Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
We’re definitely listening. I like these ideas a lot. Custom Arenas will still be used to fill the role of hot-join. They won’t all be password protected, and people who just want to jump into a game are still going to do that. We’re curious to see how the population shifts now that the tournament formats are changing.
when are you going to fix matches starting 5v4 or 5v3? Nobody on your team seems to want to respond to this major issue.
Please keep the threads on track:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Sick-of-3v5-4v5-and-other-unfair-odds/first#post1541949
We think one problem is that people join into a roster, then before the match is ready, quit the game. Disconnecting does not remove you from the roster, so the game starts and finishes like nothing happened. A lot of these 4v5 games could be completely unintentional from the person leaving. Solving this is a technical issue. We could kick you out of the roster if you disconnect, but you should still be able to switch characters before the match starts.
We’re definitely listening. I like these ideas a lot. Custom Arenas will still be used to fill the role of hot-join. They won’t all be password protected, and people who just want to jump into a game are still going to do that. We’re curious to see how the population shifts now that the tournament formats are changing.
There is current a bug with the ‘Join Solo’ button where it does not properly submit your roster during times of high latency. We intend on hotfixing this in our next patch.
(edited by Evan Lesh.3295)
Hi, i’m just curious, are you guys aware of the pathfinding issues with movement skills like bull’s charge and greatsword rush?
This is usually where:
1) your character will hit an invisible object/wall along the path to the target and the skill will cancel.
2) you will hit an invisible object/wall and keep moving in place until the animation finishes.
3) you move to the target fine but then the skill cancels seemingly randomly once you reach them, or you run into them for a bit before it cancels; ie your character never swings the sword or does the “knockdown check” to the target.
4) you overshoot the target completely (usually run through them) and miss.Just curious of those issues are being addressed, because it really hampers the warrior’s ability.
I’m not very familiar with the bugs other than that I experience them on large targets. Here are some things to keep in mind: Swapping weapons will stop you mid-movement. Using frenzy causes skills like bulls charge to only go half distance.
I also misspoke earlier. Our current combat log is not pulling from the much more robust information that the death breakdown uses.
The death breakdown is pulled directly from the combat log. It just summarizes the things you normally would want to see like crits and condition damage. I haven’t taken a look yet, but I suspect all the info we want is there, just not printing to chat.
Slow down fellows. I fixed the death breakdown in sPvP, which is somewhat different from the combat log. Please throw your suggestions and desires in this thread:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Any-plan-to-improve-the-combat-log/first#post1492066
Okay, both are fixed. They won’t be in tomorrow’s patch though. Fixing the vengeance and vapor form also fixed another issue that would be happening. The damage log would clear as soon as you resurrected. If you were to rally, then die a few seconds later, you would still only have logs from those few seconds. The log will still clear once you reach 100% health.
Evan, any update on Ele’s having death breakdown after using mist form? That still removes everything that happened prior to using the mist form downed ability.
That’s lame. I can look at that too.
It’s too late for the next patch, but I can fix it in the following.
There are a lot of really cool things we could do with the combat log that would benefit the entire game. This could include making sure all combat events show up, color coding, and even skill links. This polish could be rolled into the death breakdown as well.
Everything is a “could”, when are you guys actually going to implement some of the things into the game? Everything is talk when it comes to Guild Wars 2…
It’s a ‘could’ because it’s not scheduled. I cannot give you any sort of time frame.
Thanks for the response. I’m glad you guys are already thinking about ways to improve it. One thing though, if possible, I’d really like to see some short term improvements to bring it up to functional rather than waiting a really long time to roll out a fully polished version.
That might be possible, but it is a decision that has to be made after we know what should change. While it’s nowhere near the top of the PvP team’s list, it is on our radar since it arguably affects PvP players the most. I do not know if other teams have plans to improve the combat log.
There are a lot of really cool things we could do with the combat log that would benefit the entire game. This could include making sure all combat events show up, color coding, and even skill links. This polish could be rolled into the death breakdown as well.
The rating is account-wide. We’ll be making an announcement or blog post explaining how ratings will work after the patch.
You’re right that we do have a lot of currencies. We certainly know we could improve the experience here
What I’d like to see:
If the character dies, the camera starts to move on its own after a few seconds.
If the player takes control of the camera, that spin stops. Entirely. Player can readjust the camera once and then not touch it again, and the camera will not try to restart the spinning randomness.
That’s it. I don’t see a need for a game option here. If the player doesn’t mind the spinning camera, they can do nothing once their character is defeated. If the player doesn’t like the spinning camera, they can readjust it quickly and turn it off (until the next time they’re defeated, but that’s nowhere near as annoying as current implementation).
Sounds solid. I personally don’t want it to keep spinning after I’ve adjusted the camera either.
