ah…here it is: http://redlettermedia.com/plinkett/star-wars/star-wars-episode-1-the-phantom-menace/
very amusing
wow….granted that MArk Hamil left a lot to be desired in Ep 4,5,6….with the exception of Return of the Jedi (ep 6), the other two FAR exceed the new crap that was put out…the CGI in ep1,2,3 was superior in quantity, but was lame as all hell. The saving grace of ep 6 was that it didn’t have Jar Jar Binks…which coincidently completely nerfed ep1-3 without even getting in to anything else.
Empire Strikes Back (ep5) is by far the best movie of the set. It pains me to even think someone could prefer ep1-3 over the originals…ah well…used to have a link to a good review of the ep1-3 stuff that pointed out a few of the insanely bad parts…ah well…will see if I can dig it up
lol…I get the occaisional heart-stopping-suprise when I talk to kids these days who have never heard of the millenium falcon (or even never watched star-wars – ep 4,5,6)…crazy…not to mention those stupid- frakken extra scenes they’ve cut back into the originals.
or even worse…replacing the ghost Annakin (Sebastian Shaw) with the Hayden Christensen version of him at the then of Return of the Jedi….omfg….I wish I could jump-puzzle-grief the morons that decided to do that.
amen to that….ANet invested a lot of money into GW2 and Wv3. Equal matchups is obviously what their intention has always been, not map flipping.
It would be good if we could all agree to re-balance the servers and everyone would happily go on their merry way. Unfortunately that will never happen due to external influences on all of us (playing with friends, family times, school, work, connectivity etc).
Getting something that works for 60%+ should be achievable I would have thought. Obviously any solution would need to factor in concurrent population into the scoring and/or doing something to mitigate the ‘unfair’ advantages committed servers have over the less committed servers (by committed, I mean servers who actively work towards 24×7 presence and dedicate the time that requires)
The only way I can see to achieve higher satisfaction is disconnecting the teams from servers, to allow players to form their own super/mega guilds or teams for the sole purpose of Wv3 – which then would not be WvWvW
…
Until either of those things happen, the night-capping will remain an annoyance to the same groups of people (despite the fact that night-cappers are in turn night-capped
nice! good on that guardian
I personally find it very annoying that our name tags stand out so much in those sort of circumstances. Hiding against a red background is the only real option we have in order to hide the name tag as well (unless you have steal that is).
It would be nice if ANet reduced the distance at which name badgers were visible (without having targetted the person at least). That way, camoflage would be more effective. Having said that, I can understand why they did it (makes it much easier for targetting purposes etc if you can see the name badges).
heheh….telling comeback that!…but simply translates to “I don’t like what you said but can’t think of anything constructive/meaningful to add”
as I mentioned, 2 servers out of 3 is not 2 thirds of the world GW2 population. If you wish to discuss why / how things should work etc, then please use relevant information or at least state it clearly.
We all get very passionate about this issue it seems, or just fed up with it
If people want to come up with alternatives / solutions, then they actually need to think beyond their own circumstances and consider the global impact. I’m quite happy with how things are, it works for me how it is, but I do recognise that I am only 1 person and that it doesn’t work for everyone. Haven’t seen particularly viable alternatives to it. The closest to fair I’ve seen to date, is the concept of scaling scores to the number of active participants. And that is a LOT of work to implement once you start considering the exceptions – idlers, disconnected users, pve’ers, bots, puzzle jumpers who are not ever participating (vs ones that do participate)….theres prolly plenty more of those exceptions that make it very very difficult to measure/code.
(edited by Guild Wars Fan.3249)
Two-thirds of the customers are unhappy. How many businesses stay in business that way?
You can use what ever kitten scoring system you want, but until servers with an active off-peak population are matched up against each other, two-thirds of the customers will remain unhappy, or perhaps go find something else to do.
Piano lessons are looking good.
which 2 thirds of people in the world are you talking about sorry?
don’t forget that this is a thread about night-capping, and funnily enough, the posts from people who have issues with it, will generally outweigh the people who don’t (and can’t be bothered responding).
