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Old Nov 03, 2006, 09:39 PM // 21:39   #61
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I will agree with MasterThrawn that the people posting here are not whining about the improved AI. Not sure your comments came from phreakilla. I know I am not complaining about the change as it has made it interesting but when the AI will run before you can even get the chance to cripple them it is a bit strange.

It is more like playing against a person who it is their first time in PvP as a monk. "Oh look that warrior is looking at me funny. He is still a full 1 1/2 aggro circles away. Let me run for the hills anyway!" That is a bit over the hill and makes killing off the rest of the mobs way to easy.

As I stated this is a wonderful update over all with just a few bugs here and there. I have already changed the builds I used to run to adapt to the change. I also do not believe that the gold farmers are as nerfed as some might believe. Most farmers have already figured out many different ways in order to farm and I can bet you the gold farmers have also. So overall I see no change in that area despite this change.
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Old Nov 03, 2006, 09:46 PM // 21:46   #62
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What I find hilarious is when a priest comes running _toward_ your group (like what happened to me last night) when you are out of aggro range, and proceeds to attack your group solo.

While not happening very often, I have seen it like three times already. Makes the mob a lot easier, but it is for sure broken
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Old Nov 03, 2006, 10:38 PM // 22:38   #63
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Yay for the update.... Just to clarify, I have had problems with henchmen targeting " Newer " targets. (E.g. I cast a spell on one enemy, and switch targets. Then the henchmen do not stop attacking that enemy until it's dead while I'm stuck fighting the priority target alone. Even if it's a boss it won't stop.) This happens frequently, I do not know if it's my internet(Dial up ) or a problem. Whatever it is, good luck :sigh:
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Old Nov 03, 2006, 10:48 PM // 22:48   #64
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Quote:
Originally Posted by Gururian
Yay for the update.... Just to clarify, I have had problems with henchmen targeting " Newer " targets. (E.g. I cast a spell on one enemy, and switch targets. Then the henchmen do not stop attacking that enemy until it's dead while I'm stuck fighting the priority target alone. Even if it's a boss it won't stop.) This happens frequently, I do not know if it's my internet(Dial up ) or a problem. Whatever it is, good luck :sigh:
That is a changed that they put in. It was insanely annoying as a ranger, ele or mesmer in factions when you ran with just henchies. You would target an initial mob to initiate battle or move your warriors in. Then as a good mesmer does, change targets to pick off stray caster or problematic squishy and all the henchies switch targets immediately for your new target. In the update notes they made mention to changing this, and am very glad they did.
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Old Nov 03, 2006, 11:17 PM // 23:17   #65
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Yay, updates!

Thank you Devs for the fixes! It does get extremely annoying having 3 silver dyes and being unable to stack them.
Also, will heroes/henchies ever be smart enough to work? IE using vital boon on themselves (someone else said that koss wouldnt do that when told to) or switching targets.
And.. Im having problems with the camera as well, mainly in RA/TA maps where things get tight (the stone spore one, walkway, always have to go into 1st person), and my camera will randomly start spinning very fast, which can be kind of really bad if im running a monk in an HA match. :O
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Old Nov 04, 2006, 12:01 AM // 00:01   #66
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Quote:
Originally Posted by Gaile Gray
Special Dye: The "To Dye For" mission (which you obtain in Kamadan) gives you a special dye, one is spawned differently, and this dye will not stack now or in the future. However, you will get that single dye just the one time, so if you keep it, you'll have just that one unstackable square. (I used mine right away, to avoid using up a space.)
This quest also will not let me accept it, I have abondoned it and tried it again, it still not will let me accept.

Last edited by Trixz; Nov 04, 2006 at 12:13 AM // 00:13..
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Old Nov 04, 2006, 12:10 AM // 00:10   #67
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I have experianced a other error in nightfall.. i could walk thru the portal without loading anything new.. and its not just the usual 10 feet, its all the way thru for as long as i wanted.. had to maptravel into the city..

