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Haaznahnuff.1907

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Everything posted by Haaznahnuff.1907

  1. Is LOS dependent on character's size? I guess that it is not, but who knows?
  2. Thanks, I'll post screenshots there, if that may be useful.
  3. Zone: Brisban WildlandsArea: Hidden LakeServer: Jade SeaEvent: Escort Gleranon's packheart to the Seraph Observers' camp In case this may will help in finding the bug or designing a failsafe: Issue: Event can't be completed under some circumstances, perhaps every time it is launched and the caravan is not properly escorted. Description:1/ Arrived near the Seraph Observers WP, I am notified about this pending event, and the packheart is already in a tent at the Seraph Observatory. A marker locates a NPC to revive. Half way to this NPC (Valiant Gleranon), focus on this event is lost (too much a distance to the packheart, I guess). 2/ Once NPC is revived, he stays static until a spawning brigand kills him (again). Meanwhile, when closing by the Observatory, event objective has been correctly updated, because NPC was revived, but packheart won't move any further. I figure that the packheart made it to the camp when the NPC died first time, and the distance between both is then too large for the event to resume correctly after reviving the NPC. Often, in similar events or quests, burden beast stay by the dead NPC (sometimes, they are butchered as well).Or consider that the packheart was successfully escorted to the camp, indeed, and terminate the event?
  4. Has your character an extra large neck, by chance ? I'm under the impression that some models have been qualified only with standard (not extreme) model shapes. Do you mind if I hijack this thread to beg for more love with Charr models? My female Charr (granted, the tallest and skinniest model) can't wear pants, that's simple. Yes, issue would rather come with short skirts for Human and Norns, but most pant models for Charr either lack a tail protection (the tail "pops" out of the fabric), or feature a large hole under the tail (mis-tailored to a tail?), a detail that is striking if you think about feline anatomy. Not prudish usually, especially when it comes to avatars, but even the logical reason that it would be to ease pheromone dispersal is not to satisfy me.
  5. Alphabetically-wise, it is: Copper - Gold - Platinum - Silver.This was the display order I found odd (please look at the screenshot). Level wise, it should be: 0 - 20 - 35 - 50.What I suggest is: Copper - Silver - Gold - Platinum.This order would correspond selling values, and as you just confirmed (or is there a typo?), required levels. Perhaps, yesterday update did change the display order?
  6. Though... On the screenshot, you can see my personal guild stash. Here, I'm trying with a stack of Halloween Tonics, and it's the same with the other 2 tonics. The frame is red as when I try to store bound items. I've tried with two characters in two days (and sessions). I have no issue with those various Halloween creatures tonics that have a new model of flask. Thanks for your invalidations, anyway. I'll repair my client on next week, as it's the only issue detected so far. Until then, I'm at the Q&A's disposal in case it's a potential bug, and not a corruption.
  7. A sound reason. Yeah, most of the gemstones are organised in non-alphabetically sorted categories (pebbles, nuggets, ...), and inside those categories, they are always sorted alphabetically. So you're right for the Doubloons as such a category. But are they? As for other categories, all items inside have the same selling value, and that's not the case as for Doubloons, who rather follow the increase in value of the corresponding precious metals. Also, newly added gemstones aren't sorted alphabetically, and many if not all other materials follow different, sometimes elaborate sorting/organization schemes. We even have Orbs not grouped together as a category. So I guess that designers have quite the freedom to sort Doubloons how they want to. I still think that displaying them per selling value (= metal value) would be best. A small change only doable if it requires a small work, I know.
  8. Quest: Champion's Sacrifice (Hyleks)Character: Sylvari Engineer, Order of WhispersAccess: Ashen Foreland WP, Bloodtide Coast Although a green star is visible on the minimap, and the dialogue box triggers when close enough (so there's no impact on the story), the usual green star marking the instance's entrance is missing in the world.
  9. Zone: Straits of DevastationArea: Signal PeakPoI: Oceanside Ordnance First tent to the left after entering the fortified hospital, a wounded Vigil NPC is severely sunken in the ground, and medics are facing the wrong direction.
  10. Zone: Wayfarer's FoothillsArea: Frusenfell Creek Two Norns are fishing at a hole in the ice.If PC talks to Ice Fisher, a line is "Are you serious? The Molten Alliance is everywhere!". I didn't check the rest of the dialogue. Either this is some weird humour from PC's side, or it's an obsolete reference, overlooked when this LW content was removed from the area.Perhaps "Molten Alliance" could be replaced by "Sons of Svanir" or "wyrms"?
