Showing Posts For Feyd Rautha.7298:
Into the Labyrinth Living Story Season 2.
You are placed too far back after the winning cut scene and are stuck in the vine wall. I figured out how to get out of it after playing through the whole thing twice.
Found a video showing the issue here. Pls fix, extremely annoying. Surprised it’s still in there. Extremely easy to repro, although may depend on character size etc.
I’ve reported almost all of these, and it definitely is more likely with the amount of time played.
- Playing for an hour? May not get this.
- Play for 3+ hours? Almost 100% chance.
- I almost exclusively play WvW and exit to desktop from there when I get this.
- I almost always leave party before I exit to desktop.
- Usually I’m standing around in near spawn or keep after selling off stuff from vendor or replenishing siege disablers.
My solution. Removes coverage complaints, solves population imbalance:
Step 1: Bring back Guild Alliances
Step 2: WvWvW morphs in to Guild Alliance vs Guild Alliance vs Guild Alliance.
Like GvG and PvP in GuildWars 1, alliance battles are voluntary and based on a match system. The more you play/destroy the higher your score in ladder rankings etc.
Guild Alliances memberships can be locked for tournies, but during open season they can morph.
I’m on the side that this is a good mechanic. People have been asking for something to help in this forum many times to defend against the mindless zerg so that they could respond in time. Guess what? This works, and it works really really well.
If you still have numbers, the disablers may be annoying, but guess what? Tactics. Move your siege back, use different siege, abandon and come back later, etc.. Gone are the days when you can bump against the wall and assured a take.
Keep in mind you can use these offensively as well.
Original post:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Please-Get-rid-of-siege-decay/first#post4114325
Here are some of my ideas:
- Voting system for troll siege, click on and vote to delete siege similar to a party kick mechanic.
- Original player who dropped the blueprint can always delete.
- All vote/delete actions are logged to the chat event log (like emotes) with player names.
- Siege is mostly indefinite, however enemies who capture an camp/tower/keep now also capture the siege.
- Open field siege not attached to a capture has a decay timer.
I can speculate the search is ‘deliberately broken’ for performance reasons.
However I have some suggestions for Anet staff/Intern that gets stuck fixing this:
(easiest) – File a PO for Google search appliance. Install, write wrapper, success!
(harder) – Install Omega and Xapian and go to town. Tougher because it’s probably a cross-team project with some IT involvement.
Great server for a well-rounded game experience. Nightly organized tequatl runs, weekly temple, mapping and jumping puzzle runs which have become well known to many other server communities. Friendly server-wide TS. Good dungeon and fractal community and, of course, excellent wvw.
Keep reporting it Like any company with a ton of customers, Anet operates primarily through data. If you manage to blip the graph with the same bug, the product development pointy hairs will see it and may take action.
I’ve gotten most of mine from the Achievement chests.
That’s probably where I got most of mine too. Now that they’re all gone it’s really noticeable when they don’t drop. It would be nice if wvw had a source for them besides dailies.
I haven’t had any of these drop from dailies or dragon events since this last living world event went into effect.
Not sure if it’s a bug or intentional to try to get people to buy them. I’m out of mystic salvage kits now.
Here are some of my ideas:
- Voting system for troll siege, click on and vote to delete siege similar to a party kick mechanic.
- Original player who dropped the blueprint can always delete.
- All vote/delete actions are logged to the chat event log (like emotes) with player names.
- Siege is mostly indefinite, however enemies who capture an camp/tower/keep now also capture the siege.
- Open field siege not attached to a capture has a decay timer.
(edited by Feyd Rautha.7298)
Anecdotal, but people are suggesting reconnecting several times into wvw until it’s good. I did try it and on the third or forth try I did get a decent connection without any lag. So it could be something load balanced internally.
In the NA SBI/FA/HOD match the lag is occurring mostly on EBG and has nothing to do with localized clashes. It just happens in spawn or anywhere randomly. It usually escalates until eventual disconnection.
For me dodge rolling will sometimes bring the server response back in line with the client for a little bit, but it doesn’t fix the problem.
