Showing Posts For Dashizaru.6405:

Network Lag [Merged]

in Account & Technical Support

Posted by: Dashizaru.6405

Dashizaru.6405

Tracing route to 64.25.38.192 over a maximum of 30 hops

1 2 ms 1 ms 2 ms homeportal [192.168.1.254]
2 22 ms 22 ms 31 ms 76-227-102-3.lightspeed.wchtks.sbcglobal.net [76
.227.102.3]
3 * * * Request timed out.
4 22 ms 25 ms 25 ms 12.83.77.13
5 32 ms 34 ms 32 ms 12.122.212.9
6 32 ms 34 ms 34 ms 192.205.37.126
7 * * * Request timed out.
8 34 ms 33 ms 33 ms GigabitEthernet7-0-0.GW12.DFW9.ALTER.NET [152.63
.97.98]
9 130 ms 130 ms 138 ms 65.205.119.210 /* I assume this is the problem. Anet server?*/
10 132 ms 130 ms 130 ms 64.25.32.9
11 * 134 ms 147 ms 64.25.32.26
12 130 ms 130 ms 132 ms 64.25.32.82
13 * * * Request timed out.
14 * * * Request timed out.
15 * * * Request timed out.
16 * * * Request timed out.
17 * * * Request timed out.
18 ^C

I hope this helps somebody, I’m getting terrible lag for the past month or so.
The resource monitor is around 300ms ping+ and once in a blue moon i’ll get a steady 80ms ping.

Not sure what I should do. Call my ISP just for them to blame Anet and vice versa? :[

Status: Dork
Level: 9001
Fort Aspenwood [sAtn]

(edited by Dashizaru.6405)

Just a curious dicussion...

in The Edge of the Mists

Posted by: Dashizaru.6405

Dashizaru.6405

Hello Anet (If you chose to read this) and fellow gamers,

This is not a rant, just a innocent discussion.

How does overflows work in EOTM? I feel like this leads to less than ideal results
For example: You try to join in EOTM. It checks if OF1 is full, then if OF2 is full, and etkittenil you reach an overflow that isn’t. Yet as people leave these full overflows, only those that attempt to re-enter EOTM are going to get the chance to enter to OF1 that has more participants than lets say the overflow you were able to get in an hour prior. As we are no longer able to queue to a “main” map as we are in PvE. Are we stuck second guessing the health of our overflow?

Another issue with having overflows, is how do you accurately tell how many are on the map? With borderlands you get an indication of participants by it having a queue and server wide communication on s borderland. With EOTM overflows, you may get a commander and realize you’ve got teammates, but how do you tell if you’ve got a large group of enemies instead of scattered players. One moment their could be a sudden leave of red team but not enough for out-manned to pop or a large population of all three teams drop but commanders are still present. Thus, leaving you to find for yourself after 10-30 mins roaming around as we know these maps are not small but thankfully not enormous.

Do these overflows apply to only one side? If green has an abundance of players and has to create another overflow, does that mean red and blue will join the same overflow if their player base is lower? or will some green players just run around hitting NPCs until red and blue gain a larger population or the green population decreases to free up other OF?

I have noticed that the four hour reset does help with the overflow issue. You no longer will get multiple low density overflows and it helps clump up the community into big overflows.

Now, these are all speculation on my side. There could be a fixed number of overflows and people are randomly disturbed through them all or their concept works well and only causes inconvenience every so often. Yes, a simple solution is to keep re-entering to get a more populated overflow. I agree. But I was just… curious.

Thanks for reading!

Status: Dork
Level: 9001
Fort Aspenwood [sAtn]

Lag Spikes/Rubberbanding

in Account & Technical Support

Posted by: Dashizaru.6405

Dashizaru.6405

I’ve been having the same issues recently. I’ve played the game fine for the past year without many hiccups, but recently in the past few days I’ve been lagging/rubberbanding. I’ve tested it through my laptop at campus and even home computer with no luck. I also tried to repair and port client but nothing seems to fix it. I ran internet test over and over but I get consistent numbers and lag in no other game.

I’ve heard guildies complain about the unbearable lag as well and its safe to assume that it’s not completely our ISP at fault. As long as the issue gets addressed in a reasonable time frame, I will be happy.

