Storyline Disconnects [merged] - Page 4 — Guild Wars 2 Forums

Storyline Disconnects [merged]

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  • @Jeffrey Vaughn.1793 said:
    This is still under investigation, but so far we haven't found a consistent common element or any way to reproduce the problem in-house. I'm subscribed to this thread, so I'm continuing to follow it and read all the posts.

    Thank you for the update, It's appreciated, even just knowing your looking at it means I don't have to give up complete hope :) I'd personally really appreciate it if you could drop in every week or so and let us know any progress.

    I just tried again and got about half way through the mission and had the issue again. I had just reached the part where you jump to the bigger ship. When it exited the second cinematic (the conversation one with logan) I had the dreaded cinema icon above my head and it timed out.

    Had wireshark running this time so I've got a snip of that log for you around the disconnect time.

    https://drive.google.com/file/d/1J0oXC9bdwmLDB0RwN-uxrt1i5ziednGL/view?usp=sharing

    This snipet covers the TCP data over the period of the disconnect filtered to the three ip addresses windows resource monitor said guild wars had connections to. 18.195.160.196 is the ip that the ingame /ip command gave.

    I'm sure your more capable of working through that log then me, but it's peaked my developer instincts, so some observations (please ignore if this is too presumptuous):
    1. To begin with everything's healthy.
    2. There's a lot of comms with 18.195.160.196 (the one /ip shows)
    3. and every 30 seconds a TLSv1.2 sent to 18.194.9.177 with an immediate response (I'm going to assume some sort of refresh with the login server or other secure communication).
    4. At 159.741940 There is a gap in the comms flow with 18.195.160.196 that lasts until 198.436916 (basically 40 seconds).
    5. When it resumes I get some retransmissions then just a stream of me sending and no responses from 18.195.160.196
    6. This lines up with what SlippyCheeze said he'd observed before
    7. Interestingly at the same time there is an unusual comms incident with 18.194.9.178.
    8. There are 4 messages in a block starting at 163.180326 where the TLSv1.2 message initiates on the server not my machine.
    9. Then at 180.087707 The usual pair of messages with 18.194.9.177 initiated by me
    10. At 200.812979 Things come to a head with a batch or retransmision errors to 18.195.160.196 followed by a reset (my end).
    11. That's only 40 seconds since the last response from 18.195.160.196 which isn't long enough to be the entire cinematic sequence, but it could have been long enough to be the length of the second conversational cinematic with logan perhaps
    12. And finally a lot more more comms with 18.194.9.177 and some with 35.157.208.241 (first time since a few messages way back at 91.109154)

    I know nothing about your system but that interaction with 18.194.9.177 around 163.180326 is interesting.

    Hope this is of some help.

  • UfoCoffee.2084UfoCoffee.2084 Member ✭✭✭

    This happens to me all the time in story mode/ LS/ and at the end of a pvp match if i click on the result tabs a few times, it will disconnect me too. I submitted a report and also used the Anet diagnosis tool. Hopefully when someone looks at it that might help.

  • jamesg.7128jamesg.7128 Member ✭✭

    I play from Australia and over the last few months I've been finishing the vanilla story on my 8 alts. So far half of all attempts at the final story mission result in DC. It's gotten so bad I just instantly skip all cutscenes asap to try and complete it. It's happened on a couple of other longer story missions but that Victory or Death one is the worst. I can play the regular game or WvW for hours without DCing. It's just story missions that are the problem for me.

  • UfoCoffee.2084UfoCoffee.2084 Member ✭✭✭

    @jamesg.7128 said:
    I play from Australia and over the last few months I've been finishing the vanilla story on my 8 alts. So far half of all attempts at the final story mission result in DC. It's gotten so bad I just instantly skip all cutscenes asap to try and complete it. It's happened on a couple of other longer story missions but that Victory or Death one is the worst. I can play the regular game or WvW for hours without DCing. It's just story missions that are the problem for me.

