Q:
sPvP Build – WvW Build
Tarnished Coast Server- Anthrage Stormrider on Youtube
Q:
ANet: Why are 5v5-x matches allowed to start?
This is a serious question, I am hoping to find out what game mechanic is the cause for these – most of us area bit unclear on what it actually is on the player action side that causes it, or what the game is doing precisely after people queue up that leads to thanks. Thank-you very much in advance for any and all info – any details that can help us avoid these frustrating and unpleasant experiences would be appreciated!
because putting a system to check/prevent non 5v5 matches would be too complicated and they didnt have enough time. So they just took the team queue system and modified it slight for solo-q. Thats my guess.
I’m not sure that holds water, given elements of some forms of prevention exist already in the current mechanic. We’re literally talking about something as simple as an if/then statement…I don’t think it’s a question of complicated.
That however is the point – with all of the myriad complaints about this issue, there clearly has to be something going on we don’t know about or this would have been addressed. This is what I hope ANet will clear up.
It’s not as something simple like an “IF/THEN” statement, if that was true coding would be significantly easier.
It took Word of Warcraft several months, just to randomize defender/assaulter in strand of the ancients.
Super simple like this? lol
IF ( Blue.pcount + Red.pcount = 10 ) {
reset_map();
start_match();
}
ELSE {
system_msg(“—> Crash <—- \nException: c000005”);
send_report(ArenaNet.log)
Exit_GW2();
}
dev response needed here, it would be great if this didnt happen and this needs more attention
Super simple like this? lol
IF ( Blue.pcount + Red.pcount = 10 ) {
reset_map();
start_match();
}
ELSE {
system_msg(“—> Crash <—- \nException: c000005”);
send_report(ArenaNet.log)
Exit_GW2();
}
Wow, one of the worst pseudo-codes I’ve ever read. It’s not only oversimplified but also buggy (4 vs 6 would also be possible), causing uneeded crashs (why not wait for players if the game is not full) and if you did something meaningful in the ELSE statement, it does not account for the case that there may be too many players in the game (perfectly possible due to lag/race conditions)
Even if this suggestions was perfectly implemented, it would be 100 times worse than the current system.
(edited by pmnt.4067)
It’s very simple to fix this;
Make the ready button actually work as a ready button; you already have the code; all you need to do is move the lines that say :
Start countdown to match start to after the ready button is pressed by all teammates.
If nothing starts within 2minutes match resolves and that’s that.
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