Q:
Is Culling is destroying your Guild too?
I know that I gave up after tonight due to this. It would go like this, every single time:
“Incoming, about 4-5. Nevermind, it’s about 15. Make that 30.” Try to cast abilities, barely get off one or two while dodging or watch my skill button just pulse while it never activates, watch my FPS get shot to hell and back, die, respawn and repeat.
No thank you =/
Maybe its worse for Oceanics with the ping time, not sure actually. Should look into that.
I have not been playing for several days now, culling is not the only issue but is one of the primary concerns I have especially since it is not a new one. Seems like a large group of my guild has either quit playing this and are diving into real life or there is also a group of us just messing around in other games together because not much is worse than this one at the moment.
Pvp Inc. [PvP]
Ferguson’s Crossing
Its one of the big issues WvW has, the crazy thing is it doesn’t even matter if you’re on a ridiculously populated server, low tier servers with low populations have terrible culling too.
Eradon Terrace
CHIVALRY TIMBERS
The best thing is two days ago it was really not bad, but yesterday whenever there was encounter i could hardly do anything. While 2 days ago i could use skills normally in the middle of 2 zergs clashing that yestarday i had so big delay that it hurted my soul It’s not only culling issue i believe. Still it’s unacceptable. It’s the very first MMO I play that have problems like this.
I remember while playing L2 and battles with 1k+ ppl. Never had problems like in gw2.
Well i have had horrible culling since launch and i still play, but queue have lowered my motivation.
Seafarer’s Rest EotM grinch
We were forced to play zergy yesterday due to our enemies doing the same. We had 2 commanders and i wasn’t able to see them most of the time (only on minimap). Also saw about 10 people around me when we were in fact 30+.
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
Warhammer online has this issue with lag , and lost lots of player few days after.
for Anet to fix this culling 2 weeks later, well yeah its great, lets see how much player left
Guild Pro Baddies [Pro] @ Tarnished Coast
Eternal Battlegrounds is practically unplayable with the 50+ zergs from Kaineng atm.
From the get go, culling slowly killed the guild I came to this game with. We had 25 that had been playing together for years as a competitive PvP guild. Out of those 25, 2 of us still play this game and both of us still playing moved on to another guild.
Nobody likes fighting people they can’t see.
My guild is fine, not close to even slowing down due to culling issues.
Not only that, culling killed my parents.
You know, people could Help with this problem.But what people actually do…is ball up on purpose,like Everywhere to make the culling issue even worse so you think you see 5 people,but actually its more like 30.People could help with the issue by stop doing this,but some like to abuse it as hell.Same goes for the perm stealth thiefs.
Ye many guilds have this issue even mine (FG)…but thank god none of my guildies leaves becus of it. I had sometimes the frustration of kitten it we would never been wiped if we saw it coming:P ….but hey we just respawn and look for them…..when your dead just look for the enemy guildtag and it is game on
/Salute
Guild: ForsakenGamers (FG)
Warhammer online has this issue with lag , and lost lots of player few days after.
Yep but in War you have subs.. if GW2 was 12.99€/month like WAR, with the actual culling, queue, fail com of Anet… it would be a bigger fail than War.
Many WvW focused guild stay on GW2 because it’s free of subs, it’s all ( like us, if GW2 was monthly subs we leave after 2 mouth… ). Since the start of GW2 the WvW condition is a shame, and worse that War at the same time.
Jade Quarry
Maybe its worse for Oceanics with the ping time, not sure actually. Should look into that.
well, i’m from the dutch speaking part of western europe and play on european server.
at the moment i’m on holliday in australia and staying with fellow guildies and actually playing GW2 once in a while, so i can comment on the difference between playing from europe as oposed to playing from australia.
it doesn’t seem to make a noticable difference in responsiveness to me.
…
and to respond to the original question. most of the rvr /wvw players in my guild stopped playing the game within a month after launch due to culling.
Camping a keep near you since 2001 !
What is outrageous is how nothing they have done has made it any better, it just changes who is getting culled which is ultimately a useless ‘fix’. The code is clearly very bad and they don’t know how to fix it. This is evident by how the big WvW patch keeps getting pushed back. Here’s hoping the code rewrite works.
What really angers me is that this is known technology that you’d think a game which was supposedly designed for large fights, would have properly planned for and implemented. PS2 suffers even worse from bad code. These days, devs are far too in love with their models and textures, rather than well thought out code that runs the game well. Sometimes a java library doesn’t cut it, you actually have to, you know, code something streamlined for your game.
