Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Add me to it as well. Got a forfeit at Battle of Champion’s Dusk for I don’t know what exactly since I participated through the whole match, no disconnect, nothing to justify it.
Forfeit is because someone on your team deserted and you lost. This is to separate it from a full defeat.
What about “bye”?
You won and the other team had a disconnect.
Yea the difference with me and some of the others tho, is that i actually got reward chest + 1500 win points and i left after we had 500 points (the way it always have been) yet the game decided to turn me into a deserter and i didnt get my +1 pip and i worked so hard for it Q.Q
I’m looking into your match to see whats up.
Add me to it as well. Got a forfeit at Battle of Champion’s Dusk for I don’t know what exactly since I participated through the whole match, no disconnect, nothing to justify it.
Forfeit is because someone on your team deserted and you lost. This is to separate it from a full defeat.
The details tab only shows up when there are details like roster sizes. If there is no details tab then everyone is solo. This tab will also show league badges in Ranked.
custom arenas also don’t count towards your total matches played anymore, think it changed around one of the bwe’s, not that u directly axed but tangential
This is a bug that is being fixed.
Yes. I believe it is ~2 tiers.
I have all the data now. You played everyone one of those games in a 3-man party, which will bump up your effective MMR for matchmaking. Prior to that day you played solo or duo mostly. The performance of your team must not be as good as the MMR bump is trying to account for in premades, so your MMR is adjusting downward to accommodate.
Thanks for looking into this. It’s a relief to know that my MMR is adjusting downwards at least. What still confuses me is, if I remember correctly, we were matched against a lot of 2-3-4-5 man teams that day, who should also get the MMR bump you mentioned. So for whatever reason, the team I was running with just didn’t warrant the bump?
You’re right that other teams you were matched against would have the same bump. It’s possible they were coordinating more or had more practice than your team.
It’s cool the community has the tools to find things like this. We saw the same thing and updated the matchmaking to remove the color bias so metrics were prettier. There will always be a best and worst player in the match and we can never make perfectly even teams, but we can at least make sure the best player doesn’t always end up on the same team color
I have all the data now. You played everyone one of those games in a 3-man party, which will bump up your effective MMR for matchmaking. Prior to that day you played solo or duo mostly. The performance of your team must not be as good as the MMR bump is trying to account for in premades, so your MMR is adjusting downward to accommodate.
Pretty sure Everyone,s MMR will reset for when leaderboards open soon , well i hope so anyways . Q for Evan , is MMR bound to both unranked/ranked or separate ? , I do hope its separate so new players n vets get separated from unranked/ranked players
It is separate. Also since noone will have played ranked in a while, everyone’s ratings will be more volatile than normal. This will help shake things up a bit.
Hi evan, i dont get this? How does absence of play (in ranked) lead to ratings being more volatile? Thanks in advance.
As part of the Glicko algorithm, not playing increases your deviation over time, which controls how much your rating adjusts each update. Since ranked has been disabled, there will be ~4 weeks of inactivity for everyone’s ranked MMR.
The disconnect grace period is getting bumped to 2 minutes.
One more idea, could the delay of the data account for this situation?
The delay is data is purely from a metrics gathering standpoint. The actual matchmaking data is all present where required.
Also since noone will have played ranked in a while, everyone’s ratings will be more volatile than normal. This will help shake things up a bit.
This concerns me
This is a good thing so that people move to their correct ladder position quicker.
Pretty sure Everyone,s MMR will reset for when leaderboards open soon , well i hope so anyways . Q for Evan , is MMR bound to both unranked/ranked or separate ? , I do hope its separate so new players n vets get separated from unranked/ranked players
It is separate. Also since noone will have played ranked in a while, everyone’s ratings will be more volatile than normal. This will help shake things up a bit.
Just throwing an idea out there (sometimes it helps software developers) could the absence of matches in the log be related to an absence of matches in the system, thus, making salamander mmr to be permanently stuck on a high level?
In case of doubt you could ask a dev to play with salamander in pvp and then proceed to check the log to see if it shows the new game.
