Official Bug Reports from Factions & Head Start Event
11 pages • Page 4
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Originally Posted by DakAtak
Gaile,
If the link below is not a hoax, it would seem to be the single biggest bug in the FPE. I think this needs serious attention. Thanks for your help! http://www.guildwarsguru.com/forum/s...d.php?t=142851 |
I can assure you it is genuine, and the method is repeatable. I missed this thread when I posted that. I think it would be better to discuss via PM than in Public though.
Sincerely,
Mishkin
The Mesmer Charlatan, Monk Acolyte, and Elementalist Tempest armor all say that they add +10 armor while enchanted, but they are inconsistent with each other. The Monk and Elementalist armors in fact do not even behave as stated.
The Mesmer armor provides a +10 local armor bonus while you are enchanted, which is as expected.
The Monk and Elementalist armors provide a +5 global armor bonus while enchanted on top of the +10 local bonus they provide while enchanted, which means that the Acolyte- or Tempest-covered body part gains a total of +15 armor while enchanted.
If the tooltip for the armor is correct, then Acolyte and Tempest armor should be changed to match Charlatan.
If the Acolyte/Tempest behaviour is correct, then Charlatan should be changed to behave the same way and the tooltip for all 3 armors should be updated to accurately reflect what they do.
Also, the Ranger Scout armor, while it does behave exactly as described, providing +10 local armor while you are activating a preparation, has a bonus that will happen so rarely and for such a short duration that I wonder if it was truly intended. Perhaps it was meant to offer +10 local armor while you are under the effects of a preparation? That would make it much more useful.
The Mesmer armor provides a +10 local armor bonus while you are enchanted, which is as expected.
The Monk and Elementalist armors provide a +5 global armor bonus while enchanted on top of the +10 local bonus they provide while enchanted, which means that the Acolyte- or Tempest-covered body part gains a total of +15 armor while enchanted.
If the tooltip for the armor is correct, then Acolyte and Tempest armor should be changed to match Charlatan.
If the Acolyte/Tempest behaviour is correct, then Charlatan should be changed to behave the same way and the tooltip for all 3 armors should be updated to accurately reflect what they do.
Also, the Ranger Scout armor, while it does behave exactly as described, providing +10 local armor while you are activating a preparation, has a bonus that will happen so rarely and for such a short duration that I wonder if it was truly intended. Perhaps it was meant to offer +10 local armor while you are under the effects of a preparation? That would make it much more useful.
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I was in a party of 7 henchmen (two of which were healers) and some of us died. I don't remember specifically who died, just that it was me, one of the healers, and a few other none specifics.
I get brough back to life by someone (wasn't paying attention) and so I waited for the healer to bring back the other healer. Nothing.
I finally used my resurrection signet on the dead healer and the healer that DIDN'T die resurrected one of the other dead members.
I get brough back to life by someone (wasn't paying attention) and so I waited for the healer to bring back the other healer. Nothing.
I finally used my resurrection signet on the dead healer and the healer that DIDN'T die resurrected one of the other dead members.
There's no healer hench in The Eternal Grove. All other henches are there though, but it makes it hard to hench. Specially considering it's totally empty of other people.
Another thing I noticed when trying to hench it, is that the whole team died for an unknown reason. There was one last boss, Ritualist. 3 henches alive, all at different spots and none with low hp. Then poof, all dead and had to return to outpost. Quite annoying...
Another thing I noticed when trying to hench it, is that the whole team died for an unknown reason. There was one last boss, Ritualist. 3 henches alive, all at different spots and none with low hp. Then poof, all dead and had to return to outpost. Quite annoying...
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Originally Posted by Joh
There's no healer hench in The Eternal Grove. All other henches are there though, but it makes it hard to hench. Specially considering it's totally empty.
Another thing I noticed when trying to hench it, is that the whole team died for an unknown reason. There was one last boss, Ritualist. 3 henches alive, all at different spots and none with low hp. Then poof, all dead and had to return to outpost. Quite annoying... |
and i think they kept the healer out because menhlo is there to help you.