    Yeah it's a problem on Anet's side. I bought LS2 and LS3 together because i'm interested in the lore of this game but i can't play them until this is fixed. I keep getting to the LS chapter where you fight those crystal golem things in the crystal place you're ported to and it disconnects me at the end EVERY SINGLE TIME! I had to quit trying after 8 attempts and many wasted hours :(

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @UfoCoffee.2084 said:
    This happens to me all the time in story mode/ LS/ and at the end of a pvp match if i click on the result tabs a few times, it will disconnect me too. I submitted a report and also used the Anet diagnosis tool. Hopefully when someone looks at it that might help.

    People are looking at it, but as ANet say, they can't figure out the pattern yet, which is unfortunate. Can you tell me, what brand and model router do you use?

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @jamesg.7128 said:
    I play from Australia and over the last few months I've been finishing the vanilla story on my 8 alts. So far half of all attempts at the final story mission result in DC. It's gotten so bad I just instantly skip all cutscenes asap to try and complete it. It's happened on a couple of other longer story missions but that Victory or Death one is the worst. I can play the regular game or WvW for hours without DCing. It's just story missions that are the problem for me.

    Does skipping the cutscenes deal with the issue, if you do it ASAP, or do you still get disconnects?

  • I got two different errors when I entered the home instance in Divinity Rich:
    https://imgur.com/5A7jDJv
    https://imgur.com/kI50F64

  • Odinsfury.8360Odinsfury.8360 Member ✭✭
    edited June 20, 2018

    I came here just to complain about this problem. I'm trying to do Hidden Arcana, which has annoying mechanics and is irritating enough on its own, and I got disconnected twice. I'm glad they are working on the problem, but I am pretty close to quitting the personal story altogether.

    If you can't fix the problem, why can't we just "reconnect" back to the checkpoint we were at instead of starting the whole story over?

  • Meviken.2054Meviken.2054 Member ✭✭

    @Jeffrey Vaughn.1793 said:
    This is still under investigation, but so far we haven't found a consistent common element or any way to reproduce the problem in-house. I'm subscribed to this thread, so I'm continuing to follow it and read all the posts.

    I think there is one common element. It only happens in instances. Instances appear to be served from separate servers. Some report it in PvP, but most seem to report it in the Story.

    So, I looked at one of my own wireshark logs, and I can tell you one thing that's different about the storyline instance. The TLS1.2 packet is sent MUCH MORE OFTEN during normal gameplay. It's possible this is because of the cutscenes being played during story mode (thinking about it, this makes sense). This would seem to be in accordance with the observation by some that ignoring the cut scenes helps to mitigate the DC issues.

    I'm guessing that TLS packet is for authentication to prevent connection hijacking. When it's not sent as often, the instance server may be dropping the connection because it's not getting the response it wants from the auth server in a timely manner. Is there a way to send that auth communication more often automatically from the client in the storyline instance?

    One question: is there a way those who complain about a lot of DCs could add a command-line tag to the executable, so the server would monitor the connection on its side as well? I realizing that's going to take a bit of code, but seriously, the game should have something like that, and only certain users should be allowed to use it (because monitoring will slow the servers if there are too many connections monitored). That at least would give you more data to show what's happening. And with the IP endpoints known, you can use cflowd (or its equivalent) on a router to figure out whether it's an internet issue or a server issue.

  • Taygus.4571Taygus.4571 Member ✭✭✭✭

    @SlippyCheeze.5483 said:

    @jamesg.7128 said:
    I play from Australia and over the last few months I've been finishing the vanilla story on my 8 alts. So far half of all attempts at the final story mission result in DC. It's gotten so bad I just instantly skip all cutscenes asap to try and complete it. It's happened on a couple of other longer story missions but that Victory or Death one is the worst. I can play the regular game or WvW for hours without DCing. It's just story missions that are the problem for me.

