Showing Posts For Harmonizer.4210:
The lag is caused by a lot of players in same vicinity (nearby area), fighting each other.
It has nothing do with your computer, but Arenanet servers. The number of computations is O(n^2) where n is number of players so e.g. going from 5 to 50 players, increases the amount of calculations 10*10 = 100 times.If the players would be spread all over the map, there would not be any lag. But now the “wise” minds of Arenanet decided to replace the lake with 5 capture points.
Before this patch there wasn’t much players in the lake, now the central area of the map has much more players in there, so of course there is considerably more lag.
The only way to fix this is:
1. Change the map
or
2. Give players motivation to spread all over the mapI am still extremely sad of the removal of the lake. The North West (skritt area) and North East (tamili area) of the maps, plus the place just above the Northmost supply camp are heavily underused. They would have been logical locations for the capture points and instead have 2 capture points in the ruins.
Epic design fail.
I understand your point, and it is not wrong… but this lag is appearing not only in all fights, but when i’m roaming around with no one near me.
There is a major, and noticeable difference to the lag before and after the update. One was manageable, now – its unplayable.
Can any NA players confirm if this lag was fixed by the most recent patch, so I can know before next EU primetime?
No, still bad.
Unfortunate…
And Hey Zach. :PP
o/ Harm!
It’s pretty disheartening if this is still going badly, because my guild and I can’t be playing if this persists. We’ll still try each night, but I don’t expect us going longer than an hour if it’s terrible. Attendance numbers will shrink into nothing the longer this goes on.
We were worried about drifting from the game because of losing interest. Now it looks like we’ll be disappearing because it’s not even possible to play if we wanted to.
I’ve called KA raids until the lag is fixed, its unplayable.
Especially for me, since I’m playing on EU servers.
At multiple points earlier today I was running around and I would randomly get 3s skill lag.
In any fight I would have 5s skill lag at least.
In huge fights (read: stonemist size) I’ll randomly “disconnect” with what is happening within the game and One of two things will happen: 1) I’ll be able to wander around in “ghost form” and see what the enemy is doing until a few minutes later when I teleport back to my body only for this to restart all over again or 2) Everyone on my screen warps around and very often they will randomly run into walls then suddenly appear in different locations.
The very definition of Un-Play-Able.
My Rig:
GPU: Geforce gtx 550 Ti
i7-2600k CPU @ 3.40GHz
16 GB RAM
I live less than 1 mile from my ISP’s datacenters (extremely good latency).
I’m not running a super computer, but this should easily run WvW with zero lag
Im not gonna read through all the garbage on this thread against the patch, but I will point out that:
IT ONLY TAKES ONE PERSON TO BACK CAP / DECAP / CAP a point.
If you are so serious about WvW, why dont you take 1 person from your guild (who enjoys PvP) and let them do the capping…One person, your zerg spamming #1 will not miss one person.
There is little pvp involved with the capping..
You have to stand on it… forever. To keep it.
Oh you have competition now? Don’t worry they’ll just avoid you and either wait for you to leave or cap one of the other points.
The new conquest areas are just another failure. They actively discourage PvP and boring activity (sitting on the point… forever).
This is just one minor reason the Bloodlust Buff is receiving so many complaints.
But we know exactly how the bloodlust buff affect the game:
It makes the game unplayable due to extreme lag spikes and warping.
This,
Wake up and stop drinking the kool-aid.
If you find WvW so incredibly unacceptable in its current state that you’re willing to quit en masse, then maybe GW2 just isn’t the game for you? Play the game for what it is right now, not for what you fantasize about it being in the future.
It was the game for them two days ago, and apparently it was the game for 99% of this forum two days ago. It was the game for a not insignificant portion of the WvW-playing playerbase two days ago, as well. If GW2 was never a game that they enjoyed, then maybe I’d agree with you, but that’s not the case.
I find it amusing that the game is suddenly shattered for so many over something as insignificant as a 0-150 point increase in stats. I simply can’t believe that people who honestly and legitimately enjoyed the game prior to the buff are unable to logically enjoy it now. It seems far more likely that they’re simply being disingenuous, for effect.