This is the first time I’ve seen missing matches. There are plenty of match logs up until 11-21, and it could just be a delay in our metrics system, which is separate from what the API pulls from (which is right from the source).
Confirmed we’ve got some backed up data so I can’t investigate right now. Your MMR looked pretty stable, though.
(edited by Evan Lesh.3295)
Dear Salamander 2504,
Are you playing on a different account? Your match logs seems to stop on 11-21.
Lol why not just seperate the stacks of condis from each opposing team to neutral monsters?
This seems pretty straight forward, they need to be counted different.
If the monster has 2 separate stacks of bleeds, which stack does damage first? The only way I can think is the first one applied goes first. That’s doable without splitting the stack.
Checking for killing blow via percentage damage of a cummulative condition tick looks to be quite complicated. However, sorting the damage by last person to update their condition stack or first person to apply the condition looks much easier.
Downstate would have the same problem when letting the NPC bleed out.
Well surely you’d have to follow suit and let the last person to apply damaging conditions to get the kill because with physical damage the last hit no matter how pathetic the damage would get the kill.
To clarify what would happen in this case:
Person A applies 100 stacks of bleed.
Person B applies 1 stack of bleed.
Person B gets their damage applied first in the next tick, but it isn’t enough to kill the monster. Person A’s 100 stacks do kill the monster and gets the credit in the same tick.
It would not be the case that we know bleed will kill the monster this tick, give credit to person B because he touched the monster last.
Checking for killing blow via percentage damage of a cummulative condition tick looks to be quite complicated. However, sorting the damage by last person to update their condition stack or first person to apply the condition looks much easier.
Downstate would have the same problem when letting the NPC bleed out.
Hold on, so what you are saying is if X team gets 10 stacks of bleeding, 5 stacks of burning and 4 stacks of poison and team Y applies 1 stack of bleeding, if his health reaches 0 by condition ticks it will be a 50/50 chance?!!
In this case, if the game is currently processing bleed damage, and 10 stacks from team X would kill the monster OR 1 stack from team Y would kill the monster, whichever damage does the killing blow first is random. If bleeding is processed first, but it doesn’t do enough damage to kill the monsters, but then burning DOES deal enough, then team X would get the last hit.
My thought would be to make it the same as if it were 2 melee attackers. Whoever did the damage that actually brought the health to 0 gets credit.
In this case, the person who used the condition that actually did the killing damage should get credit
The problem is that both teams have bleed on a monster, and the tick from either team is enough to kill the monster. Does red or blue team bleed damage get dealt first?
What would be fair?
Last person to apply the condition that dealt the killing blow? Spam condies.
First person to create a stack that dealt the killing blow? Be the first to apply condies and keep them up the entire time.
Checked the code, it appears to be effectively random.
Each player has their own ‘stack’ of bleeds, but what I don’t know is what order they get processed in. First person to give bleed? Last person to give bleed? Arbitrary ordering within an unsorted data structure?
That’s an amazing question…
Removing people from queue on map travel is a decent middle ground and should be easier than temporarily removing them from the queue. However, even teleporting within a map can have decent load times and hooking up warnings to every way you can leave a map, like Elwinson listed, is still a moderate feat.
The new player argument is obviously not an ideal one, but at the time was decent. I’d argue its more important now that we’ve removed the tutorial, but ideally should not affect where you can queue from once you know how PvP works.
The WvW queue behaves much differently from the PvP queue and cannot be used as an example or launching point unfortunately.
Increasing match accept times I don’t think is an effective or fun solution to this problem.
What does “troll the queue” means? It is not very clear for new players.
The more people decline matches, the longer the queue gets for everyone because you keep having to get put back into the pool waiting for more people.
There were a few reasons for keeping players in HotM when queued:
In order to allow queuing from outside HotM, we would need to change these things.
We are aware of the bug and are working on a fix!
That would troll the queue and be detrimental for everyone else. Also, players can switch professions during the warm up time.
The dishonor formula is on this wiki page:
https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm#Dishonor
The only change is that 1 stack of dishonor lasts for 4 hours instead of 15 minutes.
