Showing Posts For Yippikayay.4073:

[EU] [PvX] Divine Knights of Balthazar [DKB]

in Looking for...

Posted by: Yippikayay.4073

Yippikayay.4073

Hey there! I won’t be online tonight, so I will respond tomorrow morning / midday

Sure man, no worries, I should be on sometime during the afternoon. Cheers!

[EU] [PvX] Divine Knights of Balthazar [DKB]

in Looking for...

Posted by: Yippikayay.4073

Yippikayay.4073

Hello there, sent a mail in-game to Michiko.2051, am interested in joining. Cheers!

Eotm: Problems and solutions IMO

in WvW

Posted by: Yippikayay.4073

Yippikayay.4073

My two thousand cents on issues on the map, making this thread as a suggestion and appeal to the devs about the current state of EOTM.
Currently, in EOTM, in my humble oppinion, there are several problems that prevent it being “a instant access to competitive gameplay” as it states.

Green player accumulation: The fact that the green side is filled by the top PPT servers in each matchup (PPT = attendance), results on a massive accumulation of players on that side. That alone is bad as green just steamrolls its way to karmaheaven, but there’s a even worse sideeffect I’ve noticed, green ends up creating more numbers of overflows than ACTUALLY needed for the number of overall players in EOTM, which makes the smaller blue/red sides SPLITTING on those overflows so the map isn’t deserted for green alone. And there’s no way to choose which overflow you land into unless you “taxi” yourself through party members. That ends up having 20 players per overflow, and by the midst of the matchup’s duration there’s about 3-4 overflows perhaps? Unnecessary.
Possible solution: Define a different solution to which side your server is assigned to, be it set rotation (Example: Piken Square red on week 1 blue week 2 green week 3), lottery, whatever, the current system clearly doesn’t work.

Karmatraining in EOTM: Issue that arose from the problem above, green can steamroll whatever they wish on the first two/three overflows with ease, and they’ll be the only side than can actually afford to HOLD (defending a keep is different, can be done with siege and 5-10 people, but they won’t hold forever) a defense successfully. On the other hand, blue/red sides will RARELY bother to defend at all as avoiding the green crowd and capping objectives behind their backs is WAY more profitable, specially with the outmanned buffs they’re on half of the time. There is tension between the few people that want to defend objectives and people that want those same objectives to be taken so they can recap it back and keep the karma flowing.
Possible solution: Same as the one for the solution above. Even zergs would create more balance, “karma trains” wouldn’t be as effective depending on the person commanding mostly, outmanned buffs would be a thing of the past in most of the time.

EOTM PPT (point per tick) system: Clearly a issue, imo. The fact that the only reward players get at playing ppt (defending a tower with siege for example) is a certain ammount of supply dropped on their homeworld’s borderland is clearly insufficient to incentive people to get off their zerg trains and defend objectives for the PPT system.
Possible Solution: Create a reward similar to the way dungeons/daily metas are delivered, a small chest by the end of each matchup, with either a certain ammount of either gold (the three greens and a blue item thing just doesn’t cut it) T6 materials, ascended materials, or even a mixture, depending how well your side did PPT wise. Again this would only work if the green/blue/red lack of balance in attendance would be fixed, as green as it is now would clearly get more incentive and reward for being just more massive.

Green keep lord mechanic: A good idea to try and implement a different mechanic (killing the two earth element adds by separating them and make the lord vulnerable), a bad idea to add it to one keep only (and oddly, the keep with the strongest zerg). Red keep lord has lingering fire aoes, blue keep lord has ice storms and iceshield depending how many special objectives the attacking force doesn’t own. A whole different thing, and easier to deal with comparing to the green lord’s mechanic (still consider that a good idea)
Possible solution: Make the blue/green lords have the EXACT same mechanic, or abolish it overall, preferably imo, my first suggestion, as the mechanic is well thought.

I fervently wish this topic to be read by our wvw devs, as EOTM is taking the road outside wvw and towards pve. Truth, it is only a map created just so people do wvw while waiting to get into other wvw maps, but it has gone out of hand for months now, and it is a shame.

Thanks for the attention.

(edited by Yippikayay.4073)

Infinite queues thanks to achievements

in WvW

Posted by: Yippikayay.4073

Yippikayay.4073

four and a half hours and counting. are we on a queue or playing roulette? ppl log in and get in zone in 10 minutes flat, after me.

Entire guild crashed at same time.

in Bugs: Game, Forum, Website

Posted by: Yippikayay.4073

Yippikayay.4073

bump. because yes.

Are you going to still play WvW?

in WvW

Posted by: Yippikayay.4073

Yippikayay.4073

They managed to take down the orb system, “work” (brainfart) over it for nearly a year and then relaunch it with all its fairness….only now it comes with some serverwide lag gravey that’s about 2x as bad as a three-way fight in sm…in all maps, during the orbageddon buff reapplying and recalculating the server to hell and back. So my personal to that is, very likely, no. Will be messing around at tequilla and pve until they come to their senses (I wonder). In a month, game is for the pve until I get bored, sure as I’m kitten ed off at all the situation I’ll never spvp hardcore, too much siege/cap to call such a thing PLAYER VERSUS PLAYER.

Bloodlust [merged]

in WvW

Posted by: Yippikayay.4073

Yippikayay.4073

And that “bug” isn’t a bug at all. Its just the server kittenrainbowing itself over recalculating the stats over every single player that owns said buff when it reaplies, creating a “3 way server fight on SM” kind of lag for that time. Strikes me as odd why they couldn’t see this coming with the lag issues, they surely tested it….ohwait, they tested it with about 7 people that have no actual idea how wvw work…at all. Devon, or whoever’s pulling your strings, I’ll say my two cents on this and I’m POSITIVE I’m not in the “minority”… You’ve got, say, a month or so to announce AND launch a gvg arena and/or rework the bloodlust buff to only be applied when you own ALL 5 POINTS for say….10 minutes, would work for the server lag since it would rarely happen (and you have no solution for this since the servers are, well, crappy), you’d still keep your ciclejerk spvp in wvw, people would still try and fight in there (gj on the zone creation itself).
I will be kitten ED if I’ll buy spvp being forced upon me like this, I will quit the game and advertise about it as negatively as I can before that happens, and along with me the vast majority of the hardcore players that you actually want to play spvp instead of casualvworld.
Call it a rant, call it minority, call it whatever you want. Swallow your pride and listen to the players who actually give a ******* over this game. Sort it out, or your game dies a awful death.

Network Lag [Merged]

in Account & Technical Support

Posted by: Yippikayay.4073

Yippikayay.4073

Getting serious lag issues from 6 pm GMT+0 to 9-10 pm GMT+0. Situation has been lasting for nearly a week now. Phoned my ISP for solutions, but they rightly replied after doing a pingtest that my connection is within normal parameters.. Tried out other online games during the stated time and I had no issue whatsoever. Thanks for the attention.

Edit Adding an attachment with both regular ISP ping and GW2 ping at the same time.

Attachments:

(edited by Yippikayay.4073)