Condition Stack Fails & My Two-Cents

Condition Stack Fails & My Two-Cents

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Posted by: Cypher.6491

Cypher.6491

This horse has been beaten to death so I’ll try to make a clear and concise post and get my two-cents out there. We all know by now that your server structure cannot efficiently (think profitably) handle tracking separate stacks of conditions, but my question is when did you figure this out? I know it was at some point before game release, because conditions have always been capped out at 25 stacks. With that being said, you released a game that allowed condition based builds and then universally punished those builds in PVE content, not because you wanted to create a gameplay challenge, but because you lacked the infrastructure to support what you offered in those condition based builds. Bottom line, you messed up, and now it’s time to show your customers that you truly do appreciate them and show them you’re going to endure some hard work and late nights to fix the problem. The way I see it, you have two choices: 1) upgrade your infrastructure to allow conditions to stack appropriately and live up to what you initially offered or 2) go through some heavy skill redesign to offer more direct damage build options. Either way, it’s going to be painful, but it’s what you owe your customers. If anything, the next time the devs are out having a smoke break and some good-idea fairy pops up with the next great idea without considering whether or not you can viably support that idea, the pain of this fix will prompt you to consider the viability of the idea before you jump straight into implementation. Believe me, I fully appreciate the monumental amount of work involved in either fix, but you guys made the bed, and it’s yours to sleep in. Now it’s time for you boys and girls to go to work fixing the mistake you made.

Ok, bring on the trolls and fanboi’s.

Condition Stack Fails & My Two-Cents

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Posted by: Olba.5376

Olba.5376

1) And what if it’s simply impossible? You have to realize that the information isn’t just calculated at ANet, they also have to send it to you. In real time.

The former can be problematic since not capping would basically allow potential for a vast amount of people to easily overwhelm the servers, causing crashes. And you can bet your behind that if there was a reliable way to crash the servers, there would be guilds dedicated to doing that just for kittens and giggles. Which is exactly why there needs to be a cap.

And the latter? Well, ANet cannot really do anything about the bandwidth, since that’s way out of their hands.

2) Not only are we talking about heavy designs of skills, but traits as well. And of course, balancing. And as you’ve seen, balancing isn’t something that you can achieve within a short span of time. So even if they could overhaul the condition damage system within a year, it would probably be way out of balance for a long while.

And even then, you have to think about the people. There are no subscription fees, so it’s perfectly plausible that some players are away from a long time. How would you feel if you returned to Guild Wars 2 and found that your character, who’s equipped with a Legendary, full exotic armors and a bunch of Ascended stuff full of infusions, is now useless because of a skill/trait overhaul they did while you were away?

Condition Stack Fails & My Two-Cents

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Posted by: Cypher.6491

Cypher.6491

Hold on just a minute there cowboy/cowgirl. This isn’t my first rodeo. I did mention that this would be a painful fix, and I abhor the use of the word “impossible”. Maybe it is “impossible” to transmit the data for conditions the way it is currently set up. Now stay with me here. What if, for example, Anet consolidated all of the other players’ condition damage into a single stat and just transmitted that stat to all other players. Yes, I understand that would involve a massive increase to the computing on their end, but would solve the bandwidth issue. This may or may not be a viable solution, but I’m sure there a are literally thousands of other ways to skin this cat, if we just apply a little innovation.
As for your comment about the difficulty of heavy redesigns of traits, skills, and gear, please see my above references to “painful” and “responsibility to customers”.

Condition Stack Fails & My Two-Cents

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Posted by: qewqew.6591

qewqew.6591

remove separate stack ticks to begin with.
each application of cond should just add to the duration and aggregate the dmg once divide by duration to get number of fixed ticks. calculate all the above only once during application so read players condition dmg only per application not every tick. so every player only owns 1 bleed per mob and that bleed just modifies in dmg and duration per application. now you just keep track of duration and damage per tick/full damage over complete duration not 25 separate instances of it. so 5 players in dungeon can put max 5 stacks of bleed with each owning one. do same for poison and burn

imo devs should clearly specify the technical limitation so maybe some programmers playing the game can think some good solutions otherwise we may be guessing what the exact problem is.

no idea if im making sense just trying to throw quick ideas because i sad since i see necs and engineers very rarely in pve.

Condition Stack Fails & My Two-Cents

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Posted by: Cypher.6491

Cypher.6491

qewqew, thanks for illustrating yet another potential option for a fix. I’m pretty sure that none of my ideas, or yours for that matter, are the optimal fix for this. We (or at least I) are not developers, but I am confident that a reasonable fix is out there, and the actual Anet devs just need to apply some time and effort to making this right.

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Posted by: emikochan.8504

emikochan.8504

I’m just glad anet have recognised the issue, so it’ll eventually be fixed. I’m very patient..

Welcome to my world – http://emikochan13.wordpress.com

Condition Stack Fails & My Two-Cents

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Posted by: Jzaku.9765

Jzaku.9765

I’m just glad anet have recognised the issue, so it’ll eventually be fixed. I’m very patient..

https://forum-en.gw2archive.eu/forum/game/gw2/Condition-Cap-part-II-Electric-Boogaloo/

They said they were “looking at it”… 3 months ago. With absolutely no mention of it since.

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Posted by: Vayne.8563

Vayne.8563

I’m just glad anet have recognised the issue, so it’ll eventually be fixed. I’m very patient..

https://forum-en.gw2archive.eu/forum/game/gw2/Condition-Cap-part-II-Electric-Boogaloo/

They said they were “looking at it”… 3 months ago. With absolutely no mention of it since.

Apparently some people have no idea of how long something this complex takes. 3 months for a major skill overhaul is nothing.

Or do expect them to report to you each step of the way.

This isn’t the only problem in the game and for many it’s not even the biggest problem. It’s one problem among many.

So it’ll get fixed when it gets fix, but I’m thinking another year isn’t unreasonble, considreing the scope of the problem.