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Update: No WvW Rating Reset

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Update 2/7/2013:
We’ve been keeping a very close watch on this week’s matchups and, despite our concerns regarding the recent population shifts, it seems that many of the games are quite competitive. At the same time we’ve been evaluating some possible changes to the math we use to calculate ratings. After examining a number of new methodologies for weighting the outcomes of matches we have found that our existing formulas already do pretty much what we want them to do. Certainly none of the candidates that we tried yielded better results.

In light of the strong community response to the idea of a WvW ratings reset, the results of our ratings formula investigations, and our data on the current matchups we have decided not to reset the WvW ratings at this time. All existing WvW ratings will be preserved and the rating calculation methodology will remain unchanged. Any existing mismatches should be corrected by the system in relatively short order. Now that there is less volatility in the player base for each world we expect the quality of matches to improve more quickly. This is both because the rating system is operating in a less unpredictable environment and because more stable teams tend to produce better results.

Thank you all for your feedback on this matter, and for your patience while we explored the various options. The community response was a key element in our decision making process.


Original Post:

In the run up to the end of free world transfers we saw large population changes as people settled in to their home servers. This means that the WvW teams being fielded by many of the worlds are now dramatically different. In recognition of this fact, and in light of the increased population stability that comes with paid transfers, we feel that this would be a good time to reset the ratings of all the servers. A reset at this point will allow the rating & ranking system to more quickly and correctly rate these (effectively) new WvW teams.

Here’s how the reset will work:

1) We’ll let the current matchup play out. Since free transfers were available during the first part of this matchup we don’t want it to count towards the new ratings.
2) When the matchup rolls over on Friday, February 1st we’ll post the final ratings & rankings. The new ordering will determine the groupings for the next matchup as usual.
3) After the new matchup has started on February 1st we’ll reset all the ratings (and deviation & volatility) behind the scenes.

Because every world will have reset ratings the system will treat the February 1st matchup as the first matchup and will calculate the ratings accordingly. The new ratings will then be calculated normally in the way that you’re already familiar with. We expect several weeks of volatility while the ratings settle down but we believe that it will ultimately yield a more correct result more quickly than letting the current ratings persist. That also means that the coming month or two will be a fantastic time to fight for your world’s place in the rankings!

Additionally, we’re taking advantage of the reset to revisit some of the math behind the ratings. I’ll have more to post on that once we’ve crunched some numbers and made some decisions.


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(edited by Habib Loew.6239)

Updated World Ratings (Jan. 25)

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And as text:

Na
Name Rank Delta Rating Delta Deviation Volatility
Sea of Sorrows 1 0 2168.681 -1.926 192.459 0.967
Jade Quarry 2 0 2150.028 8.115 191.945 0.967
Blackgate 3 0 2070.109 -6.207 193.588 0.968
Sanctum of Rall 4 0 2062.224 80.49 193.465 0.973
Tarnished Coast 5 1 1918.155 14.707 193.436 0.968
Stormbluff Isle 6 -1 1840.256 -95.995 193.872 0.976
Maguuma 7 4 1838.222 167.215 196.026 0.985
Fort Aspenwood 8 0 1819.767 76.443 191.537 0.97
Dragonbrand 9 0 1754.14 15.42 192.046 0.968
Crystal Desert 10 -3 1731.539 -92.665 192.559 0.972
Kaineng 11 3 1640.663 191.984 197.875 1.003
Yak’s Bend 12 0 1612.611 14.031 193.28 0.968
Isle of Janthir 13 -3 1523.069 -174.108 193.448 0.986
Ehmry Bay 14 -1 1412.282 -158.437 199.87 0.983
Devona’s Rest 15 0 1305.224 -36.182 201.236 0.972
Borlis Pass 16 0 1282.332 -56.428 198.753 0.972
Anvil Rock 17 0 1241.327 30.346 193.988 0.97
Northern Shiverpeaks 18 0 1181.771 23.223 195.819 0.971
Darkhaven 19 0 1108.851 -9.118 198.996 0.975
Henge of Denravi 20 1 1049.3 13.328 197.898 0.973
Gate of Madness 21 -1 1048.732 -4.402 196.537 0.972
Sorrow’s Furnace 22 0 806.128 12.79 200.682 0.975
Ferguson’s Crossing 23 0 714.602 -30.121 197.211 0.971
Eredon Terrace 24 0 667.938 18.252 200.12 0.972

Eu
Name Rank Delta Rating Delta Deviation Volatility
Vizunah Square 1 1 2075.772 66.289 192.5 0.972
Elona Reach 2 2 2014.787 86.239 195.729 0.973
Seafarer’s Rest 3 -2 1997.489 -70.401 192.865 0.97
Desolation 4 -1 1984.849 4.112 193.018 0.969
Kodash 5 0 1851.287 39.259 193.097 0.968
Baruch Bay 6 1 1789.688 8.974 191.901 0.968
Jade Sea 7 3 1736.304 117.414 191.644 0.975
Riverside 8 0 1721.619 -25.824 191.682 0.97
Piken Square 9 0 1707.246 16.811 191.973 0.969
Arborstone 10 -4 1671.825 -123.796 193.706 0.977
Augury Rock 11 1 1581.031 22.707 190.813 0.967
Gandara 12 1 1536.225 33.656 190.388 0.968
Aurora Glade 13 1 1522.373 21.663 190.321 0.967
Abaddon’s Mouth 14 2 1484.313 -4.194 190.488 0.967
Miller’s Sound 15 3 1471.876 9.764 190.873 0.967
Drakkar Lake 16 1 1458.123 -5.499 190.593 0.967
Far Shiverpeaks 17 2 1439.112 41.207 191.323 0.969
Dzagonur 18 -3 1438.219 -55.905 191.085 0.971
Blacktide 19 -8 1427.203 -141.881 192.386 0.988
Gunnar’s Hold 20 2 1381.972 120.457 197.475 0.977
Fort Ranik 21 -1 1343.794 -41.347 191.206 0.968
Underworld 22 -1 1335.403 0.164 191.515 0.967
Ring of Fire 23 0 1125.525 -71.877 195.316 0.972
Ruins of Surmia 24 1 1084.78 94.717 225.975 0.982
Whiteside Ridge 25 -1 1035.429 -48.028 199.63 0.972
Vabbi 26 0 671.967 -97.592 214.091 0.983
Fissure of Woe 27 0 616.286 11.45 218.495 0.98


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Updated World Ratings (Jan. 25)

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Here are the updated world ratings and rankings as of the match ending on 1/25

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January WvW culling & loading changes

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Hi all, I think a little more explanation is in order.

First, let’s call the culling system that we’re switching to “affinity culling” just to make it easier to talk about. Under affinity culling the system handles enemies and allies independently. This means that the maximum number of allies that you can see under affinity culling is 1/2 the maximum number of characters (combined enemy & ally) that you could see under the original culling. Ditto for enemies. In exchange for that cost he benefit that we get is that running with (or through, or past) a large group of allies (e.g. a guild) won’t prevent you from seeing the enemies who are closest to you.

During the initial trial of affinity culling we found that a number of players reported asset loading issues that were highlighted by culling. Any time that your client is aware of another character at all (dot on the map, targetable in world, nameplate is visible, etc.) then culling is no longer a factor because that character has already been reported to your client. In that case if you can’t see the character the issue is one of asset load time. The fallback model feature which is shipping this month directly addresses those issues by providing a cached model to show immediately when the character is reported to the client.

