How does WvW queue works? Official reply pls.
We’d all love to get a reply from the devs, though they seem somewhat absent from this subforum. Habib and others do stop by every so often, though.
That said, the same thing came up on my server this past reset night. Not sure if it’s a bug or misreporting by teammates. Server reset, and my guild was assigned to protect our home BL. We all jumped in, and a guildmate who was late to the party entered the queue. A second guildmate entered after this person and cleared the queue faster than the first guy.
While I disagree with your point about having twice the defenders for home BLs, there could be something buggy going on with the queue. My report is pure hearsay, however.
Dragonbrand
I think there is a post from a dev somewhere that says the the queue is just a big pile of people. When the spot opens, it randomly pulls from the pile.
As to the other I’ve had it happen awhile ago, but haven’t seen it since. Sounds more like a bug. Like people ending up in the wrong battle groups.
Melanessa-Necromancer Cymaniel-Scrapper
Minikata-Guardian Shadyne-Elementalist -FA-
We’d all love to get a reply from the devs, though they seem somewhat absent from this subforum. Habib and others do stop by every so often, though.
That said, the same thing came up on my server this past reset night. Not sure if it’s a bug or misreporting by teammates. Server reset, and my guild was assigned to protect our home BL. We all jumped in, and a guildmate who was late to the party entered the queue. A second guildmate entered after this person and cleared the queue faster than the first guy.
While I disagree with your point about having twice the defenders for home BLs, there could be something buggy going on with the queue. My report is pure hearsay, however.
If you’re being attacked on the left by 30+ and on the right by 20+ then it’s only reasonable your side have up to 50. You then can split up and still have a decent chance at defending. For example, 20 Red is defending against 20 green at hills, 20 Blue shows up. What then? If you take 10 to defend against Blue, you’d end up with 2 10v20 and Blue is sure to win if they add a breakout into the mix, plus Green is also sure to make a winning push when they realize you split your force.
At the moment is seems like the system is based off of how many players each map can hold. There’s no balance system. A server with a higher population will quickly flood a borderland, not allowing their opposition in to even have a chance at defending/attacking. If that is so then it’s a very sad system and it should be change right away.
I know ANet wants everyone so have their time at playing and have fun but the current system is doing the opposite. There is not much fun or enjoyment out of sitting in queue for 30+ minutes especially when you’re outmanned on your home land. If the map can hold only 100(example) players, Red flood at reset with 50, Blue with 30, that leaves Green only 20. “Well click and join the borderland quicker” Yeh, if having fair opposition numbers is based off of how fast you click to join a borderland, which seems like reset night, then I think I’m done with WvW. In a fair system, opposition numbers fluctuates to balance the 3 servers.
WvW queue is a mess! Can we please get some sort of official comment? How is it fair for one server to be stuck in queue while their 20 man players struggle to defend against 2 servers with 50 players each. How hard is it to create a cap on each WvW map? How is it not reasonable to have a cap when a cap is needed to weed out the good tier servers from the bad ones? When did having a high WvW population determine what tier you’re on? ANet pride on fairness, so how is that fair? ANet wants everyone to be able to play so there’s no cap preventing people from enjoying the contents, but where is the fun, enjoyment, and fairness for those constantly fighting against uneven odds every day in WvW? Those same people would destroy and win fights/objectives when facing even odds, so where is the justice for them? How is increasing the population of each map any help? How is population increase for each WvW map going to help when high WvW population servers would just get more in while low WvW population servers get none at all? Why can’t each WvW map start with a 25 players cap for each server and have the cap raise by 5 only when the cap is reached by all 3 servers of that map? This sounds like a good system that would weed out skilled servers based on their skills rather than population, why wasn’t this thought of? This sounds like a good system that would put each server in even battles not lopsided 3:1 fights, why wasn’t this thought of? I’m bored and tired of uneven matches, making me want to take a break from game, so I hope ANet think of that.
Population imbalances get resolved by the tier/ranking system. The solution to a problem is never to prevent people from playing. By all means suggest ways to help out-manned teams by improving out-manned buffs and defensive seige. But simply booting people out of the game and saying “sorry, you’re not allowed to play now” is a, and there’s no nice way to say this, stupid solution.
Population imbalances get resolved by the tier/ranking system. The solution to a problem is never to prevent people from playing. By all means suggest ways to help out-manned teams by improving out-manned buffs and defensive seige. But simply booting people out of the game and saying “sorry, you’re not allowed to play now” is a, and there’s no nice way to say this, stupid solution.