Your morning is my night. Why not shut it off during MY night so you can’t capture my stuff at “night”?
I second this one…what server are you on Sidu
It is not, and should not be the job of the players to balance this (or any) game mode, period. If victory in ANY game relies not on strategy or tactics, but pure differences in time zone(s) of a server’s population, that game mode is BROKEN, period.
very hard to disagree with that argument
the issue I see, is that ANet is trying to achieve something with Wv3 which I admire. They want a pvp arena that lasts days instead of hours or minutes. As such, the game is open 24×7. If I want to play in a game like this, I need to be realistic about what I need to do.
I can just turn up for my 3-6 hours every night along with the other Oceanics and live with being night-capped by the NA crowd everyday. Or I could move to an NA centric server or recruit for my server. OR I could give up and quit and play another game (aka whine about how broken the game is until it is changed and BECOMES another game).
There are a plethora of MMO’s that have dealt with the issue…
Thats one of the issues right there…the ‘opponent goes to bed’ to me is MY teams problem…not the other server who does maintain people online, and not ANet’s.
…and let’s face it – the servers that are “dominating” are only doing so because they’ve been allowed to play a game mode that SHOULD be a 24/7 struggle back and forth as essentially a PVE game mode in the “off hours” of that server’s time zone.
again, no one is allowing them to play, they are choosing to play at that time because it is convenient for them. And yes, it should be a 24/7 struggle, which again, is the opposing servers’ players’ choice.
Your next argument will be to “change servers if you don’t like it”. To which I reply yet again – why the hell should I have to? I’ve joined an officially sanctioned US server in good faith, built a large Guild filled with our community members, and maxxed out our guild research to level 5…
Yes, I see that you see the obvious solution too. And, no, you don’t have to…but…er….thats your choice isn’t it? I too have joined an officially sanctioned server in good faith, built up friendships and continue to contribute to guild influence and all that entails. I am cursed with living in a timezone that is not always conducive to equal match ups. Its unfair on me, for sure…capping against a sub-par enemy is not as rewarding or fun. Luckily for me, the server I am on is getting more an more NA guilds and as such we tend to fight more servers with more of a presence in my timezone.
It is unfortunate that night-capping is an issue….and maybe we do have too many servers for the number of players that we have….or maybe Wv3 is too fast and the maps too small and the whole idea was that there should be a lot more standoff conflict so capping went slowly…with more tactics etc…In fact, maybe they are grooming us all to a EU vs NA mega WvW in which all US servers team up against the EU servers 24×7 for massive wars on huge maps
It would be nice if Anet would let guilds move AND keep their upgrades etc.
…we are in a bit of a “golden age” for PC gaming now, and it’s only going to get better over the next 18 months or so. Anet can accept responsibility and fix the multiplayer aspect of the game or large (6000 players+) communities like ours will simply move on to the next game that tries to (which is looking more and more like PS2 at the moment).
this too is true…it will be interesting either way, to see what ANet does.
I have high hopes for GW2, but Anet has alot of work to do, and putting the ball in the player’s court to balance a broken game mode is a bad start. If they want an “anything goes” player-driven environment, that’s exactly what they’ll get – but they ARE NOT Eve online, and they are not equipped to be.
to me, what ANet have done is say: “hey look! we have this concept called WvWvW where battles last 7 days, server vs server vs server. You field the best team(s) you can and whoever leads at the end wins. Its not perfect, but we thought you might like it.”
At any rate – it seems this debate has broken down into two camps – the “it’s not broken because we’re winning” group, and those who can see the potential being wasted due to the time zone issue being abused unabated (and, apparently, endorsed by ANet).
there is no ‘it aint broke because we’re winning’ – at least not that I’m a member of…where do I sign up!!!
oh…hold on, we’re not winning
ANet have given us an Arena in which to compete 24×7. Thats it. It IS up to the players to balance it – if the players in question want to compete seriously.
Darkhaven was having similar problems with Yak’s Bend, and to a lesser extent SoR, so even though we’re doing it to you, we feel for ya. Sadly, we have no one to blame but ourselves for not being active enough in WvW to stop it.