I agree with this. Obviously you have to adjust to new things, but I haven’t had any issues with general WvW play after the update.
The primary leaders of this whining are GvG guilds/players. To solve that all Anet had to do was put a neutral zone behind south camp, but instead they decided to be pricks about it. Now you have all of the GvG community raging all over the forums and threatening to quit in mass. It would have been a simple solution.
I’m a Guild Leader, and we primarily raid WvW. My guild has never GvG’d during the lifetime of GW2…
Your arbitrary statement tries to demean both types of players, the people who GvG and the people who go out there to just WvW, thinking most people on the forums complaining are solely a bunch of GvGers QQing is shortsighted at best.
Can any NA players confirm if this lag was fixed by the most recent patch, so I can know before next EU primetime?
No, still bad.
Unfortunate…
And Hey Zach. :PP
Regardless of that… So many people in WvW don’t use food or other such bonuses, despite the fact that they can. Plenty still run around in rares or exotics, when others are using ascended.
Please continue to dig that hole…
/popcorn
If you find WvW so incredibly unacceptable in its current state that you’re willing to quit en masse, then maybe GW2 just isn’t the game for you? Play the game for what it is right now, not for what you fantasize about it being in the future.
It was the game for them two days ago, and apparently it was the game for 99% of this forum two days ago. It was the game for a not insignificant portion of the WvW-playing playerbase two days ago, as well. If GW2 was never a game that they enjoyed, then maybe I’d agree with you, but that’s not the case.
I find it amusing that the game is suddenly shattered for so many over something as insignificant as a 0-150 point increase in stats. I simply can’t believe that people who honestly and legitimately enjoyed the game prior to the buff are unable to logically enjoy it now. It seems far more likely that they’re simply being disingenuous, for effect.
You’re focusing on one issue.
The Biggest issue in my opinion is the major increase in lag.
Not only the above, but the addition of more “conquest” anti pvp mechanics. For example, I know this is for TW:R2, but AngryJoe’s analysis of flag mechanics in war games is absolutely correct. It’s kittened, anti-strategic thinking, and just plain boring!
But your shrugging off of a maximum total buff of +150 to all stats (even healing power and condi damage) as insignificant just blows my mind. This is a huge game changer in small to zerg fights.
Get Defense against guards, then by chance have full max bloodlust, plus lets say a food that gives +100 vitality. Grats your vitality is buffed by 500! And you didn’t waste ANY of that on your armor or trait choices. Please tell me why that amount of buffage is “Insignificant”.
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Basically stopped playing.
Might play the occasional evening once every two weeks or so, but mostly the fun is gone, so so am I.
QFT… GW2’s WvW is unplayable
Any type of gameplay is unplayable in WvW at this point. The lag is beyond ridiculous levels. Therefore, I won’t be playing WvW during this crap.
I doubt I’m the only person feeling this way. Explains the “lack of numbers” you might be seeing.
Does anyone happen to know if any ANet have dabbled in roaming? I’d say something to the effect of “The day I see an ANet tag roaming, I’ll eat my hat,” but Devon will call me on it and arrange for it to happen.
I was leading Piken’s EB zerg during this odd Arenanet tag showing. Ofc we ganked them whenever possible, and corpsejumped.
They were Roaming for a while, until we ganked them a few times… then they joined Kodash zerg (they were on Kodash team) that kept hitting Durios in EB about 3-4 times.
The 3 of them were all warriors. 2 With GS 1 with Axe/Shield iirc. Seemed to be “tanky” builds, because they didn’t die too easily when I ran over them with 30-50 people. :P
Dunno if they were testing anything or just messing about. lol
I am wondering a specific, but broad question. Why organize in WvW?
More to the point, if you organize.. it takes at least 30-60 minutes to organize everyone’s builds and groups. God forbid someone goes offline in the group and you need to completely restart it.
That is considerable effort, and normally PUGs are never going to do this.
Then people wonder why so many people zerg, it’s not a choice… its the way the game is designed.
Guild Wars 2 touts “cooperative gameplay” but lacks any features that makes this true. Just because you are near an ally and working towards the same goal does not mean you’re playing a cooperative game.
