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Trade errors[]

Sounds dangerous. Anyone willing to clue me in what error it was? Kessel 21:39, 19 February 2007 (CST)

From my understanding, it wasn't properly displaying the quantity of items traded.--Sykoone 22:10, 19 February 2007 (CST)
Yes, that is correct. The quantity of items were not always equal to what was entered.--Ashley Snowdon 23:57, 19 February 2007 (CST)
From what I have heared, one (1) item in the trade window was displayed as a stack of one hundred (100) items and there was no way of telling that this was wrong, except for the displayed value of the item (and honestly, who looks at that?). --84-175 (talk) 02:48, 20 February 2007 (CST)

Worm Update[]

This has droks runner all over it. Anyone else? I haven't tried running it from the update, although it does sound like a nerf to me.

  • No, it has "fix Dunes of Despair" written all over it. The NF worm behavior was really screwing up some missions; read the talk page there for more info. ChaoticCoyote 11:58, 20 February 2007 (CST)
Care to point out which section of the talk page you're talking about? --Rainith 12:07, 20 February 2007 (CST)
It's most of that talk page actually. I doubt it's just for this mission though as the update states wurm movement as well as behavior and the wurms in Dunes of Despair don't move. This may be related to Droks, this may be related to Dunes, it may be related to every wurm in Prophecies... I guess we'll find out.--VallenIconwhitesmall Vallen Frostweaver 13:23, 20 February 2007 (CST)\
If they don't fix Dunes of Despair in this update to Wurms, I'll go and start a protest movement. Seriously...I'll summarize the problems. (1) Wurm aggro range was greatly extended, to the point where they would attack the Ghostly Hero while he stood at the altar. (2) Damage from Wurm Siege was increased. It was possible to reach as high as 100 AoE damage. This is disastrous for people trying to use henchmen, hard on Heroes, and difficult at best for human players. (3) Wurm aggro behavior was changed, so that they would no longer stop attacking something when players moved out of their range. If they couldn't hit players, they hit the Ghostly. (4) Wurm target priorities changed. They preferred to attack the Ghostly even when human players were in range. .... so yes, this made the mission much harder, and Bonus very very difficult. I hope these issues get addressed. I'm all for a change to Droks run, and if they make Sand Wurm and Wurm in Ring of Fire easier to kill? No complaints... Now if only they'd "fix" Leah Stone! Entropy Sig (T/C) 13:49, 20 February 2007 (CST)
Not that it's dealing with the same update but what's wrong with Leah Stone? I've never had a problem with her.--VallenIconwhitesmall Vallen Frostweaver 15:32, 20 February 2007 (CST)
She always insists on backtracking on the path...she follows up the stairs, but instead of going straight and heading into the small "depression" and out the fortress, she always makes a right turn and walks backwards to the bridge where you started out under...it is incredibly annoying and takes like 10 minutes of waiting for her to walk all the way down, turn around, and come back, and then walk the right way. And on top of that she is s l o w in the fortress. Even when she gets running outside, you can catch up when holding a bundle. I know it's not a bug but it's just stupid and a waste of time...makes that bonus one of the most frustrating in the game because it requires patience! patience! It's not hard to clear out enemies so the way is clear...it's hard to sit around waiting and following a slow NPC! That's why I think she should be fixed up... Entropy Sig (T/C) 15:43, 20 February 2007 (CST)
Wow, you have too much energy. I've helped others with this before and all it takes is one person to follow her around after that with a speed boost to catch back up with the main group when she's done (best started when you have cleared the fort path and the rest of the group starts clearing the outside path one heads back to get her). Then your entire group isn't following her everywhere. Once out of the castle you can leave her alone too (assuming you cleared the way). Besides, the poor thing is almost disappearing as it is and I think she does pretty good for a spirit that's fading away. A little different planning and you don't have to wait for her at all which will fit better with your impatience I would think.--VallenIconwhitesmall Vallen Frostweaver 15:56, 20 February 2007 (CST)
Not true Vallen. I've cleared the path - or rather, cleared most of the map, unleashed Leah, and waited for an hour. She never reaches the bonus by herself. You need to have at least one person follow her. I always, always do this mission with henchmen because it's so easy...so I am the only one who can follow. >< With that sort of situation you really can't do anything but wait around. I could let her go, take out the last two Mursaat bosses, come back, and she'd still be inside the fortress. It just makes me frustrated... As far as I can see there is no better plan, unless you'd care to elaborate? And I don't think a 30-minute wait counts as being impatient. I go to great lengths in other missions to ensure safety and survival over expediency...but in this one a 30-minute wait and escort is just asking a bit much. Entropy Sig (T/C) 16:14, 20 February 2007 (CST)
Hmmm, I honestly never noticed the wurm thing as a problem in Dunes. From what I saw, with the release of Nightfall, Dunes became even easier. I just sit a healer monk hero with the ghostly hero and then take the rest of the heroes and hench and we go on our merry way. Make sure you take out the one boss that makes his way to the hero and you should be fine. --Rainith 16:09, 20 February 2007 (CST)
You're mostly alone on that Rainith. Many others have tried leaving a Hero monk there only to see them get pounded into the dust. It works for a few people such as yourself, but for most of us (for whatever reason) the mission still ends in failure, or hard-won victory at best. Entropy Sig (T/C) 16:14, 20 February 2007 (CST)
I'll continue this on your talk page to avoid continuing going off topic here.--VallenIconwhitesmall Vallen Frostweaver 07:35, 21 February 2007 (CST)
I too have had the wurm issue. Some times it happens and other times it doesn't. When it does happen your lucky if your team will keep the Ghost alive though. I think I first experienced this and managed it with 1 monk hero left alive along with the Ghost who both had <20% health. --SK Warrior-icon-small 07:39, 22 February 2007 (CST)