We were forced to play zergy yesterday due to our enemies doing the same. We had 2 commanders and i wasn’t able to see them most of the time (only on minimap). Also saw about 10 people around me when we were in fact 30+.
Hey Lavra:)
How are you? Still a lot of fights in your Tier?…..can your server boost to T1 man….wanna do some fights against BOTS
Have fun ingame.
/Salute
Guild: ForsakenGamers (FG)
Perfect World managed 80v80 on multiple maps at the same time without any culling issues and little to no lag 99.99% of the time, maybe ANet should go ask them how they managed it and buy the software and hardware to make it possible.
It’s still an uppercase i
Guess we are doing okay currently. Reset was hard with a lot of pressure from Drakkar and Dzagonur seemingly absent. Still are some points behind Drakkar but we got a good night and morning and depending on primetime might be able to shorten the gap. Don’t think we can take 1st place today or even tomorrow but might be doable until friday.
T1 will be quite impossible i guess But we already got more than enough zerg play down here, and i don’t really like that. I’m more for smallscale and roaming around picking good fights with small groups instead of steamrolling everything ^^
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
Warhammer online has this issue with lag , and lost lots of player few days after.
Yep but in War you have subs.. if GW2 was 12.99€/month like WAR, with the actual culling, queue, fail com of Anet… it would be a bigger fail than War.
Many WvW focused guild stay on GW2 because it’s free of subs, it’s all ( like us, if GW2 was monthly subs we leave after 2 mouth… ). Since the start of GW2 the WvW condition is a shame, and worse that War at the same time.
That’s just bull and not even slightly true.
Depending on the home situation I play GW2 on one of two PCs. One has ultimately has a better CPU than the other. Almost twice as good. On the old PC, PvE plays fine. But WvW is a struggle. Culling on the old PC is really bad. But on the newer PC I don’t really have an issue with culling. I mean it happens, but I tend to see allies culling more than enemy. But the difference between the two PCs are night and day in regards to culling. So if I’m stuck on the old PC I won’t even attempt WvW.
So it may be that the culling issue is tied to hardware which might not be so easy to remedy. Perhaps there are some players with top of the line hardware still experiencing it badly.
I dunno. It does stink though. Especially when I’m on the old PC and have the WvW itch I can’t scratch.
[KAOS] of Anvil Rock
It’s really sad that we STILL have this new culling method. It is way worse than before. What is more sad is that the culling method was tried in December and it failed. For some reason ANET decided to roll it out a second time.
The original culling was bad, but at least it was better than this.
Warhammer online has this issue with lag , and lost lots of player few days after.
Yep but in War you have subs.. if GW2 was 12.99€/month like WAR, with the actual culling, queue, fail com of Anet… it would be a bigger fail than War.
Many WvW focused guild stay on GW2 because it’s free of subs, it’s all ( like us, if GW2 was monthly subs we leave after 2 mouth… ). Since the start of GW2 the WvW condition is a shame, and worse that War at the same time.
i prefer a ‘honest’ system that just charges me xx a month and has none of these issues above a system that allows the creators to use the excuse of ‘we have no income to pay for server resources’ and farm your euro/dollar in other ways. it would be interesting to see how much the average user actually spends a month on diamonds and how that compares to a subscription. i’m reasonably confident that ANet earns more from cash shop per player hour than a subscription based game without cash shop per player hour.
Camping a keep near you since 2001 !
Depending on the home situation I play GW2 on one of two PCs. One has ultimately has a better CPU than the other. Almost twice as good. On the old PC, PvE plays fine. But WvW is a struggle. Culling on the old PC is really bad. But on the newer PC I don’t really have an issue with culling.
You are confusing culling with rendering. Culling happens on the server not on the client, this means that your personal rig has absolutely nothing to do with it.
Depending on the home situation I play GW2 on one of two PCs. One has ultimately has a better CPU than the other. Almost twice as good. On the old PC, PvE plays fine. But WvW is a struggle. Culling on the old PC is really bad. But on the newer PC I don’t really have an issue with culling. I mean it happens, but I tend to see allies culling more than enemy. But the difference between the two PCs are night and day in regards to culling. So if I’m stuck on the old PC I won’t even attempt WvW.
So it may be that the culling issue is tied to hardware which might not be so easy to remedy. Perhaps there are some players with top of the line hardware still experiencing it badly.