Look at it this way. Think of the major difference between a zerg busting guild and a zerg. Unless the enemy has number superiority the zerg busting guild can easily take on 2-3 times its numbers.
The zerg busting guild probably worked their kitten off 30-60 minutes in spawn getting their composition and builds right (also likely waiting on people in queue). Not to mention days/weeks of build theorycrafting.
Unfortunately, all it takes to counter this admirable coordination and effort are with the all so favorite gigantic blob strategy!
I’ve killed RG on multiple occasions with this strategy; it’s ridiculous that a feat of such ingenuity can be overcome with such stupidity.
Why does the commander symbol show to enemies?
Why can’t I organize my raiding party(s)?
Why is there a lack of a raidshout function?
Why is there an AOE cap limit on siege weapons?
Why can’t I see my raid on my minimap?
Why can’t I differentiate myself from other leaders?
Why can’t I place a visual waypoint?
Further..
Why can’t I call skills I’m using in chat with simple hotkeys?
Why must I open my fullscreen map to place a squad waypoint that is both hard to see and practically useless to look at?
Ultimately..
Why for such a fast paced game are the UI and organization features nearly impossible to use or non-existent both in and out of battle?
I’m drooling at the UI suggestions for commanders…
GIEF NAO!!
Did RS seriously exploit cap SM?
no we go by 2 sides in we with golems the others only for trick you:-) riversider dont be exploiter
Just saying, there wasn’t any distraction at all when you guys capped SM. It was fine, “lord attacked by 30 people” > capped instantly.
they have a fully upgraded BL
supply for golems is not hard to get
Still doesn’t explain how they got the golems past all our scouts on their side of the BL.
Did RS seriously exploit cap SM?
…………………………………………………….
If not, please tell me how. I hear you had golems.. but you guys didn’t have enough supply to build golems, nor the ability to get them to the door without being spotted… everyone here is baffled.
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BALANCE, BUG-FIXING, POLISH
General
A Commander’s map pings and strokes are now visible to members of their squad.
When I tested this, it was still limited to only party members who can see the ping/strokes. Unfortunate.. I was getting giddy for a moment when I read this…
Source:
Game Update Notes May 14 2013
Remember that coordination itself is the challenge. You can approach this in a few different ways. Most of the guild content can be completed by a group of fewer people who are coordinating as well as tons of people who aren’t coordinating very much. Both groups are coordinating, though. It’s micro-management versus macro-management and I’m not sure that excluding either strategy is the right answer. Variety is seems best and so most of the guild content can be completed either way.
I do agree that challenges don’t scale as well as we’d like them to and that’s something that we can hopefully get addressed and we improve our dynamic scaling technology.
Though off-topic, fixes for Sottz are coming in the next release.
Here is the problem, GW2 promotes coordination (Macro and Micro Management….) with zero effective tools to manage, and in some cases hinder that playstyle.
For instance, the commander and squad system are FUBAR. Such as no in-game method to coordinate and time skill play or manage groups (in squad).
The bounty missions require a guide to complete, this in itself is a glaring issue. 15 minutes to kill champions? In No detailed location, only vague references. A lot of these champions require over 5 people to kill.
When I hear the phrase, “Guild Mission”, for some reason I fully expect to do an objective with my guild. I want to be with my guild working towards a goal collectively. Not disperse in a hugely wide area doing the most repetitive and annoying quest given to gamers: “Go here (and here and here and here..), kill x things, and win”. The fact that we must wander Solo to find the mob, where only a partial amount of the guild can contribute or else we fail, is ridiculous.
At any one point the guild is never together during a guild bounty or trek.
These two missions, are horribly thought out and implemented.
On the other hand we have the Rush and Challenge, which are well thought out (if buggy). And involve the full guild in objectives that while frustrating at times are interesting and fun overall.
- I have not seen the Puzzle Mission
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In the name of love, turn off the Titles from HELL!
I had the “same” issue.
In WvW (EB Map only), when I badged up it did not register. Even the Commander commands (/supplyinfo) did not work and said something like “You do not have access to commander features”.
It is fixed now, no idea wtf happened or how it fixed itself.
