Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist
All I wanted to do was teleport to the Ascalon City Waypoint. They usually have one or two dead bodies lying around for the Daily Reviver. So why am I seeing the vast majority of waypoints in the Plains of Ashford CONTESTED?
I asked on Map chat, and someone said it was a “feature” of the Megaserver. (As if I needed still another reason to dislike it). He said that once I got into the zone, then the Waypoints would become uncontested.
The Megaserver makes it take much longer to load a new area as it is, and now it’s making me go through TWO interminable loading screens?
In what universe is this acceptable? This can’t be how the Megaserver is supposed to function… that’d be completely insane! How is this good? How is this a selling point for the Megaserver? What’s the point of having waypoints if we can’t use them?
Or is this a prelude to introducing mounts?
(I am getting physically SICK of every part of this Patch! Grrrrrr! Where are the answers? Bring at least ONE person back from China already! They’re killing this game for me!)
The megaserver system makes reporting and displaying the state of your destination map accurately quite impossible. With this in mind, we’ve decided to disable reporting of world state across maps entirely.
As a player, this will impact you in the following ways:
- Waypoints—All contestable waypoints on any map you’re not currently playing in will always appear contested. When you arrive in the map, you will be able to travel to these waypoints pending their local status.
- Dungeons—You will no longer be able to tell if a dungeon entrance is open until you’re on the same map.
- Temples of Orr—The cross-map mechanics of these temples will be disabled. Instead, god statues will be active only when the nearest temple is contested.
https://www.guildwars2.com/en/news/the-megaserver-system-world-bosses-and-events/
The megaserver system makes reporting and displaying the state of your destination map accurately quite impossible. With this in mind, we’ve decided to disable reporting of world state across maps entirely.
As a player, this will impact you in the following ways:
- Waypoints—All contestable waypoints on any map you’re not currently playing in will always appear contested. When you arrive in the map, you will be able to travel to these waypoints pending their local status.
https://www.guildwars2.com/en/news/the-megaserver-system-world-bosses-and-events/
I frequently see contestable WPs being shown as open when viewed from another map. Arah dungeon WP for example.
I frequently see contestable WPs being shown as open when viewed from another map. Arah dungeon WP for example.
I’ve noticed that too here and there but for the most part what they stated in their blog is accurate. No clue why some contestable points don’t always appear contested when you’re in another map.
Essentially it’s because until you arrive there the game doesn’t know what shard you will be sent to and therefore what waypoints should be contested. If at any one time there is a chance you will be sent to 1 of 5 shards, for example, each with its own set of contested waypoints then it’s easier to have them all contested until you arrive to that one particular shard.
As to contested waypoints appearing open from other maps, even before the megaservers, contested waypoints would sometimes be open as viewed from outside the map. I noticed this in the FG map. I could waypoint from outside to the contested Slough of Despond waypoint.The waypoint was uncontested appearing from outside the map.
(edited by Astral Projections.7320)
I wonder whether it would be better to abandon the idea of contested waypoints completely given that it is no longer possible to make the system function correctly – make them all open, possibly moving a few if necessary.
At the moment it just feels like a bit of a kludge. It’s not the end of the world, and certainly not a game-breaking issue – it is just inelegant and annoying.
Gold Sink. Now it takes between 1.39s (standing next to waypoint) to 5.34s (Terra Cororunda in Blazeridge Steppes to Port Waypoint in Rata Sum – the farthest waypoint distance) and double for some points in between.
Or simply reverse the situation – make the default state of waypoints when viewed from outside as uncontested. This would allow people to jump to a contested waypoint by jumping outsode the zone, and then back, but it would cost them double, and they’d run a risk of ending on different megaserver instance, so i’d consider that acceptable.
why not just use the same mechanics as what happens when you try to map to a waypoint that has just become contested from when you selected to moving there.
I’e ‘the waypoint your selected has become contested, you have been moved to the closest one’
So you can move to any waypoint you like, if the WP is contested you just get moved to a new one without charge.
why not just use the same mechanics as what happens when you try to map to a waypoint that has just become contested from when you selected to moving there.
I’e ‘the waypoint your selected has become contested, you have been moved to the closest one’
So you can move to any waypoint you like, if the WP is contested you just get moved to a new one without charge.
I agree, this would be the best solution, especially since the technology to do it is already in the game so it shouldn’t be a big change.
Alternatively, maybe as a longer term fix I agree that stopping waypoints becoming contested and moving some would be a good idea.
