Showing Posts For Aletheides.5693:

Lost Shore Event - No Reward [merged]

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Posted by: Aletheides.5693

Aletheides.5693

You can add me to the list. When we got to the end parts of the Ancient Karkan event the ability lag and rubber-banding were so bad that people crashed or were forced to relog left right center. Problem is everyone and their mother had the same problem so the login server were congested. Result? Most of us never got back in. The rare people who did logged in to a finished event. We all missed out on the rewards for the 2.5 hours+ we put into the event.

While repeatedly clicking the login button i could hear the few guildmates who didnt get kicked out of the game and miss the rewards get FANTASTIC rewards. Five. FIVE legendary precursors in my Teamspeak channel alone out of a handful of people… Add to that the 20 slot bag, ring and exotics.

For someone who has tried to get his hand on a precursor for months now, to miss a chance on one like this, really is too much to bear….

ArNet should send an epic chest in the mail to everyone who participated in that event and didn’t get to loot the chest. Makes sure everyone had a fair chance on the Precursor roll.

Server Diplomacy System - The Thing ANet Forgot To Add

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Posted by: Aletheides.5693

Aletheides.5693

@zerospin: Voting, or representative democracy (which isn’t real democracy or freedom) works on a majority vote. That means that whatever is voted on is forced on the loosing side. Lets say the loosing 49%.

This means that a vote will never work for a server as you will still force the diplomactic status or alliance on the still potentially large part of server population that voted against you and they are now a prisoner of the majority.

So this is a bad suggestion for a controlled environment. I fully agree with adding diplomacy tools, possibility for same server guild alliances, set other server alliances/guilds to enemy status to allow for grudge battles and so fourth. But i do not agree with a system that essentially disables the three faction RvR and forces it down the throats of the population by making them unable to attack all factions in w3.

Server Diplomacy System - The Thing ANet Forgot To Add

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Posted by: Aletheides.5693

Aletheides.5693

In addition. The best working diplomacy in a game that i have experienced, and i have played pretty much every MMO out there, has been from web based war games that has their community and therefore alliances on IRC. For example Planetarion. It puts EvE politics to shame.

Intriguing through that medium wich allows instant direct contact between anyone or between groups of people, Meaning theres the possibility of injecting spies into enemy alliances and your organisation is only as good as the loyality of your members, will be hard to surpass in a more controlled environment like GW2.

The best alliances put up their own IRC servers and were VERY careful about their recruitment and thus who was privy to information. They also were the best at diplomacy because they could not only play the game well but keep their secrets (mostly). Also the internet never forgets. If you backstab someone you better be prepared for the consequences to your reputation unless you can justify it. Thats diplomacy for you.

Example of a legendary PA alliance is Legion. Wich is a gaming community nowadays after their PA adventure ended. That amount of trust shared between people could go no other way than to survive outside the game that spawned it.

(edited by Aletheides.5693)

Server Diplomacy System - The Thing ANet Forgot To Add

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Posted by: Aletheides.5693

Aletheides.5693

Its very hard to form alliances between servers. Not because there is no diplomacy system but because theres so many different wills pulling in different directions on each server. My organised guild may see the use of an alliance but X randoms who just hop in for the kicks and easy karma could care less. However X randoms will care if an alliance is forced down their throat limiting their freedom and the availability of easy targets.

Also an alliance shouldnt be enforced. No diplomacy system will work unless theres the possibility for real diplomacy. Diplomacy is a finer word for bending the truth to fit your own ends at the expense of anothers, the same way politics is. Therefore Diplomacy and politics is finer words for lying. Which means a diplomacy system isnt working unless there is the ability of backstabbing your allies when you determine that the alliance has served is purpose in your factions plans. A faction should never be hindered from attacking allies, even if its “by accident”. Incidents should be allowed to happen. Which rises the bar for the need for organisation.

Will backstabbing cause drama? Oh yes. But without the freedom to make and break alliances at will, a diplomacy system will NEVER work in a game.