The order of operations looks like this:
1) Character X enters player’s visibility
2) <delay due to the mechanics of culling>
3) Server reports character X to client
4) <delay due to asset load time>
5) Character X full model is visible on-screen to the player

Using fallback models we end up with this instead
1) Character X enters player’s visibility
2) <delay due to the mechanics of culling>
3) Server reports character X to client
4a) Character X fallback model is visible on-screen to the player
4b) <delay due to asset load time>
5) Character X full model is visible on-screen to the player

As you can see we’ve made the asset load delay unimportant (or at least less important) and allowed the player to be aware of character X sooner (in some cases quite a bit sooner).

The combination of affinity culling and fallback models provides a better experience than affinity culling alone. Even so, the affinity culling is not intended to be our last change to the system, but rather to hold players over until we can make more extensive updates to the system (which take time to implement and test). In future updates we’ll be making changes in an effort to eliminate the delay due to culling (step 2 above) and to tell each client about character X as soon as the server decides they have become visible again. We hope to do this by removing culling completely and preserving client performance though a mix of network and engine optimizations, the more extensive use of fallback models, and sundry wizardry.

As I’ve said in the past our ultimate goal is to remove culling and we’re pushing hard to make that happen. This update represents the first steps in that direction and much of what it accomplishes is to lay the groundwork for our upcoming updates. The next few months are an exciting time for us on the WvW team and we’re very excited about the changes are coming.


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January WvW culling & loading changes

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Will there be an option to keep enemies (and even allies) as fallback models?

For people with lower specced machines or bandwidth limitations, it could increase performance? It could also just be a preference, since having a model “update” could be distracting while trying to track them.

That capability isn’t part of the January update but in future updates we’ll be using fallback models more extensively to help with performance in high population scenarios. The fallback models are cheaper in a number of ways including poly count, texture size, and animation count & complexity. I don’t think it would be visually satisfying to have nothing but fallback models on the screen but we’re definitely exploring the right balance. You will see these additional changes related to fallback models in the coming months.


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January WvW culling & loading changes

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Krakah, no, the behavior that you’re describing is the server culling which characters get reported to your client. This update doesn’t eliminate that, though it biases the algorithm such that being surrounded by allies won’t cause you to be unable to see any enemies (and vice versa). Disabling culling entirely is something that we’re working on still and this update lays some of the groundwork we need to do that.


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January WvW culling & loading changes

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In the January update we’ll be making a couple of preliminary changes to WvW.
1. The first of our engine changes will be coming on line to help improve character load times by using fallback models.
2. We’ll be switching over to the culling methodology that we trialed in December.

The engine change we’re making uses fallback models to represent characters until their detailed models are fully loaded. The fallback models are cached so that they can display without any asset load delay and there is a distinct fallback model for each race/gender/armor-class combination. As a result of this change players will be able to see characters represented as fallback models as soon as those characters are reported to the client. Once the specific, detailed model for a given character is completely loaded from disk the fallback model will be replaced with the detailed model. This visual compromise will help to ensure that players see other characters as quickly as possible in WvW. Please note that this change does not eliminate delays due to culling, it only addresses delays due to asset load times. Players on higher spec machines would therefore expect to see fallback models less often than players on lower spec machines. This change also lays the groundwork for more extensive uses of fallback models in future updates.

In December we ran a one matchup trial of an updated culling system. Based on all the feedback we received, both during and after the trial, we will be transitioning to the updated culling system that we used in the trial. This update allows the culling system to handle allies and enemies separately so that being surrounded by a group of allies will not impact the culling of enemies (and vice-versa). The general consensus after the trial is that this system lead to a better player experience in WvW. We further saw that some of the issues people had with the new system were related to asset load times rather than culling issues so making this change in combination with our character loading improvements should lead to an improved overall experience. It is important to note, however, that while we believe this change is an improvement to the WvW experience it does not fully address the issues with culling and we are still working towards our goal of removing culling from WvW completely. This change is intended to give players an improved WvW experience while we continue work on our more comprehensive solution.

While this update only contains a couple of visible changes to WvW it lays a lot of important groundwork for future updates. We have some exciting changes coming and this update is just the beginning!


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Updated World Ratings (Jan. 18)

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And as text:

Na
Name Rank Delta Rating Delta Deviation Volatility
Sea of Sorrows 1 0 2170.607 2.453 192.514 0.968
Jade Quarry 2 0 2141.913 -15.84 192.635 0.968
Blackgate 3 0 2076.316 14.031 194.977 0.968
Sanctum of Rall 4 1 1981.734 80.835 194.308 0.971
Stormbluff Isle 5 -1 1936.251 -110.372 197.8 0.975
Tarnished Coast 6 0 1903.448 26.284 195.56 0.968
Crystal Desert 7 0 1824.204 46.569 191.028 0.968
Fort Aspenwood 8 1 1743.324 11.411 191.051 0.967
Dragonbrand 9 1 1738.72 51.235 192.937 0.97
Isle of Janthir 10 -2 1697.177 -58.001 191.013 0.969
Maguuma 11 2 1671.007 90.458 203.702 0.974
Yak’s Bend 12 0 1598.58 -9.327 191.673 0.968
Ehmry Bay 13 -2 1570.719 -41.187 191.637 0.968
Kaineng 14 3 1448.679 179.929 196.729 0.999
Devona’s Rest 15 0 1341.406 -15.201 199.345 0.972
Borlis Pass 16 -2 1338.76 -69.534 196.88 0.972
Anvil Rock 17 -1 1210.981 -84.073 192.92 0.972
Northern Shiverpeaks 18 0 1158.548 -86.372 193.119 0.973
Darkhaven 19 0 1117.969 -114.786 207.65 0.981
Gate of Madness 20 0 1053.134 10.566 201.649 0.977
Henge of Denravi 21 0 1035.972 102.782 205.689 0.978
Sorrow’s Furnace 22 0 793.338 -30.339 208.643 0.982
Ferguson’s Crossing 23 0 744.723 36.845 201.431 0.973
Eredon Terrace 24 0 649.686 -10.392 203.905 0.975

Eu
Name Rank Delta Rating Delta Deviation Volatility
Seafarer’s Rest 1 1 2067.89 31.387 192.559 0.968
Vizunah Square 2 -1 2009.483 -68.468 194.096 0.972
Desolation 3 0 1980.737 36.709 194.699 0.97
Elona Reach 4 0 1928.548 21.383 193.939 0.97
Kodash 5 1 1812.028 21.27 193.124 0.968
Arborstone 6 -1 1795.621 -42.035 192.069 0.969
Baruch Bay 7 1 1780.714 72.74 191.504 0.97
Riverside 8 1 1747.443 97.297 192.723 0.972
Piken Square 9 1 1690.435 85.596 190.644 0.971
Jade Sea 10 3 1618.89 51.319 190.793 0.968
Blacktide 11 -4 1569.084 -171.902 193.174 0.987
Augury Rock 12 -1 1558.324 -19.116 190.323 0.967
Gandara 13 -1 1502.569 -66.262 190.429 0.969
Aurora Glade 14 0 1500.71 -20.323 190.436 0.967
Dzagonur 15 3 1494.124 70.959 192.662 0.972
Abaddon’s Mouth 16 -1 1488.507 -30.805 190.441 0.967
Drakkar Lake 17 0 1463.622 -16.356 191.191 0.967
Miller’s Sound 18 -2 1462.112 -53.919 192.092 0.969
Far Shiverpeaks 19 2 1397.905 51.141 191.621 0.969
Fort Ranik 20 -1 1385.141 -33.076 191.988 0.968
Underworld 21 -1 1335.239 -18.152 191.556 0.967
Gunnar’s Hold 22 0 1261.515 44.137 195.714 0.97
Ring of Fire 23 0 1197.402 -6.134 196.451 0.97
Whiteside Ridge 24 0 1083.457 -39.862 199.974 0.973
Ruins of Surmia 25 0 990.063 34.593 223.923 0.98
Vabbi 26 1 769.559 140.941 223.286 0.985
Fissure of Woe 27 -1 604.836 -154.231 212.175 0.984


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Updated World Ratings (Jan. 18)

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Here are the updated world ratings as of the match ending on January 18th

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Siege Weapons and AOE Limits

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Hi WvW players,

As we’ve previously said, the AOE target limit on player skills is currently set to 5. That means that any given player skill will hit at most 5 players regardless of how many players are in the area of the skill. Unfortunately I think this has led to some confusion about siege weapons which are not, in fact, bound by that same limit.