I dunno. It does stink though. Especially when I’m on the old PC and have the WvW itch I can’t scratch.
i have 2 pc’s, one is an intel i5 3570k at 5ghz with 3072 gpu cores at 1ghz connected to 4GB of 6ghz vid ram worth of graphix hardware, the other is a laptop with an amd A4 (that’s a dual core running at 1.9 ghz with 240 gpu cores running at 440mhz using shared main ram) and it makes NO difference for culling. oh yes, it makes a difference for framerate, but not for culling.
you don’t seem to understand what culling is and what makes culling different from fps lag.
Camping a keep near you since 2001 !
I honestly,
And without trolling or trying to start kitten,
Do not understand the problem people have with culling. At all.
Since the introduction of fallback models to help alleviate local culling (That is, the culling that happens on your own computer while your hard drive loads character models), I have experienced almost no culling whatsoever in either zerg or small group combat.
I see a kitten lot of fallback models, but I haven’t been ganked by an invisible group since the patch or had any trouble finding my opponents in any sort of combat.
I honestly,
And without trolling or trying to start kitten,
Do not understand the problem people have with culling. At all.
i don’t think you undertand what culling is…
Since the introduction of fallback models to help alleviate local culling…
yep, you don’t understand what culling is.
Camping a keep near you since 2001 !
I honestly,
And without trolling or trying to start kitten,
Do not understand the problem people have with culling. At all.i don’t think you undertand what culling is…
Since the introduction of fallback models to help alleviate local culling…
yep, you don’t understand what culling is.
Fine, replace the word “culling” in my post with “asset load time” and then go back and write an actual reply to me. You know, like a human in a conversation.
Or did you not have anything to say except your condescending load of kitten?
I honestly,
And without trolling or trying to start kitten,
Do not understand the problem people have with culling. At all.i don’t think you undertand what culling is…
Since the introduction of fallback models to help alleviate local culling…
yep, you don’t understand what culling is.
Fine, replace the word “culling” in my post with “asset load time” and then go back and write an actual reply to me. You know, like a human in a conversation.
Or did you not have anything to say except your condescending load of kitten?
RENDERING ==> client side
CULLING ==> server side
Asset load time is client side, you are discussing rendering which is a client side operation. Textures, models, etc. affect client side rendering and your rig quality will improve rendering.
Culling is when the server isn’t sending you information on nearby allies or enemies. It looks like you have 15 friendlies nearby when you really have 40+ nearby. Looks like 20 enemies when it is really 40+. You can notice this when many enemies are dieing to just a few allies, or vice versa. It is not 1337 skill taking place but server side culling.
Combined in this issue is lag where you hit ability buttons and nothing happens for a few seconds, or you are running away yet somehow still being hit by the AOE you just ran from.
That’s just bull and not even slightly true.
I’m don’t remember having waited 3/4h for inc in RvR at the release of war…
Jade Quarry
I honestly,
And without trolling or trying to start kitten,
Do not understand the problem people have with culling. At all.Since the introduction of fallback models to help alleviate local culling (That is, the culling that happens on your own computer while your hard drive loads character models), I have experienced almost no culling whatsoever in either zerg or small group combat.
I see a kitten lot of fallback models, but I haven’t been ganked by an invisible group since the patch or had any trouble finding my opponents in any sort of combat.
In a tier 3 server how often do you run into 40+ person portal bombs and 40-50+ person chained mesmer veils? That is where culling really shines. I am not trying to troll I am actually curious. I don’t recall FA doing a lot of that with the exception of a few guilds. Generally in a zerg of 15-20 on each side the culling isn’t all that bad, but in t2 we see a lot of 40+ man zergs. We have learned to try and move in really slow when we only see 5 or so because we know they will render really slowly and within about 5 seconds the whole zerg will be visible.
Even with 40+ ppl just running in we will hear, “about 5 coming in from the south”, then a few seconds later “wait, i mean 10” then a second later we are all dead and about 2 seconds after being dead you will see all 30-40+ of them. It makes it near impossible to defend. I have a good rig and evertyone renders fine, I have almost no lag most of the time. This is a serverside problem.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
(edited by Ruprect.7260)
I honestly,
And without trolling or trying to start kitten,
Do not understand the problem people have with culling. At all.i don’t think you undertand what culling is…
Since the introduction of fallback models to help alleviate local culling…
yep, you don’t understand what culling is.
Fine, replace the word “culling” in my post with “asset load time” and then go back and write an actual reply to me. You know, like a human in a conversation.