    Does skipping the cutscenes deal with the issue, if you do it ASAP, or do you still get disconnects?

    I disconnect at the start of a cutscene, right before the point it actually even starts usually. So no chance of skipping.

  • A few updates:

    Tried the story mission on a mac (just in case the problem is platform dependant): Still disconnected. Actually just before a cinematic started this time. In final mission, just arrived back at the circle area to hand in the three power cores and it disconnected as they were talking. 2nd time it's happened there.

    I recon that was the 7th or 8th failed atempt at the mission.

    Paid for and installed a VPN (from a company called Private Inernet Access, their offering got decent reviews, cost me $7 for a month). Configured it to use a server in Frankfurt Germany, which a quick bit of IP lookup on the result of /ip in-game told me is where the game servers are.

    Sailed through the entire mission, watching all cinematics, along with the following mission (celebration) again watching all cinematics without a problem, first time. Success!

  • jamesg.7128jamesg.7128 Member ✭✭

    @SlippyCheeze.5483 said:

    Does skipping the cutscenes deal with the issue, if you do it ASAP, or do you still get disconnects?

    To be honest I haven't noticed exactly at what point it DCs, just that skipping seems to make it more likely to get through. What usually happens is that I notice all the NPCs stop moving and then a couple seconds later I get a lost connection to server message.

  • Koreanz.6259Koreanz.6259 Member
    edited June 22, 2018

    I can recreate the issue on my machine. While playing in Fullscreen Windowed mode if I click on another monitor during a NPC Dialogue portion of the instance, it will disconnect me instantly. If I click another window while just standing in an instance, i don't get disconnected. It seems to be tied to the dialogue part of the instance since that's when I'm always being disconnected.

    Edit: Doesn't seem to happen while in Fullscreen mode. So far I can only recreate in "Fullscreen Windowed", haven't tested in just Windowed.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Koreanz.6259 said:
    I can recreate the issue on my machine. While playing in Fullscreen Windowed mode if I click on another monitor during a NPC Dialogue portion of the instance, it will disconnect me instantly. If I click another window while just standing in an instance, i don't get disconnected. It seems to be tied to the dialogue part of the instance since that's when I'm always being disconnected.

    Edit: Doesn't seem to happen while in Fullscreen mode. So far I can only recreate in "Fullscreen Windowed", haven't tested in just Windowed.

    @Jeffrey Vaughn.1793, apparently a reproducible case, in case you missed it!

  • Bariel.3562Bariel.3562 Member ✭✭

    Guess I'll post here as well since I'm getting this happening lots to me as well and cannot get through the final personal story mission and have had no response from a ticket raised. SlippyCheeze you're doing a great job at trying to help out but this is the kind of thing I expect the developer to be doing as they have access to the codebase, design and can help to narrow down the problem rather than us all trying to scrabble around in the dark.

    @Jeffrey Vaughn.1793 Please can we get yourself or one of the other devs allocated to working with the community to track this down, you may not be able to replicate the bug but a lot of us here can but we need responses from ANet on what to try and how to track/capture data for this issue. Some of us could run a special client with additional logging/tracing built in, debug modes, etc. Without that people are wasting yet more time trying to test ideas.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Bariel.3562 said:
    Guess I'll post here as well since I'm getting this happening lots to me as well and cannot get through the final personal story mission and have had no response from a ticket raised. SlippyCheeze you're doing a great job at trying to help out but this is the kind of thing I expect the developer to be doing as they have access to the codebase, design and can help to narrow down the problem rather than us all trying to scrabble around in the dark.

    @Jeffrey Vaughn.1793 Please can we get yourself or one of the other devs allocated to working with the community to track this down, you may not be able to replicate the bug but a lot of us here can but we need responses from ANet on what to try and how to track/capture data for this issue. Some of us could run a special client with additional logging/tracing built in, debug modes, etc. Without that people are wasting yet more time trying to test ideas.