So, in an effort to eliminate all confusion about AOE target limits for siege here is a list of the individual target limits for all siege weapons in WvW:

Arrow Cart: 50
Ballista: 10
Cannon: 50
Catapult: 50
Ram: 50
Mortar: 50
Oil: 50
Golem: 10
Trebuchet: 50

Please note that these are currently superior siege has the same target limits as regular siege.

Happy hunting!
:habib


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Willing to share WvW details?

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- How many players can one map contain?

As many as we can fit without causing too much stress on the servers. We can’t be more specific than that, but I can assure everyone that the cap is definitely split equally between all three worlds.

in regards to server limitations does this apply to ranger pets?
do they count as 1 towards the limit?

Nope our map limits only take into account actual players. That said, when we were picking population limits we took into account the fact that some players would have pets/minions/etc.


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Willing to share WvW details?

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Any chance we might get a chance to the slightly awkward badges system we have right now? Moving the bags to the feet of the player is nice and all, but it doesn’t help much in a thick battle, and I’m sure most of the players actively engaged in wvw have had their share of lost bags. AFAIK, there once was an answer among the lines of “we don’t have the tech for that now”, but I can’t really see how this should prove to be unsolvable…

As a suggestion: Couldn’t we just get rewards based on a slightly modified monthly tracker? You know, the one that says “players killed in wvw” – just add an npc that hands out as many bags as the counter says and resets it back to zero.

In the beginning players killed NPCs and found loot on the NPC corpses. That setup is nice because it makes sense (gruesome sense, but still sense). If you kill a dude where is his stuff? In his pockets of course (see also: The Hobbit). If the corpse decayed then a bag was left behind so players would have one last chance to pick it up (it doesn’t hurt that rendering a bag is cheaper than rendering a high-poly character model.

Then WvW was born and players started killing players. At first we left the loot on the corpses as before but then a thousand player voices rang out and said “WTF man? I can’t jump down off this wall to get my loot because there’s like a hojillion enemy guys down there waiting to plant me like a tulip bulb!” or “WTF man? I can’t get up on top of that wall to get my loot because the whole point of a castle is that people can’t do that stuff!” We heard those pleas and, after some internal arguments (er, design discussions) we decided that realism could go suck it because getting loot is awesome.

So why did we put the bags at your feet rather than just dumping the items into your inventory? Part of the answer is that it was the smallest possible change that could work (programmers like stuff like that). We already had the bag spawning system so we could just reuse it. Another part of the answer is that picking up loot can be a bit like unwrapping a present and we didn’t want to ruin the unwrapping for everybody. Finally, if we just start putting loot into player inventory then we need to deal with a bunch of edge cases and at the time we had more pressing issues to work on. For example, when your inventory fills up items you receive go into inventory overflow and your character becomes encumbered. That makes you move really slowly and that didn’t seem like a nice thing to do to people in the middle of a fight. There were some others that I don’t recall off the top of my head, but suffice it to say there were some thorny design questions about the best way to handle it.

We have tossed around some ideas for ways to improve the system but it’s relatively low priority so nobody is actively working on it right now.


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Willing to share WvW details?

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is the server Ferguson’s Crossing named after you?

Yep, that’s named after Mike! During some of our betas we had a variety of servers named after team members (mine was “Loew’s Point”) but Ferguson’s Crossing is the only of them that stuck.


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Willing to share WvW details?

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Are projectile destroying skills actually intended to destroy siege projectiles? Or is this a case of creative use of game mechanics you guys didn’t quite expect.

Also what has been the most surprising placement you’ve seen for a treb that actually worked?

I don’t know the answer to the siege projectile question (someone in design surely does though) so I’m going to skip that one.

As for the most surprising siege placement, for me that has to be the point blank trebuchet. I don’t know why it didn’t occur to me that people might do that, but I honestly wasn’t expecting it.


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Willing to share WvW details?

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You asked if Anet would give any direct answers. I posted they did. I misread your original post, TRUE, answers. I play a ton of WvW3 and have plenty of experience the awkwardness of seige despawn rates. That was the point of my post. That is the answer. I dnt think they will spend anymore time on it.

As Mike said, we’re aware that there’s an issue and we’re looking into it but we don’t have a solid repro in our test/dev environment which makes it much more difficult to debug. That said, we do have some ideas about how we might proceed so we at least have some ideas to try out and test. One thing I’d like to see, for example, is a visible indicator of how much time is left before the siege despawns. That will make it easier for everyone to know the state of the siege and it should help us eliminate some false positives from the bug reports (siege got destroyed/used when the reporting playing wasn’t looking, etc.) which should, in turn, help us hone in on the specific bug that’s happening. And while we’re in there adding a timer we’ll also spend some time robustifying (it’s a word!) the system. There’s no timeline on these changes yet but we are working on it.


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Willing to share WvW details?

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Good afternoon! It’s a lovely day here in Seattle, but a bit cold, so I figure this is a good time to answer some questions

I was going to wait to ask this until after the Feb update. However I was wondering if there will be any changes going into forced respawn after being stomped for…30 seconds (something like that)

We haven’t settled all the details yet but we’re working on a forced respawn timer. It’s a good thing that your allies can revive you but I think the game will be better off without corpse scouts, etc.


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Updated World Ratings (Jan. 11)

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And as text:

Na
Name Rank Delta Rating Delta Deviation Volatility
Sea of Sorrows 1 1 2168.154 45.19 191.738 0.968
Jade Quarry 2 -1 2157.753 -27.898 193.038 0.969
Blackgate 3 1 2062.285 22.951 196.48 0.969
Stormbluff Isle 4 -1 2046.623 -17.844 192.801 0.967
Sanctum of Rall 5 0 1900.899 -23.457 193.147 0.968
Tarnished Coast 6 0 1877.164 1.376 195.268 0.968
Crystal Desert 7 1 1777.635 13.476 191.372 0.967
Isle of Janthir 8 -1 1755.178 -18.787 191.892 0.968
Fort Aspenwood 9 0 1731.913 5.167 191.678 0.967
Dragonbrand 10 0 1687.485 30.132 193.32 0.97
Ehmry Bay 11 1 1611.906 5.334 191.785 0.968
Yak’s Bend 12 -1 1607.907 -34.886 191.737 0.969
Maguuma 13 0 1580.549 5.559 199.709 0.969
Borlis Pass 14 0 1408.294 15.05 195.853 0.97
Devona’s Rest 15 0 1356.607 -20.412 197.258 0.975
Anvil Rock 16 1 1295.054 63.589 193.491 0.97
Kaineng 17 3 1268.75 224.915 204.985 0.999
Northern Shiverpeaks 18 0 1244.92 37.285 194.242 0.97
Darkhaven 19 -3 1232.755 -103.875 196.25 0.975
Gate of Madness 20 -1 1042.568 -150.482 203.54 0.984
Henge of Denravi 21 0 933.19 -61.899 199.855 0.973
Sorrow’s Furnace 22 0 823.677 -163.037 222.538 0.992
Ferguson’s Crossing 23 0 707.878 73.676 208.576 0.974
Eredon Terrace 24 0 660.078 74.911 211.99 0.98

