Nov 15, 2006, 10:28 PM // 22:28
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#621
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Ascalonian Squire
Join Date: Nov 2006
Location: Guild Wars
Profession: W/
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The image has clearly been photoshopped. The guy with the supposed 254-man party is actually in a four man party. If you look closely, the 2 and 5 in front of the four have been edited it, and are slightly different than the 4. There aren't 254 henchmen/heroes in the game, and the remaining slots couldn't have been filled by humans, or your minimap would be quite crowded.
You've wasted alot of page space with that image, and it's not even truthful. This thread is quite crowded already, so try to hold back on that type of thing
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Nov 15, 2006, 11:08 PM // 23:08
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#622
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Academy Page
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Quote:
Originally Posted by luinks
not sure if this was posted before, (i wont read 31 pages ò_ó). After calling the avatar of balthazar on my dervish,sometimes she stayed hued purple, as if someone covered her with a layer of purple color, minor bug however, you can solve it undressing your character (as perv as i sounds) and the old color returns...
hey do not forget to dress your character back ò_ó
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I also have had this problem. My mesmer character capped Avatar of Dwayna. I was using if for fun and when it wore off I was distinctly red coloured! Casting the Avatar again didn't fix it (the Avatar itself was properly coloured). I didn't try the armour thing but the colour corrected itself after zoning.
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Nov 15, 2006, 11:14 PM // 23:14
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#623
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Never Too Old
Join Date: Jul 2006
Location: Rhode Island where there are no GW contests
Guild: Order of First
Profession: W/R
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Search didn't find anything on this.
Just got Jehrono as the Rare Materials Merchant for the Command Post. Except he has only common materials.
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Nov 16, 2006, 10:36 AM // 10:36
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#625
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Alt Control Delete
Profession: W/
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Even thought this is not a big bug and I definitely dont think I missed anything but here it goes
My Warrior (havent checked other chars about same problem) has 21 Energy with Dreadnought + Stonefist Armor and no +Energy weapon.
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Nov 16, 2006, 11:20 AM // 11:20
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#626
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Wilds Pathfinder
Join Date: Aug 2005
Location: Supermans Crystal Palace
Guild: Legion Of The Dark Sun
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WURMS - If caught in a situation where your team are wurms and you are not and you die your team will not ground themselves back to normal form nor can they rez you in wurm form. The game does not recognise you are dead and respawn you so you just lie there dead until you resign and then start whatever you were doing all over again.
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Nov 16, 2006, 11:49 AM // 11:49
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#627
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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The Worms Stop Carrying Henches And They Die.
The worms spit up henches in the middle of the deadly yellow sand, or they dont swallow them at all and they walk into the sand before you realise.
Ive noticed that
1) You summon the worms to swallow you, wait about 5 seconds to make sure. You travel in the worms into the yellow sand and suddenly you notice a hench is dead.
Why? Because they werent swallowed by a worm and followed you out into the sand.
The problem is then, you cant exit the worm because there is no rock near you.
1) Your travelling through the yellow sand, all happy. Youve got your full team there.
Suddenly someones dead. You turn, and look and its not the worm who is dead with them inside, its your actual hench.
The worm for some reason spat them up in the middle of the yellow sand.
I can only assume its because the worm passed over one, tiny, fraction of tecture which registered as rock and threw them up.
The majority of the time, their fine and cool. But that can be a pain when it does that.
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Nov 16, 2006, 12:41 PM // 12:41
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#628
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Australia
Guild: Giggity Giggity Goo
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Don't know if this has been covered but there are several problems with the way enemies are maintaining agro atm.
1. This happens every now and then, mostly in torment. If you agro a group and then use storm djinn's haste (33%) to run away, not only do things not break agro and continue chasing you, but you do not increase your distance on them. ie they suddenly have a 33% speed boost that they shouldn't have and also do not break agro.
2. Also when using shadow of haste - let's say you use shadow of haste two agro bubbles away from a group, you walk into the group and take them 3 agro bubbles from where soh was activated, then activate a stance ending the skill. You are then teleported 3 agro bubbles away from the group. If you don't move they simply run right up to you (not patrolling, but still in "attack mode"). So they don't lose agro there as they should either.
3. Groups will resume agro sometimes minutes after it was broken. e.g I agroed a group whilst exploring, sprinted away and broke the agro and went on my merry way. Explored an area some distance away then ran through several other groups and came back towards the original group id agroed (from behind this time). All of a sudden whilst still several agro bubbles away from them they started coming at me.
I'm not sure if this happens outside the realm of torment as I have only observed this happening there with the high level creatures. Scythes of Chaos seem particularly eager to maintain agro and chase for a very long distance at whatever speed you're running at.
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Nov 16, 2006, 12:45 PM // 12:45
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#629
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Academy Page
Join Date: Oct 2006
Guild: Little Duckies
Profession: E/Me
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After the mission where you bring the Sunspear Refugees through the desert (has the sentry traps), they take a boat back to Kamadan. When I got to Kamadan, my party said 5/4. It was myself, another PC, whoever the required hero is, Melonni, and Khim. The other three people in our group of eight were kicked out, but Khim wasn't. I believe she was the only henchmen of those we used that you can get in Kamadan, and she was level 3 as one would expect.
So yeah. 5/4
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Nov 16, 2006, 03:28 PM // 15:28
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#630
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Academy Page
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Quote:
Originally Posted by Sooty
1. This happens every now and then, mostly in torment. If you agro a group and then use storm djinn's haste (33%) to run away, not only do things not break agro and continue chasing you, but you do not increase your distance on them. ie they suddenly have a 33% speed boost that they shouldn't have and also do not break agro.