(edited by Aletheides.5693)

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

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Posted by: Aletheides.5693

Aletheides.5693

@Demitsuru: Eve isnt nonsense. The age of the developers doesn’t automatically mean its directly proportional to their skill or professionalism. The eve developers have a very good server cluster designed that several times has ranked on the world top list for supercomputers. The game also has had numerous graphical updates that now uses state of the art graphics. The networkcode for the game has evolved over time in their “war against lag” and now supports hundreds of playerobjects thats way more detailed than Gw2 models on the screen of the client at the very same time doing battle with plenty of options for the player to adapt this to their client hardware if it isnt powerful enough to keep up.

So EvE onlines networking code and server cluster performs way better than Gw2 W3 code. With a wide margin. And it handles over a hundred thousand players. Sure they have had time to develop and modify it over the years but why invent the wheel all over again when a new game releases?

The EvE developers developer blogs are also frequent and posted with information both for the very tech savvy with exactly what they are working on to sort X situation, not only generalist main streamed information of the “dont panic” variant that Gw2 devs have produced so far. In fact EvE devs even have video series with their blogs to personalise the contact with the community.

A lot of MMO companies have a lot to learn from CCP inc.

Why have EU and US Servers if WvWvW is 24 hours?

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Posted by: Aletheides.5693

Aletheides.5693

@igneous: Source of this? Because there’s as many people claiming the opposite, that the login servers are in Texas and the world servers in Frankfurt Germany.

Why have EU and US Servers if WvWvW is 24 hours?

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Posted by: Aletheides.5693

Aletheides.5693

Used to play on an EU server. If you wanted good W3 oponents you needed to be on a higher tier matchup server. That means extreme queues during EU Primetime. We tried two EU servers. After two moves we encountered the same problem. Queues and extreme inbalances of gameplay due to differences in populations around the clock.

Now we play on a NA server. We notice virtualy no differance in latency to the EU servers, along with the oceanics we are part of creating 24/7 coverage on the server. As EU primetime isnt US primetime, we dont have extreme queues as W3 slots arent taken up by randoms doing jumpingpuzzles as on the EU servers. In fact we have no queues up to 5 to 15 minute queues. There is no PvDoor as we have plenty of organised oposition during our primetime and the progress we make MATTERS because it isnt simply flipped the moment we go to sleep.

This is how it should have been from the begining. International servers for W3.

Queue Times

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Posted by: Aletheides.5693

Aletheides.5693

@ColinJohanson: There is an other issue. One way to avoid Queues is to move to a different regions server that wont have queues during your primetime. However no matter that its no queues at all, in any zone, during EU primetime most US servers are full and thus dont accept transfers? Fix this and you will see a lot of evening out of populations.

General rule of transfer for activev WvW guilds: You want to avoid queues when you transfer but you also want a server with an active community that isnt a graveyard and still has a shot at good organised opposition in WvW (That means not just pugs with randoms).

If you go for a server in the same region as yourself that fills above said kriteria, you will find none as EU servers that has a chance on a good matchup and an active community are quickly attracting people during EU primetime that they get queued to all hells. Low pop servers has no shot at fulfilling this either as they have no chance in climbing the rankings to get a matchup against organised opposition = no good fights.

However moving between regions fixes this. No queues during EU prime on US server and vice versa, organised opposition (dont go for low pop servers as that means PvDoor though) great community and so on and the original inhabitants of the server is happy to have the cover of their out of prime timeslot. So a Win Win situation for all.

So make this “server is full” autobalance mechanic see the differance of timezones and actual serverload so guilds can move between regions to even out the populations on a server more around the clock. Would also limit the “night capping” complaints as more servers would get coverage.

Low end servers are dying

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Posted by: Aletheides.5693

Aletheides.5693

A big guild cant save a small pop server. Becuase a big guild cant give it 24/7 coverage. Unless the guild is insulated from frustration it cant carry the server by itself.

