is it true there is a gwen bug? Like if u party with someone who already did the quest you wont ever get to do it yourself. Because when i see gwen she already has a cape and flute which i never gave her and i gave her like 20 flowers but still nothing happends
if i use a another character to get the tapestry shard and give it to my primary character, will that make up for it?
gwen bug
zours
Tactical-Dillusions
I'd just like to confirm what the OP said,
I started a new character yesterday and i never interacted with Gwen at all until after i did the res signet quest with someone.
After that, Gwen had the cape and flute and stole around 20 flowers from me.
How could this bug still be here after so long? Robbed of a quest and gold because i partied with someone else for a totally unrelated quest...
Oh, and i couldn't sell the cape back to the merchant, despite having a 100g buyback value.
I started a new character yesterday and i never interacted with Gwen at all until after i did the res signet quest with someone.
After that, Gwen had the cape and flute and stole around 20 flowers from me.
How could this bug still be here after so long? Robbed of a quest and gold because i partied with someone else for a totally unrelated quest...
Oh, and i couldn't sell the cape back to the merchant, despite having a 100g buyback value.
MercenaryKnight
Well it's not really a death defying bug problem. Make a new character, get a friend who's in pre sear to give them the cape, flute and some flowers get the tapestry shred and put it on your other character. Noone even knows if it'll ever have anything to be used for. Everyone is starting rumors gw:en will use it, which probably isn't even true.
tifaRockheart
I kinda think that this might be intended.
Originally ANet wanted to have this sort of “realistic” system where if you do something important such as kill a particular bull, you should never see that bull again. If another player hadn’t killed the bull, and you team up with them, the bull wouldn’t be shown because in your “world” the bull is dead, and in your teammate’s world, the bull is simply missing for the duration of being partners... or something like that....
In the case of Gwen, let’s say your partner bought Gwen a cape and flute. When he zones he should see Gwen with a cape and flute. You however end up seeing it too, which means it would be “unrealistic” to see Gwen without both suddenly.
You could say Gwen lost both her cape and flute, but then it would get weird in the “realistic” sense. If you were to constantly team up and go solo, you would constantly see Gwen with her cape and flute, and also constantly be told that Gwen lost her cape and flute so needs a new one. Looking at it in the “realistic” sense ANet is/was trying to create, it would seem silly for Gwen to lose her cape and flute more than twice.
Although I donno how much of a klutz Gwen is, simply making Gwen keep her cape and flute rather than the toggle on and off of claims of losing the cape and flute seems much easier to program and still retains that “realistic” or continuous part in the game.
Not only that, but there’s also other situations such as if you teamed up with the same person who bought the cape and flute in the first place, and see Gwen with the cape and flute again, you might wonder where she got the cape and flute from.
Your partner certainly didn’t buy a new pair, and in fact had no idea both items went missing. You could go on and say some other traveler you never saw gave it to her, but then with something like that, you should also allow for the chance of her having both the cape and flute the first time you meet her and so on, because a traveler you never saw could have given her it at anytime before you could. This again adds more to program and is probably less desirable.
Even though I think this idea of maintaining “realism” within an instanced MMO is interesting, I feel it gets too difficult to maintain without a lot of time spent, and also creates problems like what the OP has. Maybe GW2 will do a better job with its persistent worlds.
Originally ANet wanted to have this sort of “realistic” system where if you do something important such as kill a particular bull, you should never see that bull again. If another player hadn’t killed the bull, and you team up with them, the bull wouldn’t be shown because in your “world” the bull is dead, and in your teammate’s world, the bull is simply missing for the duration of being partners... or something like that....
In the case of Gwen, let’s say your partner bought Gwen a cape and flute. When he zones he should see Gwen with a cape and flute. You however end up seeing it too, which means it would be “unrealistic” to see Gwen without both suddenly.
You could say Gwen lost both her cape and flute, but then it would get weird in the “realistic” sense. If you were to constantly team up and go solo, you would constantly see Gwen with her cape and flute, and also constantly be told that Gwen lost her cape and flute so needs a new one. Looking at it in the “realistic” sense ANet is/was trying to create, it would seem silly for Gwen to lose her cape and flute more than twice.
Although I donno how much of a klutz Gwen is, simply making Gwen keep her cape and flute rather than the toggle on and off of claims of losing the cape and flute seems much easier to program and still retains that “realistic” or continuous part in the game.
Not only that, but there’s also other situations such as if you teamed up with the same person who bought the cape and flute in the first place, and see Gwen with the cape and flute again, you might wonder where she got the cape and flute from.
Your partner certainly didn’t buy a new pair, and in fact had no idea both items went missing. You could go on and say some other traveler you never saw gave it to her, but then with something like that, you should also allow for the chance of her having both the cape and flute the first time you meet her and so on, because a traveler you never saw could have given her it at anytime before you could. This again adds more to program and is probably less desirable.
Even though I think this idea of maintaining “realism” within an instanced MMO is interesting, I feel it gets too difficult to maintain without a lot of time spent, and also creates problems like what the OP has. Maybe GW2 will do a better job with its persistent worlds.
wmtyrance
Gwen never shows up at all for me. After i did everything for her the first time out, I never see her anymore. No matter how many characters i make.
Commander Ryker
I think that giving Gwen stuff is account wide. Once your first toon gives her something, it shows up on all additional toons. Kind of sucks I think.
tifaRockheart
Quote:
Originally Posted by Commander Ryker
I think that giving Gwen stuff is account wide. Once your first toon gives her something, it shows up on all additional toons. Kind of sucks I think.
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Quote:
Originally Posted by wmtyrance
Gwen never shows up at all for me. After i did everything for her the first time out, I never see her anymore. No matter how many characters i make.
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Have you looked behind the res-shrine?
I know I thought Gwen was missing for awhile ever since she stopped showing up around the road when you zone in. I happened to see a "*sniff*" from behind the res-shrine, which led me to find out Gwen had been moved back there.