    Jeffrey Vaughn IS the ANet developer working with the community to track this down, my friend. I'm just throwing in my ideas because, well, it's not that wildly different to my day job, and I'm a busybody it's nice to try and help out the community, plus you never know when that one magical thing will pop up and it becomes obvious.

    On which subject, what brand and model router are you using? That is one of those current guesswork things I'm trying out. ;)

  • @SlippyCheeze.5483 said:

    @Koreanz.6259 said:
    I can recreate the issue on my machine. While playing in Fullscreen Windowed mode if I click on another monitor during a NPC Dialogue portion of the instance, it will disconnect me instantly. If I click another window while just standing in an instance, i don't get disconnected. It seems to be tied to the dialogue part of the instance since that's when I'm always being disconnected.

    Edit: Doesn't seem to happen while in Fullscreen mode. So far I can only recreate in "Fullscreen Windowed", haven't tested in just Windowed.

    @Jeffrey Vaughn.1793, apparently a reproducible case, in case you missed it!

    Just a quick update. In Fullscreen I have been able to progress most of the story until I got to killing Balth. When the cut-scene starts i get disconnected. I tried that twice and then tried to skip the cut-scene and still got disconnected on the third.

  • Gin.5427Gin.5427 Member ✭✭

    I didn't have this bug until recently. I stopped playing for a few months then came back. But last night I had it, I had hit the next level of MR in a quest in Orr, and when I reconnected... I still had the MR progress I had when I encountered the bug.
    I just now tested the clicking out of GW2 to replicate it, as in I alt-tabbed on a early storyline quest on a new character, and it allowed me to finish the quest.
    However, it has happened to me MULTIPLE TIMES while in fullscreen mode, since that's all I've ever played in.

  • This just occurred for my GF. We are having trouble entering the same story instance for the HOT and POF starter quests. We are both on the same part, one of us enters the instance and the other person accepts the popup to join... but only the first person ever gets credits for completion. We had decided to do the HOT second mission in separate instances after noticing one of us was still not getting credit.. and in the final part right after Rox and Ritlock talk about his return, my GF did not get the "exit" point like I did. She walked around for 15s looking for it aaaaaand disconnect. Full mission progress lost. Both on same internet connection, her PC is much better than mine too. Only difference beyond graphics options is that she uses fullscreen and I have windowed fullscreen.

  • She does also have a second monitor and I do not.

  • Gin.5427Gin.5427 Member ✭✭


    I am desperately trying to finish the Orr storyline, and there's nothing quite like taking 10 or so minuted to beat a repetitive and boring boss just to loose it all because of this glitch. This thread is almost half a year old. There is a thread before this one reporting the same issue from September. I don't understand how a bug that makes one of the more enjoyable parts of the game NIGH IMPOSSIBLE to play could have gone this long without a fix.

    I am one to spend money on FTP games that I enjoy, but until this issue has been resolved, I will definitely not be wasting my money on living world stories. Perhaps when ANet realizes they are loosing money over this they will put the proper resources into fixing it.

  • my experiences so far, me and a friend have both been having issues with storyline disconnects, both in HoT and Pof and also living world episodes in 2 and 3 but and heres the big BUT ever since i got past 'The Departing' (posted in another thread herehttps://en-forum.guildwars2.com/discussion/14053/story-disconnect-at-the-end-of-the-departing#latest) i and my friend have not had 1 disconnect, how,we both press skill 1 constantly, throughout all the dialouges and all the cut scenes and so far not 1 disconnect since, maybe its a coincidence maybe not.

  • I tried two things and I haven't had any disconnects. Since then I have completed 4 complete living story 2 episodes. Unfortunately, I don't know which one fixed my problem. I stopped playing in Windowed Fullscreen mode. I noticed this trouble started around the time I was tabbing out to look things up. I also cleared the appdata folder like someone suggested in this thread.