Feb 20th Wurm Update[]

moved from Talk:Game updates

Ok, what exactly does "Improved the movement and behavior of Wurms in Prophecies campaign content." encompass? Did they FINALLY make it so that wurms dont randomly move when they are still above ground, or so that they don't follow quite as far, or did they make it so that wurms can follow further distances? (hopefully not the latter) Any feedback? --Timeoffire45 15:59, 20 February 2007 (CST)

See above. --Rainith 16:16, 20 February 2007 (CST)
Everything above is about the Dunes of Despair mission which does not relate at all to the movement. The question here is wondering more on how the movement of the wurms were changed. Different topics; above doesn't have the right answers. — RabiesTurtle 16:29, 20 February 2007 (CST)
Kind of what I was liking to know too FYI same guy that started last topic --68.102.128.17 16:48, 20 February 2007 (CST)
Also reading further into it. It says improved which could be completely based on oppion of who did it. What one person finds is better could be the demise of someone else. Or they might of improved the amount of damage they did in favor of the Enviorment for example. All compeltly bias --68.102.128.17 16:51, 20 February 2007 (CST)
Many pve updates are in favor of a select few and at the cost of everyone else. Other updates are simply a waste of a programmer's skills *coughmassUIupdates. --8765 17:11, 20 February 2007 (CST)
I was at Lornar's Pass earlier today, and yes, the wurms where not constantly popping back into the ground. There where even times they didn't have anyone adjacent to them, and they waited 1 or 2 sec for someone to come. This didn't disable the burrowing completely - they still do it, but it now looks... normal. — Poki#3 My Talk Page :o, 18:19, 20 February 2007 (CST)
Thats good news :)--68.102.128.17 19:18, 20 February 2007 (CST)
Here's something interesting: I was in Tombs earlier today, and the wurms now tunnel. I kow they did it before, but now you can actually track their movement by the dust clouds rising above where they're moving. However, wherever they move, all adjacent foes of the wurm seem to get knocked down while they are moving... Basically, imagine what a wurm normally does when it pops up, then imagine that moving in a line towards you. Whether or not this has slowed wurms over distances, I don't know. If it has, then YAY! If not, and it's actually made them faster, then BOO! --Timeoffire45 19:24, 20 February 2007 (CST)
Lets all hope yay :)--68.102.128.17 19:28, 20 February 2007 (CST)
Either way, I can see it being an "improvement" so that you can track them and they pop up less frequent it seems more realistic. I know GW is fantasy but realism in fantasy makes it easier to comprehend. I have yet to check this out but it sounds like something I like. I doubt they would increse the wurm speed as they went pretty fast before.--VallenIconwhitesmall Vallen Frostweaver 07:24, 21 February 2007 (CST)
Hmmm... The speed of them never bothered me before, although I can see that. I just wish they removed mind freeze from the game ;) Rangers run FTW --68.102.128.17 08:11, 21 February 2007 (CST)
OK! I'M HAPPY NOW! I just ran droks about two minutes ago, and let me tell you, wurms weren't HALF as bad as they used to be... It no longer happens where they pop up, you run far away, and they pop up next to you again. ANet FINALLY gave them a path... and teh speed at which they move, I might add, seems to be at about +25% norm, but that's just a rough guesstimate... --Timeoffire45 16:05, 21 February 2007 (CST)
That just means drok runs are easier, eventually leading to more runners, and lower prices for the run. In the end, the runners lose, still (however, if you couldn't do the runs in the first place, then this would be a good thing for you). --8765 17:54, 21 February 2007 (CST)
wiat wait wait... +25% norm? Do you mean they move about +25% faster than before? Or are you implying they move about +25% normal movement speed of a character with no running enhancements on them?--VallenIconwhitesmall Vallen Frostweaver 07:17, 22 February 2007 (CST)
I think he meant the latter. Argel 09:55, 22 February 2007 (CST)
Either way that is great news to hear. Next stop is hex removal for rangers ;)
Ok, moving the indent back... xD and yeah, I meant the latter... the wurms seemed to me to move at about +25% speed of a person with no enhancements on them... and as for saying that runners loose, the only real buff the wurms got from that update way back when (when was it anyway? I've forgotten...) was their numbers, which is still the same. The run is still hard enough to merit the 3-4k people are asking for, seeing as how the number of things overall in your path is still just as bad as it used to be. All this update did was remove a nuisance to runners, not a roadbloack, imho. What IS a roadblock, though, is 2 groups of grawl and a group of Seige Ice Golems and Pinesouls at the VERY END of Lornar's Pass (the part where it bottlenecks)... it takes some good pulling to get past that... (speaking from experience)--Timeoffire45 18:37, 22 February 2007 (CST)
(To start the indent again) that is where my ranger always got stuck before--68.102.128.17 21:11, 22 February 2007 (CST)
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