Oh well, honestly if that guild is jumping ship because it’s what’s right for them, that’s fine, but they’re not the kind of people I’d want on my server regardless.
such a well reasoned response too…..until you couldn’t help but whinge about the guild in question…the thinly disguised equivalent of ‘your doing something I don’t like! eff u!!’….people move because it suits them…who cares if it works for you?
Thank You. i have a video of the hackers on the HACKING thread. We are trying to cathc an orb hack to upload next. This isnt just to say hey look its so Anet can see it in action.
awesome…the more we can all do to get rid of scum like these guys, the better.
That’s funny, I just watched SoS Orb fly hack them last night, don’t point fingers. The thing that sucks is SoS didn’t even have the decency to return it.
I didn’t see this (I was in Wv3 most of yesterday from 20:00 to 12:00 EST – mainly in SoS BL so might well have missed it) but sincerely apologise for the frustration this causes. There’s nothing worse than having some moron ruin everyone elses hard work.
“Players should not be punished or unable to experience and view the same content as everyone else because they play at a different time. They too are paying customers.”
You just made OUR (the nightcapping “whiners”) point for us. Every morning I wake up feeling punished because I didn’t pull an all-nighter. At this point I’m unable to experience and enjoy the very little wvw still has to offer. Because I don’t stay up all night, I’m getting punished.
ANET, if you really want a good 24/7 experience, as you say, you need to disable the 150-200 man zerg advantage, you don’t do this the way everyone else has been saying with Que timers and current pop size limitations. The problem is that you decided to have 4 maps.
(sorry for mentioning DAoC) the reason it worked was because it was ONE GIANT map that was in constant flux. The vast size gave it so much appeal and variation that the 150-200 man zerg became a disadvantage, worthless because they couldn’t be everywhere at once with a map that size. Frankly, these maps are too small, its far too easy to just sit in a 150-200 man group and travel around zerging every keep and tower withing a 30 minuet period.
Anet, I find your response to the communities outcry for change disgusting.
1 big map would be fantastic! I tend to be an anti-zerg fanatic myself and feel that zergs are too powerful (if not a necessity) atm. And as mentioned, the small maps are boring as sin.
It would also be nice not to have peoples name tags show up so readily. Too easy to spot people who are hidden behind things and yet I can still see their tags (especially the world explorer star!). And this discourages the guerrilla style hit-and-run tactics quite a lot too (which are a lot of fun).
To the comments about merging servers…meh….I’ll grant, there is a slim possibilty it might work….sounds like @Tum and @nico were volunteering their server closure at least.
Perhaps ANet could reduce the number of players allowed in Wv3 to the lowest common denominator so there is no night-capping. How about..3 or 4….that should cater to everyone right?
OR, ANet could start selling GW2 alarm clocks, so that when your server gets out of ratio with another one, you get woken up and auto-logged in etc.
On a more serious note tho. There are definitely issues at the moment. And its good to highlight them. But as many other posters have mentioned. It is too early to make a decision as to whether it is going to work or not. Already we have guilds starting the re-balancing process by moving to other servers.
If you are a dedicated Wv3’er and want balance, you will either move, or get people to move. Painful as that process may be.
Its each persons choice to stay on a server with no night presence or to move, or to stay on a low-pop-Wv3 server.
If it is so important to you, that you feel the need to complain/suggest about it, perhaps it is time to review just how important the balance is to you and whether you should do something more directly proactive about it.
I play on SoS and sometimes the q at NA night time, is a real pain. 2 hours last night to get in to EB. Very unusual, but q’s do happen. If it keeps being that way, I may be tempted to move (I’ve thought about it previously due to our lack of night presence – but decided to give it a reasonable amount of time).
I have the perfect solution!
Each world is allowed to field a certain number of players. Anyone else that wants to join in, goes on a priority queue and get in once then next person leaves etc.
Then what we do, is for each keep/supply camp/tower/castle each side holds, we give them a certain number of points every oh, um…15 odd minutes.
If a server can’t field a team 24×7, they just have to live with it.