Status: Dork
Level: 9001
Fort Aspenwood [sAtn]

Another wvw suggestion

in Suggestions

Posted by: Dashizaru.6405

Dashizaru.6405

Hey Anet and Gw2 players!
I play wvw basically 80% the time i’m online with about +2000 hours on my belt. Love the game still but…

Some suggestions I would like to make would be towards the defense aspect of wvw. Right now, we all know that to rank up you need to capture points and kill. Promoting zergs and karma trains, everyone knows this. However, as i’m not familiar with GW2 engine I was curious if possibly Anet could implement a sort of defense event. Similar to boss events, when the gates/walls take a considerable amount of damage that an additional event could pop (like usual). However, reward wise we would get one of these: chest drop, additional magic find/gold find during event, or additional wvw exp during kills and siege kills.

It’s fair to say that this won’t stop zerging or karma train, but it will promote defensive behavior and reward those who enjoy defending. Just a suggestion, take it with a grain of salt but I do hope to see some nice wvw features that will mix up the current state of game.

Thanks for reading,

- Dash

Status: Dork
Level: 9001
Fort Aspenwood [sAtn]

Uncontested Temple of Balthazar

in Dynamic Events

Posted by: Dashizaru.6405

Dashizaru.6405

Temple of Balthazar currently uncontested on Fort Aspenwood (NA Server)

Status: Dork
Level: 9001
Fort Aspenwood [sAtn]

Party incentives and Buffs

in Suggestions

Posted by: Dashizaru.6405

Dashizaru.6405

I see a little to no incentive for random individuals to party outside of dungeons and large events. I would like to see a party buff to influence partying outside in the explorable areas.

For example, for every party member you have outside of instances you gain:
+2% exp
+2% magic find
+1% more gold
+2% more karma
(restricted to having to be in your zone to gain the additional buff)
It would be a small step into creating a more social environment as a result of individuals partying up for the buff and doing events/renowned hearts together.

Lastly, partying for “My Story” is non-existent outside the realm of guildies/friends. Even then, the individual who helps out will have little to no reward. Possibly give those,who join in a story quest, a chest similar to those given by group events? or allow them to choose one out of 3 randomly generated items ( ie: black lion key, x amount of crafting materials(rare), 1 boost, or 3 unidentified dye… ). It would have to be limited though… possibly only 5 time(s) a day? Just some Ideas I like to throw around. Same thing should be rewarded for story dungeons but possibly a greater reward.

Last suggestion/want: there should be exotic weapon skins tied to every dungeons end chest once your revamp the dungeons. Like a Voltaic spear in Guild Wars, it may feel like a grind but it will present a challenge and will only be cosmetic. Resulting in more groups doing dungeons! (Oh and more animated weapons!!! )

Thanks for reading! <3

Status: Dork
Level: 9001
Fort Aspenwood [sAtn]

CM Story mode

in Fractals, Dungeons & Raids

Posted by: Dashizaru.6405

Dashizaru.6405

I just want to clarify that I don’t believe it’s impossible, but causes unnecessary frustration to the magnitude. I do believe some PuG’s will steamroll the story, but majority of PuG team composition are not going to have such similar results.

I do believe that Story Mode is more challenging than Explorable Mode, which maybe the result of my exposure with explorable dungeons. But nonetheless, it would be frustrating for newcomers or casual gamers to play story mode in a dungeon [which was inferred to be for it’s “Story” not its rewards] that is equal in difficulty or more so than the explorable mode.

I understand that story mode was abused and was altered to stop the farming, but I believe there is a better solution than to increase the difficulty so dramatically that it looses it’s replay value, or what it had left.

- Perhaps I’d be more accepting if the rewards for story were at least… rewarding… I do know that dungeon revamping is on it’s way but I still liked to give my two cents on what should be fixed. Thanks ArenaNet if you are reading this.

Status: Dork
Level: 9001
Fort Aspenwood [sAtn]

CM Story mode

in Fractals, Dungeons & Raids

Posted by: Dashizaru.6405

Dashizaru.6405

/whinemode on

I do CM explorable just fine, easy….

Story on the other hand…
- I go against 4-6 elites mobs with KDs’ like crazy-
- Golem that one shots low levels
- Dogs that fear for 6s, with cripple, and KD….
- Snipers that one shot. Like come on..

Not saying that it’s impossible, but very newb unfriendly and just a little silly to be honest. ;]

I know some other dungeons are similar on how story is far more difficult compared to the explorable mode. /cough Sorrows Embrace. I would just like some revamping and some rebalancing or at least an ETA on some changes, I like hard difficulty but for story mode? :X
-/whinemode off

Status: Dork
Level: 9001
Fort Aspenwood [sAtn]