Ogre Wars has been bugged for over a week.
Okay, we get that ANet is not going to fix Ogre Wars. It has been years being bugged, after all. However, the fact that it won’t be fixed should have us, the players, see you, ANet, remove Sam from being required in the Treasure Hunter collection.
Or, another thing that could be done with little coding is to add a timer to the Ogre Wars meta chain. If the current step in the event chain does not complete within say, 20 minutes, then it resets the event chain to its starting state and can be triggered immediately. Each successful event in the meta completed would reset the timer with the exception of the final stage which, if completed successfully would trigger the 20 minute cooldown phase.
That way an entire map with what appears to be a single server hosting it won’t be broken forever and prevent us from having a chance to complete Ogre Wars.
Finley’s standing near the Kraal. You can interact with her, but it doesn’t do anything. Frankly, I think all bug reports are piped to /dev/null.
Are you on NA or EU, as we did this event twice this morning on EU servers.
A part of the bug is on the ‘Known Issue Tracker’, so, perhaps, a fix is forthcoming.
You can try guesting to get in another map. The best solution (while waiting), of course, is to enter the map immediately after a map reset, such as happens with a new build, etc.
Good luck.
They have ‘fixed’ Ogre wars a number of times. Apparently whatever they’ve done to ensure the NPCs keep moving on to the next phase hasn’t been enough, because something else breaks; there isn’t one single issue or a single cause.
I agree that there are a number of alternative solutions that they could have tried, which would make the event far less dependent on identifying exactly what goes wrong.
However, it takes ANet ages to give up on finding root causes. Case in point: the perennially-bugged Archdiviner’s Hammer in Cliffside Fractal. It took years for ANet to finally, um, throw in the hammer and create three different reset mechanisms so that the player/game doesn’t have to care why the hammer might disappear: there’s an NPC you can summon to create a new hammer, the hammer automatically respawns at the active seal event if you die and if you fall, and you no longer have to bring it to the top.
ANet could employ a parallel solution for Ogre Wars and, at this point, they probably should, given it’s been 4+ years after the initial bug reports, ~4 years after the initial fixes, ~3 years after some big fixes, ~2 years after some more fixes, and ~1 year after still more fixes.
The event can’t bug out forever; all the events respawn with a new map and we get a new map with each update. The last update was 5 days ago.
(That said, I think ANet should give up on trying to fix the event chain and instead find ways to ensure that players can keep the chain moving when — not if — it breaks.)
I’m also totally fine with them removing Sam from the collection.
The event can’t bug out forever; all the events respawn with a new map and we get a new map with each update. The last update was 5 days ago.
(That said, I think ANet should give up on trying to fix the event chain and instead find ways to ensure that players can keep the chain moving when — not if — it breaks.)
The production engineer in my really, really wants ANet to accept reality, and schedule a map instance shutdown after about 8 hours of running, using the existing “soon closing” technology. Even if it doesn’t always work, it’ll much sooner work around these issues.
It’s about having it things more or less work, while you solve the underlying problem.
The event can’t bug out forever; all the events respawn with a new map and we get a new map with each update. The last update was 5 days ago.
(That said, I think ANet should give up on trying to fix the event chain and instead find ways to ensure that players can keep the chain moving when — not if — it breaks.)
The production engineer in my really, really wants ANet to accept reality, and schedule a map instance shutdown after about 8 hours of running, using the existing “soon closing” technology. Even if it doesn’t always work, it’ll much sooner work around these issues.
It’s about having it things more or less work, while you solve the underlying problem.
OOO! Or just give anyone who tries walks into the area an exotic Sam.
The event can’t bug out forever; all the events respawn with a new map and we get a new map with each update. The last update was 5 days ago.
(That said, I think ANet should give up on trying to fix the event chain and instead find ways to ensure that players can keep the chain moving when — not if — it breaks.)
The production engineer in my really, really wants ANet to accept reality, and schedule a map instance shutdown after about 8 hours of running, using the existing “soon closing” technology. Even if it doesn’t always work, it’ll much sooner work around these issues.
It’s about having it things more or less work, while you solve the underlying problem.
That would be great too. Anything to ensure that the underlying problem won’t stop folks from completing the collection while ANet’s QA investigates.
Like every Frostgorge Sound could shut down within 30-60 minutes after Claw of Jormag is defeated (or not). If used in the HoT maps, it would also eliminate the possibility of the meta starting in an about-to-close map, since maps would be too recent for that to happen.
The timing is shrug, but yeah, it’s about trying to work around the bugs so that players are not held up forever, even if nothing “manually” triggers the failover. I’m reminded that I have a collection that requires a Kodan claw event, which is one of the reported buggy ones, to finish…