Eu
Name Rank Delta Rating Delta Deviation Volatility
Vizunah Square 1 1 2077.951 61.055 193.512 0.972
Seafarer’s Rest 2 -1 2036.503 -1.027 192.677 0.968
Desolation 3 1 1944.028 55.81 192.911 0.971
Elona Reach 4 -1 1907.165 -60.098 193.879 0.972
Arborstone 5 1 1837.656 24.228 192.284 0.969
Kodash 6 1 1790.758 21.902 192.494 0.968
Blacktide 7 -2 1740.986 -80.031 192.592 0.973
Baruch Bay 8 0 1707.974 -2.746 191.597 0.967
Riverside 9 0 1650.146 -19.099 192.377 0.967
Piken Square 10 2 1604.839 33.937 190.425 0.967
Augury Rock 11 -1 1577.44 -31.327 190.544 0.967
Gandara 12 -1 1568.831 -2.633 190.329 0.966
Jade Sea 13 2 1567.571 41.336 190.351 0.967
Aurora Glade 14 -1 1521.033 -21.614 190.392 0.967
Abaddon’s Mouth 15 -1 1519.312 -19.732 190.3 0.967
Miller’s Sound 16 0 1516.031 0.089 191.799 0.967
Drakkar Lake 17 0 1479.978 15.026 191.16 0.967
Dzagonur 18 1 1423.165 25.946 192.435 0.971
Fort Ranik 19 -1 1418.217 -15.18 191.624 0.967
Underworld 20 1 1353.391 24.672 192.498 0.968
Far Shiverpeaks 21 -1 1346.764 -50.357 191.987 0.969
Gunnar’s Hold 22 1 1217.378 46.71 197.962 0.97
Ring of Fire 23 -1 1203.536 -68.465 201.884 0.973
Whiteside Ridge 24 0 1123.319 25.07 210.571 0.977
Ruins of Surmia 25 0 955.47 -101.17 229.416 0.983
Fissure of Woe 26 0 759.067 25.74 219.357 0.976
Vabbi 27 0 628.618 86.215 235.628 0.982


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Updated World Ratings (Jan. 11)

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Here are the new world ratings as of the match that ended on January 11th.

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Updated World Ratings (Jan. 4)

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And as text:

Na
Name Rank Delta Rating Delta Deviation Volatility
Jade Quarry 1 1 2185.651 76.612 191.418 0.971
Sea of Sorrows 2 -1 2122.964 -39.844 191.844 0.968
Stormbluff Isle 3 0 2064.467 -36.833 191.132 0.967
Blackgate 4 0 2039.334 45.29 193.616 0.969
Sanctum of Rall 5 0 1924.356 -30.353 192.286 0.968
Tarnished Coast 6 0 1875.788 -14.486 194.406 0.968
Isle of Janthir 7 0 1773.965 -32.885 193.948 0.969
Crystal Desert 8 0 1764.159 34.129 192.451 0.968
Fort Aspenwood 9 0 1726.746 -1.976 192.638 0.967
Dragonbrand 10 3 1657.353 91.801 197.989 0.973
Yak’s Bend 11 -1 1642.793 27.053 192.758 0.969
Ehmry Bay 12 -1 1606.572 0.258 191.948 0.969
Maguuma 13 -1 1574.99 -26.95 191.836 0.968
Borlis Pass 14 0 1393.244 -41.398 194.211 0.972
Devona’s Rest 15 1 1377.019 48.859 196.098 0.981
Darkhaven 16 -1 1336.63 -47.823 196.07 0.969
Anvil Rock 17 1 1231.465 3.063 194.093 0.968
Northern Shiverpeaks 18 -1 1207.635 -51.213 194.399 0.972
Gate of Madness 19 0 1193.05 64.26 199.85 0.975
Kaineng 20 2 1043.835 70.77 220.002 0.985
Henge of Denravi 21 0 995.089 -15.105 197.386 0.971
Sorrow’s Furnace 22 -2 986.714 -47.291 197.015 0.976
Ferguson’s Crossing 23 0 634.202 -19.679 204.218 0.971
Eredon Terrace 24 0 585.167 -42.62 207.025 0.981

Eu
Name Rank Delta Rating Delta Deviation Volatility
Seafarer’s Rest 1 1 2037.53 37.501 193.586 0.969
Vizunah Square 2 -1 2016.896 -85.55 197.309 0.973
Elona Reach 3 0 1967.263 46.008 196.504 0.973
Desolation 4 2 1888.218 85.509 193.131 0.972
Blacktide 5 -1 1821.017 -80.067 194.279 0.972
Arborstone 6 -1 1813.428 -6.587 193.306 0.97
Kodash 7 1 1768.856 34.038 191.691 0.968
Baruch Bay 8 -1 1710.72 -30.605 192.225 0.968
Riverside 9 0 1669.245 -3.744 192.129 0.968
Augury Rock 10 1 1608.767 26.654 190.359 0.967
Gandara 11 1 1571.464 -8.771 190.381 0.967
Piken Square 12 -2 1570.902 -17.949 190.566 0.967
Aurora Glade 13 1 1542.647 6.606 190.877 0.967
Abaddon’s Mouth 14 -1 1539.044 -17.983 190.616 0.967
Jade Sea 15 0 1526.235 11.401 190.574 0.967
Miller’s Sound 16 0 1515.942 5.032 191.372 0.967
Drakkar Lake 17 0 1464.952 10.362 191.661 0.968
Fort Ranik 18 0 1433.397 -15.281 191.392 0.968
Dzagonur 19 1 1397.219 13.424 194.186 0.974
Far Shiverpeaks 20 -1 1397.121 -8.353 192.869 0.968
Underworld 21 0 1328.719 -4.873 192.741 0.968
Ring of Fire 22 0 1272.001 -28.279 202.273 0.971
Gunnar’s Hold 23 0 1170.668 24.867 197.556 0.97
Whiteside Ridge 24 1 1098.249 56.539 235.824 0.981
Ruins of Surmia 25 -1 1056.64 3.727 204.794 0.974
Fissure of Woe 26 0 733.327 -41.08 218.897 0.976
Vabbi 27 0 542.403 -7.222 236.437 0.98


ArenaNet Gameplay Programmer

Updated World Ratings (Jan. 4)

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Updated world rankings after the match ending January 4th.

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Updated World Ratings (Dec. 28)

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And as text:

Na
Name Rank Delta Rating Delta Deviation Volatility
Sea of Sorrows 1 0 2162.808 -19.142 192.39 0.968
Jade Quarry 2 1 2109.039 34.982 192.073 0.968
Stormbluff Isle 3 -1 2101.3 -15.769 191.143 0.967
Blackgate 4 0 1994.044 -17.539 194.62 0.968
Sanctum of Rall 5 0 1954.709 -11.047 192.809 0.967
Tarnished Coast 6 0 1890.274 29.628 196.409 0.969
Isle of Janthir 7 0 1806.85 -36.652 195.96 0.969
Crystal Desert 8 0 1730.03 7.19 193.408 0.968
Fort Aspenwood 9 0 1728.722 28.717 194.107 0.968
Yak’s Bend 10 0 1615.74 -67.339 196.888 0.971
Ehmry Bay 11 2 1606.314 83.717 193.806 0.972
Maguuma 12 -1 1601.94 38.223 193.567 0.968
Dragonbrand 13 -1 1565.552 26.388 193.842 0.968
Borlis Pass 14 0 1434.642 -66.534 193.467 0.974
Darkhaven 15 0 1384.453 -17.171 194.365 0.968
Devona’s Rest 16 2 1328.16 100.886 198.655 0.993
Northern Shiverpeaks 17 -1 1258.848 -89.616 198.245 0.974
Anvil Rock 18 -1 1228.402 -9.841 195.297 0.969
Gate of Madness 19 0 1128.79 -86.013 206.237 0.976
Sorrow’s Furnace 20 0 1034.005 27.38 201.732 0.982
Henge of Denravi 21 0 1010.194 55.803 201.692 0.975
Kaineng 22 0 973.065 111.249 203.793 0.988
Ferguson’s Crossing 23 0 653.881 -44.022 198.448 0.97
Eredon Terrace 24 0 627.787 -63.969 202.12 0.989

