Talk:Game updates/20060609

It's the 10th, page lists as 9th and GW.com lists as 8th.. I see &mdash; Skuld  00:08, 10 June 2006 (CDT)
 * In ANet's time zone it is the 9th, I know, I'm ~15 miles from them. --Rainith 00:11, 10 June 2006 (CDT)

aura
Aura as in those boss glows? - 00:44, 10 June 2006 (CDT)
 * The team color aura. It's kind of like the boss aura but not as bright.  Various PvP NPCs already had it.  --68.142.14.91 01:05, 10 June 2006 (CDT)
 * They all got it a while ago, then they removed it and now its back again :s &mdash; Skuld  01:39, 10 June 2006 (CDT)
 * So maybe tomorrow they'll be gone again o_O" - 01:41, 10 June 2006 (CDT)
 * There was that update a while back that conflicted with an nvidia driver update that gave a lot of the NPCs auras, maybe this is something similar? --Rainith 01:50, 10 June 2006 (CDT)

Exact text
We've been using the exact text for a while, Karlos. Look through the old game updates and see how many times links are piped to link ANet's (often just plain wrong) text/names to the correct names/our articles. If ANet never fixes their date, then in a couple weeks once everyone forgets, it'll actually make us "look stupid." --68.142.14.91 01:09, 10 June 2006 (CDT)


 * I fail to understand why even a SIC is unacceptable to Kar. - 02:10, 10 June 2006 (CDT)


 * No, no, no. I know what we've been using and what we've not been using, Mr.Anonymous. This is the listing of the date on OUR site, this is not a verbatim listing of text from their site, this is how the update will be archived and viewed on OUR site. This has nothing to do with them misspelling the name of a collector or a monster or whatever. Apples and oranges. In fact, I would not mind us using the correct spelling in those cases too, but this is not about copying the update text verbatim. This is the indexing of the update on OUR site. --Karlos 02:11, 10 June 2006 (CDT)
 * Indexing is done by article name, which uses 9th, so we are doing fine on that front. - 02:13, 10 June 2006 (CDT)
 * reference: Category:Game Updates - it's indexed as "Game updates/20060609" regardless of the how the date is shown in the first line of text within the article. --- Barek (talk &bull; contribs) - 02:14, 10 June 2006 (CDT)
 * * laugh* C'mon Karlos, if this was about the indexing, we would have moved this article back and forth over redirects half a dozen times by now. The section heading (which is what it is) has nothing to do with the indexing.  But I'm very tired now so whatever.  =)  --Rainith 02:17, 10 June 2006 (CDT)
 * C'mon, KarKar. The 8th!  The 8th!  --68.142.14.63 02:20, 10 June 2006 (CDT)

Actually, we're already failing to copy the date exactly as ArenaNet posts it. They list it as "Update - Friday June 8", while we show it as "Update – Friday, June 9th, 2006" (regardless of us showing 8th or 9th, we're already formatting slightly differently than ArenaNet). --- Barek (talk &bull; contribs) - 02:19, 10 June 2006 (CDT)


 * This is weird. The date in the heading indexes the entry in the main Game updates article. Doesn't it? I know the article title is used in the category, but the section heading is what's listed in the main article that readers use.
 * This is not "website text" or "update text" we are copying, this is the date the update took place. If ANet told you the update happened last month, you'd list it like that? Just like with Weapon names and boss names. When Gorgnar's sword dropped from Grognard (or the other way around) we named each thing as it was named and then put notes. If the update happened on June 9th then we say it happened on June 9th and then point out the discrepancy in the notes. To list the update in the wrong date, and then put a note that it's actually in the wrong date is ridiculous to me. --Karlos 02:24, 10 June 2006 (CDT)


 * Like I said, I'm tired, but I think you're mixing up the  ==Header Text==  with the  .
 * And with Barek's exception of changing - to &mdash; it is a straight copy of the text that is on the offial site. --Rainith 02:30, 10 June 2006 (CDT)
 * Actually, it's more than the hyphen. It's actually the item that has caused me to cross over to Karlos' view (I was originally for keeping the given date).
 * Arenanet format: "Update - Friday June 8"
 * GuildWiki format: "Update – Friday, June 9th, 2006"
 * It's minor, but we add punctuation, year, and the "th". Changing it to the correct date isn't much further to go at that point. --- Barek (talk &bull; contribs) - 02:35, 10 June 2006 (CDT)
 * After getting some sleep I see that you are correct. I withdraw my objection.  :)  --Rainith 13:22, 10 June 2006 (CDT)

Resurrection Skills
Thank god! :P -- Markild 10:02, 10 June 2006 (CDT)
 * Indeed. Has anyone tested yet? I failed to get more than one dead henchman during a Mineral Springs trip so can't say anything yet. --[[Image:Gem-icon-sm.png]] 13:27, 10 June 2006 (CDT)
 * I was in the middle of a mission last night when the update happened (you know when you get the message to log out 'cause there is a new build available). As soon as that happened the ritualist henches stopped raising any of the other henches (it was a full hench party).  Both monk henches died and the ritualists didn't do anything (I waited a while to make sure that it wasn't just that their energy was low).  Then a little while later I died, and after the area was cleared of enemies, the ritualists ran back to the monks that were way off screen at that point and raised them.  They then came back and raised me.  Strangest thing I'd ever seen, I hope that I don't see it again.  --Rainith 13:38, 10 June 2006 (CDT)
 * I think it's just that you hadn't updated yet. Or actually, I just hope so, I don't think your client has any control over the henchmen. :( --[[Image:Gem-icon-sm.png]] 13:41, 10 June 2006 (CDT)
 * My guess is that there was a conflict between the new data from the serers and the info in the client for the behavior. Before then I had never had a problem, one or both monk hench die, the ritualist(s) raise them.  Usually if one person died the ritualist and the monk would both start casting spells to raise them, I think this update was trying to do away with that (at least in part) and that is where the 'confusion' for the AI came from.  Anyway all just a guess, as I have no insight into ANet's AI coding practices.  :)  --Rainith 13:52, 10 June 2006 (CDT)
 * I'll try to test this whenever I go out with henchmen (Every day, I ahte playing with ppl other than a few selected), so except for results pretty soon. :) --[[Image:Gem-icon-sm.png]] 14:45, 10 June 2006 (CDT)