It was the portal Marga Coast-Sunspear Sanctuary
Attached Images
File Type: jpg teleport.JPG (53.9 KB, 63 views)

Last edited by KlutzySpy; Nov 04, 2006 at 12:12 AM // 00:12..
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Old Nov 04, 2006, 12:50 AM // 00:50   #68
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Yes, there are a lot of times that the portals seem to be broken.

Also, Runes dont seem to be stacking...was that fixed?
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Old Nov 04, 2006, 12:51 AM // 00:51   #69
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Quote:
Originally Posted by The Great Al
Yes, there are a lot of times that the portals seem to be broken.

Also, Runes dont seem to be stacking...was that fixed?
You can't stack runes... never could in both Tyria and Factions.
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Old Nov 04, 2006, 02:47 AM // 02:47   #70
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To call this insane AI behaviour "odd' seems to me to say they dont belive its a problem. But I think that if they were to ask a lot of ppl the opinion would be universal. It stinks in its current form. I'm strictly an axe spiker but now I have to carry a sword so I can bring hamstring... and I hate swords.

I also had the problem in Pohgon passage where that huge mob targets the girl and its over in like two seconds. I think they need to bring the AI patterns back from Prophs and Factions but just tweak them a bit... not overhaul them completely.

I too have been experiencing some really weird graphics glitches like portals and physics collisions. The other day I was in Keining and i walked up to the storage agent and clicked on her, I was teleported to the stairs beside the dye trader... did this three times and decided to report it. They came back and said I have lag... hmm.. wasn't a problem b4 10/27. Todat I was running Iron mines. I crossed the last bridge right before the griffins and ran al the way to the seer, there were no nightmares in between and he wasnt there. I could still hear explosions going off. I waited about a minute and the screen hiccupped and I was still on the bridge lol... I continued on and everything was back to normal. Lag? I doubt it..
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Old Nov 04, 2006, 03:33 AM // 03:33   #71
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Quote:
Originally Posted by The Great Al
Yes, there are a lot of times that the portals seem to be broken.
I've noticed this too - you now have to walk way past the portal before it'll trigger the loading of the next area, and it's not a lag issue (actually maybe it's a town lag issue)
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Old Nov 04, 2006, 03:54 AM // 03:54   #72
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This makes me so happy
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Old Nov 04, 2006, 04:12 AM // 04:12   #73
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Quote:
Originally Posted by Gaile Gray

Dye Recipes: I'm told that any combination you attained with the earlier dyes should be attainable now. Yes, it's true there is no Dye Remover any longer, and obviously grey dye doesn't offer the same function. But you really should be able to find a new combination that attains the same appearance.
This is unfortunately completely wrong.
It is impossibe to reproduce the old colors with new combinations as they work completely different. I've made plenty of tests.
It is even impossible to create a combination that looks like simple Black before Nightfall!!!
It is impossible to reproduce any dark colors, as 3x Black + a color (darkest combination possible now) is brighter than 2x Black + that color was before.
Black dye by itself is so deeply dark black thats even too much in some cases. And it's impossible to make anything just a little brighter.
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Old Nov 04, 2006, 09:48 AM // 09:48   #74
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All in all, I spent around 80 dyes - I was bored - testing this theory about dye remover, shortly after the patch following the end of Halloween. It is not entirely wrong, but it is generally wrong in regards to tats. My monk uses dye remover to color her "healing" tats from head to toe. I have 4 mixes to test the theory on.. That being said, I tried the grey dye and new dye together on a new piece of tat armor while waiting for some guildies. The new mixes are not able to reach into the pastel color shades and match the "glowing aura" effect that comes off the tats using dye remover despite my best efforts at mixing colors. Mind you, I am not a developer, but I am a dye freak in regards to my monk. So, I am pretty observant about the colors.

Duplicating the experiment on my cloth armor with another new set, the new dye system can match most anything. I tried that on a spare set of armor. The results are close enough that any complaints about the difference in color on "shiney" metal and cloth are very tiny with old dye and new dye to my eye.

Still, it is pretty cheap to test the theory for yourself. It takes a new armor piece, some new dye, and old armor with dye remover on it. It is only around 3k to 5k in cost for most people.

Not that I am complaining, it is a minor change. Plus, people can stare in awe at my tat color from the "old days".

