Showing Posts For Baccalarium.1327:
Don’t know if its just that there’s more folks around in general, or specific to the mega-servers. But to me it seems like they have brought back the bots. While finding a spot to do stuff on my own now I run into others that just kill stuff, they don’t respond to whispers asking if they want to participate in the event or not. If I had to guess they are just bots from the way the move from fight to fight. Before the mega-servers when I met others we would often chat a bit, tag along together for an event or two before parting ways again.
I’ll try to say it one more time.
When you click on a map to go to a waypoint, sure let the anet machines decide which server you show up on.
When you post a waypoint link to a chat channel, the link should send everyone that takes it to the same zone. If they can’t make it to that zone they should get queued for it and get a message that they are in an overflow. If you were in the zone you posted the waypoint link the waypoint link should be to the zone you were in.
I didn’t post a link in chat for folks to come to random other zones, I posted for them to come to my zone.
Fix this and guild activities will be come a bit more manageable. Send out runners to locate the event in a zone where its not already contested. And then post the link for the rest of the guild to join you there.
Even for small things, when someone sends a waypoint link asking if they can get some help at a particular event or skillpoint, I expect to take the waypoint link and be in the zone they are in, not some random zone. It is idiotic to not have waypoint links in chat tie to a specific zone.
Heck it would even work for temple runs you finish grenth, the leader drops the waypoint for lyssa and then follows their own link. Everyone that follows that same link gets to the same place, rather than having the temple run constantly fragmented everytime it switches zones.
GRRRRRRR! This is annoying. This should be easy to fix, and would address at least some of the most frustrating aspects of megaservers, and really should have been fixed last week.
First, waypoint links in chat should include which instance of a zone they go to. Someone in guild chat links that they have a bounty target, the guild should not get scattered to three different versions of that zone when they take the waypoint link.
Likewise if someone posts a waypoint link in chat asking for help with an event or skill point, people jumping to that link should be in the zone the poster asked from. They shouldn’t arrive and assume that since they don’t see the player that asked, that the player got frustrated and left, only to see the player asking again later.
If you click on a waypoint link and cannot go to the same zone as everyone else that is clicking on that waypoint link, then you should get a message much like the overflow zone messages before and the option to enter the correct zone when possible. This way you at least know not to waste your time looking for the rest of the players you were expecting to meet in this zone.
Second, when multiple instances of a zone are active it should be visible. Other games with the concept have appended numbers to the end of the zone, so you see that you were actually in divinity’s reach 3 instead of divinity’s reach 1. You could ask players which one of multiple zones they were in, or ask for them to link a waypoint so you could get to their zone once you realized they were in a different instance of the zone than you.
cross posted per moderator request:
https://forum-en.gw2archive.eu/forum/game/gw2/Two-fixes-that-could-help-mega-servers/first#post3963392
First, waypoint links in chat should include which instance of a zone they go to. Someone in guild chat links that they have a bounty target, the guild should not get scattered to three different versions of that zone when they take the waypoint link.
Likewise if someone posts a waypoint link in chat asking for help with an event or skill point, people jumping to that link should be in the zone the poster asked from. They shouldn’t arrive and assume that since they don’t see the player that asked, that the player got frustrated and left, only to see the player asking again later.
If you click on a waypoint link and cannot go to the same zone as everyone else that is clicking on that waypoint link, then you should get a message much like the overflow zone messages before and the option to enter the correct zone when possible. This way you at least know not to waste your time looking for the rest of the players you were expecting to meet in this zone.
Second, when multiple instances of a zone are active it should be visible. Other games with the concept have appended numbers to the end of the zone, so you see that you were actually in divinity’s reach 3 instead of divinity’s reach 1. You could ask players which one of multiple zones they were in, or ask for them to link a waypoint so you could get to their zone once you realized they were in a different instance of the zone than you.
Yes it is a whine, so what? “bots … interfered with my enjoyment of the game.” Being a game I presume the developers are interested in feedback on issues that effect the enjoyment of the game. The greater the number of people that enjoy the game the more opportunities they will have to create new content.
I’m happy for you players who either haven’t seen the bots, and even those players who don’t find bots monopolizing an event as disruptive. Normally if I don’t feel like I made a reasonable contribution to an event, I’ll wait for that group of players to leave and help with the next group of players that show up. This is pretty futile/discouraging when its just the same group of bots over and over.
True I don’t like bots and farmers (nor those that encourage them by paying for their service) in general, but at least “bots and farmers hidden in the corners of the game” don’t “openly disrupt gameplay.”
The most disruptive bots I encoutered were in Kessex Hills, both the event at the bridge and another event in a town not far from the bridge. The heard of bots was following a fixed looping path that covered both these event locations.
Yesterday when I was going through content in Kessex, the number of bots I encountered interfered with my enjoyment of the game. Some of these were strings of bots following a specific path that would run through several event locations and would just stop to fight anything that they agroed. An apparently simpler bot would just run through a variety of attacks continuously while standing in an event location. Completing those events that were dominated by bots felt like all I was doing was contributing to the bot farmer’s project. It only mildly made me feel any better to report the 20 or so that I ran accross, before I tired of trying to keep track of which ones I had already clicked on and which ones I hadn’t yet reported.
Ok, I did get one bit of enjoyment out of it. It was amusing to see the herd of a dozen ranger bear pets bounding down the path. But then I realized it wasn’t some guild group just trying to be fun/funny.
Bots and farmers hidden in the corners of the game still do their damage, but when they are allowed to openly disrupt gameplay it seems like something more than just user based reporting should be being done to stop them.