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Same type of thing happened to me:
I saved up for the plush griffon, and made it 2 days ago. This morning I did Tixx’s place again, got the needed cogs, and made a princess doll …
… and now the griffon is nowhere to be found. Very bummed.
I checked all of my alts’ bags, the bank .. twice, three times, nada.
I know it is account bound, and I successfully moved it through the bank yesterday to another character (meaning that I summoned the griffon without a problem on the other character). And yes, I checked the bank a bajillion times and it’s definitely gone.
Has this happened with anyone else? I submitted a bug report, but I’m not holding my breath for a resolution. I just wanted to see if it was just me, or there was an actual bug in GW2.
Thanks!
It looks like some of the (login) servers are down, but a lot of the world servers are still up.
Every time you log in, create a character, switch areas, etc. it looks like it’s hitting a login server and dying.
At least it looks somewhat isolated (as truly random bugs are a PITA to squash)
Keep the faith.
If AN wrote the transaction code correctly (which I’m assuming they
did), they’ll be able to “catch the database up” with a log of the
transactions.
Since I’m waiting for the login server to come back up, I’ll add a bit
more info..
There’s the naive (read: dangerous) way of doing transactions on their
end: remove item from player A, add item to player B,. The problem? If
there’s an interruption (like a disconnect), player A loses the item.
The semi-naive way (read: a bit safer, but still problematic): Add item
to player B, remove item from player A The problem? If there’s an
interruption (like a disconnect), the item is duplicated (although
player A doesn’t “lose” the item, there’s still a big problem with
duplicate items).
The “best practices” (read: safer) way: log the removal from player A,
log the addition to player B, and now remove the item from player A,
then add the item to player B. If there’s an interruption (like a
disconnect), the database still has the item in player A’s inventory,
and we just go through the log’s sequence of events again (remove from
A, add to. This is akin to “Write-ahead logging” (or “journaling”).
It’s a kind of consistency check that you’ve probably heard in (MMO
jargon-y) terms of a “roll back.” If you keep the log around, you can
rebuild the database up to any previously saved entries. Pretty cool, eh?