We’ll rank each server and then run a leaderboard style thing and reset the instance every 7 days and update the leaderboard which will then be used to match up each server against similarly ranked servers.
Players will be encouraged to either move themselves, or get other players to move to their server, to help get the 24×7 presence they will all want in order to be competitive. Sure, there will be some servers/players this won’t work for, and no doubt they’ll moan and bleat about it endlessly, but what we’ll do, is give them a forum where they can do it together..get it all into one easy to ignore location…and well…ignore it, cause they already know that we’ve invested a large amount of money in the current architecture, so changing it isn’t going to be easy.
But at least they might have gotten some frustration off their chests and maybe, just MAYBE they will have some ideas we haven’t thought of and analysed and thrown out for being biased towards certain player groups.
Worse case, we’ll figure out a way to satisfy 60-80% of the population and the rest will have to make do.
Revised idea:
Every 15 minutes, you gain points proportional to how many enemies played during the last 15 minutes, and how many keeps/castles/etc. you own.
Possibly just using the existing values for locations and multiplying, either up or down, whatever. But those are the values to scale with.
Hmm… when my server pushes your server off the map and hold it for say 2 hours, and then your server starts going to sleep…our points start dropping off slowly until we’re not making a lot of points due to 0 opposition. All good….except, lets pretend we have 20 hours to go…and its close…and we just did that…now all we have to do (if we are far enough in front) is stay off Wv3 and we win!
Also….what happens when I have 200 people on, and you have 10 as opposed to when I have 1 on and you have 10? If it is purely based of the oppositions numbers, I get the same score regardless.
I like the idea of points being awarded based around objectives and effort, however, there are several flaws and/or unsolvable issues.
If there are 5 attackers outside, besieging the tower, and 2 trebs bombarding the tower (and lets complicate it further) and also a keep, with 2 spotters who are ranging in the treb and getting it on target. There are really 5 + possibly up to 4 other players besieging the tower. At what point do you decide who is besieging a tower. What happens when another 2 players run past and are PVE’ing on a moa with some aoe which happens to hit the tower too? Do they count?
Or do you base it of ‘nearby’ players and end up excluding the trebbers, but including that big group of ask’ers who have found the optimal spot to sit in and get free xp?
I particularly like the idea that when you take the tower/keep, that upgrades are kept. Don’t know if ANet would like it so much, as one of their money sinks is gone
The first forumula you stated (towerbasepoints * 40/(10+5(defender advantage adjustment)) means the defenders advantage works against themselves. Was that deliberate? So, instead of
towerbasepoints * 40/10) → towerbasepoints * 4
they get towerbasepoints * 40/(15)) → towerbasepoints * (3 2/3rds).
Seriously the moderation is really strange we the FR let us can make offend with no problem at all, but as soon as we dare to say that your expensive youngs rosebiff have no level what is the truth the message is directly erased
pathetic…
hehe…forgive my ignorance, but what is an ‘expensive youngs rosebiff’???
I posted a suggestion here which relates to this discussion, and mods nerfed it (rightly so as it is reasonably different) so its been moved over to the suggestions forum Alternate Wv3 Implementation
I like the idea of Wv3 being server based. Unfortunately, I suspect that that is causing a lot of the issues people are having.
By associating Wv3 with a players home server, we get the ability to give rewards to that server based upon its performance etc, which in turn provides more meaning to the PvP’s in addition to the reward of winning against other players. This is all very elegant, however, it does cause the problem we are seeing. Players from the same locales tend to play on the same server as it makes pugging etc much simpler and for some of us, gives sense of more of a local community (e.g. on SoS, you do tend to feel you are representing the Oceanic region).
Unfortunately, this does not translate well to balancing playing times in server vs server matchups.
Given the name of this game is Guild Wars 2, I would have expected more guild-based Wv3. Getting a little off-topic with that, but it does have some vague relevance
Perhaps we could move to more of a ‘Team’ model. i.e. we form Wv3 teams. Whether you form your team from your server pop, or from multiple servers would be irrelevant. You limit the number of players per team allowable in Wv3 at any one time to some arbitrary number (I’m sure ANet have some idea about the number of people they think would work best per side in Wv3 give nteh map size), which may vary over time as ANet adjust it based on a bit of analysis. Let say (for the sake of having a number) that this is 280 people per team in Wv3 at any one time.
