Is Anet ready for HoT?

Is Anet ready for HoT?

in Guild Wars 2: Heart of Thorns

Posted by: steve.2945

steve.2945

If you play WvW and PvP a lot, you know that in group fights there are skill failures and delays, even if the game has a perfect connection and minimum network latency. This especially becomes apparent in WvW zerg fights, when activating a skill sometimes renders your character catatonic for a few seconds. In PvP you may notice that during group fights multiple skills used in a rapid sequence have a chance to fail, making a competitive player with a good reaction feel rather turned down at times. These kind of problems feel like server(s) are struggling to process huge amount of game events in real time.

With HoT’s promise of massive battles, this may become even worse.

Do you know if there was any word that HoT release comes with more GW2 server power or core game server performance improvements that would allow to make large-scale fights work as designed?

we have tons of months for everything to get ironed out.

Proud TTS member

Is Anet ready for HoT?

in Guild Wars 2: Heart of Thorns

Posted by: Vayne.8563

Vayne.8563

I’m thinking HoT is more geared toward zerg splitting, rather than encouraging zerging. A lot of the game has been moving in that direction.

Is Anet ready for HoT?

in Guild Wars 2: Heart of Thorns

Posted by: CureForLiving.5360

CureForLiving.5360

Actually these sorts of problems are very interesting, since they don’t really relate to overall processing capacity but more to… I guess amdahl’s law? http://en.wikipedia.org/wiki/Amdahl's_law
Basically a given machine only has so much processing power, so you’d have to spread processing across multiple machines, however the problem comes in with all those processes having to be synchronized (or so I’m suspecting). So I don’t think it’s a problem that can be addressed by scaling the infrastructure.

Is Anet ready for HoT?

in Guild Wars 2: Heart of Thorns

Posted by: Gaaroth.2567

Gaaroth.2567

If you play WvW and PvP a lot, you know that in group fights there are skill failures and delays, even if the game has a perfect connection and minimum network latency. This especially becomes apparent in WvW zerg fights, when activating a skill sometimes renders your character catatonic for a few seconds. In PvP you may notice that during group fights multiple skills used in a rapid sequence have a chance to fail, making a competitive player with a good reaction feel rather turned down at times. These kind of problems feel like server(s) are struggling to process huge amount of game events in real time.

With HoT’s promise of massive battles, this may become even worse.

Do you know if there was any word that HoT release comes with more GW2 server power or core game server performance improvements that would allow to make large-scale fights work as designed?

This never happend to me, even with a static dischar®ge build when you cast out 3/4 skills in 1 sec…

Tempest & Druid
Wat r u, casul?