Eu
Name Rank Delta Rating Delta Deviation Volatility
Vizunah Square 1 0 2102.446 43.253 194.483 0.969
Seafarer’s Rest 2 0 2000.029 -15.005 192.911 0.969
Elona Reach 3 2 1921.255 106.891 193.703 0.975
Blacktide 4 -1 1901.084 -28.036 194.617 0.969
Arborstone 5 -1 1820.015 -98.481 195.744 0.974
Desolation 6 0 1802.709 -10.934 193.322 0.968
Baruch Bay 7 0 1741.325 -46.588 194.126 0.969
Kodash 8 1 1734.818 56.379 192.439 0.969
Riverside 9 -1 1672.989 -10.715 192.039 0.968
Piken Square 10 0 1588.851 -19.866 191.432 0.968
Augury Rock 11 0 1582.113 0.614 190.661 0.967
Gandara 12 0 1580.235 19.018 190.818 0.967
Abaddon’s Mouth 13 2 1557.027 37.073 190.553 0.967
Aurora Glade 14 2 1536.041 22.043 192.149 0.969
Jade Sea 15 -2 1514.834 -19.446 190.446 0.967
Miller’s Sound 16 -2 1510.91 -17.578 190.498 0.968
Drakkar Lake 17 1 1454.59 43.971 193.376 0.969
Fort Ranik 18 -1 1448.678 -65.242 191.926 0.97
Far Shiverpeaks 19 0 1405.474 -0.438 194.34 0.968
Dzagonur 20 2 1383.795 106.097 199.605 0.982
Underworld 21 -1 1333.592 -3.165 192.886 0.968
Ring of Fire 22 -1 1300.28 3.682 194.19 0.969
Gunnar’s Hold 23 0 1145.801 -32.992 196.738 0.97
Ruins of Surmia 24 0 1052.913 -79.911 207.642 0.978
Whiteside Ridge 25 0 1041.71 -21.983 227.941 0.98
Fissure of Woe 26 0 774.407 21.034 219.615 0.975
Vabbi 27 0 549.625 4.652 235.877 0.98


ArenaNet Gameplay Programmer

Updated World Ratings (Dec. 28)

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Here are the updated ratings for the match ending 12/28.

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Update on Culling?

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Posted by: Habib Loew.6239

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Thank you, Grit, for posting that link. It points to a post in which I describe the culling issue in some detail and discuss a few of the issues involved with changing culling. An even more in depth explanation of what culling is can be found here https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/The-real-problem-here-is-invisible-enemies-Give-their-algorithms-time-to-match-servers-properly/page/4#post356817 (be sure to read both that post and the next – my description exceeded the post size limit).

As you know we’ve been working on this problem for a while but what I think we haven’t ever said before is that our goal is to remove culling completely from WvW. In order to remove culling completely we have to address three issues:

1) Bandwidth out of our servers/datacenter (traffic would increase without culling)
2) Bandwidth in to each client (traffic to each client would also increase without culling)
3) Client performance issues related to rendering (potentially) all the players on a map at once. (Note that we base our performance requirements in this case on min-spec clients. We don’t want to stop anybody being able to play the game after all.)

Until all three of those issues have been dealt with we can’t turn culling off because doing so would cause something to break or perform poorly.

Ok, now let’s talk about what progress we’ve made!

Issue #1 was the easiest to deal with because we can basically just throw money at the problem. When we first started down the road toward removing culling from WvW I took a bunch of bandwidth measurements and then went to the executives and said, essentially, “Hey, if we disable culling our network traffic will increase by X%. Are we ok with that?”. The answer I got was a clear and unambiguous “yes!” So issue #1 isn’t a problem after all.

Issue #2 is a little harder. We need to ensure that folks with a min-spec network connection won’t be overwhelmed by the data we send them and we obviously can’t just buy a better connection for all of our players. So we put our heads together and came up with a plan to reduce the bandwidth required for WvW (and Gw2 in general) as much as possible. Those changes are in testing now and will be rolled out as soon as we’re convinced that they’re solid. Assuming we’re able to get everything working the way we’d like (and I’m fairly confident that we will) then this will address issue #2.

So that leaves us with issue #3: client performance. Some time ago the WvW team acquired an engine programmer who is focused 100% on this issue (and he is being assisted by another engine programmer who isn’t officially on the WvW team). They’re working on some really fantastic optimizations and engine modifications which we hope will allow even min-spec clients to render all the players on a WvW map. We’ll be talking in more detail about the specific changes they’re making when things get just a little more nailed down, but I can say right now that I’m very impressed with the work they’ve done already.

So that’s where we are. Engine programmers are working their magic even now and we’re testing the networking changes that will be required. I believe that our goal of removing culling from WvW is achievable and I’m looking forward to the day that I can announce to you all that we’ve pulled it off!


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Updated World Ratings (Dec. 21)

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And as text:

Na
Name Rank Delta Rating Delta Deviation Volatility
Sea of Sorrows 1 0 2181.95 36.335 190.927 0.968
Stormbluff Isle 2 1 2117.069 18.767 190.891 0.967
Jade Quarry 3 -1 2074.057 -54.985 190.725 0.969
Blackgate 4 0 2011.583 19.603 193.623 0.968
Sanctum of Rall 5 0 1965.756 25.93 191.992 0.967
Tarnished Coast 6 1 1860.646 20.211 195.724 0.968
Isle of Janthir 7 -1 1843.502 -46.005 193.517 0.969
Crystal Desert 8 0 1722.84 -3.365 193.54 0.968
Fort Aspenwood 9 0 1700.005 -16.443 193.483 0.968
Yak’s Bend 10 0 1683.079 21.585 196.247 0.969
Maguuma 11 0 1563.717 5.908 193.807 0.968
Dragonbrand 12 1 1539.164 19.499 192.15 0.968
Ehmry Bay 13 -1 1522.597 -27.136 194.074 0.969
Borlis Pass 14 0 1501.176 9.778 194.564 0.976
Darkhaven 15 0 1401.624 -29.102 192.493 0.968
Northern Shiverpeaks 16 0 1348.464 -51.899 200.354 0.971
Anvil Rock 17 1 1238.243 37.533 196.884 0.971
Devona’s Rest 18 3 1227.274 269.332 204.505 1.009
Gate of Madness 19 -2 1214.803 13.062 196.144 0.973
Sorrow’s Furnace 20 -1 1006.625 -186.469 204.893 0.995
Henge of Denravi 21 -1 954.391 -75.209 197.597 0.976
Kaineng 22 2 861.816 211.428 203.167 0.994
Ferguson’s Crossing 23 0 697.903 10.603 199.83 0.97
Eredon Terrace 24 -2 691.756 -235.554 209.729 1.005

