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  1. #21
    Community Member Ryiah's Avatar
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    Quote Originally Posted by Cordovan View Post
    We are still looking into a fix for this one, but we are aware of it. Hopefully/should be in the next patch.
    Have you tried simply removing the invisible wall?

    Quote Originally Posted by Kraki View Post
    We've been killing the casters and pulling the melee sahaugin over to the blue barrier to draw the NPC Lizardfolk away from the spawn in case it's a collision problem with those 2 or 3 NPCs blocking the sahaugin "drop in" spot.

    We haven't had them get stuck when the NPCs are away from the gate/wall location so that's our meta.
    My solution was to simply lob fireballs at him. Like so many other locations in this game they ignore the barrier. If you don't have the spell and can't UMD the scrolls the hireling Azala Fireshaper can do it.
    Last edited by Ryiah; 08-14-2021 at 09:39 PM.
    Ryiah | Raeyah | Reikara
    The Band of Gypsys

  2. #22
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    This is still an issue.

    On the final wave, the Red named spawned correctly but his accompanying troops did not "materialize". They were invisible, but able to lob spears at me. Hitting them resulted in 0 damage indicators.

    I believe it was my own fault, fighting on top of the spawn points.

    From now on I'm going to move back after every wave to ensure the spawns aren't blocked. Likely a good idea to let the friendlies get wiped out as well.

  3. #23
    Community Member ElrondElfKing's Avatar
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    Oct 2012
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    Not sure why this threat died two years ago, because I just ran it at R1 and had the same problem. Unfinishable. any word from the devs?
    Grimstad- Orien

  4. #24
    Community Member thegreatcthulhu's Avatar
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    Quote Originally Posted by Cordovan View Post
    We are still looking into a fix for this one, but we are aware of it. Hopefully/should be in the next patch.
    It would be nice if you could fix the problem where the party gets flagged with the 'no teleports' debuff but it doesn't get removed until after you recall to the SM base/tavern.

    I've had at least 3-4 times now where after the dungeon is finished and I leave it, I still have the "you can't teleport" debuff stuck on myself until after I use recall. This is annoying because you can't use any teleport scrolls / collector's edition items / etc. Those tend to be faster than waiting on recall.

    It isn't a huge problem but its still annoying.
    Dragnilar, Follow of Bahamut
    Server: Khyber
    Guild: ClanNotAGuild

  5. #25
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    Oct 2017
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    Quote Originally Posted by Aelonwy View Post
    I just ran into a completely different bug in this quest. I can't say exactly what conditions triggered it but this is what happened... so in the conversation with the Sea Elf he asks you to prove the people's worthiness for alliance by defeating him and his cohorts, which we did, but then I spoke to him and after he agreed to alliance his gang then proceeded to continue to beat on us despite being unattackable after the 2nd dialogue. They had yellow/non-aggressive NPC names but were bound and determined to kill us. We had to zone back to the central tunnels, heal up, and approach the caverns for the end fight from the other direction.

    Seeing as this was so close to the end of the quest it was incredibly aggravating.
    This happened to me yesterday, btw. Not sure what triggered it, but I basically found that getting killed by them and hit release was the quickest way to exit the quest after finishing it. At least I was swifty enough to lock them out from end fight…

  6. #26
    Hero
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    I did have this happen one time, but it was back when Saltmarsh first came out. Never happened again, so I figured it was something that got fixed already. I guess not.

  7. #27
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    Oct 2009
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    Quote Originally Posted by Justicesfury View Post
    This is your own fault. You bought something form SSG that has no problem charging people to play a broken game. The Devs could care less. Last week even Cordovan was joking around about the lag being fixed and laughing about it in his weekly stream.

    As long as people keep buying stuff that is broken, they will continue to sell it to you.
    That would be almost as bad as spending time posting on the forums of a game that you do not think is worth playing.

  8. #28
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    Vip perk #1: Skip Danger at Dunwater for free.

  9. #29
    Hero
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    Quote Originally Posted by o2t4f View Post
    Vip perk #1: Skip Danger at Dunwater for free.
    Yep, every time after I got the loot I wanted. It's not that I even think it's a bad quest, it's a decent quest. It's just too long for the xp you get when doing the hamster wheel. So I use my skip on it just for the sake of time saving.

  10. #30
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by Isolani View Post
    Yep, every time after I got the loot I wanted. It's not that I even think it's a bad quest, it's a decent quest. It's just too long for the xp you get when doing the hamster wheel. So I use my skip on it just for the sake of time saving.
    Especially with two different bugs at the very end of the quest that can either prevent you from completing or cause it to be non-WAI more difficult if you have to keep defending yourself from the sea elves long after they should have stopped.
    Blood Scented Axe Body Spray (Thelanis)
    Aelonwy - Wydavir - Metaluscious - Aertimys - Phantastique - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd

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