Why? If you are a WvW guild, you want organised opposition, you do not want to farm PUGs of disorganised randoms. This you will never get on a small pop server as it will never rise in the rankings to reach the matchups that offers a good fight.

Stop free transfers to leave alliances and guilds stranded on low pop servers? Then you will have people getting frustrated with and quitting the game instead.

So no respectable guild or alliance DARES moving to a low pop server because ArenaNet might disable free transfers tomorrow stranding them there.

(edited by Aletheides.5693)

Night Capping and YOU

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Posted by: Aletheides.5693

Aletheides.5693

Unless this game is to be labled as a job in itself there has to be game mechanics in place that makes claiming of keeps more complex and the scoring system has to change. Both these things has to take a 24 hour population into account that wont be constant over said 24 hours.

Only game that nailed that well is EVE online.

simple fix for mesmers: give it a cast timer or make it channeled.

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Posted by: Aletheides.5693

Aletheides.5693

terrible suggestion. If we use your argument to nerf a class for a game mechanic then we need to put a timer on exiting the postum gate of a keep as you can get exactly the same effect by simultaneously exiting straight into a siege.

Night Capping and YOU

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Posted by: Aletheides.5693

Aletheides.5693

Add players killed to the scoring aswell

so the answer is locking all debate down about night capping

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Posted by: Aletheides.5693

Aletheides.5693

A response like all is fair in war doesn’t cut it. This is a game after all that was purported to be fun not a war. Guess what, night capping and the lack of competition outside of the first two days of rotation will eventually lead you war to a ghost town in WvW.

Anet may want to capture the RvR that was loved in Daoc, but it’s not 2005 and your playerbase has a much different mindset now. If it doesn’t keep long time MMO players and new players alike engaged with heavy competition and real fun, the “war” that isn’t fair will happen elsewhere because frankly putting effort in to beat a server that is last place and just waiting for Monday night server reset to cap the map is not fun, not competitive and frankly no where near what this aspect of the game could be in rvr.

Many people play this game for the pvp. If that isn’t truely fun and competitive then all will be fair in those that move on. I’d prefer outside the box thinking that pushes this game to a fruitful, long lasting ending.

Indeed. And in real war you cheat as much as you can to win cus your lives and possibly the lives of your loved ones depend on it. Exploiting is what wins real wars. A controlled game environment cant compare.

Lets ban nuclear weapons, the tank and machineguns! Oh wait….

so the answer is locking all debate down about night capping

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Posted by: Aletheides.5693

Aletheides.5693

So the answer is starting another whine thread? In eve the devs will tell you.

“if it makes you angry – build and army and crush them”

The EvE devs also implemented game mechanics that makes it impossible for small off peak populations to steamroll the map and win the war. Reinforcement anyone?

In eve skill and strategy matters. in Gw2 it doesn’t as it stands today. All you need is 10 people to PvDoor at off peak hours and you autowin. All other battles are meaningless.

so the answer is locking all debate down about night capping

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Posted by: Aletheides.5693

Aletheides.5693

Even if free transfers stop that wont stop the exodus from non 24 hour coverage servers to the winning servers. Determined guilds will pay for the transfer. As long as the scoring system works as it does today.

As someone already mentioned, strategy doesn’t matter, tactics doesn’t matter. It doesn’t matter that you dominate the battle at your primetime when your population, which has lives and jobs, can be online and use top notch organisation and cunning tactics in a grand strategy to dominate your foes. Its all meaningless in the current scoring system as it doesn’t reward strategic brilliance but only how long someone has held a keep. Keeps which you can capture fully upgraded with 5 people if there is no off peak opposition. So it dosnt matter how many battles these people win, they will always loose the war to circumstances they can not do anything about, and that’s a source of frustration for any individual. In GW2 nobody remembers the Spartans.

EvE online handled this issue well. Im not sure that ArNet wants a game where only a couple of servers have a vibrant WvW community and the rest have quit the game out of frustration. Thats what will happen in a very short time if these frustrations arent adressed.