Total team size is entirely up to the Team Leaders (or should I say Guild??). But it would also behoove any team (if they want to be competitive) to make sure they had enough players to have full coverage 24×7. Perhaps the current reward system could also be applied to all team members who have participated in the current match (for some minimum amount of time or not at all, might have to look at ways to stop abuse of that tho).
The downside to this, is that you lose Server based affiliations, which I think are very useful and tie in well, and new players or players who wanted to dabble in Wv3 to see what it is all about would not have such easy access (tho, there would be nothing stopping them from joining a team or starting a new one – but I know some players are very shy and would be turned off by this).
Some of the existing issues such as supply-wasting would become easier to manage – allowing the ‘team leader’ to disable access to keep/tower supplies or functions etc or even kicking them from the team (not sure about this with regards to power mongering). Even, just allowing the team leader to kick people would solve that issue. Spying would still work (which I think is good for the game
but once discovered, at least the spy could be dealt with, in fact, it would be fantastic to see something implemented around imprisoning said spy – locking them out of the game for a day unless they pay the team a ransom etc…anyway, getting off topic again
We’d get less idiocy going on (well, be able to do something about it at least) – griefing in puzzles would be more policy-based, rather than individual choice – most of the time, I leave other players alone in there, as I would prefer to be left alone in there as well. However, there are many times where it would be much better if I didn’t. If I’m really honest, I leave them alone because I am hopeless at the jump puzzles ( I blame it on screen lag due to my on-board-intel non-gaming-card lol low graphics settings ftw!).
[Note] Moved this here as it is off-topic for the night-capping thread
hmm JohnCataldo.9201:
‘Sure, start with some base so it’s not wonky. Make the math work right and weight it as needed. But 200 players per side should be more meaningful than 20 per side.’
I fail to see how 200 vs 200 vs 200 is more meaningful than 20 vs 20 vs 20.
In each case, the players in question are putting in the same amount of effort. No one is being disadvantaged. Keep / Supply swapping is just a lot slower
heheh…I love that one “(and not the insulting accusations you and your kind keep throwing around to deflect attention)”…hypocritical much???
you do raise a good point tho
and I do agree that expecting all players to alter their behaviour in the best interest of the community is not likely to happen!
With a view to saving the WvW aspect of GW2, I fail to see how repeated posts saying (basically) the same thing is helping the situation. Not everyone is whining, and moaning about the same thing, so perhaps I could have been a little less aggressive
One of my primary concerns with adjusting scoring based on point-in-time population is that it is inherently flawed and demeaning.
Flawed, in that if there are 50 players standing around chatting (or posing for guild photos!…you know who you are!), while another 100 are actively participating in WvW, then that server is theoretically being disadvantaged because the server(s) they are competing with will be receiving a disproportionate score bonus. The active players are having their efforts demeaned as a result.
In truth, this may or may not be an issue (especially if the other servers are having the same issue – tho, with a night-capping server, this is more likely as it is in fact daytime for them and therefore they are more likely to have excess players loitering about).
While I agree that it has its merits, I dont agree with it in principal, as it has an immoral smell to it, in that we would be punishing players who don’t play in server-local time as they would be the ones this applies to most commonly. I say punishing, because the suggestion is to effectively reduce the scores while they are playing, simply because the other servers were unable to field an adequate team.
In fact, I don’t see how this would solve the problem. For example, lets say we take 3 realms:
Realm A: has a strong server-day-time presence and a weak night-time presence.
Realm B: strong day-time, a reasonable night-time presence.
Realm C: weak day-time and strong night-time.
For the purposes of simplicity, assume greater numbers = stronger i.e. all players are equal.
During the day:
RealmA and RealmB have their scores adjusted downwards because RealmC is weak.
At night:
RealmC and RealmB have their scores adjusted due to RealmA being weak.
