Showing Posts For EvilExE.3460:
5k of info for each player ? that seems like an extravagantly large amount of data when you consider that for a character standing still and doing nothing as little as 8 bytes (2 bytes for ID, 2 bytes for x, y and z location) could be enough. the first time your computer learns about a character, it probably needs to be told more stuff like the skins and dyes, but that data only has to be send once. all the rest are just updates to location, boons, curses, action being undertaken, wounds.. an amount of data that probably is closer to 50 bytes than to 1 k.
Yes, this is how I would approach it ! You let the client handle most of the work through a temporary instance database built client side, in the primary load instance you send the required data for relevant players, then only update as required, you also queue players into the zone so you don’t flood update.
So what if they change armour or something, that’s really not important and totally irrelevant, I wouldn’t even update it(really WvW could be made like sPvP where what you go in with is what you’ve got), the only thing you need is to see is a change in weapons, so you know what you are fighting against, and that would be done in the preload, and a switch variable.
If the map contains 10 players and the server sends out all information to each of them, that’s 10*10 = 100 updates sent out per time interval.
With 50 players in the map, it’s 50*50=2,500 updates
With 200 players: 40,000 updates.
With 600 players: 360,000 updates.
That’s going to eat a lot of bandwith. So you need to come up with a plan on how to send only the relevant data. That’s culling. You need that.And the problem is that, so far, ANet’s plan seems to have been “let’s just transmit the closest x players”, which isn’t a particularly good plan.
That can’t be right, if you have 10 players you only send 10 packets (1 to each player) each packet contains positions for 10 players.
I’ve had 2 since release, maybe missed a few daily’s , RNG i guess, or maybe it’s based off something else (amount of gold accumulated during the day?), would be better if they did set daily’s, so for instance you know if you do a daily on Saturday, you would get a BLSK, or Sunday BLCK.
It is a courtesy allowing players who do not want to spend real money BAG AND BANK SPACE? These things should NEVER have cost gems, as they are key parts of any MMO.
Yeah, empathy is dead.
Now this i do agree with, purchasing bag space is something common to F2P games, as GW2 is B2P, really RM purchased gems should be spent on cosmetic cool looking stuff that cant be brought with gold, not how the current system works, but yeah thats just my personal oppinion.
Only those who spend real money will think it is fair.
The new guy who has to spend over 16 gold for a single bank slot will not be happy.
There’s many variables in this equation, for instance, what worth is your real money/time ? what is reasonable value to you (am I paying for something of worth)?
Did that 16 gold, come from one lucky drop or were many hours spent farming that gold ?
when i tried for 100 shards one after the other i found i had a return of around 1 to 6.
I found that i would get better returns > if i tried for a few at a time (<5), then did something else for a while, then came back, sometimes changed character to make a few, changed forge location (pvp forge, wvw forge).
It may have just been RNG, but it seemed to work for me.
Overall i think there would be to many issues with the OP, but, maybe something like this though ? I was thinking about this for a while, and thought i might see what i can come up with.
https://forum-en.gw2archive.eu/forum/game/suggestions/WvW-6-more-zones/first#post934923
I dunno, just felt this approach looks and feels like it could be better, im not sure how it would work 100%, by using a central lobby area to empier expand through more zones, respawns in zones(per zone) only at controling a “main keep” closest to your home land.
Keeping the server limits for number of players per world, no INCREASE, smaller groups can maintain a wider range and should reduce zerging, thus better culling, and better fights, more defence play, but yeah, just a thought.
This wont work, simply because the actual player numbers allowed to enter WvW will be divided by 3, players would need to wait for the players in the home borderlands to gain control, and whats to say that they even could gain control, for isntance both other servers enter huge zergs into one servers home, and just punish them at a player ratio of 2 to 1.
Honestly it will. Because as we all saw during Lost Shore GW2 can’t handle a ton of people in open areas.