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Originally Posted by TurinPT
i just did that mission and had no problem. maybe all the tree singers died?
and i think they kept the healer out because menhlo is there to help you. |
Also, Mhenlo doesn't move around, like when killing Siege Turtles and stuff (even though that's the easy part). I more think they left the healer out since she's part of the mission (giving you the briefing in the beginning). But we should get another one.

Not sure if this was a bug or not but while doing that quest defending the turtle hatchery.. everyone but two henchies died. Kai Ying and Seaguard Gita. I sat there forever hoping that I'd either be ressurected or Seagurad Gita would revive me. Nope she ran back and forth for about 15 minutes and I got sick of it and decided to start over.. sigh.
I'm standing on one of the trees in The Eternal Grove. Any idea why the color turns out like that in certain angles? I've seen it on more places lately. Yesterday, I saw Fire Imps with the same solid color, in Kryta just outside LA. I think there's some issue with your glow and DX9, if you consider it was a Fire Imp, and that camp fire at the tree.
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Okay heres a Bug. When i enter the house city (sorry forgot the name, but its the Kurzik Capital) while doing the Kurzik Quest (Help the Kurzik I Believe, but its the first quest) I suddenly get a bunch of Updates for non existance Quests. About 12 quests get updated , ones i do not even recognize/have. This has happened to a few of my friends. Now wheres my free copy of factions? :P j/k
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After completing "Into the Whirlpool", you're thrown back to House zu Heltzer, separated from your party on arrival. The group should be retained, if indeed we were meant to be teleported back there. And claiming the reward for that quest is a bit troublesome as the minimap arrow pointing to the reward guy is buggy. In every town, the arrow points outside, but when I exit, the green arrow disappears.
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I had a couple of similar experiences as one of the posters above with my Assassin/Elementalist. This happened during one of the 12vs12 matches; can't remember which one exactly, but it was the map with the dragon that spawned in the center. I was in the Kurzick group, used Death's Charge on an enemy, and somehow ended up between four poles, (which I guess were tied together to give support to the dragon's spawn base, in the middle of the map).
I couldn't move, except for turning around. Viciously cruel, the other side wasn't attacking me either, so I was stuck there for most of the game (in the end they created an army of minions, and they were the ones that killed me, allowing me to get out).
I couldn't use daggers to kill enemies that got too close, couldn't teleport to them (using Death's Charge again). The only attacks that worked were those not directed at a particular foe, such as Aftershock and Shockwave.
So, for most of the match I was just part of the scenery.
Had another incident, earlier during the same match. Again with Death Charge, somehow ended up teleported in the air, a couple of meters above the ground (estimation, of course). Again I couldn't move, except for turning around. Thankfully, this happened near one of the enemy bases, so they killed me quickly (shooting at me with arrows, as if I were an overgrown owl or something).
Afraid I can't give any more detail than that. But if it happens again, I'll make sure to grab a couple of screenies and more details.
Thanks for listening, and thanks for giving us what appears will be a terrific game.
I couldn't move, except for turning around. Viciously cruel, the other side wasn't attacking me either, so I was stuck there for most of the game (in the end they created an army of minions, and they were the ones that killed me, allowing me to get out).
I couldn't use daggers to kill enemies that got too close, couldn't teleport to them (using Death's Charge again). The only attacks that worked were those not directed at a particular foe, such as Aftershock and Shockwave.
So, for most of the match I was just part of the scenery.

Had another incident, earlier during the same match. Again with Death Charge, somehow ended up teleported in the air, a couple of meters above the ground (estimation, of course). Again I couldn't move, except for turning around. Thankfully, this happened near one of the enemy bases, so they killed me quickly (shooting at me with arrows, as if I were an overgrown owl or something).
Afraid I can't give any more detail than that. But if it happens again, I'll make sure to grab a couple of screenies and more details.
Thanks for listening, and thanks for giving us what appears will be a terrific game.
The "Locate & Defeat Kurzik Scouts" (forgot the proper name) mission is screwed. You can take the quest, complete it, but you must run back to the man to collect the reward, whereas you should technically be able to warp to Eredon terrace and step outside to collect, as it is not an escort type of quest. If you do that however, he will just give you the quest again. Also, once you complete the quest, you can repeat it indefinately.
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