaotr, he should be prompted for another token
- upon entering this token, an email should be sent to the user requiring him to click on a confirmation link
- after clicking on the link, the authenticator should be unlinked
I would add the eMail-step to prevent an attack which works like this:
- a hacker sends a phishing mail containing a link to a fake-login-site
- the user enters his username/password and a first token
- after entering the token, the fake-site logs into the users account…
- …and the phising site displays a “wrong token, please try again”-prompt
- the fake-site uses the new token to unlink the authenticator and can now do whatever it wants to do with the account
Of course we will also be interested in your feedback on this feature, and will make sure to take into account your suggestions and opinions during final development.
IDK if its possible right now to change the email-address in the account settings (some people say its possible, some say it isn’t) but if its possible I would use the same logic (token -> confirmation mail) to protect it, too.
And the same protection could be used for password-changes.
That way, its nearly impossible for hackers to permanently lock out the “rightful” owner of an account because they would have to hack into the email-account, too.
(( btw. the additional confirmation using an email could be added no matter if the user uses the authenticator or not ))
Oh, and another very important thing: if you change how PW/email-changes work, you should add some additional informations to the different account-pages explaining to the user why he gets additional emails, etc. so they know why they have to do this and how it improves their security.
Actually, they are “broken” on all servers… just not always at the same time.
For example: skill-point-challenges are usually broken because
- the NPC is dead: I’m not 100% sure but I guess this happens when a down-scaled Lv80 player kills the NPC at the wrong moment (for example: the NPC has 100 HP left, the Lv80 player hits him for 500HP → the NPC dies instead of resetting)
- the NPC is gone: this could happen after 1. happens and the body is removed by the game OR simply because a player used a knockback-skill and hit the NPC right through a wall
So usually, all skill-points are working right after the servers were restarted until someone breaks them.
The quests seem to have a similar problem. Sometimes it happens that NPCs get stuck (this happens because they don’t only move on pre-defined paths but are free to leave those paths when mobs attack → you can see this while escorting some NPC – usually they follow a certain path – but when attacked they move around and when the fight is over they run back to where they have been before the fight started and continue their way from there). And because of this, NPCs can sometimes get stuck during battle when they are knocked back or if they go somewhere they shouldn’t have gone to
Or it happens that a mobs gets knocked back inside a rock or gets stuck in a tree, etc. where it can’t be killed.
So basically, its just bad luck if a lot of stuff is broken on server A while its working on server B because the bugs are there on both servers.
I made a similar suggestion a few days ago: https://forum-en.gw2archive.eu/forum/game/suggestions/Fixing-most-of-the-broken-skill-challenges-and-events
Not to mention that people could use it to scam newbies "Hey, I’m working for ANet! didn’t you know that ANet-GameMasters are called “COmmanders” ? Look atmy icon if you don’t beleive me".
I guess the only solution for that would be a watchdog-watchdog :-)
But seriously… i’ve never seen a SP or event resetting after getting stuck. So far I’ve only seen perfectly working quests ending at random times (one moment you’re killing mobs and everything is fine, the next moment the event disappears and nobody gets a reward). So there might be a system like that… but if its there, it doesn’t work very well (IMHO).
And currently, the german servers are kinda laggy most of the evening ATM (but only for some people while others can play perfectly). So nobody can tell if the lag is caused by some threads going bonkers or because of the general problems the servers currently seem to have.
Solid idea, would also be fine for the engineer. You can swap weapons out of combat either way, this function would just make it a lot more easier.
I totally agree. It would be very nice if out-of-combat weapon-set switiching would be available for those classes who currently can’t use 2 sets.
Its really annoying to have to dig through the inventory or hero-screen to switch to the right weapons all the time.
Update:
Somebody (BrutusW -> https://forum-de.gw2archive.eu/forum/game/suggestions/Reset-f-r-h-ngende-Events/99269) on the german board proposed a “workaround” for the normal quests, too.
Just add a timer to all Events and reset them if their “state” hasn’t changed for 30 minutes. This means the following:
Lets say the quest is to defend a village against waves of undead. Now whenever a new wave is launched, the timer gets reset. So lets say 4 waves have successfully been killed by the players. every time a new wave started, the hidden/internal event-timer got reset. Now a 5th wave attacks (and the timer is reset again) and one of the mobs gets knocked back inside a mountain. Nobody can hit him and he can’t attack the players. As no new waves are launched, the event-timer keeps running… until it hits the magical “30 minutes” mark. The server then resets the event by killing all remaining mobs belonging to that event and resetting all NPCs to their default-locations (by teleporting!!! reason for that was explained above).
This would also work for escort-missions. In their case, the event-timer would be reset whenever the game launches a new wave of attackers. So if the mobs or the NPC the players have to escort get stuck, the timer won’t be reset and after 30 minutes everything is reset.
This should pretty much “fix” most of the common “stuck quest” problems. OK, not really “fix” them… but at least make them work for now.
(edited by Tiscan.8345)
OK, lets face the facts… a lot of skill-challenges are broken because one of two things happen:
- The NPC you got to talk to is dead
- The NPC you got to kill is (for whatever reason) alive and can’t be killed
So… why not add a small piece of code to the servers which act as a “watchdog”. It should check all skill-challenges ever few minutes and see what the NPCs are doing.
If a NPC is dead that shouldn’t be dead (usually, SC-NPCs are never dead just out of HP), the code should revive the NPC and TELEPORT (IMPORTANT!!!! Because sometimes NPCs get stuck while walking back to where they belong) it to its usual location (and reset everything regarding that skill-challenge).
The same (reset+teleport) should happen if the NPC is in “combat-mode” and the last time the NPC took damage was more than 150s ago (and it should really keep track of DAMAGE! not when the NPC was last HIT!!!). So if the NPC gets stuck inside a wall where people can’t hit him… after 150s, the watchdog would reset the skill-challenge. Same would happen if the NPC is invulnerable for whatever reason.
This isn’t probably a “perfect” solution to the problems regarding broken skill-challenges… but it should take care of 99% of the current issues and it should’nt be that hard to add to the server.
Funny thing is… when i suggested the very same feature on the german forum… I only got negative feedback lol
But I would really like to see such a button, too. Sometimes you just wanna die (for whatever reason) instead of having to wait for “ages” until you finally die.
Thanks for the info, Aidan.
Really hope its released “soon” (soon as in “as soon as everything else is working as intended” ;-)) as I think it will be very useful :-)
I’m just curious if there have been any news regarding the Tablet-Apps that were mentioned 2 years ago:
(( I guess they don’t have high priority ATM but it would be nice to hear if they still plan to release them someday or not, etc. ))
If I were you I would take screenshots of all Players where their names can be seen. Then, send an email to exploits@arena.net including a description of the exploit/bug (including the exact location) and the screenshots. and additionally I would use the in-game bug-reporting system (Esc -> Support).