Culling and the implementation of Phase 3

Culling and the implementation of Phase 3

in The Lost Shores

Posted by: Anishor.6921

Anishor.6921

Phase 3 with the number and strength of mobs required massive amounts of players with the server side culling were a recipe for disaster. Entire ‘zergs’ of players were wiped out by mobs that had been culled. So basically it was impossible to have fun with this phase of the event. I always understood the developmental goals of Anet for GW2 to be fun and not grindy in the virtual world of Tyria. But Phase 3 was exactly the opposite, not fun, hours of killing npcs that didn’t show up on screens until people were dead.

A number of my guildies, who are normally fanboys/fangirls were calling this the worst event in their gaming careers. Who have played WoW, Aion, SWG, TOR, UO, and EQ1/2 depending on their ages.

My question is why with knowing the culling issue had surfaced in WvW and earlier phases, is why was this pushed as it was implemented? This event and the ascended gear changes and a free trial? Had I been a person on free trial, basing whether I was staying on these weekend’s event, I would have uninstalled the game and never looked back.

Culling and the implementation of Phase 3

in The Lost Shores

Posted by: Ighten Hill.5038

Ighten Hill.5038

Why are the objects culled.. Why dont they just remove effects or are all effects pc side? At least cull friendly objects then in future rather than enemy

Culling and the implementation of Phase 3

in The Lost Shores

Posted by: phantomdust.4729

phantomdust.4729

I don’t understand why there’s culling that’s outside the control of the gamer.

I know my hardware better than anyone else, especially better than some game engine implementer, and I can accurately adjust my settings to make it playable as I need to. I’ve never seen such horribly-implemented “optimization”.

Render everything by default and leave it up to the player to adjust the settings. Or, better, leave your “optimizations” in place (I’m sure they were trying to pander to the less-than-avid hardware user, seems to be a trend these days, while insulting those of use who get it) and give the option to have full control available for us that want it when we want it.

Culling and the implementation of Phase 3

in The Lost Shores

Posted by: Anishor.6921

Anishor.6921

I don’t understand why there’s culling that’s outside the control of the gamer.

I know my hardware better than anyone else, especially better than some game engine implementer, and I can accurately adjust my settings to make it playable as I need to. I’ve never seen such horribly-implemented “optimization”.

Render everything by default and leave it up to the player to adjust the settings. Or, better, leave your “optimizations” in place (I’m sure they were trying to pander to the less-than-avid hardware user, seems to be a trend these days, while insulting those of use who get it) and give the option to have full control available for us that want it when we want it.

It’s not just rendering but also the amount of information passed.

Culling and the implementation of Phase 3

in The Lost Shores

Posted by: Kaz.5430

Kaz.5430

I found that as soon as I un-ticked ‘Show all NPC names’ and ‘Show all Player names’ (but left ‘Show all Enemy names’ ticked), I had less enemy culling issues.

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Culling and the implementation of Phase 3

in The Lost Shores

Posted by: phantomdust.4729

phantomdust.4729

I don’t understand why there’s culling that’s outside the control of the gamer.

I know my hardware better than anyone else, especially better than some game engine implementer, and I can accurately adjust my settings to make it playable as I need to. I’ve never seen such horribly-implemented “optimization”.

Render everything by default and leave it up to the player to adjust the settings. Or, better, leave your “optimizations” in place (I’m sure they were trying to pander to the less-than-avid hardware user, seems to be a trend these days, while insulting those of use who get it) and give the option to have full control available for us that want it when we want it.

It’s not just rendering but also the amount of information passed.

Then their netcode needs to be improved? I don’t understand what you’re getting at.

Culling and the implementation of Phase 3

in The Lost Shores

Posted by: DoctorOverlord.8620

DoctorOverlord.8620

I have to agree, the design and implementation of this event was the least enjoyable experience I have had in the game so far. Even without any lag issues I don’t think this event would have been anymore enjoyable.

The waves of mobs simply became tedious. The trash mobs and waves could have easily been in half, making the event an hour or hour and a half, which would have made things a bit less tedious.

Running back and forth over that annoying zone. This was fine when you were in the event zerg but it was incredibly frustrating and not fun when you were solo trying to run through those hatchling mobs who are meant to inhibit your travel.

Deliberately inhibiting players from getting to the action is needlessly frustrating. The bizarre thing is that we know ArenaNet understands this. They put in waypoints in the open world, they have them in dungeons. Yet this event mostly took place mostly away from any waypoints in the zone making a tedious event even more annoying.

This led to masses of players simply lying there dead after being one-shotted, unwilling to waypoint and traverse that annoying zone. It was less frustrating to simply lie there and wait but it certainly added to the boredom.

The only time the event was tolerable was when the karka were in the area of the camp with the bridge. There was a waypoint and an armor repair NPC. The whole event should have taken place in this area (which would not seem uninteresting if the whole event had been shorter).

A number of my guildies, who are normally fanboys/fangirls were calling this the worst event in their gaming careers. Who have played WoW, Aion, SWG, TOR, UO, and EQ1/2 depending on their ages.

I have to really think hard and the only thing that comes to my mind that come close to the frustration of this event are from closed beta tests from games still in development. But those were betas and you expected less than polished design and implementation.

After the very enjoyable Halloween event and the great finale of that, the phase 3 of this came as an unpleasant shock.

Check my GW2 Comic Dynamic Events http://goo.gl/JyB3J (Short Google Link to Fan Content Forum here)

(edited by DoctorOverlord.8620)

Culling and the implementation of Phase 3

in The Lost Shores

Posted by: Ighten Hill.5038

Ighten Hill.5038

I don’t understand why there’s culling that’s outside the control of the gamer.

I know my hardware better than anyone else, especially better than some game engine implementer, and I can accurately adjust my settings to make it playable as I need to. I’ve never seen such horribly-implemented “optimization”.

Render everything by default and leave it up to the player to adjust the settings. Or, better, leave your “optimizations” in place (I’m sure they were trying to pander to the less-than-avid hardware user, seems to be a trend these days, while insulting those of use who get it) and give the option to have full control available for us that want it when we want it.

Its nothing to do with this..Its the netcode thats the issue

Thats a nice tip Kaz though Im not sure why it did anything as all the info is still passed through regardless….

(edited by Ighten Hill.5038)

Culling and the implementation of Phase 3

in The Lost Shores

Posted by: phantomdust.4729

phantomdust.4729

I don’t understand why there’s culling that’s outside the control of the gamer.

I know my hardware better than anyone else, especially better than some game engine implementer, and I can accurately adjust my settings to make it playable as I need to. I’ve never seen such horribly-implemented “optimization”.

Render everything by default and leave it up to the player to adjust the settings. Or, better, leave your “optimizations” in place (I’m sure they were trying to pander to the less-than-avid hardware user, seems to be a trend these days, while insulting those of use who get it) and give the option to have full control available for us that want it when we want it.

Its nothing to do with this..Its the netcode thats the issue

Thats a nice tip Kaz though Im not sure why it did anything as all the info is still passed through regardless….

Yeah, that may contribute to the problem too, which makes me wonder what exactly is being transmitted and how that can be optimized.

Someone else suggested this, but it was less obvious in their comment.

There are also conflicting reports of this elsewhere, like the tech support threads, that imply the user’s machine has something to do with it as well.

What I really want is the development team to weigh in on this and give us tips to optimize our gameplay until there are solid fixes in place to address it.