Connection failed if try to log in for everyone?
That is expected – the login will start working when the test starts.
in WvW Desert Borderlands Stress Test
Posted by: Samuel Loretan.8601
Connection failed if try to log in for everyone?
That is expected – the login will start working when the test starts.
in WvW Desert Borderlands Stress Test
Posted by: Samuel Loretan.8601
Hi!
We investigated and noticed there was an issue with the client that you could download on the account website. We now have fixed this issue, but you will have to re-download the executable from the account website, and replace the one you downloaded beforehand.
Please let me know if you’re getting normal speeds with the latest executable.
Population levels aren’t used to determine matchups – ratings are. Some randomization on the ratings is happening to introduce some variance in the matchups, but if there is a rather large gap in the ratings, that randomization might not be enough to create diverse matchups.
The goal of this change is to make the population spread out better, which will in turn make the ratings get closer, which will result in both more interesting matchups, and more variability as well. This will take some time to happen.
A “Full” server is a server with a number of Active WvW Players (as defined by the algorithm) above a certain threshold. It has nothing to do with hardware limitations, or PvE players.
The “Full” threshold is slightly different than the other ones because it doesn’t have an upper limit. So some servers can be just slightly above the threshold and marked “Full”, and some other servers might be well over it, and also marked “Full”, even though their populations aren’t really balanced.
The intent is that since you can’t join or transfer to a “Full” server, their populations are going to diminish over time, until eventually they reach “Very High” again. At this point, all “Full” servers are going to be balanced. This won’t be right away, though, since we’re not kicking anyone out of their servers.
Those changes are now live.
This should be rolled out tomorrow.
To answer a bunch of questions that I’ve seen on this thread:
Once this change has been deployed, I’d like to hear what you think about the population level your server now has. Specifically, I’m interested in hearing about feelings of mismatch (like “my server is marked as full, but feels really empty even at peak time”).
Thanks for the feedbacks so far! I’m glad most of you are liking this change.
— Samuel
Will there be a period of free or very low cost transfers to allow for a slight rebalance of population etc?
Will there be any free transfers, for example to the bottom 3 servers?
There is no plan to change the price per population tier at the moment. We’ll be looking closely at how players are moving/joining World, however. The goal is a better balance, but not a too sudden disruption either.
Fellow Warriors of the Mists,
World population is visible on the labels on the World Selection and Transfer screen. It determines whether you can transfer to a world and, if you can, how much the transfer will cost. These measures historically have been set based on aggregate population levels around all game modes. But because World versus World is the only game mode to which worlds apply these days, we have developed a better model that exclusively uses WvW data to determine population levels and transfer costs.
We will be rolling out the new model soon and some shifts in the population levels should be expected. We’ll continue to monitor the situation, and we’ll make all adjustments we deem necessary to improve the WvW experience. As always, your feedback is very welcome.
See you in the Mists,
— Samuel
Yeah, thanks for letting us know on Twitch.
Everything should be fixed for everyone now.
Hi everyone!
We’ve seen today more PvP activity than ever and that caused some friction on our servers. We’ve deployed a fix soon after discovering what was wrong, but the previous issue might have put some of you in a weird state which prevents you from getting in queue correctly.
The symptom of that state is that you’ll see an “Exit the PvP lobby” button next to an “Unranked arena” queue panel with no other information on it.
For now, I believe that this state can be resolved by disconnecting (entirely closing the client) for at least 10 minutes. Doing so clears up some internal state bound to your account, and should allow you to re-enter queue.
I’m still investigating, so please let me know if this didn’t help!
I believe asuran hydro-engineers are currently investigating this issue. Something having to do with the migration pattern of the Mystic salmon (which makes its way up the fabric of reality each year, as you probably know).
Thankfully, as you’ve seen, despite its invisibility, the water supply still exists, so there’s no risk of drought. For now.
Hi!
You should read this blog post. Things have evolved since then, but the general design is still relevant: https://www.guildwars2.com/en/news/introducing-the-megaserver-system/
I always add “We have cookies” in there. It seems to work well!