Or did you not have anything to say except your condescending load of kitten?
RENDERING ==> client side
CULLING ==> server sideAsset load time is client side, you are discussing rendering which is a client side operation. Textures, models, etc. affect client side rendering and your rig quality will improve rendering.
Culling is when the server isn’t sending you information on nearby allies or enemies. It looks like you have 15 friendlies nearby when you really have 40+ nearby. Looks like 20 enemies when it is really 40+. You can notice this when many enemies are dieing to just a few allies, or vice versa. It is not 1337 skill taking place but server side culling.
Combined in this issue is lag where you hit ability buttons and nothing happens for a few seconds, or you are running away yet somehow still being hit by the AOE you just ran from.
I’m very well aware of the definition of culling, don’t worry.
The word is used interchangeably with asset load time because before the addition of fallback models, they were indistinguishable to the end user (As the culling time and rendering time would both just make things invisible). They were also both “addressed” in the same patch and with very related changes.
So with the exception of when I’m talking to forum warriors who have no argument and choose only to pick apart grammar and terminology, I just say “culling”.
I honestly,
And without trolling or trying to start kitten,
Do not understand the problem people have with culling. At all.Since the introduction of fallback models to help alleviate local culling (That is, the culling that happens on your own computer while your hard drive loads character models), I have experienced almost no culling whatsoever in either zerg or small group combat.
I see a kitten lot of fallback models, but I haven’t been ganked by an invisible group since the patch or had any trouble finding my opponents in any sort of combat.
In a tier 3 server how often do you run into 40+ person portal bombs and 40-50+ person chained mesmer veils? That is where culling really shines. I am not trying to troll I am actually curious. I don’t recall FA doing a lot of that with the exception of a few guilds. Generally in a zerg of 15-20 on each side the culling isn’t all that bad, but in t2 we see a lot of 40+ man zergs. We have learned to try and move in really slow when we only see 5 or so because we know they will render really slowly and within about 5 seconds the whole zerg will be visible.
Even with 40+ ppl just running in we will hear, “about 5 coming in from the south”, then a few seconds later “wait, i mean 10” then a second later we are all dead and about 2 seconds after being dead you will see all 30-40+ of them. It makes it near impossible to defend. I have a good rig and evertyone renders fine, I have almost no lag most of the time. This is a serverside problem.
In a normal tier 3 match with the servers there right now, there are not a lot of 40 person portal bombs. But we also saw enough tier 2 population with Kaineng last week (As you are this week) to get a feel for what it’s like up there.
Admittedly, I wvwed less last week than usual, but I did not notice any hard problems with culling that I did not notice in other weeks or matches.
But yeah, I do speak from a tier 3 perspective. (Which is not at all a low tier)
(edited by EnRohbi.2187)
culling is a server ONLY issue. culling means that the server can not send ALL the required data out in proper fashion (for whatever reason) and the server makes a (seemingly random) selection of all the info that it should send you, resulting in your computer not being notified about a lot of things (like 50 players comming in your direction), resulting in your computer not showing those 50 players.
that has NOTHING to do with your computer being able to render those players. that’s a completely different issue.
if your computer can not load the textures fast enough or if your cpu or graphic card chokes, then it is fps lag which is completely different and unrelated to culling.
the place holders that Anet introduced are a big help to low spec computers to combat fps lag. but they have nothing to do with culling.
i have never seen a placeholder on my main (gaming) PC (it seems to be able to load any amount of textures in less time than it takes to render 1 frame) but they make a noticable difference and gameplay improvement on my (good enough to watch youtube and trol forums) laptop.
i guess my tone was condescending and i apologize for that. i guess i get bored by feeling the need to explain the difference between culling and fps every 5 mins to someone new on this forum, which is a bad excuse for using language that is perceived as condescending. sorry.
Camping a keep near you since 2001 !
I honestly,
And without trolling or trying to start kitten,
Do not understand the problem people have with culling. At all.i don’t think you undertand what culling is…
Since the introduction of fallback models to help alleviate local culling…
yep, you don’t understand what culling is.
Fine, replace the word “culling” in my post with “asset load time” and then go back and write an actual reply to me. You know, like a human in a conversation.
Or did you not have anything to say except your condescending load of kitten?
RENDERING ==> client side
CULLING ==> server sideAsset load time is client side, you are discussing rendering which is a client side operation. Textures, models, etc. affect client side rendering and your rig quality will improve rendering.
