test content
What is the Arc Client?
Install Arc

[Campaign] "Bearing Arms" Quest is Broken

ciopenhauerciopenhauer Member Posts: 0 Arc User
edited September 2013 in Bug Reports (PC)
Well, I spent a good 30 minutes trying to fix this quest. It's in Realm of Malabog. Whenever you open the pods, the guy just doesn't fall so you can't arm him and progress through the quest. Abandoning the quest, relogging - all didn't work. I could do the quest fine on my other alt, so I have no idea what's wrong. The other quests worked fine.
Post edited by ciopenhauer on

Comments

  • haelrahaelra Member Posts: 220 Arc User
    edited September 2013
    I've found this quest to be broken in exactly the same way.

    Update: I've found that by switching instances, I can get it to work. But it quickly fails, and then I have to switch instances again. It seems that once it fails, the guardian won't drop again in that instance.
  • tranglectranglec Member Posts: 56 Arc User
    edited September 2013
    I doubt this is a bug. I think some of the pods are supposed to be empty, giving the quest a certain lottery element. I think if it were a bug, all the pods would be empty.
  • spinningspudspinningspud Member Posts: 8 Arc User
    edited September 2013
    Strange lottery ... did it for 15-20 minutes and didn't find a single prisoner
  • spinningspudspinningspud Member Posts: 8 Arc User
    edited September 2013
    haelra wrote: »
    I've found this quest to be broken in exactly the same way.

    Update: I've found that by switching instances, I can get it to work. But it quickly fails, and then I have to switch instances again. It seems that once it fails, the guardian won't drop again in that instance.

    Agree .. found empty pods for 15 mins then switched instance and found full pods everytime.

    Thanks.
  • haelrahaelra Member Posts: 220 Arc User
    edited September 2013
    tranglec wrote: »
    I doubt this is a bug. I think some of the pods are supposed to be empty, giving the quest a certain lottery element. I think if it were a bug, all the pods would be empty.

    Yes, I considered it might have an RNG element in it, and it's hard to prove it doesn't; but from what I saw, it definitely looks like a bug. Once one didn't have anything in it, none of the subsequent ones I opened ever did, unless I changed instances. And then the first one opened in a different instance always worked.

    I suppose if the pods weren't intended to always have a guardian in them, and the behavior had less pattern to it, then it might make some sense. But none of the dialogue hints at that, and the creatures standing around pods that prove to be empty have chatter beforehand that implies it has something in it. I think the designers' intent is that every pod is full -- basically, they're big fly-traps that have closed on a victim. If it were intended that not every pod would satisfy the quest counter, then I think it would make more sense if they dropped a dead skeleton of a guardian instead of opening and absolutely nothing being there.
  • dkcandydkcandy Member Posts: 1,555 Bounty Hunter
    edited September 2013
    There are several bugged daily quests in the Realm of Malabog.

    The issue is the re-spawn rate of the daily quest objectives. As more players start to hit the zone you'll notice if another play interacts with the spawn and gets their daily that the object is not accessible till it re-spawns.

    The pods on the other hand will close but the elves have not spawned yet. A trick I figured out to fix the issue was to open the pod and wait for the pod you opened to close and then you can open and get elf.

    As for the wolf daily you just have to wait till it re-spawns which creates a serious issue when majority of the community gets to this zone. If you think flowers are bad just wait for this zone as the re-spawn timer is long.
  • haelrahaelra Member Posts: 220 Arc User
    edited September 2013
    Aha, this makes sense.

    Note to the Devs: Over the next few days or a week or so, you have an opportunity here to clean some of these issues up before the majority of players get to it, and thus get ahead of the "complaints curve". :)
  • sominatorsominator Member Posts: 0 Arc User
    edited September 2013
    Thanks all! We're looking into this!
    Proud member of Team Fencebane, official guild of the unofficial Neverwinter Adventure Hour!
  • schitzzyschitzzy Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2013
    Ooo thank you for the tip...I ran around wondering what i was doing wrong! hehe. Finally did internet search to find this post. I will try the switch instance later on.
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited September 2013
    Something I was told by another player in gameis that you must NOT attack the guards at the pods right away. Stand as safe distance away until the mage says something about a skeleton falling out and then attack and the pod will generally have a guardian inside.
    If you attack before the mage can say anything, the pod will be empty.

    From testing, rushing in has netted me maybe 1 in 14 pods with a guardian, and waiting about 3 in 4 with a guardian, so there seems to be some truth to this
  • krisst0fkrisst0f Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited September 2013
    nwnghost wrote: »
    Something I was told by another player in gameis that you must NOT attack the guards at the pods right away. Stand as safe distance away until the mage says something about a skeleton falling out and then attack and the pod will generally have a guardian inside.
    If you attack before the mage can say anything, the pod will be empty.

    From testing, rushing in has netted me maybe 1 in 14 pods with a guardian, and waiting about 3 in 4 with a guardian, so there seems to be some truth to this

    This doesn't work. this quest is completely bugged... relog/changing instance/etc... tried everything...

    This expansion is already a big reapoff with the stupid daily quest delay, so on top of that it seems designed by newbie programmers who can't script 2 events without race condition or a lame QA/QC group without a clue how that can break games...

    Keep going Cryptic, and in 3 months, the game would have gone from a 90% to 30% in most review articles/// (I would make it 5/10 right now since the nightmare patch thursday...

    Clearly the weekly patch IS NOT ENOUGH... fix the **** thing!!!
  • krisst0fkrisst0f Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited September 2013
    BTW, the War Maker quests in broken too... Finished destroying catapuls, and al,,, and the quest disapeared from journal, didn't get any blades... what a piece of s..t game! Can't wait for a new mmo to come out.
  • nathlieknathliek Member Posts: 1 Arc User
    edited September 2013
    The issue was universal the weapons wouldn't show up in the bag either. A GM was able to put the weapons in my inventory if others are having the issue as well put yes under mine so they can try to look at the script and fix it with an update.
Sign In or Register to comment.