Eu
Name Rank Delta Rating Delta Deviation Volatility
Vizunah Square 1 0 2059.193 -27.28 195.193 0.969
Seafarer’s Rest 2 1 2015.034 70.335 193.559 0.972
Blacktide 3 -1 1929.12 -43.488 193.164 0.97
Arborstone 4 0 1918.496 -19.383 196.891 0.969
Elona Reach 5 2 1814.364 33.779 194.288 0.97
Desolation 6 0 1813.643 27.93 193.964 0.969
Baruch Bay 7 -2 1787.913 -9.247 193.172 0.967
Riverside 8 2 1683.704 70.958 191.068 0.97
Kodash 9 -1 1678.439 1.499 192.004 0.967
Piken Square 10 -1 1608.717 -34.808 192.894 0.968
Augury Rock 11 3 1581.499 52.003 190.884 0.968
Gandara 12 -1 1561.217 -19.36 190.804 0.967
Jade Sea 13 4 1534.28 32.774 190.887 0.967
Miller’s Sound 14 -2 1528.488 -51.487 190.953 0.97
Abaddon’s Mouth 15 1 1519.954 12.914 191.208 0.967
Aurora Glade 16 -1 1513.998 -12.031 191.939 0.97
Fort Ranik 17 -4 1513.92 -40.128 190.905 0.968
Drakkar Lake 18 0 1410.619 -45.922 191.423 0.969
Far Shiverpeaks 19 0 1405.912 -22.139 195.022 0.969
Underworld 20 0 1336.757 -10.464 194.304 0.97
Ring of Fire 21 0 1296.598 33.105 195.808 0.971
Dzagonur 22 2 1277.698 163.615 197.668 0.983
Gunnar’s Hold 23 -1 1178.793 -67.013 196.443 0.971
Ruins of Surmia 24 1 1132.824 25.691 232.753 0.981
Whiteside Ridge 25 -2 1063.693 -104.916 203.298 0.98
Fissure of Woe 26 0 753.373 -4.959 219.869 0.975
Vabbi 27 0 544.973 -17.751 234.174 0.98


ArenaNet Gameplay Programmer

Updated World Ratings (Dec. 21)

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Here are the updated ratings as of the match ending 12/21

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The "Rage Quit" penalty

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The penalty shouldn’t apply when a queue pops – that’s a bug and we’ll get a fix into an upcoming build. Thanks for reporting it!


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The "Rage Quit" penalty

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The behavior is correct in that your character was killed while in combat but the team talked it over and we’re not happy with the golem going away as a result. We’ll get a change into an upcoming build so that if you’re in a golem when you DC the golem itself won’t be destroyed but will instead be left behind as though you had exited it.


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Original culling behavior has been restored.

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Just to clarify, because there seems to be some confusion about the recent changes: When we enabled the trial culling system that was done by changing a configuration. No new code was added to the culling system. When we disabled the trial culling system we changed the configuration back. Again, no new coded was added to the culling system. So the system in place now is exactly the system that was in place prior to the trial.


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Updated World Ratings (Dec. 14)

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And as text:

Na
Name Rank Delta Rating Delta Deviation Volatility
Sea of Sorrows 1 0 2145.615 -6.52 191.383 0.968
Jade Quarry 2 0 2129.042 16.15 191.096 0.967
Stormbluff Isle 3 0 2098.302 -9.648 191.052 0.967
Blackgate 4 0 1991.98 -21.542 194.786 0.969
Sanctum of Rall 5 0 1939.826 5.581 192.43 0.967
Isle of Janthir 6 0 1889.507 15.693 194.321 0.969
Tarnished Coast 7 0 1840.435 -0.835 195.272 0.968
Crystal Desert 8 0 1726.205 2.091 194.394 0.968
Fort Aspenwood 9 0 1716.448 -1.163 193.193 0.968
Yak’s Bend 10 0 1661.494 -40.826 198.202 0.969
Maguuma 11 0 1557.809 18.896 195.193 0.968
Ehmry Bay 12 0 1549.733 20.973 195.254 0.969
Dragonbrand 13 0 1519.665 50.858 190.983 0.968
Borlis Pass 14 2 1491.398 87.848 200.968 0.986
Darkhaven 15 -1 1430.726 -34.277 190.984 0.967
Northern Shiverpeaks 16 -1 1400.363 -16.667 191.349 0.969
Gate of Madness 17 3 1201.741 130.691 192.906 0.977
Anvil Rock 18 0 1200.71 -23.42 195.784 0.972
Sorrow’s Furnace 19 -2 1193.094 -62.281 198.659 0.982
Henge of Denravi 20 -1 1029.6 -91.087 196.203 0.977
Devona’s Rest 21 1 957.942 54.785 204.57 0.975
Eredon Terrace 22 -1 927.31 -45.079 195.468 0.975
Ferguson’s Crossing 23 0 687.3 -25.903 197.445 0.969
Kaineng 24 0 650.388 -25.591 198.698 0.971

Eu
Name Rank Delta Rating Delta Deviation Volatility
Vizunah Square 1 1 2086.473 69.531 192.3 0.97
Blacktide 2 -1 1972.608 -71.009 193.43 0.971
Seafarer’s Rest 3 1 1944.699 65.456 191.528 0.97
Arborstone 4 -1 1937.879 0.529 194.1 0.969
Baruch Bay 5 1 1797.16 -8.499 191.27 0.967
Desolation 6 1 1785.713 49.053 192.478 0.97
Elona Reach 7 -2 1780.585 -56.833 191.233 0.971
Kodash 8 0 1676.94 18.83 191.292 0.967
Piken Square 9 2 1643.525 51.29 190.863 0.968
Riverside 10 0 1612.746 -31.19 191.517 0.967
Gandara 11 2 1580.577 7.092 191.482 0.968
Miller’s Sound 12 -3 1579.975 -67.469 191.588 0.97
Fort Ranik 13 -1 1554.048 -20.391 191.053 0.967
Augury Rock 14 0 1529.496 -29.872 191.21 0.967
Aurora Glade 15 4 1526.029 98.005 194.959 0.973
Abaddon’s Mouth 16 -1 1507.04 23.043 192.21 0.968
Jade Sea 17 0 1501.506 26.327 191.151 0.967
Drakkar Lake 18 0 1456.541 26.433 191.793 0.968
Far Shiverpeaks 19 -3 1428.051 -52.313 191.006 0.97
Underworld 20 2 1347.221 87.254 196.892 0.973
Ring of Fire 21 -1 1263.493 -44.1 193.149 0.973
Gunnar’s Hold 22 -1 1245.806 -52.016 192.944 0.969
Whiteside Ridge 23 2 1168.609 50.854 225.634 0.982
Dzagonur 24 0 1114.083 -20.562 196.351 0.968
Ruins of Surmia 25 -2 1107.133 -77.798 206.458 0.979
Fissure of Woe 26 0 758.332 -12.43 217.055 0.975
Vabbi 27 0 562.724 -36.564 230.041 0.981


ArenaNet Gameplay Programmer

Updated World Ratings (Dec. 14)

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Here are the updated world ratings as of the matchup ending on 12/14

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Original culling behavior has been restored.

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Our trial of a new, interim culling methodology ran from 12/7 – 12/14 and has now ended. The primary change that we were testing was giving allies and enemies distinct culling pools such that allies couldn’t impact enemy culling and enemies couldn’t impact ally culling. We have now reinstated the prior system which uses a single culling pool for all characters.

If you have feedback regarding the trial, or if you have feedback regarding our switch back to the old method, please leave that feedback in this thread. Also, if you’re reporting issues regarding invisible players please include a screenshot of your experience (including mini-map) and your basic system specs (memory, cpu, video card) so that we can more clearly understand the issues you are reporting. We will use this feedback, along with the feedback from the original culling trial thread, to determine if we will switch to the new system until our more comprehensive solution is ready.

I’d also like to reiterate that the system that we were testing is a proposed temporary, interim solution. Work is continuing on a more comprehensive solution to the culling issues and this interim solution has not taken resources away from that effort.

Thank you again for your feedback regarding culling!


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New Culling Trial (Ended)

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This trial has now ended. Thank you for all of your feedback! This thread will now be locked and I’ll create a new thread for feedback regarding the change back to our old culling method.


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@Devs 'Twas The Night before RESET' for Gw2.

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Well done! Hugh sent this around to the whole WvW team to make sure that everybody saw it. I certainly had a good chuckle reading it.