(...)
3. Groups will resume agro sometimes minutes after it was broken. e.g I agroed a group whilst exploring, sprinted away and broke the agro and went on my merry way. Explored an area some distance away then ran through several other groups and came back towards the original group id agroed (from behind this time). All of a sudden whilst still several agro bubbles away from them they started coming at me.
I'm not sure if this happens outside the realm of torment as I have only observed this happening there with the high level creatures. Scythes of Chaos seem particularly eager to maintain agro and chase for a very long distance at whatever speed you're running at.
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i've whitnessed the same things as stated above, in different parts of tyria and elona... things aggro for a very long time (they don't forget u were there and as soon as u get anywhere near them, even 2 or 3 aggro circles away, they come runnin at u, even after sum mins) and u cant outrun sum creatures, they just keep stickin on ur back as if they use the same running-skills as u do.
not all creatures do this btw ... for example: i had the experience that skeletal bonds in FoW kept followin me for a very long time even tho i had charge and sprint on me, they just maintained the same distance and didnt fall back. on the other hand, when ur runnin elona reach (so ur a W carrying a stone --> ur slower than with normal sprint/charge) the minotaurs wont chase u like the bonds do. when they aggro u, u hit spint/charge and they break the aggro immediately, they totally dont care bout u anymore
--> creature "is not" creature
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Nov 17, 2006, 03:08 AM // 03:08
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#631
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Academy Page
Join Date: Sep 2006
Guild: Xen of Onslaught
Profession: W/Mo
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My Canthan Monk has the Assassin Hero...
If I leave Kaineg through the South gate, the Hero will refuse to follow me or obey flags. The Hero is fine from all the other exits I have tried.
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Nov 17, 2006, 08:03 AM // 08:03
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#632
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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all dervish armor have blue dye bleeding into the real armor.... most notably the sunspear sets are so plagued by blue dye on the edges its... sad.. who did the programming/editing for these armors? they did a bad job and it needs work!
must i post a screen?
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Nov 17, 2006, 09:25 AM // 09:25
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#633
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Academy Page
Join Date: May 2006
Location: Netherlands
Guild: The Dutch Dream Team
Profession: E/Mo
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Major Bug .......
After entering the Gate of Pain mission , i wanted to trigger Avatar of Melandru.
As you can see , i did have enough energy , but i got the message that i did not have enough .....
Verry annoying ....
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Nov 17, 2006, 11:35 AM // 11:35
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#634
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Frost Gate Guardian
Join Date: Jul 2006
Guild: RTD
Profession: E/
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to the previous poster, this is not a bug if you look top left you will see you are under "quickening Zepher" this increases the cost by 30% therefore you do not have enough energy.
the ranger's their use the skill
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Nov 17, 2006, 11:42 AM // 11:42
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#635
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Ascalonian Squire
Join Date: Apr 2006
Guild: RAGE
Profession: W/R
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skill "Retreat!" is bugged
"Retreat"
"Shout. If there are any dead allies within earshot, your party moves 33% faster for 5...10 seconds."
dont work within earshot , work only within area
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Nov 17, 2006, 06:17 PM // 18:17
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#636
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Wilds Pathfinder
Join Date: May 2006
Location: San Francisco native
Profession: Mo/P
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Consolute Docks mission on 11/14/06
- Varesh never showed up. At the end, I got her voice over and the camera moved to look at where she was supposed to be, but she was invisible.
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Nov 17, 2006, 06:38 PM // 18:38
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#637
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Academy Page
Join Date: Jan 2006
Location: Eastern US
Guild: Dragon Academy
Profession: E/R
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Unable to mod preorder items generated after NF release
Not sure if anyone else has mentioned this but I noticed that I can no longer apply weapon mods to any /preorder weapons created after NF release. The exact same preorder items that I had already generated on characters prior to NF can still be modded.
For example:
I created a Ranger in NF and with the /preorder command gave him an Ithas bow along with some other weapons. I tried to apply an icy bow string to his Ithas bow and it wouldn't work
I have a Prophecies monk on the same GW account who has an Ithas bow in his inventory that was generated way before NF was released. After I tried applying the icy bow string to my Ranger's Ithas bow and failed, I tried applying the string to my monk's bow and the mod applied without problem.
This seems to be the case with all other preorder weapons that previously could be modded, not just the Ithas bow.
The only difference between the two characters that I can determine is that my Ranger got his preorder items after NF release and my monk got his before NF release...
As an aside, if anyone wonders why I carry an Ithas bows on all my chars it is because it works well for pulling groups of beasties.
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Nov 17, 2006, 06:47 PM // 18:47
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#638
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Jungle Guide
Join Date: Aug 2005
Location: Vlaardingen, The Netherlands
Guild: Survivor Squad[SS]
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Spoil victor does not seem to trigger every time when cast on a person using Illusionairy weaponery, have not tested deeply, but seems to be like this
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Nov 17, 2006, 11:43 PM // 23:43
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#639
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Wilds Pathfinder
Join Date: Jul 2006
Profession: W/Mo
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1) After installing/activating NF, I went to Senji's corners with my level 20 tyrian ranger. I took Paragon as my secondary proffesion. But no skills were added and skill trader there offers none to buy.
2) Cannot dye the armor my hero (Zemfai) assassin is wearing.
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Nov 18, 2006, 12:25 AM // 00:25
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#640
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Wilds Pathfinder
Join Date: Jul 2006
Profession: W/Mo
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Monk Hero: chose for ehr to cast mending on me, it activates, animation triggers but it does not "stick" no icon on my screen, above tool bar or top left.
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