Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
So, now my proffession ranked games are there, but my overall games on the stat page still doesnt match, and doesnt count in all the games either.
And the ranked/unranked play buttons still don’t work for me.
Edit: for some reason the numbers wont show on the pie charts on screenshots,
I have:
732 engineer games,
360 mesmer games,
174 elementalist games,
90 thief games,
82 guardian games,
50 warrior games,
37 ranger games.All played in paid tournaments back in the day, now known as ranked arenas. these games are all missing on the overall stat page, and now only appear in the pie charts.
Technically the tournament matches weren’t the same as team arena, and we don’t show legacy stats that far back. I’m suprised the profession games are there for rated arenas though…
I just fixed up a bunch of people. Those who can’t queue, try again.
If you can queue from anywhere, what happens when the match is ready while someone is loading, in a cutscene, or talking to a scout? I doubt people want the match-ready UI to stay up for 90+ seconds while the slowest player loads and maybe decides to accept. We also can’t just give dishonor to people who miss the queue because they are loading, or watching a personal story cut scene as that seems unfair. These problems led us to the compromise we have now, but we are open to other options!
Try queuing again. It should be fixed for now, if only temporarily.
(edited by Evan Lesh.3295)
Are you playing in Ranked or Unranked? Unranked has a new MMR, so the matches could be unfair until your rating adjusts. We’re looking into copying previous Team Arena MMR into Unranked as well which should aleviate this.
We’re actively looking into this. Apologies for the interruption
I’m staring at 22min queue time right now with the “average” being 2min2s. I’ve had 3 prompts and all ended with 9/10 checkmarks.
This is way too long to be sitting in queue IMO. Only 3 queue pops seems low for that amount of waiting as well.
Are you in ranked or unranked?
It is not suppose to be there. On the plus-side, I cleaned up a ton of code surrounding the actual bug
Thanks guys! You saved ma bacon!
Did either of you get put on teams you didn’t expect? Like you queued with a friend and were on opposite teams?
So for sure you saw all 10 players before the person left?
When did you press the button, was this before everyone had loaded in?
I remember now: This was a polish item so when players connect they always start in a fixed camera which is less jarring than spectating a player. Clicking the spectate button on the team select UI now always picks a random player if it can. It wouldn’t be too hard to get back the player→player priority; all things can live together happily.
There was a reason for this, but now I can’t remember! (There was a ton of stuff in this update) I’ll respond if I remember. But I do remember making this change intentionally with reason.
We’re working on a fix for the missing profession stats.
The team that wins falls into the 500+ category. I am not sure if the losing team gets points based on their score or score ratio to the winning team. That would be a question for Justin.
Are you saying that if a ready check pops up, and for some reason out of sudden I decide to cancel my match by clicking the “cancel” button in the prompt, I get immediately “dishonored”?
Yes, this is how it works. Otherwise people would just grief the queue over and over. The amount of dishonor you get for declining the match is minor, so it really shouldn’t affect well-intentioned players. We’re talking about minutes here, not days like in the old system.
Your current timeout is now inside the PvP panel, and players are warned with exactly how long their timeout will be when they try to decline or leave a match.
Is dishonored now changed in any sense, so for example that you don’t need 3 stacks of it that it really punishes you?
So how exactly would it play out if we say you get a dc, and in the game after that you get another one and so on. How is the scala?
There is no ‘3 strikes and you’re out’ anymore. The timeouts all happen immediately, they just get longer each time. Your first match disconnect is about a 15 minute timeout. If you disconnect immediately a second time, the timeout is about 45 minutes. However the more time between disconnects, the less harsh the timeout will be because the dishonor is slowly wearing off in the background. If you consistently leave back to back at every opportunity, the timeouts can get very extreme.
@Evan, do you guys have plans to use the map selection feature to get some hard numbers on what maps players like and dislike for the first time? It’d be really cool if you guys could rank maps by how often they got voted for at the end of seasons.
Map selection will absolutely give us delicious metrics.
sorry sir, but Im afraid I didn’t understood Dishonor system well. How do you mean slowly fades off and gets longer? Can this be described more clearly?
