Some ideas about improving Sparkfly Fen
‘The problem is, that the map gets full very fast. I don’t know the limit, but that’s not enough. Sometimes if you arrive 30 min early, you end up on an overflow server, where the event is most likely going to fail.’
-> This I think can be a good thing, TEQ should have people arriving 1 hr before so organisation can be sorted. The map limit is fine – if it was higher you would have bigger server problems, greater amounts of lag and it would become harder to arrange kills at other times.
If it hard to organise ~100 people, imagine what it would be like organising ~300 and how long that could take?
It is also likely that individual player PCs may struggle more than they do with all the extra client side processing and gpu requirements leading to more DCs. I we got 300 in a zone – does that mean it would only be kill able if 300 people got in?
I really can’t support raising the limit from what it is right now – it’s hard to get numbers at non-reset kills as it is. Often client machines are pushed at these types of events which lead to the crashes in some instances (game crash, hardware crash or a DC).
‘Well then, get there an hour early and problem solved, could one say, but what if the player gets disconnected for a reason? This has happened to me more than once and it’s pretty d@mn annoying. A little fault in my connection, the game disconnects, and I can say goodby to the event even if I was there an hour early.’
-> There are other prior threads to allow priority for up to 1 min suggested after disconnect so you can rejoin before it is hard-capped. This I think could apply for any of the maps which may reach a high population where you may disconnect. The other alternative is do that Teq scales better even in a lower population map so it works much easier if they are co-ordinated. This would be one real improvement to ensure a lower population map has a fair chance (see here: https://forum-en.gw2archive.eu/forum/game/events/Tequatl-Fix – add suggestions). I don’t think it should be necessary to have a hard or soft cap to ensure a kill successfully of this dragon (if organised).
Yup- been there, seen it and got the T-shirt (DC just before kill and was unable to rejoin).
‘I think there should be a way (other than having party members as “anchors” to let you join back – also this is not working, if the server is really really full) to get back to the server where you were disconnected. For example the game reserves your place for ~5 min.’
-> 5 min could be too long, but goes back to want others have suggested a set time limit to allow people to port in. See other threads – perhaps add there as this doesn’t just apply to Teq it is any server wide map you may have been in with your party.
‘Also when I end up on an overflow, and decide to wait and the “server is ready” window pops up, when I click travel I get an error message “network error” and nothing happens.’
-> This happens more frequently when you guest to a different world. The only answer is here to be a resident of that server. You can always try the join in <x> via your other party members. The other known way of getting in is mapping in/out if a hard-cap map limit was reached.
The spam protection for commanders is something that has been discussed in the CDI forum thread (WvW) to both apply to PvE and WvE. I am sure a solution will be incoming to this one soon – it is something that many people encounter and have asked for a change. I normally see 40-60 in voice communication but this is not everyone that is in the map.
Unfortunately I really disagree with you on the more slots for sparkly (getting more into a single a map) for the reasons I have mentioned.
However I do agree with you on one point: There should be a better way to reconnect in the event of a Player Disconnect
The amount of time should not be too long (enough to restart the client and reconnect) – a full PC reboot falls outside of this and you would have probably missed the event as it would have concluded already.
(edited by TPMN.1483)
“The map limit is fine – if it was higher you would have bigger server problems, greater amounts of lag and it would become harder to arrange kills at other times.
If it hard to organise ~100 people, imagine what it would be like organising ~300 and how long that could take?
It is also likely that individual player PCs may struggle more than they do with all the extra client side processing and gpu requirements leading to more DCs. I we got 300 in a zone – does that mean it would only be kill able if 300 people got in?”
Ofc I didn’t want to imply that Tequ should be only killable with 300+ participants, and I do agree with that the event should scale better in both directions.
If that would happen it would be possible to kill him on an overflow, if it was well organized, as you said, while allowing more players that arrive ‘only’ half an hour early to participate. (the other option is waiting for two and a half hour)
I personally don’t think it would be harder to organize if more players are present. It’s not an RTS game, where you manually controll all units, commanders usually tell the general must-know-about-Tequ stuff, then form four groups and give orders like ‘10 more to west def’ to portion the players into balanced groups. It’s up to the players if they follow the orders or not. That would be no different with more people.
Also there is one more thing I forgot to add: afkers. Tons of afkers to be precise.
They stand at the east turrets, causing lots of champions to spawn, making the day of the defense team miserable. Sometimes there are 100+ slackers standing there / on the jump pad, while there are 100 would-be-active player stuck on the overflow, who can’t get in because the server is full. I think there should be a mechanism that kicks out players if they stand idle for ~10 min in the given area. Of course it would be enough to ‘turn this on’ for let’s say 15 min before the event starts.
This is ridiculous … I waited 1 hour 40 min for the event, and got a DC just when it began.
My net was fine, I was not afk, the game just decided to kick me out after I spent 30 mins organizing the event.
This is just friggin unfair that I can’t get back to the main server when I get disconnected …
Please, do something about it (if you even read this)
if you think this is bad now.. they plan to do what they did for tequatl to all the other boss encounters in tyria… then well have more boss rotation and even more zones flooded with people.
Do it. This is good, challenging and fun. But please improve reconnection possibilites!
Please support this thread: Disconnection Grace Period
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I agree with everything you said… also
I would really like to see more sparkflies… and maybe a…. den of sorts…
They may or may not be related…
Short of that, a zone name change to Tequatl’s kitten kittening emporium. Seriously, the water level wasn’t that deep when the game launched… That’s the product of some serious QQ.
They had to SPAWN MORE OVERFLOWS!