(edited by Evan Lesh.3295)
The reason we don’t allow this is to prevent players from having 50 free inventory slots.
You are not allowed to use /rank anywhere the stomp consumables can be used. This is to prevent confusion between the emote and actually killing someone.
It does sound like a bug. Could you post some more info? What is your level, whats the level requirement on the runes, armor, etc.
There is a bug where the experience bar does not always roll over to the next level. This is a display-only issue and you are still gaining those levels.
It’s not the only case. The other case is when you enter into an Overflow. The “You’re in an overflow” pops up after 5-8 seconds, which causes this exact same type of frustration by causing hero panels etc. to pop up as you’re typing. If you’re fixing this one with PvP, can you also fix that one with overflow messages? Thanks Evan.
Yup
That is pretty annoying. It’s caused by the death breakdown dialog popping up. Usually you want dialogs to clear key focus. For instance, pressing the hero dialog button. This is a special case (maybe the only case) where a titled dialog pops up without player input. I’m fixing it now.
Sounds like SMITE:
http://www.youtube.com/watch?v=ioX2622O5_o
While there are times where customization is nice, there is probably something we can do to alleviate this issue. The reason the buffs get so small in the first place is that there just isn’t enough screen space to show full sized icons without without wrapping them, and eating up precious vertical viewing room. I could imagine an option to show only boons/conditions similar to how simple party UI works. This way we would probably never have to scale the icons, or at least stacking them would only be twice as high as normal. Another possibility is to prioritize the scaling of icons based on target relation. Enemies have larger boon icons, allies have bigger conditions, etc. In any case, “Make them bigger!” isn’t a full solution, but I agree something more could be done with that piece of UI.
Thanks. I assume this is on your list of 50 things to do?
Yup.
I hope it’s on the lowest of that 50, And Anet fix the ACTUAL things that need fixing.
can you read this again, carefully?
It goes on the list of about 50 other things I’d like to do XD.
Thanks for your understanding!maybe i’m mistaken here, but i think it’s just a personal list of Evan Lesh (if that list even exists, it’s possible it was just a figure of speech). not one of the SPvP team or even the entirety of Anet.
It is a personal list of my hopes and dreams for polish and refactoring. But this is all far off topic.
Thanks. I assume this is on your list of 50 things to do?
Yup.
Edited my post to try and be more specific, I should have been more clear. You have to get each character past the tutorial to unlock the PvP button. This is to prevent overwhelming new players. A better way it COULD work would be to always show it after you’ve done any tutorial once.
That’s great and all but you see the message it sends when you respond to stuff about camera which you rarely, if ever, see posts about while ignoring bigger features. And you don’t need to respond to game-wide-issue posts but what about things like this:…
I know it seems like unfair treatment, but the truth is that not everyone has the luxury to be on the forums as much as others. Things like custom arenas and matchmaking really deserve blog posts.
Well if you do have time one evening, could always give it a go and see if someone signs off on the finished product after seeing it in action xD
It goes on the list of about 50 other things I’d like to do XD.
Thanks for your understanding!
Whether is a slider, dropdown, toggle, they’re all about the same amount of additional dev time, but sometimes problems like this have a history. Why didn’t we do this before? Has anyone ever tried zero inertia? Maybe it actually doesn’t work well in GW2. While it’s entirely in my power to take some extra time some evening and implement the feature, it’s also possible that there were some darn good reasons for not doing it before that I don’t know about. That’s why it’s so important to go through the proper channels, get it signed off on, etc. So the process is also what takes up resources we would rather be spending on more important things.
Sprawl, many threads created lately have already been talked about many other times. It sucks that when ANET don’t reply to these repeated threads, everyone complains that ANET doesn’t communicate with the community.
This may be true. I only have enough time to stay attached to one forum, so this is the obvious choice since I’m on the sPvP team. This means two things: First, I see the repeat threads and don’t have time to post in them; hoping that the community will reference the older posts. Second, I will jump on opportunities to spread my knowledge that I wouldn’t be able to otherwise, like in this thread.
This is no repeat thread, and it’s an important thread and point. If you could make some time to read (and more or less aknowledge) the concerns you’ll do something huge for the PVP community.
Things of this magnitude (touches many many design points of sPvP) are not something I like to answer as a programmer. I wouldn’t do the thread justice as I haven’t spent nearly as much time thinking about those issues as the designers. This thread is brand new, so please give time for people to come back from break who can answer it better than me.
I agree that issues like this can affect the minority greatly. Another good example is the length of the skill queue. There is a small group of people this can affect greatly, which is also the top-tier sPvP players. This is also something I’ve looked into, but both cases come down to: Do you want core sPvP features or a camera inertia slider?
