Showing Posts For Killjagood.7830:
Another thing to think about it the increase in bandwidth created by calls and packets between client, web ui, and the servers. Perhaps it would make the TP unstable or too costly.
The current issue of not being able to preview items in the BLTP results from the use of the Awesomium browser/interface for the UI of the entire thing. It seems that when you authenticate your account, the game starts the Awesomium process in the background by accessing files temporarily downloaded onto your hard drive, and connects to https://tradingpost-live.ncplatform.net/.
You can actually view the trading post from any browser by visiting that URL to view basic price values, but you cannot view or place orders since your account information is absent since there’s no authentication involved.
Chances are that with this setup there would need to be a fair amount of programming involved to add previewing as neither of their APIs are exactly simple to code when it comes to integrating them to existing applications. Then the existing UI would need to be redesigned and coded to make the changes and additions intuitive. A great amount of debugging and testing would be needed before the change went live, as badly bugging the TP this far into live isn’t much of an option.
Not impossible by any means, but just overly time and resource consuming when the result is displaying skins models of items you can likely already view at places like GW2 Database.
There could be other issues as well. The version of Awesomium that is currently used was released when they began working with the API. It may be necessary for them to use the 1.7 final candidate instead to get certain functionality. The Mac support isn’t exactly wonderful either.
By the way, if you have trouble viewing the TP sometimes; check stuff like Windows Firewall and your antivirus and make sure they’re allowing awesomium_process.exe the access it needs. Norton doesn’t trust the process in the first place. really.
The only thing about Dolyaks is that they drop supply off at the front door. They need to slowboat it through what’s usually 50 enemies and right next to the gate. The enemy doesn’t even truly need to worry about supply camps. They get effortless event completions for them periodically.
Why not put a second “gate” somewhere on the structures (maybe on the back) for the banthas alone. Just a texture really. Make some of the enemy force do something that pulls them away from spamming the gate or ramparts if they just mindlessly zerg keeps without securing points like supply camps.
Which servers are you guys on? You’re on HoD that’s obvious by your sig. Kind of curious which servers and/or WvW tiers are affected. Tier 2 is jumping and going hard.
Do a routine new driver release check maybe?
I wish I could tell you it’s server side, but I’m in Eternal at the moment shooting IoJs with a treb : /
I also recommend a quality brand SSD. Not even two weeks ago I was bored as hell with grinding drops and decided to try running the game from the 7200 mechanical instead just to see the difference it makes and I couldn’t believe it.
In WvW, whole models took significantly longer to appear; running some of the popular events in Orr led to periods where players sort of flickered, pop-corn style, among the spell effects; and in general, high resolution textures sort of “fuzz” into detail in comparison.
Nothing quite like what you’re experiencing right now though.
Do you know how to clear your ram? Because it helps me when it starts to stick like that.
If you don’t know how to go about it yourself, I recommend Game Booster 3 from sourceforge.
When you launch a game via the application it stops nonessential processes and services, giving your CPU a bit more headroom, and conveniently clears RAM. It does it instantly too with only two clicks of the mouse, and restores everything when you quit the game.
SBI isn’t queued right now except for Eternal. We’re only at most a High population server almost 24/7.
I had easily less than a 15 minute wait for our own battleground about 2 hours ago.
Hey man not hating, but you basically just said that servers are busier during the weekend. I mean… Yeeeeaaah lol
- The commander should be working with a squad group and those squad members alone.
- The (up to) 29 other players in the commander’s squad are identifiable to be as trustworthy and reliable as at all possible. They must have a fair amount of experience playing their characters in WvW and know a great deal about the particular map, their objective and its layout/upgrades, the exact route of approach, and recent enemy activity.
Each player should be carrying maximum supply and preferably at least one siege weapon blueprint for reserve. They must be given a priority on arrival (cannons, oil, guards, build siege, etc.). They need to know how many rams to expect on each gate, initial layout of other siege and particular roles to fill after the initial priority is completed (operate a ram, operate other siege, wall suppression, attack gate, engage a second gate, protect flank/rear, supply run/portal, revive, aid revival, port released players back, etc.)
- Experienced, level-headed scouts, who can provide timely and accurate, unexaggerated information, from the squad are necessary in order to observe the objective and the route the squad will take to reach it — providing the most assurance the squad will not make contact with or be spotted by enemies or nonparticipating teammates. Such intelligence is immeasurably more valuable than anything provided in the open chat channels
They should preferably have high mobility and a means to hinder detection. In case they may be spotted doing so, the scouts should approach their posts from a direction other than that of the squad in order to discourage enemies and other players from scouting in its direction.
Members of a renowned WvW guild are a poor choice to scout since if spotted and recognized by a clever or cautious enemy group, they’re very likely to be perceived as a scout and not a solo player, straggler, or random wanderer.
- No information about the assault has been, or is it to be, stated in any public or outside chat, nor on any unverified and possibly compromised VoIP channel. Instead, all textual communication has taken place in /squad chat, or at the very least, via local /say with great precaution and at an absolute minimum.
- Any rendezvous point for squad members must be somewhere where neither enemy nor nonparticipating teammate would at all likely be or travel, as to not view the squad group. It must also be in a practical location for the squad to secretly leave the location, build initial group coordination/formation, and quickly reach its objective while receiving as much sufficient cover from the surrounding terrain as possible.
- Any contact with any enemy sentries/guards must be avoided, and circumventing as many areas of high mob density as reasonably possible is just as essential. Pulling a sentry or a guard can easily put skirmish markers on the map and announce the squad’s presence and location, or even possibly a direction of travel and ultimately its intentions.