So, basically, realmB gets the big nerf hammer because the other Realms are unable to field decent teams throughout the day.i Will RealmB still win? Yes.
Does this solve the problem of RealmB night-capping a number of RealmA’s stuff at night and defending it against them the next day? And likewise to RealmC during the day? Nope.
RealmC and RealmA find themselves swapping positions for a week.
Thats right. You (and other people) going to an underpopulated server with a night presence and not enough day presence will. Assuming of course the high-night-pop server players ALSO move around a bit to lower night-pop servers.
heh, I completely agree that the scoring system is biased towards the servers with unequal population ratios.
I just don’t see how that is a problem, when you know how to fix it. What I see is the problem, is that you want to have your cake, and eat it too. You want to be able to stay on the server you like (and your friends are on), no issue there what-so-ever. But you also know that the only current solution to the problem, it to move servers or have a reasonable night population, which you are not willing/able to do.
In life, you make sacrifices for the things you want. You eat smaller quantities so you don’t put on weight. You go to work so you can earn money to pay your bills.
You do these things, because they give you something in return and you make sacrifices to do them. You don’t expect to be paid for going to the gym. You don’t expect to be paid for sleeping. But you are expecting to be rewarded because you won’t do what you need to do, to get server balance.
There’s nothing complicated going on here. Its that simple.
I agree, I’m not interested in fixing the scoring. At no point did I indicate that I was attempting to ‘fix’ scoring. I merely pointed out (somewhat indelicately), that there is nothing wrong with WvW and that the people who are complaining of night-capping are being ridiculous.
It aint broke.
Some people just need to harden up.
I’m a ‘night-capper’ myself. There are always people defending. Often not enough tho.
I come back in the morning, and most of our gains have been lost. Do I blame this on ANet? No. Do I blame it on the Australians/Kiwis? No. Do I blame it on the NA population? No.
It is what it is. I know how to fix it and what I need to do to fix it. Does it matter to me so much that I will change server to fix the problem? Not at the moment, but maybe.
(edited by Guild Wars Fan.3249)
hahahah…the other team has more players online at the moment! thats not fair!
simplest way to stop a zerg is to nail it against a keep with 1 or 2 other zergs/groups. Usually the players are so busy focussing on the keep gates/walls, that they don’t notice they are being attacked until it is too late (not to mention the current culling issues).
If you don’t want to lose money upgrading a keep/tower/supply, don’t do it. If you dont want to lose your keep/tower/supply to the zerg, figure out how to stop it.
Scaling will never work, it will just be taken advantage of.
“Look out! Zerg coming!”
“Everyone, logout! Relog in 10 minutes when the upgraded guards etc have weakened them a bit, we’ll zerg from our spawn”
The REAL power of zerging, is in degrading defenses and demoralising the opposition. If the other team has upgraded towers etc, you zerg them, don’t even bother holding them so when they take them back, all the upgrades are gone (be sure to take any supplies before you move on tho). While you’re busy re-taking the tower/keep/supply, the zerg moves on to the next and the next etc. Until they get back to the start and re-take a couple of supplies and towers (much easier this time as they are not upgraded!) and can then hold them as you are too busy upgrading/defending your stuff to mount a serious assault yet.
[Edit] I’d love to see arrow carts un-nerfed too! They are too weak at the moment.
I really have to ask myself how old a lot of the ‘night-capping-is-the-devil’ crowd here are. I have read many (not all) of the reasoned (QQ) arguments for why night-capping is bad, and how it affects my game and that the detestable night-cappers should be treated differently because its not fair to me.
I ask myself how old these people are, because they remind me so much of my children crying about how a game is not fair and that because ‘johny’ over there can run faster than us, the rules need to change so that I get a better chance of ‘winning’.
By all mean’s lets adjust the score johnny gets when he comes first (as we know he will, cause he’s the fastest) so that its more of a competition. Oh, and now that we’ve done that, it turns out he’s smarter than us too! and figures out quicker ways to get from A to B, so we should adjust the scores a bit more to take that into account. And you know, hes older than us too, and that should count against him for some arcane reason I haven’t quite justified (but will) yet.