Thank you in advance
There are two different infraction types: Queue Dodge, and Abandonment.
Each one gives a certain amount of dishonor (queue dodge less that abandon).
You also get a timeout that has a duration based on your dishonor.
That dishonor remains on your account for relatively long amount of time, well past your timeout period. This way the next time you queue dodge or abandon, your timeout will be longer because you have leftover dishonor from before.
In any case people should be notified about their punishment because lots of players dont read the forum posts and have no idea that they were punished for their behavior. I am telling you this because thats what happened when you removed the rank point gain for capping a point: in hotjoin people still wait on the capture points in groups of 5 because they think they get something out of it. But it only hinders their rank point acquistion
Your current timeout is now inside the PvP panel, and players are warned with exactly how long their timeout will be when they try to decline or leave a match.
Clarification on queuing in HotM:
Joining a queue will redirect you to the lobby. If you leave the lobby you will also leave the queue, but not get dishonor. You only get dishonor if you decline the match-ready prompt.
Gw2 is a huge game and players could be doing any number of things that would prevent them from accepting a match. Players could be watching a cinematic, talking to a scout, or the biggest problem: stuck on a load screen. We can’t let people on load screens get dishonor because they can’t accept the match.
For these reasons we want everyone in HotM while queued. We’re taking multiple steps to make waiting as little a burden as possible. We’ve added service NPC’s to the lobby, and the new matchmaking should be making matches much quicker than before. If a better solution arises, we will surely jump on it, but right now we balanced the trade offs as best we could.
For map voting, is there a “random” or “I don’t really care which map” option, similar to Mario Kart track selection?
If you don’t pick a map, there will just be 9/10 selection that are rolled on.
I really hope the dishonor degrades quite fast. Like, a DC once or twice a week will only result in 5-10 minute timeouts each time.
This is exactly how it works. A clean record will only get a few minute timeout for queue dodging, and disconnects are about fifteen minutes, starting from when you disconnected. If you reconnect and keep playing, you’ll already have waited out some of the time by the end of the game.
This change means that anyone can queue their party for ranked or unranked arenas, which will prompt the other party members to confirm.
What will happen if a teammate is on a loading screen?
What will happen if a teammate declines?
The invites work like party invites. The party queue request will be waiting when they finish loading. Rosters also aren’t entered into the queue until everyone has finished loading into the lobby so no one should get match pops they can’t accept.
If a teammate declines the invite, they party must attempt to re-queue. If a party member declines a match pop, the entire party is kicked out, but only the one member will receive dishonor.
Regarding people AFK in-match: The dishonor system is much more flexible now in a way where we can add different severity penalties to any action. We’ve discussed tying dishonor to conduct reports, but we have not decided on anything.
It is still the case that if someone is kicked for being afk, they receive disconnect dishonor.
Take a look here for details on the new dishonor system: https://www.guildwars2.com/en/news/go-with-the-flow/
‘Hotjoin’ is custom arenas. Some are player owned, some we own. ‘Practice’ is the same as ‘Play Now’ and is still ‘hotjoin’.
There are no functional changes to custom arenas. However all match logic has be re-written from scratch, so any changes we do want to make will be easy.
solo Q wins/loses will be merged with team Q wins/loses right??
Yes. Team Arena and Solo Arena stats will combine to create your new Ranked Arena stats. However, your old Team and Solo stats can still be seen in the PvP panel.
Is anet moving away from the living world- feature patch – living world – feature patch cycle?
Because this sounds like something that would normally be part of a feature patch, and would have served to make the next one more exciting.
Normally yes, things like this would go in a feature pack. However this infrastructure update is so important that we thought it was worth putting out now.
When it’s ready? It’s ready.
What will happen to my current SoloQ and TeamQ Glicko2-rating?
Will it get reset on the 2nd of December, or at the start of the season on 16th?
Your Team Arena mmr will migrate to Ranked Arena when the new build comes out, otherwise we will not reset mmr.