Running into camps or large numbers of mobs results in members of the squad losing pace — prolonging the entire squad’s travel time, lest those members be separated and the squad perhaps become uncoordinated as a whole — resulting in a higher likelihood of being seen by others. It’s possible those and other members may even have to halt to kill the mobs, adding a lot more time between departure and arrival.
Even if it isn’t necessary to stop, those mobs will follow the squad members for some distance. Mobs are viewable from a far greater distance than player character models. Several mobs running in the same direction will quickly draw the attention of surrounding players.
- The commander and all squad-members must be capable of moving and coordinating a siege by instruction and squad-specific map waypoints alone. Using the waypoints available to the commander allows the squad an effective visual aid, usable to orchestrate a very detailed siege, while avoiding publicly pinging the map and drawing the attention of any nonparticipants.
This matter is more than a map icon being there or not. It’s a matter of choosing an approach to the assault in the first place — based on what’s necessary, practical, and ultimately feasible when weighed against the unlikeliness that the offensive could ever be realistically ensured secrecy from such informants and spies, ambiguous amongst their own team.
While I agree that this scenario is plausible to an extent I’m sure it happens frequently between the servers — I don’t think convincing a player to turn their icon off would solve the issue. Especially during prime time or comparable participation, and especially not in the circumstance of a coordinated surprise keep assault.
Chances are that “guy sitting there” can simply read in /map or /team what the plan is, roughly where the zerg is at about any moment, and what everyone has to contribute to the assault. Everyone is too overtly vocal about this sort of thing in an open chat in the first place.
Anyone at all could ask what the zerg is planning, and they’d get every detail without any or much hesitation from the players. It isn’t entirely our fault: There is not a good ingame system for large group coordination. The commander’s squad system trys to fill the role, but misses the mark. It’s essentially a chat channel open to 30 random members of the public who choose to join at will, and there are still so many people left out in the first place.
Even if everyone were able to stop dropping the ball in open chat; maybe he’s in a VoIP channel for your server. Perhaps he’s mindlessly following the zerg into lower levels of boredom, and is the asuran running along beside you on your left: leaking detail after detail to the enemy just to foster his id.
Surprise strikes seldom work on a server with equal representation or greater than your own during the time between peak and late night hours. It’s very unlikely but not impossible. This is because these assaults are rarely a true surprise, with or without a mesmer portal, due to little to none of the planning or precaution necessary for such strikes having been taken. Guilds and alliances tend to be the most successful at such efforts. The exception to this is the siege golem sneak, in which many alpha/omega/guild golems are constructed and are mesmer ported to close proximity to a mostly undefended structure, or in the very least near the most obscure gate of a keep, and then proceed to destroy reinforced gates in disgustingly little time.
The last SG sneak I experienced first hand had 18 total golems, comprised of the 3 different versions, and 6 supporting players. They managed to get through two reinforced gates of Ascalon Hills and defeat the Lord in just under a minute — 51 seconds, actually. Two nearby players were the only ones able to arrive at the keep in time to also watch the enemy enter the Lord room. This is perhaps the absolute easiest way to capture a keep without having a mesmer exit portal inside the keep walls; however, both the SG sneak and ninja portal strategies are considered extremely cheap, or even an exploit, by a great number of players since, barring some extremely unlikely circumstances, there is no imaginable counter for either.
The success of a surprise assault when active informants are on the map doesn’t lie on the visibility of the commander icon, but rather a myriad other preparations, considerations, and precautions that justify turning it off in the first place. However, much of what constitutes sufficient concealment from the enemy and your own team in order for a successful surprise attack, resulting in a captured structure, is likely impossible to expect from anything less than a guild group:
I’m still not comfortable with dying twice 25% of the time >_<
The HoD/SBI/ET match has been so messed up.
Curious, myself. It was like the scene from Monty Python’s Holy Grail where the Frenchman looks away and does a double-take of the trojan rabbit, except with 12 siege golems and reinforced gates falling in 20 seconds.
They need to make crafted siege weapons that require multiple craft skills and must be carried in pieces, with one piece per player, to be assembled on the field. Make them stronger and/or even mobile. Trebs and cats are probably a bad idea to strengthen though.
The throw down, build, use, and forget is absolutely boring.
Irony is we were sieging a keep last match and I threw down all 8 of my catapult prints and astonishingly the zerg built them all really quickly and we blew through the wall. Henge has been using 5+ golem door blitz method a lot lately too. Got to love jumping puzzles.
Reality of so called Oceanic Population Imbalance - Player Driven Solutions
in WvW
Posted by: Killjagood.7830
I never realized how bad the HoD guys really are until this matchup. The server reset happens and you all of a sudden have a full force in SBI and ETI to take advantage of SB logging in and the non-existence of ET at all for the hours leading up to it. Just to compete.
Face it. You aren’t anything without that wee hour ninja crew. In my experience you’ve had tons of people exploiting bugs and glitches in prime-time, and you exploit Oceanic populations in the off-time.
You guys are going to cause reaction from ANet, and it won’t be to HoD’s advantage, but carry on as you will.
Would it be possible to add a 15 minute to 1 hour timer until WvW resumes after a reset?
I honestly, and I mean in all honesty, cannot remember a reset in which HoD hasn’t zerged a keep out from underneath someone. They have a very strong Oceanic population and resets at this hour just don’t cut it if an enemy can pile 50 or more people onto a gate before we can get nearly that many into the zone alone.
I mean you aren’t playing favorites by resetting glitched orbs and releasing new builds during a time of day when servers of their sort are still very active and others aren’t, right?