Sorry about this, we’re working on a fix. As a current workaround, the waypoint in Soreth’ka unlocks and you can go there after killing Lagon.
Sorry about this, we’re working on a fix. As a current workaround, the waypoint in Soreth’ka unlocks and you can go there after killing Lagon.
Thanks, we’ll take a look.
We are very aware of the data loss problem and it’s marked as a high priority issue for us to resolve. I know our backend team has been working on the clock to try to get to the bottom of it. I personally don’t know an ETA but I can assure you that we are taking it seriously.
We are definitely aware of this problem. I’ll ask tomorrow about it during core work hours.
There’s some confusion about what happened here internally. Discussing tomorrow at standup.
Thank you for the reply!
Hey there! We are in fact trying to push out a fix for this ASAP. Currently, upon defeating Lagon, you should unlock the waypoint in Soreth’Ka, which is the next step in the main quest, and allow it to automatically progress to this next step.
Hey there! Thank you for reporting this, and sorry about that! I’ve made an adjustment to our system based on how it read your message. Also to note: The system does not issue any sort of mutes or bans, it just blocks the one message. We’re also making an adjustment to the text for the automated response to make it not nearly as aggressive. You can also use the phrase “!badbot” to automatically flag something for review if it’s not clear what in the message was being caught.
Yeah, so my question still stands, what's the reasoning behind nerfing EXP gain for solo player who is farming solo area that has 10+ more levels than him?
The only reason I find is that low level players would gear up with items with low level requirement and powerlevel themselves. But would that be a problem? I assume this was all done to combat power leveling services and whatnot, but powerleveling service requires two players, and for that, exp nerf is reasonable (as it is in place). But nerf to solo player farming solo in area where he is way underleveled, makes no sense to me. I am just trying to understand reasoning behind this particular case (underleveled solo player having nerfed exp gain)
XP values change a lot based on level, so if we had no system like this in place, then a level 10 character in a level 50 zone could gain multiple levels incredibly quickly. With it being limited to the xp of a level 20 zone, it's still significantly more xp than they'd be getting in a level 10 zone, but it's not so over the top.
This also means that if you're trying to level quickly, there's no need to use zones more than 10 levels above your current level, so there's no impetus to try to rely on potentially unenjoyable cheese strategies to work out how to survive and kill enemies in a level 80 zone as a level 10 character. In most cases in zones 10 levels above your character you should be able to progress through normal gameplay if you have a strong build.
I'm worried this isn't actually a bug and just an issue with how their netcode works. Because the skill works fine in Offline mode - I tested it.
It is a bug, and we're working on it. It's just not very straightforward to fix, which is why it missed this hotfix.
Elpile, would you mind providing me with this information if you have the chance?
Thanks for the detailed report! We’ve found the cause and are working on a fix.
In the meanwhile, a workaround to avoid running into this bug is to avoid using Swipe or Armblade Slash for a couple seconds before moving to a new area.
We’ve also just released 0.9d for one additional fix:
I can’t reply to everyone here but I’d like to assure you that we’re seeing what you report in this thread and are doing our best to keep up with the reports you’ve made elsewhere on the forum. We have a lot more fixes “in flight” internally. Thanks for posting.
We are aware of this and have been discussing it every day to see what we can do alongside other high priority items.
From what we can see, it’s related to how the ISP is routing traffic to our servers, which isn’t something we can change on our end. We are however still investigating it to see if there’s something we can do on our end. We have provided the wireshark trace to our backend team to see if that can help them. If it is how the ISP is routing things through their network, the only thing that can change that is with user feedback to them.
Again, we are still discussing this and looking into it internally. The most helpful information right now would be information on what the ISP is saying when reached out to regarding the connection issue to the servers.
We’ve deployed a hotfix to address the catalyst not letting you empower the monolith in offline.
For those who are experiencing this issue in online:
Do the indicators around the catalyst illuminate for the requisite timelines after you’ve defeated the boss of that timeline and received its blessing? The three timelines that must be completed are Spirits of Fire, The Last Ruin, and The Age of Winter.
Are you able to walk up to and click on the catalyst, or is it inaccessible due to the rocks not being formed around it?
If you fully exit the game and then return to the catalyst, does any of this change?
Gotcha, thanks for the report, we’ll look into this.
We’re keeping our eyes on the Dungeon weirdness in MP. We are aware of the issue present for your first run and I imagine the 3rd run is just an issue of lag or desync yeah.
Additionally, does this fully prevent you from going to the next zones and progressing?
When you entered the zone for the first time, were you the first person attempting to interact with the NPC and it just never worked? I imagine if all 3 party members are experiencing the same issue it’s just a matter of the progression failing to update for the fully party.
I’m not seeing this on my end. Testing on the Training Dummies in Champions’ Gate has shown that it’s procced 100% of the time I’m expecting it to.