  • Lanhelin.3480Lanhelin.3480 Member ✭✭✭
    edited June 25, 2018

    Unfortuntely I cannot confirm whether the following influences the disconnects or not: I found a thread started by a player with a similar problem in another mmo. His solution was to unlimit streaming in the game launchers options. I was curious and took a look into the GW2 streaming options and it was set to "on demand". I don't know whether this is the default setting and I also cannot remember that I changed this setting somewhen in the past, but I set it to "max.".

  • happened to me a good portion of the way during the Crystal Desert intro scenario

  • Amatyr.2564Amatyr.2564 Member ✭✭

    In the last few weeks, both my account and my girlfriend's have a 100% disconnect rate when attemping to do the first PoF mission "Sparking the Flame".
    (I've already got my mount from a while ago, trying to get hers.)

    Everytime the NPCs start to talk after fighting the Forged Warhounds, when First Mate Fidus Foecrush says "Commander! I've got somethin' that might help with those fires." we get disconnected. Attempted both teamed and solo.

  • Ringlin.1863Ringlin.1863 Member ✭✭✭
    edited June 25, 2018

    I'll again raise the question of "Why not save story progress and allow players to continue if disconnected?"

    Or rather, since ANet already saves progress within a story instance (if you die, you can continue from a checkpoint), why not allow players to return to that checkpoint if they disconnect? You have the checkpoint and the save mechanic already in place.

    Personally, I would allow players to do so without time limitation, but if devs didn't want players to break instances into chunks, they could allow re-connecting within a limited time, as apparently they did in GW1.

    While I appreciate that devs are trying to make the problem reproducible, that hasn't been a productive path so far. Why not apply this fix, which builds on an existing mechanic, and an existing feature of GW1?

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Ringlin.1863 said:
    While I appreciate that devs are trying to make the problem reproducible, that hasn't been a productive path so far. Why not apply this fix, which builds on an existing mechanic, and an existing feature of GW1?

    I'd assume that this is not nearly so simple as it sounds, because otherwise it kind of is the obvious thing to do.

  • @SlippyCheeze.5483 said:

    @Ringlin.1863 said:
    While I appreciate that devs are trying to make the problem reproducible, that hasn't been a productive path so far. Why not apply this fix, which builds on an existing mechanic, and an existing feature of GW1?

    I'd assume that this is not nearly so simple as it sounds, because otherwise it kind of is the obvious thing to do.

    It was implemented for a time (LS3 I think) with checkpoints (as opposed to gw1 where we could reconnect at the same place we left), but yes if this feature hasn't been put in the whole game it could mean that it is not the easiest thing to work on in gw2.

  • @SlippyCheeze.5483 said:

    @Ringlin.1863 said:
    While I appreciate that devs are trying to make the problem reproducible, that hasn't been a productive path so far. Why not apply this fix, which builds on an existing mechanic, and an existing feature of GW1?

    I'd assume that this is not nearly so simple as it sounds, because otherwise it kind of is the obvious thing to do.

    It might not be the easiest thing to do, but at least it's something to do.

  • @Odinsfury.8360 said:

    @SlippyCheeze.5483 said:

    @Ringlin.1863 said:
    While I appreciate that devs are trying to make the problem reproducible, that hasn't been a productive path so far. Why not apply this fix, which builds on an existing mechanic, and an existing feature of GW1?

    I'd assume that this is not nearly so simple as it sounds, because otherwise it kind of is the obvious thing to do.

    It might not be the easiest thing to do, but at least it's something to do.

    A feature like that would likely consume significant development resource meaning they'd have to push other engine changes (not content changes, that's most likely a different team). Would have knock on effects on other development pushing back other bug fixes or even the next expansion by however long it takes. I doubt there's much of GW1 in GW2, so it's not like restoring some old functionality, it's probably a whole new feature that may not sit well with the server infrastructure. The change also brings high risk of unexpected consequences I'd imagine, necessitating lots of testing. It's the kind of thing they should have built in to the game day 1.

