Showing Posts For Ripple.8597:

An option to disable right click targeting

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Posted by: Ripple.8597

Ripple.8597

Disabling right-click to attack/interact is certainly the safest first approach to this issue. There are two problems, though. Anytime you have camera-look and targeting on the same input, you will have conflicting behavior. There isn’t a bug that targets are randomly selected, but rather the game trying to be smart at recognizing clicks versus camera movement. Even when you think you’re perfectly clicking on a target, most of the time you’re also moving the camera a tiny, tiny bit. There is a small threshold that determines whether your tiny movement should actually be a target selection. Lowering this threshold will reduce the chances of this happening, but is one of those numbers where we need to sit on it for a while to see if it ‘feels right’. The problem could also be solved by completely separating the different functionality of selection, auto-attacking, and camera movement. However, completely splitting those is not something we’re prepared to work on at the moment as it is a much broader-reaching change. I hope this helps clear up what’s happening and what steps we’ll take to change it. Thank you again for all the feedback!

First of all, thank you for this message. I think most of us can understand that with the current code there is a threshold that determines if a tiny movement is intended to be camera movement or a selection. Instead of trying to determine what this value should be, I would suggest giving us a slider to tweak this because there is no way you can figure out what value ‘feels right’ for everyone, just like there is no way you figure out what mouse speed will work for everyone. You might also let the slider go all the way to zero which would effectively turn off selection and be camera movement only. I honestly think this would be the most elegant approach with the least amount of code change that everyone can adjust to the way they like.

Keeping WvW fresh for the later days in the week

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Posted by: Ripple.8597

Ripple.8597

I was thinking along the lines of some sports where you switch sides at half time, but that wouldn’t be enough to keep it fresh. I would suggest have an item that would give the same bonus as 3 orbs. This item wouldn’t be movable or captureable in any way. It would also not stack bonuses with the orbs and it would pass from team to team durring the week. Lets call it a chalice.

Every 2 days you would move the chalice to a new team, and with the 1 day left over have no chalice.
I would suggest having the first day of the wvw week without a chalice on the map.

I’m thinking it would help keep the game from getting to the point where a people stop playing because they are too far down in points and the winning team has the advantage of all 3 orbs which makes the problem even worst. You could even do something like always pass the chalice to the team with the lowest points. Of course values would have to be tuned, and teams that perform better will still be able to win.

Automatic queuing for WvWvW

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Posted by: Ripple.8597

Ripple.8597

I just read the “Mike Ferguson on the Current State of the WvW”, and it sounds like anet doesn’t know that we can’t see queue sizes. I have no problems queuing for a borderlands, but it would be nice if we could pick the one with the smallest queue instead of just guessing. Most of the time I just want to get in and join the fight wherever it happens to be. I would suggest an additional queuing option that would just queue for all maps, so you can queue for all maps or choose a specific map.

Another thing that would help to choose what map to queue for is to actually be able to see the maps before queuing. It’s a total wast of queue time to get in, look at the map, and see that you actually want to go to a different map.