Showing Posts For Papaminas.6713:
best thing I bookmarked this year, thank you for the tears of laughter
I heard about games disconnecting players based on a combination of latency and fps since when they’re bad enough they can ruin matches when latency compensation is used. But I have no fps issues, no sound issues, its just prime time lag during madking madness weekend and that horribly horribly overcrowded laggy fight. And I repeat its not a frames or sound issue.
on my third character I thought “I better pay attention because I didnt notice the difference in my choice on the second character” . When I was done “this was really fast… wait a minute…”
Windows 7, 64 bits, thank you for suggestions but the problem isn’t on this end.
I’m going to level with you, I believe its server overloading problem , not user end. I made topic this way playfully. Hoping that more people would testify to how bottle necked the service can get during prime time, and get some attention to the problem.
I don’t know when it happened, but now if I try to play the bell the animations are followed with character moans. Please fix T_T
they’re down enough that exess players become invisible or the placeholder models, and that fight had no fps issues, only… that awkward skills lag
Human thief: Shank Sinatra Jr
No, the topic is actually a question xD. Feel free to leave a coment and bump the topic. Curious if this is affecting other people or I have a black cloud following my connection during tequatl events.
It’s been either -> participate with extreme lag proceeded with a disconnect near end of event and returning to no reward
or -> click on a waypoint to join in on the fun and getting instant disconnect after the brief loadscreen, going as far as the character showing up on selection as having “0% map completion” xD
Like I was saying, conditions tuned down so players don’t overwrite each other, I thought this was clear in the post. It’s not about what a player can do alone, its about how more than 1 player working together can negatively affect each other. It makes no sense. They wouldn’t be op, they would be weaker but not denied by allies, which is silly
@Wanze: It’s not that it can’t be done it’s that it feels like player work against each other if they share interest in condition heavy build because of bleed overwriting
Goodness, thank you for the warning, it’s so counter intuitive since so many items have names that make them already feel ‘unique’ >.<
That’s really bad for dungeons party diversity, so sad
That’s a shame
But is it something technical on your opinion or is this coming from the disillusion I notice from some long time players that say too much time is invested in only certain aspects of the game? (wvw, world story)
Hello, I’m a new player and still much enchanted by this beautiful game. As time passes and I play and read more about the game the saddening issues regarding conditions began to linger in my mind, specially since I started playing a necromancer and noticed how many traits and gear options hint to strong hybrid paths.
Anyhow, as things are, the cap on bleeds is necessary to reduce bandwith costs. Poison only stacks in duration and I read that burn is a recent addition and works similarly to poison.
In other games (as was probably mentioned a million times by many player) each player damage over time is tracked independantly, but this conflicts with our bandwith problem. Now the thing is… when you look at how poison works, it can make you wonder. The damage is weak, it reduces heal, but what im getting at is how it ‘stacks’. It just increases duration.
Now bear with me, currently the machines need to keep track of bleeds duration and strength, and everything gets mish-mashed as players overwrite each others conditions. Why not….
Just make bleeds stack in duration as well – But! – Make them individual, as well as poison and burning being player individual as well?
To further reduce obscene amounts of data tracking and calculations, bleeding skills would be overhauled so that they all have same condition damage scaling modifier and the only thing that differentiate them in a numbers point of view would be the duration itself?
Then to further consolidate this, the traits that cause bleed on critical hits could add and X amount of seconds to the player’s own condition applied or simply apply a fresh one (remember that for simplicity this would have the same ratio).
I don’t know if it would spare enough bandwidth to allow it but it could hopefully help a lot. I’m sure player that have long anticipated would appreciate any step forward to seeing their damage contribution always be meaningful no matter the source.
This would probably lower individual condition damage but it would make it feel meaningful in groups instead of detrimental at a certain point as well as making balance with condition tracking and cleaning simpler (I think)
I don’t even know if this was the right place to place a suggestion, and this was probably already suggested somewhere as I don’t see myself as an innovator but in case it wasn’t tossed out there, I sincerely hope it’s useful and Anet or someone that knows how to bring it to the proper channels attention can make use of this idea.
TLDR: Conditions could be overhauled for individual player tracking at low bandwith cost by making them scale at same ratio and only the base durations be different
Best wishes to the staff, player community and everyone that keeps this bad kitten game rocking!