Joe


EDIT: I can setup some screen shots if people really want the actual colors, but all of us dye nuts have unique mixes which make color charts kinda pointless.

Last edited by adderworks; Nov 04, 2006 at 09:52 AM // 09:52..
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Old Nov 04, 2006, 10:11 AM // 10:11   #75
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Well although new update came, I still cant stack some dyes ( orange for example ) is it just me or does anybody else have the same problem?
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Old Nov 04, 2006, 10:57 AM // 10:57   #76
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Thanks Gaile, liking the black.

~
Lord Darkforge
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Old Nov 04, 2006, 12:07 PM // 12:07   #77
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Fix the camera stacking or non stacking dyes is an isue but you must have priorities
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Old Nov 04, 2006, 12:41 PM // 12:41   #78
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Quote:
Originally Posted by Cherno
Yeah, I'm sure it's been mentioned in the countless other ai threads, but the healers kite like hell now.

How can gaile say that ther is no ai difference when they specificially mentioned in an update note that there was an update to monster ai in regards to aoe effects. Is it possible, just possible gaile, that with that change, some unintented ai problems/changes occured? You can report the denials of the devs all day long but all it takes is to go outside and fight some monsters to figure out that there is definately a change.

Whether or not it is the intended behavior of the change you made should be the issue, obviously the community (not just the vocal minority) don't like it. We don't want stupid AI that just stands there and lets us beat on them, we want a challenge, but there also needs to be a bit of predictability to how to deal with mobs. Teamwork, which the game seems to encourage so strongly goes out the window when there is utter chaos with every mob. It's hard enough sometimes fighting things with Henchies, worse with PUGS when not all the players are the same experience level or know how to cooperate well.

Anyway, don't want to encourage this to turn into another one of those threads and I am sure you have heard the same arguements coutless times, so we'll hopefully just continue on with the thread.

I'm not sure that the situation with the casters fleeing is a bug.

I've been fooling around with it and have noted that they are
not so much fleeing from me as they are moving to the edge of
they're groups aggro circle. When I attack them, my whole
group also attacks them.... they move back to the edge of their
groups aggro circle... their melee class, of course, come after my
group which is chasing their caster... their caster again moves
to the edge of their groups new aggro circle...... etc..... etc.

I've found that they will "not" continue to run once their melee
class is under attack or dead. They will only continue to move
back if their melee is following "you".

What works for me is to have one interrupter (real or hero) assiged
to the caster while the rest of the group picks off the melee. once
the melee is down the casters will not run any more.

It looks like people are just going to have to change their "routine"
for clearing out groups.... or just continue to beg Anet to make
them just stand there and be slaughtered.
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Old Nov 04, 2006, 03:53 PM // 15:53   #79
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Default a small caution about the dye preview

While I like the dye preview window a great deal, people should be aware that it will not accurately reflect what their armor will look like in the game.

I had a warm light brown on my sin before the update that was made with 2 oranges and a yellow. After the update it had turned yellow so I had to redye it. I kept trying different combinations in the preview and could not match the old color. orange and yellow looked like a dead brown. I finally gave up and went ahead with two oranges and a yellow - figuring I would have to live with the dead brown color. It turned out that once it was actually on the armor it was almost the same shade it had been before the update.

The same thing happened with silver on my necro. In the preview window it was an ugly dark blue gray. On the armor itself it turned a light shiny gray with a little blue in it that looked pretty good.

Just a guess, but I bet the preview window is programed with a less complex light source than the various areas of the game - which would mean that trying dye in the preview is going to be a little like trying on clothes in a store. They look a little different under the direct florescent store lights than they do outside in the light of the sun.

So, be aware that the preview is a helpful tool but may not always give an accurate view of what your colors will really look like.
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Old Nov 04, 2006, 06:53 PM // 18:53   #80
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I just noticed that I am unable to stack my experience scrolls of any kind. I have several stacks of different scrolls before aquire nightfall and now now scrolls that I get in any of the continents will not stack with the scrolls that I already have. These are both scrolls that I get as drops and the onces I purchase or claim as rewards those tokes, coins or whatnot.

Is anyone else having this problem?
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