I think it was more of a design and technical issue based on the number of players localised to a specific area. (tbh i think this was a metrics test)
And well, i feel thats the lesser of 2 evils, instanced open world zones with player caps are a far better soloution than purely instanced areas, i also think if they worked on the technology a bit more and increased zone size they would get more people in a zone, allowing for a radial culling system and multiple data servers.
Open world dungeons with multiple levels, that would be cool.
Indvidual monthly achivements would be a much better system, this would alow players to do the monthly’s within their game play.
Although the negative aspect of this is that there will be reduced rewards, current reward divisional by number of rewards.
My issues with static enemies, these enemies are placed within zones at static locations, these actively detract away from what would be considered a realistic immersive environment. (MMO’s intentionally provide the feeling of living worlds and should provide players with content that drives them to work together)
Players generally will attempt to avoid encountering these enemies when travelling to event destinations, the enemies themselves have been specifically designed to attempt to slow travelling players down, but in most cases players will equip skills that can bypass the attacks until the range threshold has been passed.
Players looking to farm static enemies, tend to learn the enemies encounter range and will round up enemies within a set radius to achieve maximum potential of enemies killed and loot returned.
“Going forward”
Primarily all static mobs that are localised to an environmental location should be removed, and replaced with roaming groups (this is all ready in place in some parts of the game), there are several advantages to this system.
Should a lone player trying to bypass a group get tagged then there is more chance of them being killed, it increases the players understanding of the zones dynamic events and promotes players in forming groups and adds additional immersion to how a certain zone works. The groups placement and route could also represent the current dynamic events regional control of localised zone locations.
This entices the players to attack a mob rather than a single target, provides more loot to a localised encounter and more interesting dynamics in enemy groups class types and combat during the encounter. " dynamic encountering/encounters"
From a technical aspect, the group transmission can be contained to a single “root entity” and can be emphasised client side through a group descriptor when “inactive”, (due to less single entities) this should lower the zone data transmission required in addition to waypoint systems, on encounters full transmission of information for data updates of the static descriptor will allow each member of the roaming enemy group to become “active” when encountered.
Possible issues include multi mob farming where groups of players activate multiple roaming enemy groups, to counteract this, each additional group brought into an encounter provides bonuses to all “active” enemy entities within that encounter, the more groups the harder the encounter.
When I originally watched the manifesto, it gave me a warm feeling that developers specifically Arena net may be coming round creating more interactive worlds that brought players together in an open playable environment, this inspired me. While the game is still very young it has been clear that instanced content seems to be the priority, there’s nothing inherently wrong with this, it’s easier to create, manage and control, but detracts away from my perception of what an MMO is.
Key aspects of this instancing can be seen throughout the game, players commute in a single city and spend much of their time “Looking for a group” to enter an instanced area that incentivises players to repeat the same content, many of the open world zones are rarely visited by many players, this could be due to low population or player reward factors dependent to the location.
As has been describe, developers are currently improving and developing the instanced areas of the game which will further detract from the open world aspects and dynamic events.
I feels there’s several issues to this, one of which may be the inability to resolve issues in the open world, including dynamic events and the number of players impacting on these events. This may be the defining factor; by producing more instanced content, less bugs within a controlled instance provides better game play for all players, consistent rewards, less environment manipulation and less negative feedback.
While I liked, and I’m impressed by the instanced content in story modes or the first time, the repetitive nature of the content can be seen, and active requirements isolating players have risen (specifically fractals), I personally feel that the open world content is where the guildwars 2 does shine, no encounter is ever the same due to the combat mechanisms, number of players and event locality, but it seems to me that this is being neglected.
Advancements in the dynamic event architecture does not seem to have progressed with the release of the lost shores or within the original content “only minor changes”, and leaves me wondering if chain events have not been working out to well pushing an emphasis in current development towards work more on instancing and less on the MMO.
Res or stomp, hmm, i guess its situational. But yeah i find the priority system to be annoying at times, its something that needs to be addressed, be it a different key or multiple popup options, would save having to move around until you get the option to revive.