The button really needs to show up once you’ve gotten ANY character past the tutorial, but it currently doesn’t.
(edited by Evan Lesh.3295)
Sprawl, many threads created lately have already been talked about many other times. It sucks that when ANET don’t reply to these repeated threads, everyone complains that ANET doesn’t communicate with the community.
This may be true. I only have enough time to stay attached to one forum, so this is the obvious choice since I’m on the sPvP team. This means two things: First, I see the repeat threads and don’t have time to post in them; hoping that the community will reference the older posts. Second, I will jump on opportunities to spread my knowledge that I wouldn’t be able to otherwise, like in this thread.
… if we come to the ultimate conclusion that we have to give an option for it, we will.
Why does it sound like you would rather not give the players options to customize the games interface/appearance to their liking?
We try not to jump the gun and add an option to customize everything we can think of. This is generally how things goes down:
We start getting player feedback that some aspect of the game can be improved (let’s take the camera for example).
Get enough feedback that we determine a significant amount of the player base is affected negatively.
Evaluate options and assess development time required for a change. This can include refactoring code to make it configurable, creating the UI, and getting option text localized.
In the case of camera inertia:
Option 1 is to pick and test some new values. Satisfies 98% of the player base, with zero dev-time, goes out as soon as we’re comfortable with the values.
Option 2 is to make a slider/drop down, pick acceptable ranges (not trivial), localize text, and update the UI. Requires new tech, and waiting for text to get localized. This satisfies 100% of the player base at the cost of time and slowly complicating the game.
We picked option 1.
Its a fine balance between the two that really depends on cost/payoff.
This isn’t to say we’ll never go back and do option two, but it’s now a pretty low priority.
I hope this helps! I can try to clarify more if needed.
While there is still some inertia left, zero inertia doesn’t sit well with a lot of people and can even make them sick. Most issues involving core functionality like the camera or keybinds always have two sides (sometimes more). We try to please as wide of a player base as possible, but if we come to the ultimate conclusion that we have to give an option for it, we will.
We’re aware. Should be able to fix it up on Monday. It’s part of the gear-locking change. We’ll probably turn gear-lock back off for a bit, and then push the real fix asap.
My team only took 4th
YOUR team?
I believe it only affects the recharge rate. Meaning your cooldown doesn’t increase, a second just becomes 1.66 seconds.
So waiting for a 3 second cooldown with a 3 second chill on, will take you 1.66×3 seconds.
I might be wrong though.
I believe this is correct, but don’t quote me (I’d have to go check the maths). On a 3 second cooldown started at the exact same time as a 3 second chill, the the chill would end and leave the skill with 2 seconds left. The first 3 seconds to pass are recharging at 33% the rate, so only 1 second worth of time is cooled down, leaving 2 left after the chill is gone. Effectively turning the 3 second cd skill into a 5 second cd skill. However, you can’t always say that chill will add 1.66 * duration as cooldown to a skill because the skill may already be very close to finishing its cd. If this still isn’t clear or questionable, I can find some time to go dig into the code some more.
Well if you see a dev playing again make sure you pick a theaf and backstab them in stealth as many times as you can and run away like a coward and then we might see some changes
This is why I can’t use my ANet tag very much in-game X[
When can we expect the option to recolor?
In the Wintersday update.
Will this change come to WvW as well?
Yes.
Please add -log to your shortcut and copy paste your log file here if you still get the load-screen bug.
There will be a stylish team-colored background behind your team/party UI
We don’t plan on hot-fixing it.
I made a post about this here:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Finally-team-colours-are-GONE/first#post914887
Apologies, this feature wasn’t suppose to go out in today’s patch. This was intended to come out with the next patch along with a UI drop down to change how you want team colors to work. The new default setting is WvW style coloring (enemy only has team colors), but you will also be able to make everyone, or nobody team-colored. There will also be UI changes to reinforce what team you’re currently on, so hold tight, apologies again!
Patch that just went in adds them to the armor vendor.
Could this in any way be realted to the lag issues many of us are experiencing?
I’ve only had this happen to me once or twice, and am also experiencing severe lag from time to time.
Its very possible, which would also explain why its so hard to reproduce it internally with zero latency.
I want to hop in and say that while this bug is proving near impossible to reproduce on our machines, we hope our fixes going out today will finally take care of it.
(edited by Evan Lesh.3295)
Not being a designer, I’m not sure what the best call is, but I like your suggestions! Here are some things to keep in mind:
Minimum win bonus could help, but encourages AFK (need to solve that as well).
Better win multiplier could work as long as the scoring system gives incentive for conquest play.
Nothing made me more angry in BF2142 than when the game or my computer crashed and I lost all my progress from that match.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.