I did multiple restarts, entering/exiting WvW, badging on/off repeatly.
The fact that this happened is quite disturbing. And can sideline some of your best commanders if this happens to them, such as it did for me.
Stuff that makes you facepalm in WvW….
Players that hide in the invuln area…
<Attachment Pic>
What if the WvW BL didn’t have a boring lake and actually had a beautiful forest in the middle instead….
Sigh… Underwater combat /facepalm
Nice fights in EB today, especially when RG came on… gave me a reason to organize the nublets a lil more than usual.
I think our strat payed off in the end.
Have fun out there guys! <3
(Btw there was 1 Gandara flying hacker in EB sadface, he didn’t accomplish anything though.. had scouts/defenders at all objectives)
thanks for pointing this out… i shall try it tonight
I knew that were going to get people like the above posting this here; hopefully it will give the devs more of a reason to fix the stupidity of shooting, knockbacking, aoeing, and rezzing through doors.
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There is a reason there are barely any NPC inside objectives:
People come to WvW to have a combination of Siege warfare and pvp. Not really for the PvE – Honestly they should really take out the grub, aboreal spirit, etc..
But the difficulty to hold a point against 40 when you have 5 is a bit ridiculous due to the rezzing mechanics (read impossible).
While its great fun in an arcade fashion, its a real mood killer for those of us who are strategically inclined.
The main problems I see are the following (Highest priority being 1):
1) Attacks / rezzes bypassing / going through walls – it makes standing on walls just stupid and attacking gates impossible vs any defense. It also invites rez exploiting.
2) Rezzing -
Why:
I like the downed system, it should stay, but I believe offenses in WvW have too much of an advantage, the enemy can rez at will while the defenders cannot (either due to the above, or the lack of another entrance without a portal). When the enemy breaches they can run full dps spec and not worry because of insta-respawn from 4 people rezzing.
Potential Solution:
When the invader enters your territory they cannot rez dead players or limit the invader’s rez cap to 1 person.
3) Portals
Why:
They completely negate the meaning of walls. It’s a pure gimmick that trivializes gameplay. What’s the point of a blockade if players can just port past completely. Or worse, use it as their primary movement source.
Thoughts:
I believe the skill itself was to be an in-combat deception movement tool for the mesmer itself so it could fight on two fronts equally at the same time against enemy(s).
Potential Solution:
Cap max portal uses to 5, reduce the range to 1200, uses same teleportation restrictions as other teleport skills (can’t go past / through walls), and dramatically reduce the cd so mesmer players can get back a viable build instead of being portal bots.
4) Supply Camps
Why:
Clearly because they are weak as hell and are basically a zerg’s “supply kitten”. The 5 min invincibility buff is ridiculous and should be removed completely for a more sensible option that “negates” reward flipping.
At the moment the buff is used as a “Zerg Hanging” device by taking camps and having a “zerg” waste 2 minutes on the invincible supervisor that the enemy clearly had no inclination to defend, just to delay them and supplies. If they want to delay supplies, they should be forced to defend the camp or kill dolyaks, not rely completely on an immunity buff so they can move onto the next camp without worry.
Lastly, players need to lose the immunity buff and have no way of getting it again by running near the wall at the supply camps nearest to respawns (Aka: <Color>Vale and <Color>Water in the Borderlands). At the moment, it’s ridiculous to even attempt a defense there when it’s impossible to wipe the enemy when they can retreat to an immunity point that was obviously not purposely meant to be there.
Potential solution:
In the name of love, walls and gates! We need choke points for the objective cap. Make them buy-able upgrades.
As for the 5 minute immunity buff, keep it but don’t make him immune, just don’t grant rewards within the 5 minute window. Not hard…
Lastly, fix immunity locations when going off the invulnerability cliff so they cannot get it back again by running close to the cliff wall. >.> Lame..
5) Lord’s Weakness
Why:
Faaaaar too weak. I agree lords should Not be the main or even half the dps to wipe a zerg, he should at least be able to survive…
Potential Solution:
Lords must scale in survivability and take “equal” time regardless of player size to down him, variations in survivability only differing based on camp, tower, keep, and castle.
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