Im actually fine with the team colours, prefer it, but i dont see why they couldnt have a toggle or colour setting for it.
If its with Ride the Lightning, the its fine in imo, one of the cool things about mobility in the game, chances are he would get there almost as fast going the normal way round.
For instance, look at the Mesmer fight. It is true that the op did not dodge anything, but look also at the Mesmer. He trew out just 2 random dodges, which evaded just the op’s autoattack. Then, popping out all the Phantasms and than Moa he won the battle which started with half health.
Than look at the Guardian battle. Have you seen him dodging just ONE, ONE time? I didn’t. Than, why the guardiang is supposed to last that long without even dodging, but only randomly spamming his skills? Just try to run a bunker with any other profession and see how you die fast without dodging and throwing skills randomly.
Look also at the last thief. How much skill does it take to use 3-4 skills in sequence? Nothing. Just bind that skills to 1-2-3-4, press them in order and win.
Than how much reflexes did the op required in order to not dying to that burst?
Yeah, these are very valid observations, for the most part i feel that the things shown in the video need to be changed in some way, and imo it shows why moa needs a good look into.
I had something similar to this in WvW, a few random ctd’s when in strange fights.
Now im not saying this is the issue, but i noticed that i had some graphics errors (nvidia 570) on some objects when not using post proccessing (i dont like post proccessing overbloom/glow) ele lightning hammer was one of them, once i turned on post processing the graphics errors vanished and i havent ctd since then, i not sure if that was even the fix for the ctd’s.
There could be some forced graphics bug/glitch, but i dunno.
Kill everything that comes out, hehe.
Maybe a good thing would be to add health to the portal, that way it can be destroyed.
Because the cost of Gold for Gems Fluctuates and can have no RM attachment, imagine 5000 servers at the time custom servers are released, now imagine everyone pays in gems, but they purchased the gems through gold they got in game, that means that the cost of running these servers will be entirely on Anet.
Personally i think it will work like other games, real money, Why ?
Gems will be too easy to obtain through gold so unless its a lot of gems, say 10000 for a month’s usage, (which if you were to convert into the current RM purchasing of gems, would = a really overpriced custom server, comparitive to server rental of other games), i think they will go for the RM rental, because unlike gems which can be purchased for gold, they will make real funds to support the cost of running custom servers and bandwidth requirements.
So we know they are comming and we will have to pay for them in some context, so..
As the title asks, what customisation do you expect to be in custom arenas at a minimum, and what kinds of custom features would you like to have ?
Me personally,
Player numbers, winning value, toggable/setable capture points (on/off), custom match timer value, points settings, map type, the theres functions such as restart match etc..
Yeah its a real shame, especially late at night/early morning currently, most people have gone to sleep so i guess theres only a few in every zone (talking europe here), also the international districts, brought many communitys togeather from far off continents, thinking about it now, its really mind blowing at how amazing that accomplisment was.
I wonder if in custom arenas, you can customise the functionality of the maps, this way you could turn capture points off and increse the time limits, player numbers etc.. since its called custom arenas, i would assume that these standardised configuration features will be present. Yes im right, yes i am.
Im sorry, where does it say rent custom servers with gems ? Maybe i missed something.
Well if you actually spend the day doing a hard farm you can make 20 gold, @ current rates you can get around 300 tickets. yeah they havent mentioned the entry fee, I know ! So i would think the pve players (Im not saying they are the bad players) will have more tickets than good pvp players. xD
Another issue of this is players can relog if they are at the 20 second mark, takes about 10-14 sec (system speed dependent i guess) to load back in for me (i dont use this tactic, as its cheap, but i did test to see what happened).
Yeah i too would like to see 1v1, including single class ladders, the largest problem with 1v1 where you face other classes is the balance, since they have built the balance around the 5v5 capture the point game type, people would cry for nurfs and buffs in multi class 1v1 that would/could impact the 5v5.