    Based on the number of posts complaining, and the amount of developer presence, I'd assume it's not affecting enough of us to be considered critical. I'd be stunned if they told us they had even a single resource looking at this full time.

    If we want a fix/workaround quick then we'd have to start hoping the issue became chronic and start affecting everyone. I'm not mean enough to wish that on other people unfortunately :D

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @JackalHeadGod.8195 said:

    @Odinsfury.8360 said:

    @SlippyCheeze.5483 said:

    @Ringlin.1863 said:
    While I appreciate that devs are trying to make the problem reproducible, that hasn't been a productive path so far. Why not apply this fix, which builds on an existing mechanic, and an existing feature of GW1?

    I'd assume that this is not nearly so simple as it sounds, because otherwise it kind of is the obvious thing to do.

    It might not be the easiest thing to do, but at least it's something to do.

    A feature like that would likely consume significant development resource meaning they'd have to push other engine changes (not content changes, that's most likely a different team). Would have knock on effects on other development pushing back other bug fixes or even the next expansion by however long it takes. I doubt there's much of GW1 in GW2, so it's not like restoring some old functionality, it's probably a whole new feature that may not sit well with the server infrastructure. The change also brings high risk of unexpected consequences I'd imagine, necessitating lots of testing. It's the kind of thing they should have built in to the game day 1.

    I mean, this is the obvious concern. The underlying technology clearly exists, but how easy it is to make that work with these story instances, I have literally no idea. My speculation is that it must have some hidden challenge, because otherwise it would be the obvious change, and the ANet team are no fools: if they could make this all go away quickly, why wouldn't they...

    Based on the number of posts complaining, and the amount of developer presence, I'd assume it's not affecting enough of us to be considered critical. I'd be stunned if they told us they had even a single resource looking at this full time.

    We do know that only a small number of players are hit by this, but that it is very persistent for them. We know that an ANet developer is looking at this, though I can't imagine "full time" describes it. (I know that, given what they said about it, I usually instrumented things and waited for data collection to figure out what the common pattern was for these people, which isn't a full time thing, for situations where I dealt with similar issues in my own work.)

    If we want a fix/workaround quick then we'd have to start hoping the issue became chronic and start affecting everyone. I'm not mean enough to wish that on other people unfortunately :D

    Yah. So far we know that there is a common pattern in that the traffic on the TCP port used between client and server goes silent for 20-30 seconds, then there is no response from the server. I'm curious, for those hit by this, what brand and model of router y'all using, to see if there is a pattern there.

  • Gorden.5483Gorden.5483 Member ✭✭
    edited June 26, 2018

    @Jeffrey Vaughn.1793 said:
    We have folks investigating this issue, but so far we haven't been able to reproduce it. We're trying to determine what the commonality is between players that run into this issue. If you haven't already, please submit a bug when it happens so we can get more data points.

    I have the same issue now, but my question is how do I submit a bug report if the feature is only enabled when ingame, but I cannot get ingame since I lose connection when trying to get ingame.
    Also, yeah I have the same issue now. Cannot login to any character now after the 1st story instance disconnected me.

    Edit:
    I just tried again and I got back into the game. Should I still submit a bug report?

  • Belishine.7493Belishine.7493 Member ✭✭✭

    i just got in and started the new story and was disconected and now i cant get in the game ples fix.

  • tonny.7580tonny.7580 Member ✭✭

    i and many other second it> @Belishine.7493 said:

    i just got in and started the new story and was disconected and now i cant get in the game ples fix.

  • Warlord.9074Warlord.9074 Member ✭✭✭

    Right after I went int he anoon instance and was walking towards tiami and she said like come here, my game got disconnected. Now i cannot get back online. I cannot even play now.

