Showing Posts For dubcroster.3758:

WvW Bugs and other issues

in WvW

Posted by: dubcroster.3758

dubcroster.3758

I bear no illusions about an easy fix of this, but it is worth mentioning often:

Issue: Skills unresponsive when in close quarters of many players (75-150+)

Description:
Large fights where a full squad of 50 meet other full squads causes the skills to be largely unresponsive. Often it is possible to use the first skill (ie. pressing 1), but no other skills fire. This bug triggers by just being in the vicinity of a large amount of players.

Date and time: Last observed yesterday between 19:00 and 20:00 UTC on Eternal Battleground on the Gunnar’s Hold server, but observed frequently within peak hours.

Report sent in-game: Yes

Additional remarks:
This issue has been persistent for a long time, if not forever, so I have my speculation that this is an architectural problem on the server-side – server not being able to process player generated events at a sufficient speed, server queueing and dropping skill events when triggered at the frequency and amount happening with these large blob fights. However, it generates a lot of noise in the community, so it is worth reporting often, I feel.

New Worlds

in WvW

Posted by: dubcroster.3758

dubcroster.3758

I’d like to thank you for bringing this up on the forum. For me it is interesting to see how you see the balancing problem, and this sheds a good amount of light in to it.

I see a lot of replies to your question that do not seem to grasp the logic of your argument, and I do hope I’ve managed to grasp it.

In essence, what you are saying is that it is not currently possible to fairly balance worlds due to the way that players are distributed among current servers where some servers have a huge percentage of the player population while others have very little.

Your solution is one where you try to get X percent of all players on all servers to move in to a number of new servers to create a landscape of more servers with on average fewer people further creating a mix of servers that are easier to balance.

In my opinion it is a good solution, but it requires that people understands the logic behind it, as it is a bit counter intuitive.

Furthermore, you write that you would like to double the amount of worlds, which requires a bit of explaining as to exactly how many servers that would result in.

First of all, I believe it will be easier to get people/guilds to move servers than many people here express. Whereas there most certainly is something called server pride, the reverse does occur too, where certain guilds might want to explore new servers after having grown tired of their current server’s community for one or another reason.

Secondly, I feel that doubling the amount of worlds sounds extreme and will be logistically difficult to do, especially keeping a momentum around it, as to not end up with a number of almost-empty servers, with players feeling betrayed when they cannot move back.

So, in conclusion, I understand how your are thinking in order to end up with this model, however I’m worried that your goal of doubling the amount of worlds will be an insurmountable task that will leave the community bitter. It raises the question of what doubling the amount of worlds actually means in practical terms regarding servers? Eight new servers?

What happend to Gunnar's Hold?

in WvW

Posted by: dubcroster.3758

dubcroster.3758

I’m starting to suspect that a bit of math is partially to blame for this also. The big and grand question is how and just as essentially when you actually determine the population of a server.

Considering Vabbi on the previous linking with FSP. Now FSP is a high-tier server with lots of activity, and it is quite likely that a lot of people followed FSP after the linking shifted.

Seeing as it is very few who actually play a 100% WvW AND play every day, the population has to be derived from an average over time. It is entirely reasonable to suspect that they calculated the average over the full two months of the linking, or, maybe one month in the middle of the period.

This means that the population numbers that ANET expected Vabbi to have was not the number they had on day one of the new linking with GH.

This is just my theory about how we ended up here. I still find the linking system fundamentally flawed, and there’s not much you can except merging servers.

Now, merging can be done elegantly by providing all users a heavily discounted price to move to a certain selection of server, and auto-move the rest to one specific one after a deadline.

Hawke liberator - Events don't start

in Bugs: Game, Forum, Website

Posted by: dubcroster.3758

dubcroster.3758

Hello,

There are two events associated with the Legendary weapon pre achievement Hawke Liberator:

  • Defeat the kidnapping harpies before they reach the cliffs
  • Rescue the villagers and defeat harpy kidnappers if the previous one failed

Neither of these seem to spawn. I waited a long while in the Halkor Meadows village and also talked to other who had waited hours earlier.

Once in a while I did notice Harpy briefly appearing in the village for just to vanish again.

Steps to reproduce: Go to Halkor Meadows village and wait.
Expected outcome: Event would eventually start.
Actual outcome: Nothing happens.