the cap of warforged seal is 10 you can not get more than that probaly fotoshopped
Hm I opened image in PS and played a bit with brightness and contrast and I can't see anything wrong with those areas. I only noticed few things wrong. Number one ( middle ) in Valor points looks like its 2 far from other numbers, Number 2 in lesser charms... But i might be wrong.... Would be nice to know how it is done. considering there is no much use for more then 14 coins....
Wait what does dupe have to do with currency cap? I used CE long time ago on other games to change the damn number too does that make a dupemaster?
Stop getting trolled of what the screenshot shows. Member is known to pull this kind of jokes in the past. Just stay on subject that op posted. Those kind of stuff can easy be edited client side not server side. If thread derails his post will get removed.
There is enough speculations and its evolving to be a flame war.
Behave now, or thread will be closed.
All offtopic posts deleted.
Last edited by Eryx; 11-14-2013 at 04:00 AM.
I encountered a similar bug during a previous reset, but I am not sure if it was fixed before this week's reset.
Due to daylight saving's time, the warforged seals quest as well as Celestial and Ordos lockout all reset at 3:00 AM Pacific (clocks were turned back by an hour).
Then the reset occured again at 4:00 AM.
It is unlikely that this went unnoticed by Blizzard, but it would explain any similar events.
I doubt that cross-realm has anything to do with the described events seeing as resets are centrallized (time-wise) in the Pacific time zone for all servers.
The only other explanation that I could understand (from a networking standpoint) is that a cross-realm character is given a modified character tag (in programming, we would call it a class) that contains information relevant to home realm to distinguish them from other players, especially those with the same character name.
In this case, it is possible that a player could turn in the quest, at which point the completion variable is saved to the current character tag. After which, the player could transition back to their server and complete the quest once more, now saving the completion variable to the primary (home-server) tag.
In order for the latter situation to occur, there are a couple factors that must line up perfectly. In essence, the transition between cross-realm to home server and the second quest completion must occur quicker than the communication of the quest completion to the primary character tag (baseline account) tables within the database. This would require a very low world latency, fast harddrive speeds (to load present models when switching back to home server), and a high workload on the Blizzard account servers.
edit:
To expand a bit on the last explanation, if the cross-realm server is experiencing a high payload (ie high population & activity), the world server -> account database will have a lower reaction time. If you transition to a server with a lower payload (ie low population and/or activity), then you could theoretically complete the quest a second time before the first completion is registered (transferred from x-realm server & temporary character tag to the primary account database for home realm).
This would explain why a lag tool would come in handy because it will add a time lapse between completion (client-side) to world server (x-realm) which already has added latency due to high pop. Finally, the lag tool must be disabled before second completion to ensure that the second completion (on home server) will be registered before the prior.
Last edited by nhjelle; 11-14-2013 at 08:02 PM.
visual bug? lol
I dont see WHY this would work anyways, the quest is weekly, not server dependent. Even switching servers after you've done the quest wont refresh it. But holy shit 3000+ lesser charms? Jeezus.
never mind i stuffed up didnt read up