  11. Granted, it's more a suggestion than a bug report, but is there a reason why the slot to store Silver Doubloons comes after Copper, Gold and Platinum Doubloons? Shouldn't it be placed between Copper and Gold? #[EDIT]As of January 20, this has been corrected. Thank you![/EDIT]
  12. Those tonics: Halloween TonicConcentrating Halloween TonicCandy Corn Tonic1) can't be stored in the Guild Stash.2) aren't said (per description) to be account-bound nor soul-bound.Note that these consumables are perhaps years old, and the guild sure is. Is it because they are obsolete?
  13. Hi! As I can't see the picture you posted on imgur, I can't know if the issue you are reporting is related to what I experienced when I created last character on last month, but I noticed small lighting issues, when the hair and the beard don't match well together (I interpreted this as curvy hair not reflecting the light the same way as straight hair). Sorry if it's out of topic.
  14. Whispers' personal storyL40 Ostholz's Kickers (Duelist Boots), earned after a lesser race to help is chosen, is account-bound.Shouldn't it be soul-bound? [EDIT]It's also a L50 reward item after the lesser race was defended.Here, the Unholy Grounds (Hyleks) quest: [/EDIT]
  15. It's less about the aggro range and more about all the focus being monopolized by the most "optimal" target in the related case. But again, I'm not accustomed to how aggro works, as I play mostly solo, I always draw focus, as expected, except when I have minions. Here, Braham and other meleers were not as useful as minions, until the Asuras on the last platform were caught in the fight..
  16. I'm okay with closed and semi-closed helms preventing the display of hair. I'm not a CG artist, but I understand that it is impossible to both keep it simple and allow hair beneath a helm.I understand too that some hats are mere appearance actually, like a pumpkin head.In the middle, there are some hats that look strange on a asura head. If it looks as strange on other characters' heads, then it's an appearance, and I have nothing to say.If not, if humans, norns, and charrs don't get bald when they equip the accessory, then perhaps a little correction could be done for the asura. Main offence is the topmost model. second one (sailor's) is border line, other are fines (a proof that it's possible!).I know my character's hair are strange; would you know a good psychoanalyst in game?
  17. It's rather a request/suggestion, instead of a bug report, but the truth is that current display looks like a slight design overlook. Some default cultural outfit get three tint masks (charr's), but the goal here is not to beg for more colours. I'm okay with limited tint masks over a varied, non customizable "mainframe".What is striking here, imo, is that the "mainframe", while drawn in details (leaves, etc), appears quite dull: no shades, a single pale green hue. It's only why I think a third tint mask is actually missing. On the screen shot, first mask is blueish, and second mask is whitish. Anything red comes from my special skin model. Suggestion: either add a third tint mask;orrefine the non-tintable part (red hashed on the screenshot), adding shades, contrast, varied hues.
  18. Map: Dredgehaunt Cliffshttps://wiki.guildwars2.com/wiki/Ancient_Jotun_Shield Description: After the bundle is unequipped, the visual effect persists for quite a long time in game and superimposes on whatever character holds in right hand (not in the character's equipment panel), weapons drawn or not. Looks a bit like an Aegis effect, then.I can't say if this always happens, or only if the shield "breaks", or when the bundle simply times out.It's purely visual. Weapons drawn Weapons storedhttps://zupimages.net/up/20/51/cza4.jpeg
  19. Area: DrytopZone: Abandonned Mines (Inquest territory) Description: When the area gets closed (timed out access, when the event is over), character was teleported outdoors, along with Inquest baddies he was fighting against. I can't remember if all the in-fighted enemies were teleported or only the closest to PC. I don't know if the behaviour is intended and fight has always to resume after teleportation. Here, it looks like the owner of the place told us: "leave at once and go fight elsewhere, both of you!"If an unavoidable side-effect, due to the combat status, wouldn't it be possible to force an out-of-combat situation just prior to teleport PC (turning enemies into green mobs)? If not a matter of proximity to targeted character, that is.https://zupimages.net/up/20/51/9brk.jpeghttps://zupimages.net/up/20/51/t7ia.jpeg
  20. Instance: 1st battle at Claw's Island Very last cinematic, when the boat leaves for Lion's Arch. Issue: level of water is quite high, or is the boat that overloaded by survivors? Well, I guess it will stay as it is and will go in the funny catch and easter eggs collection.
