Showing Posts For nmemoric.9240:
There’s something seriously wrong with the Team-Q Match Instances (probably introduced since the latest patch?)
I encountered this bug for the first time around 18 hours ago, and since then multiple times now:
The bug makes it impossible for Players to enter the Match after the queue pops. First getting stuck in the loading screen, then finally receiving a “Network error” Code=5:11:3:159:101 which terminates the client completely. After re-logging, this will continue for any Character until the timer runs to 0 at which point you would receive a “The Game client is unable to gain access to the log-in server”…. Code=19:9:19:1718:101 immediately after selecting a character (not even seeing the Map-Loading Screen). After a while you will eventually be able to load the Map where you have been before trying to enter the match (e.g. Heart of the Mists) – and the countdown is counting down again from 1min. Which means most likely none of the 10 Players of the Matchup were able to connect to the Instance. After that, the whole procedure repeats again and again. When I logged in after the night, I found my Character back in the Mists with a “Roster Not Found” message, which finally released my account from this bug – however, only for a couple of matches, until I got this bug again.
I have seen other players reporting this issue in other forums/reddit as well.
Please this is urgent and needs a Hot-fix, as anyone affected whil get prevented from playing the game at all for the duration it persists!
Commander Visibility
- Removal of buff display to enemies. As well as we should avoid doing skills/abilities
While I pretty much agree with everything else, I kind of disagree with this point! In my opinion having the commander tag visible for the enemy adds a tactical element into the fights, especially into big fights!
Because:
1. It should be the task of the Commander’s followers to protect their Commander with heals and Buffs etc. Therefore it’s just fair to give a chance for the enemy to clearly identify the Commander. It’s not that they see the big Commander icon above the hostile Commander’s head as you see on your own Commander!
2. There should be a possibility for well organised players to have a bit of a chance to stop or at least slow down big mindless acting enemy ‘blobs’ aka zergs, that are only relying on big numbers rather than a good organisation.
If a small group really manages to take out a Commander and in this way dismantle a huge zerg, it clearly shows that there is a lack of communication and/or skill in this group of players, and therefore they deserve it.
3. In well organised guild raids, it is quite common that the Commander Tags get swapped in the middle of the fight (of course only possible if there are multiple players which own the tag) – making it harder for the enemy to see the next move.
So again, another strategic element.
I strongly recommend to reconsider this point again, and maybe focus on the other points first.
(edited by nmemoric.9240)