(edited by Oogabooga.3812)
Can this be adjusted?
This problem as existed for some time. Essentially filling up a map after you get the timer has zero effect and the timer still ticks down in the background.
This problem as existed for some time. Essentially filling up a map after you get the timer has zero effect and the timer still ticks down in the background.
Must be a HoT thing because I know this doesn’t happen in the base game. I’ve been on may maps in vanilla GW2 where it asks me to leave, I say no, and then a little while later the little door symbol in the corner disappears because the map filled enough to maintain the instance.
This problem as existed for some time. Essentially filling up a map after you get the timer has zero effect and the timer still ticks down in the background.
Must be a HoT thing because I know this doesn’t happen in the base game. I’ve been on may maps in vanilla GW2 where it asks me to leave, I say no, and then a little while later the little door symbol in the corner disappears because the map filled enough to maintain the instance.
It may have except that people tend to not stay on those maps for a considerable amount of time. One way to check this is to ferry people onto a map after you get the notification and then see what happens when the timer elapses. You’ll likely have to run your own timer as it will likely disappear into the background.
Edit: Also found this right off the bat:
https://forum-en.gw2archive.eu/forum/game/gw2/Bug-Map-Closing-System-Poorly-Implemented
https://forum-en.gw2archive.eu/forum/game/gw2/Map-closed-mid-Teq-fight/first#post4484415
(edited by Ayrilana.1396)
I would love to see something done about this. Is this something that Arenanet knows about or even has a way to change this. I of course do no know if there are any technical limitations to this, but this sort of issue would be perfect for the April HoT update.
Can we also get an idea of what the HoT update includes? As far as I have seen and read it just includes bringing the HoT maps more in line with the core game. What does that mean? What does that change? In what way does it change the maps and the way they play?
Anet is aware of the problems with the megaserver and they’re working on it. They’ve said as much. They also said it wasn’t a quick fix. Apparently they’ve already been at it for a couple of months.
Anet is aware of the problems with the megaserver and they’re working on it. They’ve said as much. They also said it wasn’t a quick fix. Apparently they’ve already been at it for a couple of months.
Agreed.
Sad really.
Anet is aware of the problems with the megaserver and they’re working on it. They’ve said as much. They also said it wasn’t a quick fix. Apparently they’ve already been at it for a couple of months.
Agreed.
Sad really.
Also agreed. So very many things that are wrong with this game seem to be “not a quick fix.” However, it would seem to me that if my game were designed mainly to feature large-scale PvE events in shards of maps, it would have been better to design infrastructure that supported those events in the best way possible, and which would allow for quick fixes if things go awry.
Hindsight is always 20/20. I’m sure if we could all see how things would turn out, we might make some different decisions.
Hopefully, we will see some improvements next month.