  21. Instance: Eye of the NorthFirst cinematic and scripted dialogues in chapter 1, at the scrying pool (first scene). Description: purely visual? Aurene doesn't show, her portrait isn't displayed in dialogues, and there is no cell to hold the Mouth of Jormag. I'm very affirmative about the later and the missing dragon head in dialogues. And if I recall correctly, the scenery wasn't as it will be later: only icy protrusions everywhere, and preventing to go beyond the pool. I only realized the bug when I came here a second time (for the second stage of chapter 1, when Aurene and Jormag keep on jousting just before Taimi calls for help in Metrica Province) , and this time, flowers everywhere, Aurene showing, the Mouth in cage, and a dragon head in the dialogue boxes. All happens as if Braham, Rytlock, and the Mouth had been introduced in a predated environment, first time I saw them. Context: I've not unlocked any of the former S05 episodes. I came a first time using my portal stone (to find no one but the ghosts), then returned a second time using the waypoint to find players, merchants, and a empty, frozen scrying pool. Only then, I switched to the saga, but I don't remember where I was when I did it (from inside EoN or from outside), sorry. Also, I've no screenshot because things appeared quasi-normal. Perhaps, the "bug" comes when you switch to the saga for the first time ever, while already being at EoN?
  22. I see. What destabilized me overall I think is that more than locking on me, those demons were apparently able to both oppose their melee contenders and target me at 900 (scepter) range (and then they are 6 of them, that hurts!). I'm not used to this behaviour. I will adapt.
  23. Hi, I have two questions about the very first action in S05E05, that begins in the lab and ends at the docks. It's not a complaint; I know I'm not used to dungeons, fractals, and high-level content. Just curious. I haven't play LW since pre-HoT. Is it designed to be played solo? I'm a L80 warden in green and yellow, and first attack at the lab made me rez like 6 times lol. At the docks, I rez only once during the second attack there, thanks to a bold tactic consisting into pulling in one or two veteran demons at a time, then fleeing back to the top of the pyramid until the asuras take the aggro on the last plateform. Perhaps I was surprised by the rather high level of damage they deal. Is the aggro system tweaked in the dock instance? Let's put aside the first attack at the lab, because there isn't much room to move. I'm not considering myself as a DPS, so I didn't expect to focus so much attention on myself. As the other guys (Braham, Ryland, Tammi) stick to me and don't charge the enemy, I have to open fire, then Braham go melee. He should take the aggro, but the 6 veteran demons target me, and even when I retreat, they forget Braham, Ryland, etc and fly up the stairs: 6 multiple rolling AoE on each attack turned me into a crispy thing (perhaps I was fleeing two quickly, allowing them to adapt their aim and spread their AoE all the way upstair). So either Braham is just there for the story, or I deal much more DPS I thought I was able to, despite my makeshift gear (mismatch stats, only one upgrade per piece, ...) :) .Funny fact, once the 6 veteran demons gone, the rest was easy. Braham, Ryland, and a bold asura worker (the one in white clothes, you know) successfully blocked the final boss, and I could help from behind. I checked the asura's life bar : never under 50%, whereas the place was filled with peacemakers' corpses, I had to rez Tammi-golem earlier, and I couldn't myself withstand the full might of the monster. Brave worker. Afterwards, I went to two DRM solo, Gendarran and Brisban to test my skills, and although public instances, it was off-peak hour, so I was alone (plus no NPC allies in Gendarran). I could beat any veteran in less than a minute; two veterans were a challenge, and the whole roaming group in Gendarran Fields (veteran demon, demon, veteran soldier, soldier, bursters, flamer?) were too much for me. Not to speak about the champion in Skrittsburgh. I rez twice and took like one hour? to grind it, thanks to having NPCs with me, Ryland and Caithe being immortal. I figure I'll delay a bit before going on the LW story.
  24. As for housings, I would better have, for starting, overhauled "home locations" (current system), made public instances (just cut off from the open world to not overload cities maps), and either private instances version of them (as currently) or private sub-instances for your own room, if fitting to your culture (human, sylvari; the others seem to prefer dormitories), or quarters (for the others). Resource nodes and decorations could be account-base but adapted to each city and culture. Personal- and LW-story related NPCs would be seen only in the home instance, and would get dialogues and animations. But this would deserve a whole independent thread. :)
  25. Currently, the research tool is fine to isolate e.g. trophies or consumables, but it won't check the last line of a description, the one that informs that this item is "Accountbound", "Soulbound" to this character or "Soulbound" to another character. This information is only available through hovering over each slot! Suggestion : either Allow the current research tool to search through this last line too, so that the "soulbound" string can isolate soulbound items;Add two or three meta research strings, such as, e.g., '/a' (isolate all account-bound items), '/s' (isolate all soul-bound items (other characters?), '/c' (isolate all items bound to this soul/character).
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