traceroute to the server picked by gw2.exe -diag (first two hops removed to protect my ips, pathping does not make it past my firewall) 64.25.39.1
3 ae3—-0.cor02.sttl.wa.frontiernet.net (74.40.1.101) 15.699 ms 12.463 ms 9.627 ms
4 ae1—-0.cbr01.sttl.wa.frontiernet.net (74.40.5.126) 7.399 ms 8.022 ms 11.020 ms
5 xe-5-0-0.edge1.Seattle3.Level3.net (4.59.232.5) 3.237 ms 3.329 ms 50.611 ms
6 ae-32-52.ebr2.Seattle1.Level3.net (4.69.147.182) 131.169 ms 132.347 ms 134.294 ms
7 ae-2-2.ebr2.Denver1.Level3.net (4.69.132.54) 45.256 ms 43.537 ms 43.582 ms
8 ae-1-100.ebr1.Denver1.Level3.net (4.69.151.181) 130.869 ms 133.089 ms 131.950 ms
9 ae-2-2.ebr2.Dallas1.Level3.net (4.69.132.106) 136.582 ms 133.637 ms 132.371 ms
10 ae-82-82.csw3.Dallas1.Level3.net (4.69.151.153) 43.301 ms
ae-72-72.csw2.Dallas1.Level3.net (4.69.151.141) 45.169 ms
ae-82-82.csw3.Dallas1.Level3.net (4.69.151.153) 44.935 ms
11 * * *
12 4.59.197.34 (4.59.197.34) 133.141 ms 132.998 ms 133.396 ms
13 64.25.32.9 (64.25.32.9) 44.909 ms 75.365 ms 51.268 ms
14 64.25.32.26 (64.25.32.26) 134.591 ms 132.285 ms 132.185 ms
15 *
Yep, everyone in wvwvw is hitting this and it’s game-breaking ATM.
A couple solutions for problems cited in this thread:
- (Re)introduce guild alliances into gw2 to solve the ‘small guild’ problem.
- Megabosses on a single 24hr timer and a event chain for other times.
- A large adjacency area is free for waypoint costs, but map instance to map instance traveling always costs $.
That’s good to hear! Our graphs are showing improvement too, but it’s good to hear from you guys that it’s gotten better.
Yeah, it’s pretty much back to the normal skill lag during large battles. The ‘powerpoint fight lagging, freeze then disconnect issue’ that an area of people would experience appears to be gone. Thanks!
Would you be willing to return to the login screen to start queuing for WvW?
I concur, SBI is awesome.
Is this still happening for you guys? I passed this on and we’re not seeing anything server side that suggests this behavior.
We did have a hotfix a little while ago, maybe that cleared things up?
Depends on whether the hotfix restarted the match servers? I can say network engineer hat on that it displayed certain characteristics which lead me to believe the server instance was having severe trouble with exhaustion somewhere. I would be digging through netstat for stats that are out of line of the other severs, especially specific to the network interface, bad kernel messages on that server indicating hardware failures, etc.. I would probably rule out the firewall state table exhaustion or partner switch since disconnects seem to only effect the group in a area and not the whole map.
Knowing a little bit about your infrastructure it could easily be attributed to distributed db updates stalling on the backend connections as well, building up and causing the group to decon. Would that cause pausing like behavior with slow client updates from the server? The logs should certainly be telling.
I can say this is the first week in a long time that I’ve had trouble with wvwvw, even in massive DB fights the last three weeks.
Yep the SBI/FA/IoJ match server(s) seems to be having issues. I see plenty of people re log in dead at the gate in Gendarran to BL/EB. I just experienced a mass disconnect durring a large battle between FA/SBI. Everyone in teamspeak in that battle had the client get slower and slower and lock up.
Now that refunds are free can we get templates?
- switches traits with a few clicks when out of combat for X seconds?
Soon GW1 parity!
>31- When a camp flips and you are standing on the supply depot, you can get stuck >inside the stack of supplies. You are unable to get out. I think you can get out when it >gets emptied again.
This is the same bug as the PVE bug. For example if you stand inside a boss chest while open, when the timer resets and the lid closes you will be stuck inside.
Guard should be as is, except guard me while moving, no ground target, and still granting the stealth reveal. Sitting in one place in this game is useless unless holding a point.
Do you remember complaints about Ranger viability before Longbow, Shortbow, and quickening zephyr nerfs? No? That’s because there really wasn’t a balance issue compared to other classes.
In fact we were having fun killing things, just like the other professions.
Back then all we complained about was the pets.
1. Ranger
2. Mesmer
3. Elementalist
Anet, thanks for fixing this!
Yep. I didn’t find this thread when I posted mine, but yes this is a big bug. Seen this in EB.
It is suspected that when Edge of the Mists resets all defenders on the map are Waypointed to the home waypoint. I have experienced this in at least Eternal Battlegrounds.
- Entrance tickets,
- baubles,
- representation buttons,
- claim tickets scraps (of various kinds!),
- account bound crafting materials you can’t sell,
- etc. etc.
I’m not a hoarder, yet even I am amazed at the inventory wasting mess that comes along with each event.
Basically the rules is: if you need more than 1 to redeem or craft it’s going to sit in your inventory at some point crowding out stuff you DO need.
The list is getting rather endless and it’s getting out of hand.
Yes, I realize there is a Anet profit motive here, but please make some of this crap bankable if you are going to use it again next season.
All the best…
Likes:
* Winning and just outright participating in epic battles. i.e. Big back and forth battles for garrison/stonemist/etc.