  • edited June 26, 2018

    Please report this morning's disconnects here. Please do not post in this thread about issues noted today -- June 26 -- because that muddies the waters between a temporary connection issues, like this morning's, and some of the reports of persistent disconnect issues. Even if you are not playing Episode 3 right now, please put all disconnect comments in the linked thread.

    Today's reports: https://en-forum.guildwars2.com/discussion/44856/episode-3-connection-issue

    I will reopen this thread for the more persistent issues after today's bug is corrected. Thanks for understanding.

    Gaile Gray
    Communications Manager: ArenaNet
    Fansite & Guild Relations; In-Game Events; Community Showcase Live

  • Reopening now, as the temporary connection issues are resolved. Please read the first post to learn the context for this thread. Thanks.

    Gaile Gray
    Communications Manager: ArenaNet
    Fansite & Guild Relations; In-Game Events; Community Showcase Live

  • Has there been any progress on this issue? I am still encountering it on longer story missions. Has anyone else?

    I've opened a support ticket that has sat idle for 22 days now. And it's been 5 days since the topic was re-opened. Can't help but feel a little forgotten about here.

  • Bah....was doing the HoT prison mission....lagged like crazy during the tendrils part....lagged again during the prisoner freeing part........took almost an hour to get through this only to lag out at the end...gg ima take a break till this is fixed.

  • Bariel.3562Bariel.3562 Member ✭✭

    @Jeffrey Vaughn.1793 Is there any update on the progress of this as it's been a month since anything was last posted, there are various threads popping up from people about this and it's still not even listed on the known issues page. There can't be this many people experiencing this for prolonged periods and always with story mission/cutscenes. The silence is deafening.

  • I have been getting exactly the same issues since coming back to the game a couple of weeks ago. It seems I have precisely the same issue as others: The cutscene finishes and I am left with a movie reel over my head prior to disconnecting. Not my connection at all. Frustrating to say the least to have to complete them multiple times and just hope that 'maybe this time it will be fine'

  • Disconnected again at the very end of "Frozen Out". The boss was defeated but the mission wasn't complete because I didn't finish listening to Braham moan? Can't wait to slog through boring waves of enemies and listen to Braham whine.

  • Attempted Assault the Hill (Norn Chapter 3) twice and both times disconnect after:
    (Character Name): After all you've taught me, it's only fair that I return the favor. Farewell, Eir. I hope to see you again someday.
    I see my character with the reel over the head, cannot move, then DC.

  • Bariel.3562Bariel.3562 Member ✭✭

    BUMP - been another week with no update and a month since the last ANet post. Is someone actually still investigating this, can't imagine it takes this long to reproduce since I can make it happen every single day.

  • Inculpatus cedo.9234Inculpatus cedo.9234 Member ✭✭✭✭

    @Bariel.3562 said:
    BUMP - been another week with no update and a month since the last ANet post. Is someone actually still investigating this, can't imagine it takes this long to reproduce since I can make it happen every single day.

    As it doesn't happen for many players, it can be difficult to reproduce reliably. The Devs need to find what particular set-up/connection/variable causes it to happen to just one portion of the playerbase.

  • Gehenna.3625Gehenna.3625 Member ✭✭✭✭

    @Inculpatus cedo.9234 said:

    @Bariel.3562 said:
    BUMP - been another week with no update and a month since the last ANet post. Is someone actually still investigating this, can't imagine it takes this long to reproduce since I can make it happen every single day.

    As it doesn't happen for many players, it can be difficult to reproduce reliably. The Devs need to find what particular set-up/connection/variable causes it to happen to just one portion of the playerbase.

    Well apparently there are two issues then because I do not get disconnected, but like described in the other 3 or 4 threads here, the story is also bugging out as it doesn't update the quest after stepping through the portal. So I'm also stuck and I'm not the only one but not because of connection issues.

    Interestingly it's been at least 4 days and not a single comment from ArenaNet even acknowledging the issue. That's somewhat discouraging as well.