Just look at SWTOR and Ilum. The devs had a vision about Illum. The players didn’t agree with it as Illum didn’t work in a way to support how the player RvR community works. The community stayed around living on the hope that it would be addressed and there were many promises that it would. But eventually the game died.

RvR is the ultimate endgame. If that doesn’t work it will be the end of the game. So get off your high horses ArNet and analyse how your competitors have failed and succeeded and stop trying to make the very same mistakes.

(edited by Aletheides.5693)

Commander squad not working?

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Posted by: Aletheides.5693

Aletheides.5693

Yes there should really be a guild option similar to commander.

Commander squad not working?

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Posted by: Aletheides.5693

Aletheides.5693

Agreed. The UI also needs work. Commander all in all is a good idea that isnt well implemented in a way that actually is useful to players practically.

Commander squad not working?

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Posted by: Aletheides.5693

Aletheides.5693

Commander badge also needs to be able to restrict invites. Its not desirable for guild commanders to have random people and potential spies join and take up spots for guildies.

Also there needs to be filters for the visibility of the badge. On and off isnt enough. Need to be able to set it to members of selected guilds can see it but none else. Doable if you in the guild system adds the possibility to add allied guilds. By using that Database layer you can easily add a restriction option of commander badge visibility and function to allies only.

We need a real Warband option.

in Suggestions

Posted by: Aletheides.5693

Aletheides.5693

We need a real warband option to group up people in a squad. That means an option that works for the guild only and maybe for an alliance layer as well where you can hide eventual commander icons for anyone but these layers. Also the entire squad has to be visible to the squad on the UI and joining has to be restricted.

Right now commander is pointless and just a heat seeker because opposing servers just transfer a spy to the enemy servers with free transfer option, opens map and rely the position of all commanders over TS. Even with costly transfers this will happen.

Sure you can use that to lure enemy zergs in etc but that defeats the purpose of the commander to begin with.

So this really needs to change. We need a better squad option with visibility and join restriction layers for guild and alliance.

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

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Posted by: Aletheides.5693

Aletheides.5693

Im not so sure that “loading from disk delay” is causing this. I run the game strictly from high end SSDs and have a high end processor, high end GFX card plus 16 gigs of high end RAM and theres absolutely no difference between me and guildmates on HDDs and mediocre computer hardware when it comes to when we see enemies and when we don’t.

(edited by Aletheides.5693)

Tickets for Review (3 days and older) [merged]

in Account & Technical Support

Posted by: Aletheides.5693

Aletheides.5693

ticket number: 120910-006627

This ticket is LBOSTON.5987 who cannot access anything. Not forums, not the game it tells him to contact support when he tries to log in. They have sent two answers so far that they reset the account info but apparently they haven’t tested if it actually worked after the reset because it doesn’t. Now it has been silent for over a week.

Last time it worked were 1 hour of early access. That’s weeks ago.

(edited by Aletheides.5693)

Commander's Compendium - And Why I Think It Should Go

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Posted by: Aletheides.5693

Aletheides.5693

There need to be filter options for commander badges. Your guilds. your alliance and general server etc. That would help with coordinating. But i agree with commander becomming a status symbol being a problem. it needs to be tied to size of group aswell

Expand Casual PvP

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Posted by: Aletheides.5693

Aletheides.5693

The funny thing is that ArNet labeled sPvP hardcore and WvW casual PvP.

And here we go again Far Shiverpeaks Vs Vizunah Sqaure.

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Posted by: Aletheides.5693

Aletheides.5693

Far shiverpeak #1 in Europe? Due to the servertransfers of guilds to create competitive servers that has gone on since the 1 week rotation started, I think its premature to titillate yourself kings of the hills three days after the rotation started. Give it a month or so for the match ups to do their work and we’ll see the truth of that.