As I understand it contested waypoints were supposed to serve two purposes – they stop people dropping right into the middle of a huge fight (so you don’t risk being killed if your character appears before the loading screen is done) and they give more meaning to dynamic events. Like losing merchants and other services in towns which are overrun it ensures the event is having an effect on players as well as NPCs and gives us another incentive to help.
But if it’s getting to the point where it’s genuinely a problem for people then it would be good to find another way to handle the situation.
This is just one of those things that result from the whole ‘o look, we got a shiny megaserver like ESO’-mentality. Rather than making a working feature patch, we get half-finished junk.
why not just use the same mechanics as what happens when you try to map to a waypoint that has just become contested from when you selected to moving there.
I’e ‘the waypoint your selected has become contested, you have been moved to the closest one’
So you can move to any waypoint you like, if the WP is contested you just get moved to a new one without charge.
I agree, this would be the best solution, especially since the technology to do it is already in the game so it shouldn’t be a big change.
Except for the little problem that this functionality has never worked to my knowledge, and always ended up just showing that message, without actually moving you anywhere. If they couldn’t fix it for 20 months…
So is this also the reason that I seem to get rerouted to a different WP a lot whenever I try to enter LA? It’s a TOWN… there’s nothing to make a WP contested, yet I don’t always go where I want.
(Can’t believe this is intentional!)
Think of it as a Heisenberg principle- Until you arrive at the map- you don’t yet know if the cat is dead or not.- you could of cause wait a bit and see if it smells worse but that is not the point.
I never see waypoints as being contested when in a different zone.
Am I bugged?
I would prefer this not to be fixed.
The megaserver system makes reporting and displaying the state of your destination map accurately quite impossible. With this in mind, we’ve decided to disable reporting of world state across maps entirely.
As a player, this will impact you in the following ways:
- Waypoints—All contestable waypoints on any map you’re not currently playing in will always appear contested. When you arrive in the map, you will be able to travel to these waypoints pending their local status.
- Dungeons—You will no longer be able to tell if a dungeon entrance is open until you’re on the same map.
- Temples of Orr—The cross-map mechanics of these temples will be disabled. Instead, god statues will be active only when the nearest temple is contested.
https://www.guildwars2.com/en/news/the-megaserver-system-world-bosses-and-events/
Thanks for the link reminder. I had forgotten about that. Personally, I think it is a ridiculous thing to have, but hey, I’m no game developer.
Think of it as a Heisenberg principle- Until you arrive at the map- you don’t yet know if the cat is dead or not.- you could of cause wait a bit and see if it smells worse but that is not the point.
That would be “Schroedinger’s Cat”. Heisenberg Uncertainty Principle is something else…that I only know about from Star Trek :P
why not just use the same mechanics as what happens when you try to map to a waypoint that has just become contested from when you selected to moving there.
I’e ‘the waypoint your selected has become contested, you have been moved to the closest one’
So you can move to any waypoint you like, if the WP is contested you just get moved to a new one without charge.
This seems like the best way to handle it. Show the waypoints as open, and when you zone in if it remains open, that’s great. And if your local shard had that WP contested, then you get bumped to the closest uncontested one.
Basically they have broken the Waypoint system when introducing megaservers because it was not designed to work this way. I take a long time to load in so its just making moving about the world a major time sync and Im not sure if I can accept it.
We shouldn’t be prevented from traveling to contested waypoints, really. Just use the contested icon as a “You’re free to travel here, but something may eat your face when you arrive” travel advisory and let the players decide if they feel like hacking their way to safety upon arrival.
So is this also the reason that I seem to get rerouted to a different WP a lot whenever I try to enter LA? It’s a TOWN… there’s nothing to make a WP contested, yet I don’t always go where I want.
(Can’t believe this is intentional!)
I believe that’s a glitch from LA’s demise living story. Alot of the wp in LA were contested during the fight. And although now aren’t. Even before megaserver, I found alot of the times if I chose a wp that “was” contested, it send me to the north-most wp.
but hey, at least wp’s are free there, and it always sends you to the one you clicked when you’re IN the city.
The problem is not having contested waypoints, is that you cannot use them.
They could give them a higher cost and a warning telling you may spawn beetween enemies (still not usable in WvW, though), but instead they simply won’t let you use them.
GET A MOUNT JAOW
Suppose they made those a bit viable after all
I had heard that this was the best way to do it given the new system. Well nuts to that, make all in zone wp free then until you figure it out.
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