So glad we can finally talk about the update! It’s been a long time in the making. I look forward to playing with you guys in a couple weeks! (though I’ll probably be nervously watching servers with the rest of the team)
Is that a soda can on the bottom left of the picture?
I cannot quite tell what kind of beverage that is, can someone inform me? This is really intrigueing
After several image-enhancing filters, meticulous manual levels adjustments, magnifications, and Josh telling me, it is diet dr. pepper.
Ok, time to get to the heart of who Evan is.
Coke or Pepsi?
Tea plz.
Is that a soda can on the bottom left of the picture?
Yeah that soda can is pretty cool, I guess. But look at that UI!
The teaser was a screenshot, not a trailer. I believe all ready up episodes get uploaded to youtube as well.
Bro, Ive always considered you as one of those devs like Grouch that are being liked by the community for w/e reasons. No offense but u dont know anything about what PvEr and PvPer stand for. There’s no such animal like PvX.
I disagree, there are certainly players that play multiple game modes. There are also PvE players that would play PvP, but just don’t know anything about it. I see this feedback every time we do a visible event which causes people to play PvP for the first time.
The amount of rewards produced via reward tracks have to be balanced very carefully with the amount of sinks in the game mode. Having a relatively fixed-rate of progress for all players also makes for unique balancing. This is why we need rewards that are skill-based.
Not all rewards have to translate to gold gain, though. Are there rewards that people would want or don’t feel are earned fast enough that don’t directly generate gold?
Silverwastes is also in the Maguuma region, so I hope we go back and update the reward track with the new rewards like bandit crests, keys, and shovels.
(edited by Evan Lesh.3295)
You hit on the main point that we can’t make rewards tracks simply better than PvE farming. They are there as an alternative. Players can go between PvP and PvE and not feel like one section of the game is worth less of their time. If you burn out on farming events, come spice things up in PvP and still get rewards!
Reward tracks also give us the ability to put unique rewards into PvP, like we’ve already done. I don’t see a reason why we would stop. It’s an effective way to make people want to play PvP.
We also already have some RNG PvE rewards as guaranteed on reward tracks as well: Mystic clovers.
…
There are certainly people who only want to play PvP competitively, and never care about PvE rewards. We are still working on systems that make those players feel rewarded, but right now all of our prestige rewards come from LAN tournaments. Reward tracks are geared more towards the larger audience.
I really like the idea of NPCs walking around to show off the armor. I certainly noticed that in Silverwastes.
I think one problem of reward tracks right now is their discoverability. We released the Maguuma Jungle Region reward track with Dry Top, and it gives you keys for chests, geodes for the unique items on vendors, and new skin components. I personally love this reward track being intertwined with PvE as it creates a great reward loop, but not many people seem to know about since it just appeared and looks like any other region track.
The new PvP exclusive armor track was also since reward tracks released, but I’m not sure how many players know about it.
I’m sure there are ways to solve the discoverability problem. Our main mechanism right now is feature highlights on release pages, but those aren’t in-game anywhere. Perhaps a story-journal style unlock that alerts you to each new reward track release would be more effective.
I had a MAJOR lag spike two days ago in Battle of Kyhlo. It eventually disconnected me, but the weird thing was that I was still able to chat normally in Guild chat, even though my /say and /map chats were not showing up.
This is pretty interesting. Whispers and guild chat does not go through the game server that you play PvP on. That implies you had an interrupted connection to the game server, but not our other servers.
Personally I skip past character select pretty quickly. If there was more information there, that could change. It’s a similar problem with the launcher, which does have information like this already.
This is a next-level suggestion. I’ll take it to the UI art team to see what they think!
Why would you want to hang around on character select, though? Wouldn’t you want that awesome information in-game?
Team ratings are absolutely more accurate than individual ratings. Seems like the best implementation of your suggestion would be actual teams with ratings.
Thanks for the reports guys. We’re still looking into this.
This is a cool idea. I will pitch it to the team. What other things would you see going on this track? They all have a theme leading up to the end goal.
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