    "In my experience, if you can't say what you mean, you can never mean what you say. The details are everything." ~ Minister Durano

  • Inculpatus cedo.9234Inculpatus cedo.9234 Member ✭✭✭✭

    @Gehenna.3625 said:

    @Inculpatus cedo.9234 said:

    @Bariel.3562 said:
    BUMP - been another week with no update and a month since the last ANet post. Is someone actually still investigating this, can't imagine it takes this long to reproduce since I can make it happen every single day.

    As it doesn't happen for many players, it can be difficult to reproduce reliably. The Devs need to find what particular set-up/connection/variable causes it to happen to just one portion of the playerbase.

    Well apparently there are two issues then because I do not get disconnected, but like described in the other 3 or 4 threads here, the story is also bugging out as it doesn't update the quest after stepping through the portal. So I'm also stuck and I'm not the only one but not because of connection issues.

    Interestingly it's been at least 4 days and not a single comment from ArenaNet even acknowledging the issue. That's somewhat discouraging as well.

    That's a different issue than what this thread is mainly about. This thread is mostly concerned with disconnection in story instances of all kinds. There was a different issue with Season 4 Episode 3. This was fixed, and then, again, just this week another problem with it arose; and was fixed. I'm not entirely sure which story instance you are having trouble with; if it's 'Forearmed is Forewarned', that may have been fixed with the latest hotfix. If it's a different story instance, then that is what the Devs/QA Team is having difficulty reliably reproducing.

    Good luck.

  • Gehenna.3625Gehenna.3625 Member ✭✭✭✭

    @Inculpatus cedo.9234 said:

    @Gehenna.3625 said:

    @Inculpatus cedo.9234 said:

    @Bariel.3562 said:
    BUMP - been another week with no update and a month since the last ANet post. Is someone actually still investigating this, can't imagine it takes this long to reproduce since I can make it happen every single day.

    As it doesn't happen for many players, it can be difficult to reproduce reliably. The Devs need to find what particular set-up/connection/variable causes it to happen to just one portion of the playerbase.

    Well apparently there are two issues then because I do not get disconnected, but like described in the other 3 or 4 threads here, the story is also bugging out as it doesn't update the quest after stepping through the portal. So I'm also stuck and I'm not the only one but not because of connection issues.

    Interestingly it's been at least 4 days and not a single comment from ArenaNet even acknowledging the issue. That's somewhat discouraging as well.

    That's a different issue than what this thread is mainly about. This thread is mostly concerned with disconnection in story instances of all kinds. There was a different issue with Season 4 Episode 3. This was fixed, and then, again, just this week another problem with it arose; and was fixed. I'm not entirely sure which story instance you are having trouble with; if it's 'Forearmed is Forewarned', that may have been fixed with the latest hotfix. If it's a different story instance, then that is what the Devs/QA Team is having difficulty reliably reproducing.

    Good luck.

    Thanks, it is that same quest but there was a problem with the teleporter not offering the story instance. That has indeed been fixed today.

    "In my experience, if you can't say what you mean, you can never mean what you say. The details are everything." ~ Minister Durano

  • Bariel.3562Bariel.3562 Member ✭✭

    @Inculpatus cedo.9234 said:

    @Bariel.3562 said:
    BUMP - been another week with no update and a month since the last ANet post. Is someone actually still investigating this, can't imagine it takes this long to reproduce since I can make it happen every single day.

    As it doesn't happen for many players, it can be difficult to reproduce reliably. The Devs need to find what particular set-up/connection/variable causes it to happen to just one portion of the playerbase.

    I'm aware of that thanks, 20+ years as a professional developer and spent my fair share of time tracking down sporadic problems. My statement was somewhat rhetorical since the only people they'll probably be able to track this down with are the ones experiencing the issue, the length of time it's been an outstanding issue though and the lack of communication are what gripes especially given every few days someone is posting about disconnects in story missions.

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