Tickets for Review (3 days and older) [merged]

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Posted by: Aletheides.5693

Aletheides.5693

Ticket number: 120910-006627

This ticket is for LBOSTON.5987 who cannot access anything since early access. Latest Ticket has been open over one week without the issue being solved.

Could someone have the heart to help him out?

7 day fights were fun..Now change it to 4 days please

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Posted by: Aletheides.5693

Aletheides.5693

The system will balance itself out after a few weeks due to worlds moving up and down the rankings to face worlds with similar results.

Queues for WvW: The Official Thread

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Posted by: Aletheides.5693

Aletheides.5693

There will be no quick fixes to this. Even with the best intentions any solution will take time to implement. As there is no magic wands they can wave around and everything is fluffy.

I myself play on Ruins of Surmia. No queues and constant WvW action as the underdog server = infinite amounts of good fights and fun. What else can you ask for?

I rather be able to have battles and loose the war than to be unable to have battles and win the wars.

Queue to win is not sexy.

[EU] Ruins of Surmia is looking for WvW Guilds outside 18:00-22:00 UTC/GMT

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Posted by: Aletheides.5693

Aletheides.5693

Indeed. As we are looking pretty much at capacity with some queues at prime time we have absolutely no queues off the prime time hours.

So its more efficient that guilds that prime during these free hours can make use of them.

Queues for WvW: The Official Thread

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Posted by: Aletheides.5693

Aletheides.5693

A big problem with this is how it impacts the social part of Guild Wars 2. As a Guild its impossible to plan events where you can play together with your guildmates and friends in WvW due to the queues keeping people apart.

When will 24 hour matches end?

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Posted by: Aletheides.5693

Aletheides.5693

Another problem is the cross server guild system combined with several guilds per person and the free transfer. There has already been set into system for some guilds or alliances to get groups on two sides in a WvW conflict, on two different servers, sharing guildchat between them.

Some will do anything to win but if its allowed to continue then the WvW community will rot from within.

PvE in EB. If it's going to stay in, do it right.

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Posted by: Aletheides.5693

Aletheides.5693

Why, I actually agree with Preacher… I never thought id see the day :P

Server alliances ruins WvW

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Posted by: Aletheides.5693

Aletheides.5693

Report… what? You can’t report someone for making a strategic decision. There is nothing “wrong” with choosing to temporarily ally with someone in order to destroy someone else.

What have they done that needs to be “punished”? This is a 3 way fight, which inherently allows for things like this to happen. And what’s more… it’s sometimes pretty clever.

He’s probably referring to the game wide alliances that exists in some places that coordinate with each other outside of the game to set up WvW no matter that they are on different servers. That’s far from temporary alliances. Temporary alliances in the heat of battle are fine and one of the prime reasons why three faction RvR is so successful and keeps it from getting stagnant.

And i agree with him, people who try to game the system game wide needs to be punished.

Game Improvement - Suggestions

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Posted by: Aletheides.5693

Aletheides.5693

Current WvW queue system is ruining the social guild aspect of endgame Guild wars 2. There needs to be action in this area to make it possible for guilds to have coordinated events with guildmates and friends in currently heavily queued WvW zones.

A Queue timer wont solve the problem by itself. Higher capacity for the zones is needed regardless.

Squads that’s formed in advance (requires commander book) should be able to queue as a whole with clear information on queue times available to the commander. This to make it possible for everyone to play together when the squad enters a zone. This in itself wont solve the problem though if the queue times in total stays as high as they are now.

So we need to make it possible for guilds to take part in actual “Guild Wars” in Guild Wars 2 together as a Guild and with friends.

My personal opinion: Retaliation is too strong in WvW

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Posted by: Aletheides.5693

Aletheides.5693

If one skill is so powerful in mass PVP that it totally invalidate entire siege mechanics, then its by definition overpowered.

The intention of WvW is for sieges to be required. Not really for fast karma and exp farming wich is now a possibility by zergs using retaliation ploughing through any defences.

