Adv guild

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Glarundis
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Adv guild

Post by Glarundis »

is there a planned time for these issues to be fixed?
3 days ago or something i had an issue of the item not being in this world or something, gm was online and was able to help me.
2 days ago some issue like that happened and when i came back to the adv guild and talk about the quest he said that my quest was something completely different than the one i had..

does this mean that (i didn't misclick because before setting off for the dungeon i rechecked and the quest was the right one)

1-it bugged at some point and assumed i was doing a different quest
or
2-when the item doesn't exist in this world or gets destroyed or whatever, the adv guild gm automatically makes your quest be the one that would be next in line?
dwight
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Re: Adv guild

Post by dwight »

I've made a ticket about this.. it was ignored..

Glad I'm not the only one this happened
Arden Darkfall
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Joined: Mon Jun 06, 2011 11:13 am

Re: Adv guild

Post by Arden Darkfall »

Has the adventurer's guild ever been repaired at all?

(It's a real question, since I recall this being a known issue 10 years ago)
Garr Growen
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Re: Adv guild

Post by Garr Growen »

It seems to have never worked well at all and still bugs a lot.

+ There is ridiculous imbalance between different quests and the amount they give tickets compared to how challenging they are.

:cry: just pisses off 25-80% of the time. Seems like every fourth quest bugs or something.
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Vaux27
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Re: Adv guild

Post by Vaux27 »

It's a well known bug.

Something that's helped me is, never trust the first one found on a list. I've come to find out it's someone else's quest in the world or the person in your group that just started that quest. It's bugged due to being first on the list for some reason, and not being removed/refreshed from the list after someone takes it.

Refresh until you see the dungeon ticket again.
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Zaradon
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Re: Adv guild

Post by Zaradon »

There could be a seperate "room" for every dungeon designed with special mobs which appear only when someone takes a quest.

There could be a lever in every dungeon, leading to the "bonus room" which contains the special mob(s) with the quest item(s)

The lever and the room could always be there, but the mobs should spawn only when triggering a quest. The more quests into the same dungeon (by diff players) the more mobs inside the room = the more challenge.

When the room has no mobs, for example - then there could be a permament gate (exit)
If there are mobs spawned into the room, then the gate disappears until the mobs are dead.

I am unsure about the gate thing, but anything rest is pretty easily do-able.


Thoughts?
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