Swords of Villanousity [SoV] :: Sea of Sorrows
www.villanousity.com
It’s worse than the NPC being broken it appears.
I sent a ticket to customer support who helpfully sent me replacement blueprints for those I didn’t receive from the NPC.
But when I tried to take the blueprints out of the customer support email, they too just vanished. :’(
Also happened to me and others.
Can confirm that no blueprints appeared in the guild storage consumables, nor in the guild bank either.
Just vanished without a trace.
It’s actually fairly easy with 5 decently geared people, it scales up harder for 10 so I’d keep it pretty small.
My guild today (Swords of Villanousity) claimed the Gilded Hollow, and while we were doing the claiming mission a new build was announced in game.
This disabled the guild functionality (when opening the guild panel there was red text saying so) but we didn’t realise this until finishing the claiming mission.
The mission allowed us to claim and said the hall was claimed, everything looked fine. Then when we relogged, updated to new build, there was no guild hall claimed.
This is a big deal to our members as we’re from diverse time zones and needing to have people on at the same time with the right skills for the mission.
Given that new builds are released all the time, this seems pretty bad. We didn’t know until we’d patched up and some members had gone to bed, and so couldn’t try it again.
Just made the same mistake as you Pol, I’m hoping there’s a way to get my upgrade since I spent the gold.
Thieves can stay in stealth for quite a while and prevent capping.
I know I’ve done it a few times when the force there was too large to take on my own, so I’ve tried to dispute the point as long as I can and hope reinforcement arrives in time.
If you don’t see your capture bar rising you need to throw AoE’s around and kill anyone in stealth.
With a few notably antagonistic commanders on world, I see this a lot.
“Just mute that commander”
(edited by Moderator)
It should be noted that conditions do not prevent mobs from healing.
As a thief if I want to use stealth attacks I can’t stay stealthed more and a couple seconds or ALL the mobs start out of combat regeneration. Even though they have stacks of conditions.
Half the time they’ll go invulnerable as well, just to really make my day.
These mechanics are broken for PvE.
This is really needed, though I also think only guild administrators should be able to see this detail.
Not at all, that’s why you have a minimum.
If one world somehow uniformly all logged out to try and limit the others from taking their points it’d run into two problems with my adjustment.
1. The other sides could still field 50 each, which is more than enough to roll the points all back in no time if there’s no resistance.
2. The third world in the competition would need to be complicit as well, because if there’s some of them playing the cap would raise pretty fast.
Like I said, you want a limit that almost never would actually come into play (otherwise it would cause the problems you fear).
I think commander should be a guild upgrade, perhaps with a gold cost as well, but a required research level – like say politics 5 needed to have a commander, then buy it from the guild registrar for 100g FOR THE GUILD.
Then in rank settings have a ‘Can be commander’ flag. Any member can activate as commander, but only ONE member at a time. Make the commander flags on the map display the guild associated. Make the commander of YOUR guild have a different colour icon.
It means a guild can pass commander to the next in line as people shift out over the day.
It means using mouse over allies or even random pick ups can see which guild commander is where and choose to join up with a group they know
It also means that the commanders are world locked like most guild upgrades, and gives guilds more flexibility in how they use commanders.
To make it even more useful, you could even limit it so a guild cannot flag up their commander unless they have more than 10 on map or 15, or some other arbitrary number that actually reflects that this commander actually has a group
It’s actually a pretty valid idea, WvW isn’t fun for anyone if it’s just zerg overrun from one side.
You need to create a balance between ‘allow as many to play as possible’, and ’don’t allow one side to be stacked unfairly’.
What has happened is that many guilds and people have moved to successful worlds, further stacking those worlds, and making many competitions boil down to who has the biggest number of zergs.
This isn’t tactical. It’s not world vs world. It’s my zerg is bigger than your zerg kittenol, come join us if you want to win!
You don’t want to block people out too unfairly, so you need to have an absolute minimum, that the limits can never go below. Chances are it’d never get that low, but it’s better to have that limit than to not, and avoids fears that no one can play.
Say something like 50 is the absolutely bare minimum that a world pop can be capped to.
Then to raise that limit, you make it a proportion of the total number of opposing players, as was suggested by Daish. Add the two together for example.
Why is that okay?
Because if a world really doesn’t want to wvw, if they’re so disorganised they can’t get 25 people on, then the other two will still be able to field 50 and steamroll them. It will not allow trash worlds to avoid getting stomped by any other world.
It also means if both other worlds are fielding larger sides, then the non-competing world gets stomped even harder because their caps get raised because they’re fighting each other. So a single world WILL still get roflstomped if they’re not competing.
The only situation it stops is when one world is massively stacked to the point neither of the other worlds stand a chance, they can’t even try to come back because it’s hard to muster a group you know before going in there’s 200 on the other side waited to stomp your 20-30 people.
What’s worse, is that when these situations carry on long enough, people lose faith in the balance and give up on wvw completely, making it even harder to try and rally a force to fight back.
Such a limit would pretty much only come into play after one world has already stomped the other two enough to discourage people playing. At that point wvw has lost its point, it’s no longer a competition.
At that point, all it does is gives the losing side a fighting chance to at least rally, and maybe with a good rally they can take back a few points and make things interesting again, and get others involved again.
The really key point is though, that if they do rally, as soon as others get interested and participating again they’re almost certain to breach that limit in no time and raise the cap for the opposition. If both worlds rally the other world will essentially be uncapped.
This doesn’t limit players, it limits excessive world stacking.
With a minimum on the cap (ie, cap can never drop below 50 p/world) this idea would help WvW quite a lot I think.
Exact bug description including how to recreate provided, how do we know if a bug has been read, and more importantly, if there is any action planned to fix it?
On many occasions now I have used my thief stealth+heal skill [Hide in Shadows] and then after I have apparently stealthed on my screen have been hit and crippled by an enemy attack.
When I am crippled by an enemy attack after I have entered stealth my speed does not increase to normal speed again after the cripple has expired.
In jumping puzzles, such as the Vizier’s Tower in the Straits of Devastation where this happened to me several times, this meant I was completely unable to make even the trivial jumps after this had occurred.
Upon restarting the game I was again able to make the jumps trivially easily that were impossible when bugged.
This problem was relatively easy to recreate simply by running out of the water with multiple pirates chasing and cloaking to lose them. Do it a couple times and at least once they’ve managed to cripple me after I stealthed and I then need to restart the game to fix it.
I’m an Australian player and am experiencing noticeable lag at times on this map as well, so that may be a factor in how on earth something can cripple me with a directed attack after I’ve used stealth.
This happened to me and sent to to a lava death the other night. I was running sideways and couldn’t stop.
It happened while I was typing in chat too, so couldn’t possibly have been pressing any movement buttons. And when I quickly ended my chat to try and stop the movement I couldn’t.
This is happening with my bloodlust sigils as well, I lose stacks any time I enter a story instance and I did when changing maps too.
My guild is still unable to use the guild registrar to upgrade the guild cap. We have been stuck with a 50 member cap!
When using the registrar it appears to work, and even tells you that it has upgraded the cap, but does not actually take the payment, and does not increase the cap.
Guild is Swords of Villanousity [SoV] and we’ve reported this via tickets as well, and got a copy-paste reply about the guild/party issues. -.-
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