Culling is when the server isn’t sending you information on nearby allies or enemies. It looks like you have 15 friendlies nearby when you really have 40+ nearby. Looks like 20 enemies when it is really 40+. You can notice this when many enemies are dieing to just a few allies, or vice versa. It is not 1337 skill taking place but server side culling.
Combined in this issue is lag where you hit ability buttons and nothing happens for a few seconds, or you are running away yet somehow still being hit by the AOE you just ran from.
I’m very well aware of the definition of culling, don’t worry.
The word is used interchangeably with asset load time because before the addition of fallback models, they were indistinguishable to the end user (As the culling time and rendering time would both just make things invisible). They were also both “addressed” in the same patch and with very related changes.
So with the exception of when I’m talking to forum warriors who have no argument and choose only to pick apart grammar and terminology, I just say “culling”.
culling affects everyone equally, fps lag affects everyone differently (or not at all) depending upon their hardware. the place holder affect fps lag. nothing Anet has done so far affects culling in a positive way.
Camping a keep near you since 2001 !
(edited by muylaetrix.2096)
I’m very well aware of the definition of culling, don’t worry.
The word is used interchangeably with asset load time because before the addition of fallback models, they were indistinguishable to the end user (As the culling time and rendering time would both just make things invisible).
Stop doing that. They weren’t indistinguishable to end users with updated systems, so using them interchangeably in a discussion is wrong on several levels. You are only confusing the issue for others.
I honestly,
And without trolling or trying to start kitten,
Do not understand the problem people have with culling. At all.i don’t think you undertand what culling is…
Since the introduction of fallback models to help alleviate local culling…
yep, you don’t understand what culling is.
Fine, replace the word “culling” in my post with “asset load time” and then go back and write an actual reply to me. You know, like a human in a conversation.
Or did you not have anything to say except your condescending load of kitten?
RENDERING ==> client side
CULLING ==> server sideAsset load time is client side, you are discussing rendering which is a client side operation. Textures, models, etc. affect client side rendering and your rig quality will improve rendering.
Culling is when the server isn’t sending you information on nearby allies or enemies. It looks like you have 15 friendlies nearby when you really have 40+ nearby. Looks like 20 enemies when it is really 40+. You can notice this when many enemies are dieing to just a few allies, or vice versa. It is not 1337 skill taking place but server side culling.
Combined in this issue is lag where you hit ability buttons and nothing happens for a few seconds, or you are running away yet somehow still being hit by the AOE you just ran from.
I’m very well aware of the definition of culling, don’t worry.
The word is used interchangeably with asset load time because before the addition of fallback models, they were indistinguishable to the end user (As the culling time and rendering time would both just make things invisible). They were also both “addressed” in the same patch and with very related changes.
So with the exception of when I’m talking to forum warriors who have no argument and choose only to pick apart grammar and terminology, I just say “culling”.culling affects everyone equally, fps lag affects everyone differently (or not at all) depending upon their hardware. the place holder affect fps lag. nothing Anet has done so far affects culling in a positive way.
Then explain to me why I don’t run into all these invisible armies everyone else is complaining about?
If culling affects everyone equally, then why, in my 5-10 hours every day in wvw, have I not had a problem with it since the patch?
Clearly it is not affecting everyone equally, like you say.
There is some other factor at play.
Fallback models aren’t related to fps lag, they’re related to asset load time. FPS lag is, essentially, a CPU or GPU problem, asset load times is more hard drive related.
In a normal tier 3 match with the servers there right now, there are not a lot of 40 person portal bombs. But we also saw enough tier 2 population with Kaineng last week (As you are this week) to get a feel for what it’s like up there.
Admittedly, I wvwed less last week than usual, but I did not notice any hard problems with culling that I did not notice in other weeks or matches.
But yeah, I do speak from a tier 3 perspective. (Which is not at all a low tier)
Not saying it’s low at all and I have a lot of respect for the tier 3 servers. There is just a big jump from t2 to t3 as far as the number of large zergs. I forgot you guys had Kain last week so yeah you probably saw more of this than usual.
I am not sure what the difference is between individuals when it comes to culling. I just know for me it is a lot worse since the patch. I am finding I am dead a lot more often and not seeing the 30+ ppl that killed me until after I have been dead for a few seconds and I am hearing this a lot more. Also vice versa, we will run in and I know these guys are all dead before they even knew we where there. This would happen before the patch but it seemed the enemy rendered a lot faster.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
I’m really having problems as a small team/roamer. Often my team of 4 or 5 will decide to engage a camp or group only to learn too late that we were in the middle of a culled zerg!
