Showing Posts For coanunn.2347:
Let me ask you, was his name green ? And were you able to see his full name ?
If so, then it was just an ordinary bugg.
His name appeared in dark blue as does any other party members name. And while we could see his name over his head and in chat in the party frame it appeared as “Ehmry Bay Invader”
The JP’s are designed to have choke points for a reason. Most notably the one in the Eternal Battleground has traps which can be triggered to use against the opposing team. While I understand the feeling of being griefed (I had all but completed the EB JP and was knocked off a cliff by a Guarding using one of their knockback walls in such a manner that I had to run the entire puzzle over again) it is afterall as you stated PVP and for lack of a better way of looking at it they designed it for those purposes.
Ok, so the general breakdown is this.. I saw someone spamming in Lion’s Arch looking for someone for a dungeon and decided to kill some time running that with them. We ran the dungeon until we no longer had a full group and decided to run the Eternal Battleground Jumping Puzzle as a group. I was the only one who had seen it so we agreed to meet at the Garrison and I would escort them through the puzzle.
We all queue up and when it finishes we realize two of us are from Yak’s Bend and the thrid person is from Ehmry’s Bay! Now the parts that stand out:
1) How did we end up grouped with people from another server without the use of the contacts list? We were all able to be in the same zone together in “normal space” but in WvW we were obviously flagged as members of our server.
2) How did our group continue to remain intact and allow us to chat while operating as opponents in WvW? How did Ally buffs continue to work? I would throw down elixirs and the enemy player was positively impacted by them!
3) If this is working as intended, what is the purpose of having the “Home” servers at all if we are in fact on a server that includes players from other “servers”? Why not simply call them realms, shards, what have you and make it known to players that the “Home” server selection does not change who they will be playing with but only who they are “teamed” with for WvW?
Here’s an idea:
1. Remove the running-score, and the final-score from the game completely. In other words, don’t keep track of the totals over time.
2. Instead, just keep track of the current score for the scoring period. All the bonuses are determined by the current score.
This would turn WvW into a battle with the current scoring period being the only factor to grant bonuses.
Previous scoring periods will be irrelevant. So it does not matter if somebody night caps a server, since the final score is no longer a factor.
It will always give players an incentive to fight, since the current scoring period is the reward, and not the final score at the end of the week.
3. Then shuffle the 3 worlds after the week. Maybe get rid of rankings altogether, or find a new algorithm to rank worlds.
I like most of this post! I think the best option would be to make the current score considered secondary and used only for ranking to keep servers fighting similarly ranked servers but to let the current “score” be the one that determines the bonuses. That said I still feel it is ludicrous to sit and whine about someone fighting when you can’t. That is war, which is what this is supposed to simulate.
The idea that during war all other life stops is also ludicrous. If people stopped going to work during war times there would be no armaments to use for the war effort! If people stopped resting they would drop dead on the battlefield from fatigue inside of a week. I assure you, even the most disciplined and skilled war-fighters sleep sometime, and when they do and the enemy takes a position, they just retake it the next day.
Nvidia 460M with driver version 9.18.13.697 released back on 10/2/12
I have yet to have any of the slowdown issues discussed in any of the assorted threads regarding the topic. What I do have on occasion is a slow re-render of environment, where I will see a low res version of the terrain while moving during large WvW fights, and it doesn’t immediately update to the high res version but I have always assumed that was more to do with the fact I’m running this on a relatively low powered laptop card rather than a driver issue/software issue.
My only suggestion beyond updating to a rollback driver would be to try using http://www.razerzone.com/gamebooster to help optimize all your settings. This is more a just in case step as it is a great way to make sure you can eliminate any client side issues from the equation. I don’t find that it actually improves game performance in many cases as like most gamers I know to shut off other programs, etc. I usually only run it right after I make a system change to make sure I didn’t overlook anything.
Funny thing is that I live with Gilren, and we often times play at the same time with his wife all on the same network. The “official” response he’s gotten so far is that the issue is client side or ISP driven. Now what makes this funny is he has the same laptop I have, running the same setup except video drivers and yet I’ve not had any of these issues while using an older Nvidia driver. Not only will he have FPS issues while playing, we’ve seen FPS issues on the character selection screen! This is clearly not an issue with bandwidth but rather with the current patch not working with the latest drivers from Nvidia.
WvW is meant to simulate a persistent war, guess what in war you don’t fight fair! Stop your complaining about how the system scores things when you aren’t logged in and what you can do to help when you are. Perhaps you and your guild should invest in upgrades so that when you can’t be there to defend your keep is harder to take? Perhaps you should teach the people on your server how to properly assault a location so that you don’t spend all day gaining so little? Maybe just maybe you should think outside the “OMG ZERG” mentality and find ways for you and a squad to take keeps while the zerg keeps their attention?
If anything needs to be fixed in the current system it is the relative ease with which doors and walls are destructible. Even in a relatively even matched zerg on zerg the towers and keeps are simply too squishy. Reinforced gates currently are meaningless because you can set up a single catapult and take down a wall in 1/10th the time it takes on the gate itself. Don’t even get me started on the non-reinforced gates that are simply a waste of siege equipment since they are made of swiss cheese. This has lead to the current mentality in which there is no point to defend when it’s so much easier to let them take it and simply “back cap” it rather than racking up repair costs.