Map Close System - Poorly Implemented

Map Close System - Poorly Implemented

in Bugs: Game, Forum, Website

Posted by: UnawarePolarBear.9502

UnawarePolarBear.9502

“I am a member of [TTS]. We were just on a map flagged for closure (apparently), but we didn’t get notification (at least not all of us did). My hunch is that the map was flagged for closure, but as far as we were concerned it was a relatively empty map. Lo and behold, we all taxi in and were spawning the Jungle Wurm when the map closed on us.

So what gives? Does a map marked for closure never reconsider? This seems to be the behaviour right now. As it stands, we have to burn a guild spawn to get our members the Wurm kill today (which is not a big deal considering the global guilds update), but is this working as intended? Why does the logic not consider this use-case? Obviously large communities like [TTS] will look for maps that are marked for closure to maximize the amount of usable map slots we can have for these kinds of high-organization events.

Solutions to the problem:
Have maps flagged for closure should have a persistent indicator they are slated to be shut down in x minutes
Have maps flagged for closure periodically (every 15min or so) reconsider whether the map will close or not"

Posted this here for one of our members (Jacobbs) as he had posted it in the wrong area.

Map Close System - Poorly Implemented

in Bugs: Game, Forum, Website

Posted by: Jacobbs.9468

Jacobbs.9468

Faaaaaaaaaaaanx – I thought I hit a waypoint or something haha.

Map Close System - Poorly Implemented

in Bugs: Game, Forum, Website

Posted by: Locce.8405

Locce.8405

At the moment there seem to be several problems with this feature. Following the world boss train I encountered something strange: as it was the Modniir Ulgoth’s turn I ended up on a Harathi Hinterlands map that got marked for closure after something like 3 minutes.
So far, so good. But the new map I ended up on, which was supposed to have a higher population, got marked for closure almost immediately afterwards.
Now, I have my doubts that just as the pre events to the world boss begin players would leave the area in numbers big enough to warrant 2 almost simultaneous map closures.
So, here is what I think happened: bottlenecks.
We know that sometimes, when many people are trying to get onto one map instance in short order (like during the “night train” after the daily reset), the map does not let them. The map will appear as full. On less frequented maps this could lead to the creation of new instances each with its own bottleneck overflowing because of players still pouring onto the map.
So, after all the world boss hunters have arrived we have maybe one map instance with a sustainable population (the one that was open to begin with) and several more under or at the brink of the limit for map closure.
And apparently the system does not prioritize (or does so, but badly) which map you are sent to after volunteering. So you might just land on a map that is just a couple of players DCing or taxiing onto another instance away from being closed itself.

This, together with the closure apparently never being reconsidered, even when the formerly almost empty instance is suddenly soft- or even hardcapped, will be a serious problem for maps with highly volatile population numbers (like Sparkfly Fen before Tequatl or similarly out-of-the-way world boss spawns).
I hope this is just a short-term issue that gets sorted quickly.