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ComingTo WvW on 12/14 (renamed)

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Hi everyone,

Due to some unforeseen technical difficulties the system which provides advance notifications of new builds won’t be ready in time for the Wintersday build. We’re working to resolve the remaining issues and will turn on the new build advance notification system as soon as it’s ready. The rest of the features in this post will still go live as planned.

Thank you for your patience while we get the last issues ironed out of the new system.


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Reverting this "Culling Update"?

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The current plan is for this test to run through the end of the current matchup. At that time we’ll go back to the previous culling setup. Please note that this is a trial of an interim change to culling. We are at work on a more comprehensive solution and that effort has not been impacted by this test. The point of the test was to determine if the community would prefer the new method while waiting for the more comprehensive fix. More details about the change can be found in the “New Culling Trial” thread which will remain stickied for the duration of the test.


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New Culling Trial (Ended)

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Thank you for your feedback everyone. Currently our plan is to continue this test for the remainder of this week’s matchup and then roll back to the original method for the next matchup.

If/When you experience issues with invisible players, etc. please let us know and include a screenshot (which includes your minimap), your basic system specs (processor, RAM, video card), and which server you are on. This info well help us to narrow down exactly which issues you are experiencing.

At the end of the week we’ll move back to the old system. At that time we’ll ask you to again give your feedback once you’ve played with the old system for a bit. That way we can get a better understanding of the impact of this trial.

Thanks again for your feedback on this issue and please rest assured that we’re hard at work on a more comprehensive solution for WvW.


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ComingTo WvW on 12/14 (renamed)

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Posted by: Habib Loew.6239

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To clarify: character death on disconnect is a WvW only change.


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ComingTo WvW on 12/14 (renamed)

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Posted by: Habib Loew.6239

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Wintersday is coming and along with all the other goodies there will be a few updates to WvW. Some of these changes are the result of forum feedback while others are part of our longer term plans for WvW. Here’s a quick preview of what WvW will get for Wintersday:

Advance notification of new builds (updated 12/14 – see below)
In order to allow WvW players to make good decions about siege placement, assault timing, etc. we’re adding a new build pre-announcement. This will be in the form of a message broadcast to all players some time before the current build expires. Because this notification is tied to one of the final steps in our build process, and those final steps take a variable amount of time, we won’t be able to say exactly when the current build will expire. Instead, the message will provide a window of time in which the new build will become available.

Update 12/14: This feature is still coming but due to some unforeseen technical difficulties it won’t be ready in time for the Wintersday build. We’re working to resolve the remaining issues and will turn on the new build advance notification system as soon as it’s ready.

Alt+F4 is no escape
If someone that you’re fighting disconnects during combat (via Alt+F4, killing the client process, etc.) their character will be instantly killed, death penalties will be applied, and XP & loot will be handed out as usual.

No more insta-build walls & gates
Destroyed walls and gates will now rebuild when they reach 10% health rather than on the very first repair. This means that when attackers down a wall or gate defenders won’t be able to instantly rebuild it. Walls and gates which are destroyed can still be damaged if they have any health.

Breakout events
We’ve added a new event type to WvW called Breakout events which trigger when one or more teams have been pushed completely out of a map. They’re designed both to help players break out of severly camped portal keeps and to provide assistance in establishing a foothold in each map. Here’s what designer Matt Witter has to say about them:

Break Out Events are special WvW events that will happen when a team has lost control of all defensive structures, not counting supply camps. An NPC commander will appear in the team’s start area and an event will start that prompts players to gather around. Once enough players are in the commander’s presence he will summon his trusty dolyak to give all allies in the area full supply. He will then lead the charge to the nearby objective and give players protection and assist with building siege to assault the objective with. Those benefits, along with a defensive boon that he applies to all nearby allies, makes the attacking players a force to be reckoned with. Defenders will have their work cut out for them, as once the gate or wall piece is destroyed the commander will move to the tower lord inside and attack anyone in his path.

These changes are just a small part of what the WvW team has been up to lately. As you may have already heard, we’re hard at work on some larger updates that we plan to deliver in February. We’re not quite ready to talk about the details yet but as February gets closer we’ll start to reveal more of our secrets.

Happy Wintersday and we’ll see you on the battlefield!


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(edited by Habib Loew.6239)

New Culling Trial (Ended)

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Posted by: Habib Loew.6239

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Players in your party are always reported to you and are never culled. Guilds are not favored in the current system.


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Updated World Ratings (Dec. 7)

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Posted by: Habib Loew.6239

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And as text:

Na
Name Rank Delta Rating Delta Deviation Volatility
Sea of Sorrows 1 0 2152.135 -1.569 192.129 0.969
Jade Quarry 2 1 2112.892 29.305 192.054 0.968
Stormbluff Isle 3 -1 2107.95 -27.7 191.676 0.968
Blackgate 4 0 2013.522 32.184 193.788 0.969
Sanctum of Rall 5 0 1934.245 4.816 192.35 0.968
Isle of Janthir 6 0 1873.814 -36.946 193.356 0.969
Tarnished Coast 7 0 1841.27 27.323 193.44 0.968
Crystal Desert 8 2 1724.114 39.231 197.238 0.97
Fort Aspenwood 9 -1 1717.611 -12.144 192.096 0.968
Yak’s Bend 10 -1 1702.32 -14.868 192.495 0.968
Maguuma 11 1 1538.913 3.73 194.975 0.968
Ehmry Bay 12 -1 1528.76 -41.474 193.609 0.971
Dragonbrand 13 2 1468.807 29.577 191.234 0.967
Darkhaven 14 -1 1465.003 -7.113 191.601 0.967
Northern Shiverpeaks 15 -1 1417.03 -22.575 191.447 0.971
Borlis Pass 16 1 1403.55 210.827 197.831 0.994
Sorrow’s Furnace 17 -1 1255.375 -158.572 204.6 0.992
Anvil Rock 18 1 1224.13 124.099 191.296 0.975
Henge of Denravi 19 -1 1120.687 -63.268 197.994 0.977
Gate of Madness 20 1 1071.05 -9.065 190.925 0.967
Eredon Terrace 21 -1 972.389 -116.693 192.27 0.98
Devona’s Rest 22 0 903.157 74.791 199.629 0.975
Ferguson’s Crossing 23 1 713.203 0.533 196.752 0.969
Kaineng 24 -1 675.979 -71.81 195.556 0.972

Eu
Name Rank Delta Rating Delta Deviation Volatility
Blacktide 1 0 2043.617 -2.507 194.204 0.97
Vizunah Square 2 0 2016.942 9.843 192.439 0.967
Arborstone 3 0 1937.35 -7.569 194.47 0.97
Seafarer’s Rest 4 0 1879.243 53.9 190.935 0.969
Elona Reach 5 2 1837.418 81.318 191.879 0.971
Baruch Bay 6 0 1805.659 9.242 190.865 0.968
Desolation 7 -2 1736.66 -63.519 191.313 0.971
Kodash 8 1 1658.11 -25.958 191.135 0.968
Miller’s Sound 9 -1 1647.444 -54.512 190.881 0.969
Riverside 10 0 1643.936 5.419 191.38 0.967
Piken Square 11 1 1592.235 13.726 190.898 0.967
Fort Ranik 12 1 1574.439 15.732 190.859 0.967
Gandara 13 2 1573.485 55.462 190.898 0.969
Augury Rock 14 -3 1559.368 -19.167 191.089 0.967
Abaddon’s Mouth 15 2 1483.997 37.77 191.093 0.968
Far Shiverpeaks 16 -2 1480.364 -71.048 190.724 0.971
Jade Sea 17 -1 1475.179 -28.026 192.031 0.968
Drakkar Lake 18 1 1430.108 37.668 193.123 0.969
Aurora Glade 19 -1 1428.024 -10.185 191.64 0.968
Ring of Fire 20 3 1307.593 132.884 192.691 0.978
Gunnar’s Hold 21 -1 1297.822 -21.205 191.675 0.968
Underworld 22 -1 1259.967 -16.101 193.129 0.969
Ruins of Surmia 23 2 1184.931 57.273 237.664 0.984
Dzagonur 24 0 1134.645 -2.739 193.191 0.967
Whiteside Ridge 25 -3 1117.755 -132.793 194.452 0.979
Fissure of Woe 26 0 770.762 -26.422 214.125 0.975
Vabbi 27 0 599.288 -22.328 226.365 0.984