Most kids grow out of this (and aren’t that ridiculous in the first place). They figure out, that the rules are the rules, and that there are ways to combat johnny’s strengths and improve their own.
People seem to think, that because they have paid for GW2 and play, that it should work best for them first and foremost. Guess what! there are simple solutions to the problems you are facing in WvWvW. Some people have figured them out already!
1) Get players from other timezones to play on your server
2) what!! Move to another server that has those timezones covered
3) no way!! Go to bed early, and get up very early to play for a few hours before work/school
4) /rquit /qq
I don’t see the people who are complaining about the unfairness of WvW complaining that non local-server players have worse ping times than they do, or suffer from more lag. I don’t hear them complaining that some players live in countries who’s infrastructure doesn’t facilitate fast, reliable internet connectivity.
Maybe what we need to do, is normalise ping times, so local-server players get their ping times increased to say, an arbitary 500ms, have some lag thrown in randomly and we disconnect them every now and again (preferably in the middle of combat).
The system is self-balancing, in that ANet expect players to be intelligent enough to figure out that they can solve many of these problems themselves.
Defiance [RUN] is moving to Sea of Sorrows! NA Guilds Join us!
in Guilds
Posted by: Guild Wars Fan.3249
Definitely happy about getting some more NA presence during the day on SoS! Nothing worse than waking up in the morning to see we’ve lost 50% of what we held when I went to bed 4 o 5 hours earlier!
Lol…it always makes me laugh when I see all the QQing over ‘NA-night-capping’. As an Oceanic player, we often get to NA-night-cap. Most of the time, there is stiff resistance from the other servers – despite it being easy-NA-night-capping-time. During NA-prime-time, we lose most, if not all of what we have gained.
Do I cry about it and blame it on ANet?
No.
Why not?
Because I know how to fix the problem. Go to a server with a strong NA presence and help them out by being NA-night-crew and strengthening the server as a result.
Everyone knows that this is the only current solution. Am I likely to do this? Depends on if my friends are willing to move as well.
There’s nothing ‘reasonable’ that ANet can do about it. Should I be punished (have scores reduced/scaled etc) because you are in bed/sick/crying in a corner/your moms taken your computer away?
When you play in a team sport, do you QQ to the organiser if the team you are in has players who can’t make it on certain days? Does the other team get punished because you don’t have all your players?
Harden up.
[EDIT]: Going to do the same – too easy to jump on the night-cap band-wagon
Theoretically a group of thieves could keep the orb carrier invisible permanently, by stacking and cycling group stealth skills. Would be great to see it done. Ups to that group if that’s what they did!
Sea of Sorrows has no ques really during NA primetime and our aussie army does work during the night.
lol…as an SoS NZ player, I can tell you we sometimes have queue times for the ‘night crew’, depends on which map tho mostly. SoS BL tends to be the busiest, with an occaisional 2 hour queue.
TC has been a nightmare to combat so far! Full respect to your night-crew, they have made it very difficult for us for the most part with SoS achieving dominance later on at ‘night’ which is prolly in the wee hours of night for them. Unfortunately we’ve run across a few of the usual idiots on all teams flyhacking/resource wasting. Until ANet decide to do something about that, I guess we all just have to put up with it and keep going.
if we’re really lucky, a friendly botter will solve the problem for us and tell us how to remove the game models or replace the textures/models with a simplified version, making loading faster etc. Seen it in a few other games where pvp was bugged and induced crashes, so a few resourceful individuals figured out how to remove the animations that caused the problems long before the devs fixed it.
Just in case the devs are too busy to fix this!!
Error Code: (3040:1002:3:1930:101) and (3040:1002:3:1950:101)
(error:product:module:line)
error: 3040
product: 1002
module: 1930 or 1950
line: 101
SURELY thats giving you SOME pointers???!!!
the 1930 one seems to be fixable by dropping 1 guild (guild limit reached?? love the error msg)
1950 – no idea
(edited by Guild Wars Fan.3249)
I had the same issue, but it was because I was already in 4 guilds. I left 1 of them and could then join the new guild.
@jasonormes: no, only one week.