 * The update, I think, is that now henchies will use their res sigs immediately on anyone dead after a few seconds. The AI used to be that the non-healers would not use their sigs unless: a) healers were dead for sometime and you don't res them or b) healers are dead and you are dead or without a res skill. Last night however, they rezzed me right back up and rezzed Karl in a matter of seconds as well (beat me to it). The drawback iof course is that they can use up their sigs pretty quickly in tough areas. The advantage is that the healer henchies will not stop healing for 8 seconds while they all try to res the same guy. It remains to be seen how they will respond if someone dies when there is only one foe left and the healers have it under control. --Karlos 16:28, 10 June 2006 (CDT)


 * I wouldn't say they use their sig immediately but at least mid-battle. If you have multiple tough battles (I did Gyala Hatchery yesterday with Hench) they'll use up their signets pretty quick and then the situation is the same as before the update - until you meet a Boss. But it really is an improvement that can save you a mission. --Chi Li [[Image:Chi_Li.gif|Chi Li]] 01:28, 11 June 2006 (CDT)
 * Its MUCH better, last time they would wait till the last person with a res spell would die then use a single sig. Usually resulting in the ressurected person dieing again, and a waste of a sig. Now they use sigs asap when someone dies. Much much better. THey seem to be very quick about it too, as long as they arnt mid-cast on something they use their sigs quickly. Typically they end up ressing before I can do it. I am now considering not bothering bringing res sig while henching, instead bring another cap sig for all those yummy bosses. --Draygo Korvan 01:31, 11 June 2006 (CDT)


 * In regards to Karlos's last sentence; I was just outside Seeker's Passage recently and my party full of henchies (no monk henchies but I'm a monk with Restore Life) got overwhelmed by Storm Kin. 3/6 henchies died and only Stefan and the necro were left and they used up their sigs in the battle. After the battle was over, I ressed Little Thom and went to res the next henchie but Little Thom decides to res the next henchie with his sig, even though we weren't anywhere near baddies. So, well, being a monk, I have mixed reactions over this update. --Vortexsam 02:30, 11 June 2006 (CDT)


 * That behaviour may be a problem, probably the Hench don't register you as a monk (or don't know you have a permanent rez). When you bring a Monk hench, they don't use their sigs after battle as long as the monk is alive. I've just discovered another change: The Monk Hench (at least Sister Tai) do now use their Ressurection Chant immediately after battle (not waiting for 30 seconds or so) and rez any fallen team members in quick succesion. --Chi Li [[Image:Chi_Li.gif|Chi Li]] 02:44, 11 June 2006 (CDT)

Do the following moronicities still exist: Seventy.twenty.x.x 02:49, 11 June 2006 (CDT)
 * Both monk henchies and the spirit henchie all trying to res the same ally at the same time?
 * When resurrecting at a res shrine after a wipe, the monk henchies trying to res a random ally immediately?


 * Well the second one is just idiocy. Just proof that no ANet dev ever played the actual game. :) I mean how can a bug so stupid stay around for so long? Anyways, the first one didn't happen to me at all. I was in Raisu Explorable, which is a pretty tough area, and the henchie monks (I think Karl) tried once to res but were outdone by the others. The other guys are so on top of it the henchie healers don't get a chance to even begin casting. The situation describe by Vortexsam up there is pretty sad, though. --Karlos 03:29, 11 June 2006 (CDT)


 * Quote:
 * *Both monk henchies and the spirit henchie all trying to res the same ally at the same time?


 * I've noticed that henchmen resurrect the player + other henchmen with signets first, then after a slightly longer time delay the monks tend to use rebirth and ressurect. Henchmen seem to react very quickly when it comes to rezzing. As far as them doing it at the same time it appears that this does not happen, bar the odd occasion now and again (I however haven't had this happen to me, yet).


 * Quote:
 * *When resurrecting at a res shrine after a wipe, the monk henchies trying to res a random ally immediately?


 * LOL! Yes they still do this as I've experienced 3 times since the update (that I remember happening anyway).


 * Whilst I'm thinking about it can we change the Guild Wiki Notes?


 * Quote (again :) )


 * *Henchmen in PvE will now use their Resurrection Signets in mid-battle to ressurect any fallen team members.


 * Change Resurrection Signets to something more appropriate like ressurection skills instead becuase it's not just the signets!


 * --=¦¦|| The True Bim  ||¦¦=-- 01:07, 12 June 2006 (CDT)


 * If they do not only use the Signets, go ahead and change it. I've only experienced them using the signets, but that may be my experience because signets usually cast faster than all the other spells (and I'm usually busy with healing in these situations, so I don't pay too much attention to every single spell my backup monk-hench casts). --Chi Li [[Image:Chi_Li.gif|Chi Li]] 01:17, 12 June 2006 (CDT)