Its become very difficult for small teams to roam the map because we can’t accurately assess the situation before making a move.
Tarnished Coast
Culling effects everyone equally… Adapt or perish. Learn to embrace the Cull. Be the Cull.
Heavy Halo, Warrior JQ
When I used to play WvW more with my guild my call-outs were like:
- 5 people.
- 10 people.
- 15 or so.
- Invisible army!
In GW2 my guild is dead. Culling is just one negative aspect that has turned them away.
Culling effects everyone equally… Adapt or perish. Learn to embrace the Cull. Be the Cull.
That is actually true in theory but not reality. Larger zergs benefit more than smaller groups.
As an example, Kaineng server run around in massive zergballs just sweeping through, leaving dead allies behind and keep moving, this (intentionally or not) is a direct exploit of culling and makes fighting them very difficult with the smaller group setups that Blackgate tend to use.
We could use the same tactics, but its pretty lame tbh.
Then explain to me why I don’t run into all these invisible armies everyone else is complaining about?
If culling affects everyone equally, then why, in my 5-10 hours every day in wvw, have I not had a problem with it since the patch?
Clearly it is not affecting everyone equally, like you say.
There is some other factor at play.Fallback models aren’t related to fps lag, they’re related to asset load time. FPS lag is, essentially, a CPU or GPU problem, asset load times is more hard drive related.
Simple, because you don’t have the numbers in the field that Tier 1 and 2 have.
Then explain to me why I don’t run into all these invisible armies everyone else is complaining about?
If culling affects everyone equally, then why, in my 5-10 hours every day in wvw, have I not had a problem with it since the patch?
Clearly it is not affecting everyone equally, like you say.
There is some other factor at play.Fallback models aren’t related to fps lag, they’re related to asset load time. FPS lag is, essentially, a CPU or GPU problem, asset load times is more hard drive related.
Simple, because you don’t have the numbers in the field that Tier 1 and 2 have.
A fully queued map on tier 3 has just as many people as a fully queued map in tier 1.
Do you not think queues exist this low?
4 fully queue’d maps =/= 1 map. The data all comes from the same place…
And if its the case that you have 4 fully queue’d maps, then you’re either not noticing the culling or you’re lying.
Culling isn’t hurting my guild, since it’s just a small group of friends that have more in common that just GW2, but it is killing my desire to do WvW. And it’s not just in WvW, the culling in PvE since Jan 28 has been horrible on both players and mobs.
During the little WvW I have done this week, I didn’t notice any skill use lag that many others have, but I did have several enemy players instantly teleport back to their original location after using pull skills on them. More severe lag issues were likely not noticable because I was playing during a quiet time of the day and no large groups were on that map from any team.
Seer Of The Divine | Sarina Starlight | Tireasa | Caedyra
The best thing is two days ago it was really not bad, but yesterday whenever there was encounter i could hardly do anything. While 2 days ago i could use skills normally in the middle of 2 zergs clashing that yestarday i had so big delay that it hurted my soul
It’s not only culling issue i believe. Still it’s unacceptable. It’s the very first MMO I play that have problems like this.
I remember while playing L2 and battles with 1k+ ppl. Never had problems like in gw2.
That’s exactly what i never understood, L2 is quite an old game but seiges on the castles were massive and if you had a good computer it was fun as hell but in 2013 even having a good computer doesn’t save you from this issue.
So many players from my guild are rage quitting over this, seriously ANet, do you realise how important this is?
We had a constant 50+ turnout for guild events in WvW (we do 3 a week and is our main focus) and now we’re down to half of that. EVERY SINGLE person said they would not come back until culling was fixed…now many of those have decided not to come back at all.
My guild will die if this isn’t fixed like yesterday.
Please please please Anet, hire whoever you have to, just get this fixed in the next 2 weeks.
No, culling isnt killing my guild, we dont find strength in numbers, rather in player skill our 10 man could take on your 50man.
Arkham (Ark)
When I used to play WvW more with my guild my call-outs were like:
- 5 people.
- 10 people.
- 15 or so.
- Invisible army!In GW2 my guild is dead. Culling is just one negative aspect that has turned them away.
This is my favorite part of wvw. They should just make everyone stealth and give everyone those finder things from halloween to sniff out the enemy