Showing Posts For RuQu.8394:
If you set yourself as invisible, you can send whispers and people can hear you, but no one can reply to you.
The possibilities for abuse here should be obvious. If you want to go invisible, you shouldn’t be able to send whispers either.
Currently you can’t see guild chat while invisible, either. Ideally, I’d like to be able to see the conversation, but not show up as online on the roster if set as invisible.
Whirling Wrath: Projectiles do not do damage. I have been watching this ability for a long time, and I have never seen damage numbers on anyone outside of melee range, despite the animation tossing projectiles out all over the place.
Flamethrower has serious issues with missing targets at slightly different elevations. It appears to work on stairs (Ascalonian ruins in Ashford Plain), but it fails reliably (heh) many other places. For repeatability, in Queensdale, pass by the water treatment area to a grassy ramp with bandits. There is also an area near the Centaur Skill Challenge point, at the ettin Renown Heart (Queensdale), where the terrain is lots of small bumps, not even knee high. It is almost impossible to hit the spiders and ettins there with the flamethrower.
Most ranged weapons will track properly if fired up or down a slope.
For the Engineer’s Flamethrower, if you aren’t on exactly the same level vertically, the flames miss, with very high regularity.
This is easily duplicated, and clearly not working as intended.
These two abilities look identical, and are both the 5th skill from having an Axe offhand.
The Warrior ability allows you to move.
The Ranger ability cancels if you move.
For a game that has so much movement, strafing to avoid melee, etc, any ability that forces you to stand still is a significant disadvantage.
Not sure if this is working as intended or a bug, but the ability to move while using Whirling Defense should be reconsidered.
Possible bug - 50% of monster equipment drops are based on your character level
Posted by: RuQu.8394
I believe this is intended. Its tied to the downscale system that lets a level 50 character play with a level 12 friend, while still getting useful items. The bags still drop mob appropriate materials, and white gear drops are still low level as well I believe, based on doing starter zones on my 30 Guardian.
Guild: Godless | Tag: [gdls] | Server: Gate of Madness
I’ll see your “Guild Leader and Officer have tried to raise the cap” and I’ll raise you “every member of my guild”. As an experiment, we gave every single member (well, all 50 of them at least) invite permissions. Not one was able to increase the guild cap.
Subsequent to this, we formed a second guild and encountered the same problem.
The game once reported that one member was able to increase the cap in both guilds – she had also successfully raised the cap in a third “holding” guild she had started – and we were able to send out invites past 50 people. Unfortunately, the moment the 50th member accepted an invite, the game instantly dropped all other outstanding invites.
Our first guild was started within 15 minutes of early launch. The second guild was started on September 2. The only shared factor between them is the person who created the guild – perhaps some form of odd database error? It is most certainly not capacity issues: myself and many other have tried to accomplish the upgrades at all hours of the day, immediately after patches, immediately before patches, etc.
But here’s the real problem. That the non-functioning system is completely unnecessary. The amount of money required to perform the upgrade is less than trivial. The upgrade is a nominal hoop that serves no apparent purpose.
This would be fine if it worked. That it doesn’t is insulting. Make all guilds start at 500 and there would literally be no problem. Zero. Instead, the guild part of Guild Wars 2 is broken worse than something as complex as the Trading Post.
To provide additional information:
I am also an officer in Godless.
Godless was created during Head Start, which is also when we first encountered this bug.
We thought waiting until Launch might resolve it, as an artificial cap to slow initial growth of Head Start guilds. It did not.
We thought the bug might be related to having created the guild in the first minutes of Head Start. We created a second guild, Godless United, on 9/2/2012. Godless United experienced the same bug and cannot expand. Our membership returned to representing Godless. Godless United and Godless were created by the same person, which is one variable your testers should look into.
We thought the problem might be a matter of individuals being bugged, so we opened up invite permission to everyone, and had 48 people online at once all try and upgrade the guild. It did not work.
We have tried upgrading both in “overflow” and on the main server. This did not work.
We have tried at every Guild Registrar in the game. This did not work.
Hopefully that helps you narrow in on the cause and resolve this as soon as possible. We have about 60 people waiting to get into Godless,
As Bobudo mentioned, the largest problem is that the system is unnecessary.
It isn’t a gold sink. The cost is 4g12s to get to max cap, which is 412s, or less than 1s per member if you have over 400 members and need the full size. Everyone can afford that by level 5.
It serves no capacity benefit to your database. The Guild Bank doesn’t expand with membership. In fact, larger guilds mean fewer guild banks and less storage on the back end. The only things that increase are Influence generation tracking and the Guild History log.
It isn’t a time sink. As with the gold sink issue, the cost is so trivial as to not matter. Without the bug, any guild could be the size it needs to be on day one.
So you have a system that is seriously bugged, prevents people from socializing together, and provides no benefits to the game, even if it was working properly. It would be nice to see it fixed, but, objectively, the better answer is just to remove the system and make all guilds 500 by default.