Yeah i too feel this is an issue, i love the elementalist class, but its pigeoned into the bunker support role, it may just be the current meta or the fact that the game revolves around capturing and holding points, but i cant see elementalist builds changing any time soon w/o major changes to the way the class is built at the root statistics.
If they said, “Well, we would like to deliver these updates in about a month.” day 31/32, the internet world would explode into a heap of pitchfork waving, and “broken promises” talk.
I do agree to some extent if you promise dates, but well this is where change is needed really, “development diary” is what i like to call it, where the developer talks a little about what they’ve done, whats being done, i like to see how a developer is progressing with the work they do, openess is what people love, seeing the passion in development, esp if its a game they are playing.
I would rarther have someone on the pvp dev team just post a little everyday, its not hard, and theres no need to translate it to different languages as the internet will do that for you.
(edited by EvilExE.3460)
The name Guild Wars does not imply player run guilds battling, but is a reference to the lore. The game doesn’t need GvG to live up to its name.
You’re right… but a lot of people had a ton of fun in GW1’s GvG and many would like to do the same again.
Yeah i expected ladders to be a priority, since these are a driving force for guilds in pvp, but i guess they maybe thought custom arenas allow for external ladders to be created providing a back bone for Esports to build on, which is kind of how other Esport type games work.
While the post is good and outlines what comming, though most of us knew these things would be in the list, it doesnt give us a time frame in which to expect it, i would have prefered a simple list of everything planned with a approximated time (a road map), even if they failed to make the timelines and had to pospone, i would understand. But we are in the dark, i hate being in the dark, its so cold.
Well imho, i see the current Tpvp as the entry point for learning competitive play, i dont see it as the place where you play seriously, the only reason some players see it seriously and get angry at either bad players or leavers atm is there is nothing else for guilds and well organised premade/pugs.
Even Jon stated that he wanted to elievate some of the pressure on new players, ok so maybe punish players that go afk and do nothing repeatedly, but i wouldnt punish players for leaving, just fill the slot with someone new.
There is a really simple soloution to this, /Team /Enemyteam “model”, this is whats used in quake and other games, all that needs to be done is getting it implemented, that way you can decide which model you want your team or your enemy to look like.
Yes we need some kind of banking in pvp, i have 8 character slots, so i dont have to remake classes, atm the minuite im doing the same running back and forth in lions arch so i can stack my glory boosters, tickets, stomps.
I could also use access to a black lion trader in the mists, as getting different bag types for classes is important to me, for weapon switching during pvp.
While i feel your pain and have been there many times, (one time the poor guy didnt know what he was signing up for, and kept trying to relog to get out) was so funny, i dont think punishing players is the way forward, it would be much easier just to fill the slot with the next person to join.
Yes its not ideal(maybe theres a better system), but it may be the first time someone has tried tpvp, and its better in the long run not to alienate them through ristriction.
This is one of the big issues in GW2 i think, they decided to make lobbys indvidual to each server, which this allows for smaller communities, it does not benifit/allow for a larger pvp community to generate core centralisation.
The implementation of channels in GW1 was a much better system, where players could travel between channels to find players for thier teams, whats left now for dead/time pvp zones is only entering Tpvp randoms, where in places such as europe this system may team you with people that you may not even be able to communicate with, due to language barriers.
Personally i think at a minimum, no down state should have an interupt or escape function, if you lose Xv1 then you get stomped. I dont know how they balance the different downed states, but its really something that needs to be worked on imo.
Yeah, this will be the tactic, even letting them heal a bit to recover, then bleed them down again, its the way it will go, why let a player get a res when you can control them, but nothing stopping them from logging out and back in again, to get to spawn with full health (cough cough, xploit), same for when you want to get back to your primary spawn point faster than running.
Execellent read, and i couldn’t agree more, while the current mechanisums provide good entry game types for players, the game feels like players are thrown into a mixer, and does not provide solid team based play.