GW2 Tickets for Review (7 days & older)
in Account & Technical Support
Posted by: Elizabeth Journ.5742
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in Account & Technical Support
Posted by: Elizabeth Journ.5742
I have a ticket for my wife that has gone over a month without a response.
Ticket #:1381263
The last email received was that it had the ticket had been moved for further review, and she has not had an update since. It has gotten to the point that her username and login no longer work for the forum site, so she cannot even follow up here in the forum.
A month wait on a ticket is some really poor SLA… just saying.
I do believe that champ spawn is semi random. Let me explain :
- if the defense party is too small => No champ
- the larger the party gets, the higher the odds of getting a champ
All in all we keep the party small not because of difficulty of killing the mob themselves but to lower the odds of getting a champ hypnoss or a champ grub.
I believe you are missing the point of this thread a bit. The evidence is provided to prove that the number of players at a given defense location do not have isolated affects on the classification levels of the creatures that spawn. I’ve seen the range of having 3 players spawn 2 champs, to having 8 players with none.
Having done both North and South Boat defenses, I will say that South Boat tends to get a wider range of spawn types compared to North Boat. But given the evidence that the number of players do not affect the spawn, it is safe to say that South Boat is not different than North Boat, aside from simply being closer to Tequatl himself.
My time on North Boats has taught me we do not necessarily need the ERT, since South Boat ends up requiring assistance. Keeping in mind players do not affect spawn types, it would be safe enough to split the ERT to just have standing members at each defense. North Boat can have a happy 6 or 7 players, South Boat will be more successful with 8 or 9.
There was however an argument presented by one seasoned Tequatl leader that I respect from SBI. The argument being the number of players do not necessarily affect the spawn types, but there is potential they affect the scaling of the individual monsters. The example being the amount of HP a Champ has with 3 players versus 6 players. I think that would be a lot harder to gather data, but the results would be interesting.
Both of these wreck turrets faster than light. Also, less ppl in def => more ppl in zerg => more dps since teq HP are based on the total number of players IIRC (more data needed to confirm this statement)
I agree with the argument that having excessive numbers of players at a defense spawn would be detrimental to event as a whole. However, I think there are some other restrictions that affect how players will participate in the event.
Some players may be inexperienced, and seek to try something they understand is easier. It is equally as detrimental to have players die at Tequatl’s feet and constantly run back.
Other restrictions may be on ISP capabilities or the machine used to play the game. Zerg fights can be very resource intensive on machines and networks that are just good enough to play the game. Forcing sizes on locations can create a bad experience in the event for the player that cannot handle a zerg fight. Withholding my personal reasons for my settings, I usually have everyone set to be polygon people. With those settings, I have no issues standing in the zerg when I’m feeling frisky. I personally know a few players from past experience that have system crashes when trying to fight in the zerg, which makes the game not fun. Is that not the reason we play the game in the first place, to have fun?
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