Showing Posts For hgkmaxymus.9321:
Nevermind… they will NEVER listen.
Now they are only making new events and don’t want to fix this :/
I was playing as Warrior, with my banner. When the DE finished, I looted the Shaman corpse and then I realized I got no bonus chest (the one at the bottom) and when I got to the big chest, I could not open it!
It was there!
And no, I didn’t have already killed him today….
Seeing the Screenshot now, I realize it did not count as if I had done the DE… Weird…
Nice! Now the new content WANTS you to FINISH this JP…. and it is broken…..
I will not be able to get the weapon cache.
Thank you ANET!
[yeah, sarcasm]
It is still bugged.
I also created a topic some time ago (https://forum-en.gw2archive.eu/forum/support/bugs/Goemm-s-Lab-is-Bugging )
This thing is terrible. I know that I can do it without falling sometimes, but knowing this bug, I will not try.
The best part is that we have NO response from the ANet!
Lame :/
Sometimes, when some friends and I were trying it, we got killed a lot of times. Whe reappeared at the beginning of the jumping puzzle, and then we got teleported to another location, just fo fall for about 10 seconds and die.
I know the jumping puzzle is easy, but even so, it should not do this.
Another time, we got teleported, falling for 10s and survived! Just to see we were at restricted location, passing through walls, but without a way to get back.
We spent about 50siver just teleporting to the waypoint. :/
Some issues with Snowball Mayhem:
- Stopper achievement requires that you let the enemy get the present (i.e., deliberately play badly), or encourages players to let their present-carrying teammates die so the enemy can pick it up and advance their own achievement. Not a nice mechanic at all.
- When I’m on the “red team” my teammates are wearing red, I’m wearing blue, the enemy is wearing blue, the enemy name is red, and my teammates’ name is blue. Make up your mind, already. Is it so hard to make the colours match? Add the fact that the game changes players to different teams after each match, and I spent the first 20 seconds of every round trying to figure out if I should kill the present carrier or help him. How about making the red team wear red and have red tags, and making the blue team wear blue and have blue tags? Failing that, make it so that every player sees his team as “blue” and the enemy team as “red”.
- Pretty much every class is useless compared to scout, especially heavy gunners. Gunners are slow, have no chance of catching up to other players, their weapons don’t have enough range, etc.. The shield is nice if the team is trying to hold the present spawn but, due to the “stopper” achievement, it’s generally preferable to let the enemy get the gift and then kill them, which makes scouts preferable. In fact, 3 or 4 scouts can stealth the present carrier until he’s out of rendering range of the enemy.
- The squad display doesn’t actually show the players in your squad. If you get far enough from your teammates, they disappear from the list, to the point of only your name being displayed (ex., if you’re chasing the present carrier to the enemy spawn and all your team is near your spawn).
- Knockdown duration is too long. A snowball enemy can basically keep you stunlocked from full HP until you die, because he can re-stun you before you even have a chance to dodge. Losing control of your character for 15 seconds is not fun gameplay; in fact, it’s not gameplay at all.
- A lot of the map is wasted. It would be nice if there were some floating platforms between the two spawns, for example, so that players have a risky but viable “shortcut” when they need to run from one spawn to the other to intercept the enemy present carrier.
Yeah. It is intense!
The only achievement that works is hard, EVERYONE wants to get the gift.
It should be BY THE TEAM!
Team achievements, Win a Snowball Mayhem, Get your team to deliver Gifts and the Stop one, should be only letting the gift fall.
I get the same error here.
Thanks.
Both of the above links works.
The second redirects to the:
https://www.surveymonkey.com/s/eGW2LostShores_en
They need to change it’s behavior, and it wouldn’t be all that challenging. Why not one time event, over the course of the day or couple of days, but with a catch. Since not everyone could possible make it based on Arena.net’s timescale, have the event lock out a player when they do the following:
The player completes the event. If nothing proceeds, then they are locked from being apart of the reward process at the end with this account from further continuation of the event. As each event is completed, they can no longer receive a reward (karma, exp, coin and loot) from that particular event, as it is a one time event, but they can still participate to help friends or participate for fun. If it’s a chain event, each step is logged as completed, since there will only be so many ONCE IN A LIFETIME EVENTS, the list added to each account shouldn’t be that long or hard to track, giving GM’s an easier time deferring how to aid a player with a grievance with an event not rewarding properly and help on how they can. If a chest is dropped as apart of the event, but not looted, a similar chest will spawn after the chest at the event despawns, giving players ample time to pick up the loot in case of disconnection. A check list can be added for the player to notify how much of it is completed.
Another easy way to prevent a player getting ricocheted from one shard to another is to lock that account to that overload server for five minutes. This will easily remedy the issue I had, where the game would crash multiple times and you get pushed into another overload shard that’s farther along, or in my case, just started before getting booted to one that’s completed, and never thrown back into one that’s a step behind or back into the previous shard.
I agree.
1. They should do a simple check: If the user has already completed, no chest loot. Of course, implying there’s no BUG preventing you from completing/aquiring it the first time.
2. Do a timer with the user account/character. If the player is offline for more than 5-10 minutes, let another person take the place (from the overflow), if the user that disconnected returns before the timer runs out, allow him to join in the same instance! It is relatively simple to do that.
Thanks. But I hope I get the QUEST REWARD and the CHEST LOOT! :/
I like the pop-up at the right side! :P
And I would like to see the ending cinematic….
Attached is my crashed screen, about 20 minutes without changing.
My game crashed at the end and I got no XP/KARMA and CHEST. :/
Same. Crashed and no XP/KARMA/CHEST.
I crashed too and no chest after all.
I was in the MAIN SERVER, had to DC and get back on an OVERFLOW!
SHAME!
I have the same problem as others have suggested, I cannot BUY or SELL anything on the TP. Sometimes I can see the stats of the item, sometimes not too.
Today my SELL tab was blank also, perhaps just a today bug, I don’t know.