I hope it stacks exponentially because 15 min is nothing…
The 15 minute timeout is for the first offense. The dishonor lingers on your account for much much longer, resulting in a longer timeout if you abandon another match.
Since you’re answering in this thread and not the other one about the dishonor system. There is the related issue that the time for accepting a match is too short and now if we go for a bio break or even just to get a drink we risk getting a dishonor for 15 mins. Is it considered reasonable we sit glued to the computer for however long a queue takes without leaving the computer at all? Even if the queue is long?
Missing match accept only gives a 3 minute timeout unless you’ve recently gotten dishonor.
I hope it stacks exponentially because 15 min is nothing…
The 15 minute timeout is for the first offense. The dishonor lingers on your account for much much longer, resulting in a longer timeout if you abandon another match.
What is the grace period set to right now? Still 60s?
Correct, it is currently set to 60 seconds.
No, it is not in match history API. This is something we think would be awesome to do.
In rated arena games, the match end timer has been increased to 2 minutes so players can review the scoreboard.
The grace period is adjustable, and is there to account for restarting the game and hopping back in. We can change the grace period to be longer if we see that it is not long enough to account for the majority of people reentering the game.
The dishonor also applies immediately, so if you d/c and come back to play early, you’ll have worked off some of the timeout by the end of the match.
I looked up your history and see that your rating is pretty high, but you took a long break from rated arenas for a while. Your win rate since returning isn’t great. This could be for many reasons, but this is something that should be accounted for in matchmaking.
One of the features of Glicko is that when not playing your rating gets more volatile over time. It is assumed that your rating becomes less confident after periods of inactivity. This means that once you do start playing again your rating should adjust quickly to your new skill level. I reviewed the code as I didn’t see this happen with your rating and found a bug I’ll be fixing hopefully before leagues begin.
(edited by Evan Lesh.3295)
@Stitch, We are award the process for acquiring mist champ reward tracks is unclear I’ll pass along your specific feedback to the team. Thanks!
For the Mist Champion reward tracks, those must be unlocked for gold via the Mist Champion selection screen. As for the dungeon track, did you complete story mode after the reward track feature was introduced?
Eagelseye, can you PM me your machine name and the last day you crashed?
Your inbox is full it says…
Sorry about that, try again please.
Eagelseye, can you PM me your machine name and the last day you crashed?
This is the information we’ve released so far:
https://www.guildwars2.com/en/news/introducing-pvp-leagues/
I didn’t even get my gold back )=
They didn’t cost gold.
I’m testing a fix for being in combat on respawn internally. Suprisingly, ranger pets getting hit when you respawn does not put you in combat.
Looks like any damage you deal after being defeated will cause you to be in combat after you respawn. This could include engineer mines, necro downed 3 well, etc.
At the moment I am not aware of this problem on any other class I play (mainly engi). So it would atleast be very rare on those. I would say it happens 95% of the time for ranger.
On engis keep in mind that mines and stuff like that could legitimately cause a similiar experience but not bugged in this case.
I’ll check the mines, these may not clean up when you are defeated.
Wow, didn’t expect a response on this subject so quickly. I would recommend moving this to Ranger forum though for more in depth information. As far as I can tell, when a Ranger falls in combat and respawns, the pet first reanimates at the position of the player’s death. This momentary spawn allows for an opening in which the pet can be hit either directly or by triggering ambient effects, essentially placing the player in an immediate combative state.
I know exactly of the ranger pet respawn, but suspect there is more related to the in-combat on respawn issue.
Just with rangers as far as I can tell. It’s possible other pets like necro minions might do it as well though.
Necro minions should die when you’re defeated, and they don’t respawn like ranger pets.
Is this the only time you can be in combat on respawn? I fixed a bug some months back where just getting cleaved to death would leave you in combat on respawn for any class. I still experience this bug on Live though, but it could only be when I’m playing ranger and I haven’t noticed.
From the hotfix notes today:
Stronghold: Fixed a bug in which PvP Win guild missions would not count as a win if the lord was killed.
Did someone from the guild team queue and select to play as the guild team you created?
If you did not get a popup asking which team you’d like to play as when you queued, then you were not representing your guild for mission credit.
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