ArenaNet Gameplay Programmer

Updated World Ratings (Dec. 7)

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Posted by: Habib Loew.6239

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Here are the updated ratings as of the end of the match on Dec. 7th

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New Culling Trial (Ended)

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Posted by: Habib Loew.6239

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All players are eligible for boons, etc. because those are calculated on the server. You’re correct that allies who are culled will remain culled until a “slot” opens up for them. That happens when the culled ally is closer to you than the currently shown ally for some small period of time.

The main difference between this and the current system is that the current system treats all characters the same while the new system has one limit for allies and another for enemies. In the new system enemies cannot impact which allies are shown and allies cannot impact which enemies are shown.


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New Culling Trial (Ended)

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Posted by: Habib Loew.6239

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For the matchup starting on December 7th we’ll be testing out a new culling methodology. This is an interim change to the system which is intended improve player experience while we work on a more comprehensive solution. Under this new, interim system we handle culling of allies and enemies separately which should cut down on the instances of running into a group of completely invisible enemies. This is accomplished at the cost of having a lower maximum on the number of allies that players can see.

Again, this is an interim solution while we work on a longer term change. We’ll be trying out the new system for the duration of the matchup starting on December 7th and then evaluating whether we want to keep it in place until our more comprehensive solution is in place or roll back to the existing behavior. Toward that end we’re very interested in your feedback about the experience of playing with the interim system.


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Time for WvW AMA from developer

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Posted by: Habib Loew.6239

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This is something that I’d very much like for us to do and we’ve already had some discussions internally about the best way to set it up. Once we get a little closer to February we’ll have more that we can talk about publicly, so that’s going to inform our timeline as well. Sorry I don’t have a more specific answer for you but we’re still working out the details.


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Bugged World Bonuses

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Posted by: Habib Loew.6239

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We believe that we have identified and fixed the bug which prevented the last group of players from correctly receiving their WvW world bonuses. The fix for this bug will be available with the Wintersday patch.


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Bugged World Bonuses

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Posted by: Habib Loew.6239

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We’re currently investigating why the fix didn’t work for everyone. Thank you for your patience while we hunt this down.


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Bots in WvW?

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Posted by: Habib Loew.6239

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Habib,

How should we classify people who are using teleport/flying hacks? There doesn’t seem to be a proper classification to report them under.

For now you can mark them as “Scamming”. Our security folks assure me they’ll see the report regardless of how it’s marked. Still, we should have an appropriate option in that list. I’ll raise the issue with the appropriate folks about getting an “Exploiting” option added.


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(edited by Habib Loew.6239)

Bots in WvW?

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Posted by: Habib Loew.6239

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If you see a bot anywhere in the game the best possible thing you can do is report it using the in-game report feature. Reporting bots gets them into our system and helps us not only to find and ban them, but also to learn how to better detect them automatically.

So, if you see bots please report them!


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Updated World Ratings (Nov. 30)

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Posted by: Habib Loew.6239

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And as text.

Na
Name Rank Delta Rating Delta Deviation Volatility
Sea of Sorrows 1 0 2153.704 25.867 193.364 0.972
Stormbluff Isle 2 1 2135.65 15.411 192.831 0.969
Jade Quarry 3 -1 2083.587 -40.626 192.119 0.969
Blackgate 4 0 1981.338 -39.85 196.723 0.97
Sanctum of Rall 5 0 1929.429 -3.337 193.665 0.969
Isle of Janthir 6 0 1910.76 43.018 196.188 0.97
Tarnished Coast 7 0 1813.947 19.027 193.142 0.968
Fort Aspenwood 8 0 1729.755 -20.247 192.439 0.969
Yak’s Bend 9 0 1717.188 1.373 192.998 0.968
Crystal Desert 10 0 1684.883 6.732 197.065 0.969
Ehmry Bay 11 0 1570.234 -7.979 193.131 0.972
Maguuma 12 0 1535.183 1.24 194.712 0.969
Darkhaven 13 1 1472.116 4.024 193.262 0.968
Northern Shiverpeaks 14 -1 1439.605 -32.515 192.493 0.975
Dragonbrand 15 0 1439.23 28.348 192.299 0.968
Sorrow’s Furnace 16 1 1413.947 173.257 193.441 0.985
Borlis Pass 17 2 1192.723 32.374 191.831 0.968
Henge of Denravi 18 -2 1183.955 -103.524 194.286 0.981
Anvil Rock 19 1 1100.031 -7.921 191.428 0.967
Eredon Terrace 20 -2 1089.082 -71.329 194.598 0.979
Gate of Madness 21 0 1080.115 -24.347 191.536 0.968
Devona’s Rest 22 0 828.366 -86.445 207.652 0.975
Kaineng 23 0 747.789 38.861 198.516 0.97
Ferguson’s Crossing 24 0 712.67 39.542 200.403 0.971

Eu
Name Rank Delta Rating Delta Deviation Volatility
Blacktide 1 0 2046.124 -34.758 196.436 0.973
Vizunah Square 2 0 2007.099 -0.521 193.131 0.968
Arborstone 3 0 1944.919 34.958 196.278 0.973
Seafarer’s Rest 4 1 1825.343 47.1 191.205 0.969
Desolation 5 -1 1800.179 -31.695 192.73 0.972
Baruch Bay 6 1 1796.417 60.228 191.45 0.97
Elona Reach 7 -1 1756.1 -16.283 191.71 0.969
Miller’s Sound 8 0 1701.956 -11.56 190.721 0.968
Kodash 9 1 1684.068 53.944 190.832 0.968
Riverside 10 -1 1638.517 -48.227 190.954 0.968
Augury Rock 11 3 1578.535 2.744 191.68 0.967
Piken Square 12 0 1578.509 -8.03 190.84 0.968
Fort Ranik 13 0 1558.707 -17.926 191.706 0.967
Far Shiverpeaks 14 -3 1551.412 -45.888 190.745 0.969
Gandara 15 2 1518.023 59.651 190.897 0.969
Jade Sea 16 -1 1503.205 15.318 192.644 0.968
Abaddon’s Mouth 17 -1 1446.227 -33.804 191.019 0.967
Aurora Glade 18 1 1438.209 50.412 192.686 0.969
Drakkar Lake 19 -1 1392.44 -25.977 191.304 0.969
Gunnar’s Hold 20 0 1319.027 -20.34 191.5 0.968
Underworld 21 1 1276.068 21.347 193.094 0.97
Whiteside Ridge 22 -1 1250.548 -30.114 193.787 0.971
Ring of Fire 23 0 1174.709 -11.366 192.683 0.969
Dzagonur 24 0 1137.384 -9.899 193.282 0.968
Ruins of Surmia 25 0 1127.658 68.452 222.02 0.984
Fissure of Woe 26 0 797.184 -34.197 208.043 0.974
Vabbi 27 0 621.616 -28.62 219.167 0.99


ArenaNet Gameplay Programmer

Updated World Ratings (Nov. 30)

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Posted by: Habib Loew.6239

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Here are the updated world ratings after the match that ended on 11/30:

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