As it is now its not a viable strategy in its current from. Because if you use the same definition as I did above, then you will find it next to “exploit” in a lexicon.

WvW Queues makes guild events impossible.

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Posted by: Aletheides.5693

Aletheides.5693

Another suggestion I have seen is the ability to form a squad beforehand (requires commander book) that then is queued as a whole with clear indicators to the commander what he can expect in queue times.

Right now queue times are in the amounts that if you want to get an organised group in, you better be sure to recruit people who have no job and no life and thus an abundant amount of time to queue up early and stay in queue for extended amounts of time.

Whichever path they choose, capacity of the zones has to increase even if that means putting the zone nodes on dedicated hardware. If It isn’t even close to enough right now, how will it manage to contain the demand for WvW of the near future?

WvW Queues makes guild events impossible.

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Posted by: Aletheides.5693

Aletheides.5693

As topic says. due to the Queues to WvW its pretty much impossible to organise any sort of Guild event in WvW. You will have most of your people stuck in hours upon hours of Queues. WvW battlegrounds are filled to capacity with randoms alone.

This is the number one issue right now. WvW is the endgame in Guild wars 2 and right now its impossible to have any organised Guild Wars in Guild wars 2.

Ruins of Surmia has shown to have 2 to 4 hour queues to Eternal during prime-time and its still a medium populated server. Due to all opposition in the borderlands being wiped out quickly by organised guilds as that’s the only places a guild can arrange an event that isnt ruined by half of the people sitting for hours in a queue. It goes so quick as the higher populated servers we face have their borderlands filled with non-organized random PuGs due to this very problem. And right now only a fraction of the population are doing WvW waiting for the 2 Week normal rotation until the rest commits and its still enough to fill the battlezones. So the problem will get a lot worse in a short amount of time.

Eternal on the other hand is usually full with randoms in one gigantic PuG from the start even on RoS, a PuG that thus dosnt have voice chat and cant organize as well which means Eternal is the only zone that has something left to capture as a non organized PuG isn’t that effective. And this is the fact for all borderlands as well on higher populated servers.

So what happens? When borderlands are wiped everyone tried to get into Eternal cus thats the only place the enemy is still putting up a fight and its impossible due to hours upon hours of queue.

The problem gets exponentially worse on higher pop servers and will get out of hand when more people reach 80 or the 2 week rotation starts.

The number one issue they need to fix in this game is the Queue.

(edited by Aletheides.5693)

EU server with no WvW queue ?

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Posted by: Aletheides.5693

Aletheides.5693

Actually Ruins of Surmia has shown to have 2 hour queues to Eternal during primetime. Due to all oposition in the borderlands being wiped out quickly by organised guilds as thats the only places a guild can arrange an event that isnt ruined by half of the people sitting for hours in a queue.

Eternal on the other hand is usualy full with randoms in one gigantic PuG that thus dosnt have voice chat and cant organize as well wich means Eternal is the only zone that has something left to capture as a non organiced PuG isnt that effective.

So what happens? When borderlands are wiped everyone tried to get into Eternal cus thats the only place the enemy is still putting up a fight and its impossible due to hours upon hours of queue.

The number one issue they need to fix in this game is the Queue.

Frequent disconnects

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Posted by: Aletheides.5693

Aletheides.5693

The same started to happen to me after the recent patch but it had worked fine before that, same as for many people in this thread. Its frustrating because when you disconnect when in WvW you have to re queue when you get back on which can take ages in peak time A real game breaker.<

Only GW2 cause this. It doesn’t happen during any other activity that causes stress on the connection or computer.

I have tried the following without solving the problem.
*reset router
*change router
*Three different computers
*Update all drivers
*Downgrade drivers
*Different network card
*Different location in the same city and area thus diff connection(thanks gaming laptop).
*firewalls and AV software disabled

And probably a few other frustrated attempts at solving this while re queueing for WvW…

My server is Ruins of Surmia EU.