Hi guys,
The current setting is to close the map one hour after the call for volunteers. When this happens, everyone still there gets redirected to another map copy.
I understand that this one hour period might be frustrating to some players. I’ll be discussing the option of increasing that time to something longer with the team.
Thanks for bringing that up.
Hey guys,
I’ll be playing with the [RAID] guild on Vizunah Square [FR]. It’s awesome to see such an overwhelming response to this project, and I’m looking forward to fight (with) you in the field.
Hello everyone!
MegaServer rollout is continuing, and in addition to the maps listed by Martin, those maps are now also under the new system:
We’re keeping our focus on the monitoring, and we will let you know when more maps are added.
— Samuel
Hello!
Here’s some clarification, as I understand that this whole thing is quite complicated to grasp.
Thanks for your comments!
— Samuel
Hey everyone!
I’m very glad and excited with your overwhelming responses regarding the MegaServer system. We are still working on establishing the best roll-out plan for this feature. I’d like to provide you with an update on our plans. It was announced on the blog post that we planned to start with the PvP Lobby, the level 1 to 15 maps, as well as the cities. As MegaServers evolved into a finished product, we have changed our initial roll-out plan.
We are now planning on releasing the system starting with the PvP lobby and low population maps, and incrementally moving onto the maps with high populations. With this approach, the behavior on level 1 to 15 maps won’t change until we’ve seen the positive confirmation from the community as well as from our metrics that MegaServer is working as expected on lower population maps.
MegaServer is a complex system, so we will be closely monitoring its deployment. We will make adjustments to our plan in accordance with the results of the roll-out. Our Quality Assurance team have performed a great job in doing an extensive testing of the game under this new paradigm, but nothing can stress out a system like a huge amount of players rushing through Tyria to rediscover the world with fellow adventurers. Which is why we’re extremely careful about that.
Please keep voicing your questions and remarks about MegaServers! We’re excited to bring out this new way of fostering our game community, and your comments are greatly helpful in doing so.
See you in Tyria!
— Samuel
Hello!
WvW bonuses belonging to your Home World are applied to your character when you are in a MegaServer map. It is also possible for you to see your world’s WvW statistics and queues in those maps.
There are no situation in which you would benefit from another World’s bonuses. You need to earn your benefits.
Hi everyone!
First of all, thank you for your overwhelming involvement in commenting this feature. It has been very exciting for me to work on, and I am glad and proud that this excitement is shared by a lot of you!
As Colin mentioned, a lot of your concerns are to be addressed in the upcoming blog posts. I also wanted to answer some of the questions that I’ve seen on this thread.
How does the system know which language I want to use?
The system uses the language spoken in your home world (or your guested world, if you’re guesting). It doesn’t use the language of your client. It is done this way so there is no conflict of priorities between the home world and the language in the algorithm (as both are always aligned), and because in my mind, when you’ve picked your home world, you’ve picked the community you want to play with. And while you may want to set your client to a different language (because you’re better at it, or because you want to learn it), you still want to play with people from that community.
Will this system breaks existing communities?
The whole goal of this new system is to enhance the in-game social environment. We completely get that the community of your home world is important to you, and this is why MegaServers takes that into account. But I also think that with this tool, we can go further. While home world communities are important, they are also very abstract. Choosing which home world to pick is a difficult task, even more difficult when you’re playing the game for the first time, because more often than not, you don’t know what the differences are between each of those worlds. Also, home worlds communities can be quite unbalanced, population wise.
With MegaServers, the idea is to start taking into account more meaningful data to create communities. People you’re playing with, people sharing your interests or your goals, … We want to try to create this “town-like” feeling, in which while there are a lot of different people, you are also encountering the same ones frequently enough to be able to establish meaningful relationships.
This is one of the long term goals for this new system. On April 15th, we’re introducing the core elements that makes it possible, and in this configuration, the home world you’ve picked is very important. And for the other informal communities, we will monitor and adapt the system accordingly.
Once again, thank you for your comments, questions and involvement in this process! I’ll keep an eye on this thread as much as my tight schedule allows me to.
— Samuel Loretan
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.