* Rank pace feels about right.
* Community on my home server.
Dislikes:
* Zerg vs. fortified structure, zerg wins without siege.
* Recent ability of ele’s to down any siege on top of walls, irregardless of placement or being able to see on top of structure.
* Friendly fire transference through structures (doors, etc).
* Lack of effective traps and lack of reward for mundane support roles (also mentioned in this thread many times.)
Minor Dislikes and bugs:
* No timeout on structure ownership, so you can’t upgrade towers/etc, you should have to have an active guild member on the map to maintain a claim.
* Commanders can’t map chat or they get excessive messaging.
* Desperately needed mapchat macros other commander UI and/or large party like UI improvements
* Minimap is limited to a max size although it’s the prime strat UI interface in WvW. I should be able to everything comfortably without hitting ‘M’.
Seems like the last week or two, materials to be gathered appear in the exact same place every day. Is this intentional?
The alliance idea is a good one.
Have two intervals:
1. alliance match ups to pit world alliances against each other, similar to world match ups we have now.
2. alliance balance after interval 1 which balances the world populations according to wvw player statistics.
This way there’s never more than a few weeks to wait until populations rebalance.
This would probably assure that you would fill your instance population on all sides.
Then just add true GvG to keep the queues from backlogging.
At the first glitch the megalaser went to the destroyed graphic. There’s probably a race condition between some low health event and defend timer.
The perm fire elemental is also present on Stormbluff Isle’s Metrica Provence. This breaks the Boss chain. Rooba goes straight from cleaning to the post – fire elemental defeat dialog.
It appears the the Living World events can lead to such processing lag on the server that it will exceed a timeout and end up disconnecting. I’ve almost never experienced any disconnects except for these current events.
To be fair, this area was noticeably broken. Skelks would instantly respawn right after you killed them — sometimes two or three times, right on top of each other.
If they brought the spawn down to normal rates, I’d say it was a fix.
Haven’t seen this yet after today’s update, so maybe they put in the fix.
Same crash twice for me. I’ve very rarely had gw2 crash on me. Crashes came with today’s patch.
Walk on down to the server boys, grab an old server and publish this stuff live. ftp the stats output (mrtg or whatever you’re using) to a html 1.0 page with meta refresh if you have to.
Amduat Point in Fireheart Rise.
Definitely had a tough time playing this area at level. The Fire Shamans would respawn right on top of you. Sometimes right after you killed them, 30 seconds or less later a new one would spawn in.
Looks like from the screen shot posted in this thread that the chopper has come fully to its position, it seems like the airship has stopped too far away. I remember the airship being much closer to the island before the chopper arriving.
… Also, lightning hammer is the key to leveling.
I have two opinions on this that would be ideal to fix this issue.
1 – start dynamically merging server instances so you always achieve a minimum population in the zone for your spawn rates (technically hard), or
2 – simply don’t spawn any wiped creatures until another PC enters a radius.
So either you get max participation, or if the zone is empty you feel like you accomplished something until Leroy Jenkins starts running toward you.
Easy solution to downed state: implement a real death/downed penalty that stacks with each down, similar to the GW1 mechanic.
Argh, just hit this. Killed the eye while he was in retreat and sure enough: Nada.
The big problem I’ve had with this build is lack of any condition handling, and I most often die from stacks of poison or other conditions.
This is just a general gameplay guide. If you have trouble with conditions, feel free to adapt. Our utility offers several tools to do so, so swap out Feedback or whatever and use it accordingly.
I change the setup of the utility skills constantly depending on what I am facing. The ones in the guide are for easy going PvE.
Yeah, I know, just sharing my opinion on the base build. It didn’t take me too long until I replaced feedback, which is rarely used in most PvE, with Phantasmal Disenchanter, which will lose all your conditions every 10s, plus give you another phantasm you can shatter.
The big problem I’ve had with this build is lack of any condition handling, and I most often die from stacks of poison or other conditions.
Other people in this thread have mentioned this, but it bears repeating. There appears to be an A.I. issue with the mobs and NPCs in the personal story.
Often, mobs will focus solely on the player character once in aggro range regardless of the allied NPCs. If the player is in the downed state, they will continue to focus on the character regardless of even if allies are beating on them.
For my Elementalist character, I had to give up doing the personal story at ‘Fort Trinity’ because of the mob rush at the outside gate. I will note that I have run through this step with an Guardian and Mesmer. The Guardian was able to easily complete this story and it seemed unchanged, on the Mesmer it appears you have toned it down somewhat so that wiping the mobs at the gate is not required, just that you survive (after killing X number of mobs?) long enough to close the gates.
I will add my frustration with the hardiness of the NPCs. On all three characters most NPCs were dead at the end of multi-mob storylines and is especially true if you’re a squishy class and tend to pull aggro carefully.