No one said anything about booting. The suggestion was to set a “25” player cap for each server of that map and that cap increases by 5 each time the cap is reached by all 3 servers. At the moment there are servers playing as though they belong in tier 1-3 but their coverage is just not great. This cap suggestion would somewhat fix the coverage issues servers have when they don’t have enough NA. SEA, or EU presence. Anyway, what you’ve simply said is the tier you’re in is relative to your population, not skills.
Map population can go down as well as up. So you’re fine with being out-manned if the people who are out-manning you were on the map early enough and stuck around?
And booting / pop-capping, there’s no real difference, it’s just arguing over semantics. End result is alot of people being prevented from playing when they want to, however you look at it.
Nevermind the fact that, outside of primetime, there is almost always 1 server absent from a borderlands. For much of the day, most bordelands are in a state of 1v1, with the third server having no more than a handful of camp-flippers. So you’re saying those 2 servers who want to get stuck in shouldn’t be allowed to because the third one isn’t there?
Map population can go down as well as up. So you’re fine with being out-manned if the people who are out-manning you were on the map early enough and stuck around?
And booting / pop-capping, there’s no real difference, it’s just arguing over semantics. End result is alot of people being prevented from playing when they want to, however you look at it.
Nevermind the fact that, outside of primetime, there is almost always 1 server absent from a borderlands. For much of the day, most bordelands are in a state of 1v1, with the third server having no more than a handful of camp-flippers. So you’re saying those 2 servers who want to get stuck in shouldn’t be allowed to because the third one isn’t there?
Well I did say 25, more or less, to start with. What you’re saying is to allow them in and then you have those people capping everything uncontested with their huge zerg. Allowing them to upgrade and fully siege everything. Then you have the server that lost everything comes in trying to take things back in a 3:1 odd. How is that fair? There is no possible way for any server to take anything back when they’re stuck in a 3:1 odd. On top of that everything they’re trying to take back is fully upgraded with a 50 man zerg raining siege and harassing them and not being able to call in help because there’s a long queue. The cap would allow the absent server a chance to fight not inevitable defeat just because they have jobs or other real life related stuff. At the moment the cap seems like it’s based off of the total population each map can hold.
Example:
Server TC 200 WvW players
Server KN 150 WvW players
Server FA 100 WvW players
Each battlegrounds hold 100 players total
There are 4 battlegrounds.
How do you make this a fair and even match when the queue system seems like it’s based off of total population of each battleground? A out-manned buff would only work if it made each player as strong as Siegerazer but I don’t see that happening.
The queue system is most certainly messy and temperamental, but ANet have said several times that the population limit is per-server, not per-map. It is not possible for you to be unable to join because the other server has too many people on the map. At least, according to what ANet has told us….
The rest is just QQ. If the enemy have more people online, adapt and deal with it. Don’t tell them they’re not allowed to play.
The queue system is most certainly messy and temperamental, but ANet have said several times that the population limit is per-server, not per-map. It is not possible for you to be unable to join because the other server has too many people on the map. At least, according to what ANet has told us….
The rest is just QQ. If the enemy have more people online, adapt and deal with it. Don’t tell them they’re not allowed to play.
Maybe you should play in FA and see how outnumbered they are every second of the week. Maybe you should play in FA and see how their 20 man defense have to struggle to defend against 50+ attacker from each side but their support is stuck in queue for hours. The notion that queue in based on server is hogwash because just last night at least 20-30 TC came into EBG w/o a problem while FA’s 30 man defense were already fighting 50 of them at Mendon. I personally don’t mind if I can’t join a battleground due to cap limit because at least I know all 3 servers are fighting at even odds at that point in time. Hot-join in SPvP already has a system that would even out the 2 sides for a fairer fight so stop defending the current queue. Plus the cap is not a dead cap so how would it stop people from playing WvW? I specifically suggested the cap should increase by 5, more or less, every time it is reached by all 3 servers.
Example:
Cap starts at 30 at reset
All 3 sides reached cap
Cap raised to 40
All 3 sides reached cap
cap raised to 50
etc…
This will go on until cap can’t be reached by all 3 servers. What ANet said the queue system is, is totally different on how it currently works. And yes it is possible for you to be unable to join when the other server has 3 times your numbers on each battlegrounds and that is the hour long queues. How it currently works is not server based, not fair, and not working. I mean SPvP has a system to balance out the teams in hot-joins so why can’t ANet do the same for WvW? “Adapt and deal with it” is what ANet basically told the community when they revamped AC. The people did exactly that by not doing AC anymore. The prove to that is gw2lfg.com and the ghost town in front of AC where is used to be filled with people looking for parties.