This is an Archive of the news from 2011. Please do not edit it.
December 12, 2011: New Mercenary Category
We are now starting a trial run for a new category of PvE builds: Mercenary! Depending on the success of the category, it may become a permanent addition to our buildspace. If the category goes unused for more than a month after the next Guild Wars game update, it may be removed, so start submitting builds soon if you want to see it stay!
To add a build to the mercenary category, use merc in the build tag INSTEAD of hero. These two categories need to be separate so that people looking for hero builds that don't require mercenaries can do so easily. We expect that this category will largely be team builds, but if you have a single hero build that is normally not viable without more of that profession (like a Ritualist build that normally can't compete for the limited ritualist slots with SoS, SoGM, or ST) feel free to submit it. -- Toraen talk 03:13, 13 December 2011 (UTC)
The mercenary category has been removed. This was due to lack of any builds being vetted for the category, the hard mode update making elementalist heroes more viable, and the addition of the new Ritualist hero with the Winds of Change part 3 update. Builds that require mercenaries may be submitted to PvX provided they clearly state in the name that they are Mercenary builds, but they will not be placed in their own category. Non-mercenary builds still will not be subjected to PvX:WELL as a result of any mercenary build submission. -- Toraen confer 06:49, 14 February 2012 (UTC)
October 3, 2011: Asirra Installed
The captcha module has been changed to Asirra. Accordingly, the restrictions on new user editing have been lifted. Anyone may once again create pages. The abuse filters will remain in place, but if you feel you were blocked by it in error please report it to an administrator so we can prevent future false positives. -- Toraen talk 21:26, 3 October 2011 (UTC)
August 11, 2011: PvX patches
Hey all! We've just had some things deployed that have fixed some of the older outstanding issues with PvX per below:
- PvP Skills
These should now have the correct skill id for templates.Still bugged.
- Skill Icons
- All skills should now have the correct icons. This includes PvP skills without ones to begin with, and PvE sills (such as whirlwind attack) that displayed incorrectly.
We also attempted to fix the RSS feed for Special:RecentChanges but failed (the link will be removed in a subsequent patch)
July 25, 2011: Editing Restrictions
Recently, several Curse.com based wikis have been the targets of spam/vandalism bots. As a stopgap measure, Curse admins removed the abilities to create pages and upload images from users who are not autoconfirmed. The admins of PvX have been discussing more permanent and less restrictive solutions with Curse and hope to be able to resolve this issue soon.
- The Abuse Filter extension has been installed and is in use to block suspicious edits. The filters are mostly provided by the admins of GuildWiki.
- The ConfirmEdit extension needs to be updated, as the current Simple Captcha is no match for modern spambots. ReCaptcha was removed due to being cracked, and thus less effective.
If you are a new user and would still like to submit builds without waiting for the autoconfirmed requirements, create a link to the page you want to make in the community sandbox, and next to it state that you would like another user to create the page for you.
July 12, 2011: CM Category Split
The Competitive Missions categories on PvX have been split into Fort Aspenwood and Jade Quarry categories for easier searching of builds for these areas. This split brought to my attention that there are not many builds stored on PvX that are designed with FA actually in mind. Thus, I'm waiting one week before recompiling the Build Packs with the new categories to see if anyone wants to develop the section. The CM pack will remain available until then.
Please do not tag builds with CM anymore, and use FA/JQ as appropriate. If you see a build that you believe to be inappropriately tagged for FA or JQ as a result of the split, please bring it up on that build's talk page. -- Toraen talk 07:14, 12 July 2011 (UTC)
May 4, 2011: Flux
As of the April 29th update, the Global PvP effect, Flux, was added. With this, there has been implemented a monthly cycle of passive, environmental effects which effect all players in any PvP Arena. As stated in the Developer Notes which came out in parallel with this update,
"The introduction of Flux is a compelling tool to help us keep our competitive formats dynamic, while allowing us to further balance the game. Because slight shifts in the meta are expected from Flux to Flux, it allows us to better target overly problematic builds. If powerful builds can thrive in environments that are not suited to them, we can review the skills to bring them more into line. We want to encourage gameplay where the team that wins does so because they've played more skillfully.".
Currently, the effect is called Unyielding Spirit. This effects boosts damage dealt by a player, by 1% for every 2 points of Death Penalty incurred. While this Flux is not conducive to any certain build, this can notably influence team formats such as GvG, where base pushes can be thwarted by teams resurrecting after a wipe, or HA, in formats such as King of the Hill.
Huh? I can't edit my build!
Yup, sounds about right. Not just builds either. Any page that uses the PvX extension (specifically the
<PvXBig> tag) will "break pages" (for lack of a better term).
How come? What's going on?!
Recently we (Toraen and I) have tried to make some changes to the PvX extensions main file so that it correctly displays changes made by certain primary attributes (such as Fast casting in regards to PvE skills). This is where the problems are coming from. Something we've done has broken it, but we're not entirely sure what (not having access to server logs or a testing server to pinpoint doesn't help).
When will it be fixed?
That depends on what you mean by "fixed". Everything will be working again as soon as our Curse overlords revert the affected file. This means it will be working, but we won't have any of the changes we wanted doing in place (clarification: it will basically be like it was 2 days ago).
What about the changes? Are you giving up on them?
For the time being, yes. This is the third (I think) attempt at these changes (with 'fixes' being applied between each of them), and it's hard to debug the problem when you can't do incremental tests without touching the live version (the one you guys all see) or do things as when we want to do them (we have to ask Curse to copy files/code to the server which can take some time, and reverting takes time (as you see)).
However Curse are working on a testing platform that when done (no ETA given so don't expect this in a huge rush) and setup we can play around with as much as we like (yay for getting to use it with root access!) before even touching the version you guys 'see' everyday.
How about skill descriptions? Are they affected by this?
No. The skill information is kept in a different file so updates should occur as normal!