Otherwise, well… I jsut can’t join a guild. When I try to accept an invitation, I get:
Network error .
Please check your internet connection and try again.
(Code=3040:1002:3:1950:101)which is a stupid error message… if I had connection problems, I wouldn’t be able to play the game…
Guild I’m trying to join: Tyrian Furries [Furs]
thank you
Using the environment to your advantage requires skill….if you don’t like the environment in WvWvW maybe we should just make it a small square room with no landscape or anything else…that sounds like sooo much fun!
Seriously tho, if I’m trying to run away (whether I’m out manned or not) I often run through mobs and aoe them to pull them along behind me. As they drop aggro and stop chasing me, they stop and start running back to where they came from, and generally aggro onto the chasers. I don’t know how many times this has saved me or enabled me to then turn and kill the pursuers in turn.
They are there. Thats all there is to it.
I’d agree with Kracin. Get the game client to display the names an a generic model first.
The issue is that the server sends a huge list of all of the players in the zerg down along with details of what gear they are wearing etc. The game client gets all this quickly enough, thats not an issue. The issue is that the game client then has to load all of those textures and models into memory. On top of that, by the time it starts getting to drawing all those players, they have all moved and it has to process the new positions etc and redraw at which time the have ganked you and half of your team.
If you’re lucky, you get to see them running off.
hahaha…yet another crazy man trying to get a star beside his name….you know that star is visible through most objects don’t you? don’t know how many people times I’ve targetted that person first because I can see them before everyone else
having said that, I’d get a thief guildie to help me get those last ones. Its funny how well Shadow Refuge works for getting behind enemy lines
Or a mesmer to portal you after sneaking past themselves.
I was watching a large zerg trying to take a castle when the commander called for a couple of rams and balista to be built. You could have heard a pin drop. This got me thinking a bit about the mechanics of siege weaponry.
For new players, siege weapons are too expensive to waste money / honor on as they don’t have enough resources. For ‘older’ players, this tends not to be the case as much, but even then they tend to hoard gear and often its a balance between dropping a balista in location A knowing that in a few minutes that that balista/treb is going to be effectively worthless as the keep will be taken. And the players that drop a lot of blueprints tend to be broke anyway
I actually really like this aspect of the game. There are forces the player has to take into consideration (greed vs helping-the-team vs always-being-the-one-to-drop-blueprints etc) make for an interesting dynamic, which in many ways greatly affects the outcome of the sieges etc.
However, I personally feel that this mechanic disadvantages the players who are more team oriented as they are more likely to use their blueprints/money/honor to pony up and help the team succeed. Rather than just grief on this, I’m suggesting the following solution:
When a player uses a blueprint, or contributes to building a siege engine, they are allocated a percentage of any kills from that piece of equipment. Something like:
Person in siege equipment gets 90% of kill XP.
Owner gets 5% of kill XP.
Last 5% is allocated to the supply contributors based on amount supplied.
e.g. an arrow cart takes 30 supply to build, so the owner drops the blueprint and contributes 10 supply to building, player A contributes a further 10 and player B the last 10.
Lets say the owner then goes off to do something else and another player (player C) jumps in and starts pwning. For every 100xp generated:
player C gets 90XP,
the owner gets (5% + 1 third of the last 5% => 5% + 1 2/3 % ==> 6%) so gets 6XP
player A gets (1 third of 5% => 1 2/3%) so gets 1XP
player B gets 1XP as well
IF the owner had stayed and jumped into the cart him/her self:
player C gets 0 as they did squat
the owner gets (5% + 1 third of the last 5% => 6% + 90% of the kill) so gets 96XP
player A gets (1 third of 5% => 1 1/3%) so gets 1XP
player B gets 1XP as well
It would be even better if loot drops worked the same way too. But I can’t really see how this could be worked into the same paradigm as loot is a little harder to just divvy up.
Fix for Network Error Code=3040:1002:3:1930:101
For those of you getting the Network Error: 3404…. error, I discovered that it was because I was already a member of 4 other guilds. If I left 1 guild and then Joined the new one, it all worked fine.