Isle of Janthir: Flux, Latch, Aegir
Isle of Janthir: Flux, Latch, Aegir
But lets say I wanted to play my friend’s spec, because it’s really good. But I can’t, because I don’t have certain traits unlocked. That to me feels really bad.
This exact scenario is on our radar, and we definitely want to make it possible. Hopefully you’ll get a better idea of what we have in mind when we talk about the new rewards system.
Isle of Janthir: Flux, Latch, Aegir
PvP gives us a tiny bit of coin. No matter how much you play pvp, you won’t be able to make as much as your average pveer. What’s the point in implementing “horizontal” progression when pveers can unlock the new traits multiple times faster than pvpers?
That is a valid concern, one worthy of its own thread. I should mention that this is only part of the rewards we have planned. We should have a blog post about that coming out soon™, but I’m not sure where it is in the schedule.
Isle of Janthir: Flux, Latch, Aegir
snip.
Please do not presume to speak for all players. As a PvP player, I disagree with you, and I know others that do as well.
If you want to turns this into a numbers game, please do keep in mind that the vast majority of PvP players play PvE and WvW as well. We definitely want to make the game fun and enjoyable for PvP-only players as well, but we need to keep a broader context when designing systems.
Isle of Janthir: Flux, Latch, Aegir
Is there at least a way to obtain those traits without spending money in PvP? For instance, back in GW1, you were able to unlock skills with factions, whose main purpose was that.
It would be great to allow players in the new reward system to be able to unlock those traits without paying gold, which can be spent in a lot of other ways (and trait isn’t exactly the way I want to spend golds on).
It could be, for instance, by paying tournament win tokens to a vendor?
I know it’s something we were discussing when we were talking about the new reward system, but I do not recall were we landed. I will bring it up with the team again. I know I’d like to see it.
Isle of Janthir: Flux, Latch, Aegir
So Justin just confirmed that sPvP will be vertical progression. You need to unlock abilities. I’m sorry, but unlocking new traits = vertical progression to me.
I have to disagree. If it meant more skills available to you at one time while you are playing, then yes it would be vertical, but that just isn’t the case. You get more trait choices, not more traits applied to your character.
Isle of Janthir: Flux, Latch, Aegir
Then why make a distinction? If PvP can happily go along with players getting 12/13 traits per line, why add an extra layer of frustration and difficulty instead of giving them 13/13 traits per line? It’s obviously nothing to do with easing new players in.
If it were only an additional trait, you’d more of a have a point, but we’re introducing this system with the future in mind. I can’t speak for the Skills and Combat teams long turn plans, but I know I would be disappointed if we stopped with just these new traits.
Horizontal progression is a nice concept… but it’s one that I’ve never seen mentioned on the PvP forums, only the PvE ones. If you want to get more players in to PvP, somehow I don’t think keeping back build options is the way to go about it.
Horizontal progression is very common, even in PvP games. Personally, I think one of the reason’s PvP rewards seem somewhat hollow is that we have no real progression beyond looks. I think you would be hard pressed (outside one-off games like most FPS and RTSs) to find a successful game without progression. As a PvP player, I love this change (disclaimer: I had no design input) and can’t wait for the 15th. 
Isle of Janthir: Flux, Latch, Aegir
Come on guys, lets be more productive here. Saying we don’t care isn’t just wrong, it shuts down and discourages dialog between developers and players.
Don’t get me wrong, you can certainly express your opinions and frustrations, but just because we are heading in a direction you personally don’t agree with doesn’t mean we don’t care or that we are ignoring you.
Now lets get this thread back on track.
As Roy mentioned in another thread, all the current traits will remain unlocked in PvP, even for new players. It is only new traits that need to be unlocked, and you will not have to PvE to obtain them.
Also, this system is designed for horizontal progression. Unlocking traits, or what have you, won’t (at least shouldn’t, barring any balance issues) make you more powerful, they simply give you a wider range of builds and allow you to better tune your character to your play style. Many, many successful games ease players into options, and, in my opinion, trait unlocking isn’t any different.
I understand some of you are worried that we’re just adding stuff and ignoring existing problems. I can assure you, as I sit within earshot of the Skills and Combat team, that they are very aware of this and have no plans to ignore existing issues.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
Evan and I were literally just talking about this (leaving players on the scoreboard). We would both like to see this, and it has other benefits beyond just what we present on the scoreboard.
I’m not sure when we would be able to do it, assuming there are no technical reasons why we can’t, but this definitely seems like a worthwhile QoL change.
Isle of Janthir: Flux, Latch, Aegir
Typically, there is a somewhat useful Blog Post before a huge change is rolled out, and the playerbase is free to discuss how that will affect the game for them! An example is the mention that ranks are intended to be removed when the new PvP progression system rolls out. This was super useful to mention – and the feedback given made this decision pull a complete 180’.
Currently, with this (hopefully) imminent PvP progression overhaul, things are locked up SO tight behind closed doors. I can only imagine one outcome, really.
We’ll have a lot to talk about, so be sure to catch the Ready Up this Friday.
Less talk, more action. Justin, when the patch rolls out, you get on your Mesmer and I will get on my lolwarrior and meet me on a 1v1 server. Then we will see how well this game was balanced over the past 5 months.
#gauntletThrown
#dropsTheMicA good shatter mesmer should beat a good warrior in a 1v1 arena. :/
I’m not a good shatter mesmer! 
Alas, the gauntlet has been thrown, honor demands I rise to the challenge.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
Typically, there is a somewhat useful Blog Post before a huge change is rolled out, and the playerbase is free to discuss how that will affect the game for them! An example is the mention that ranks are intended to be removed when the new PvP progression system rolls out. This was super useful to mention – and the feedback given made this decision pull a complete 180’.
Currently, with this (hopefully) imminent PvP progression overhaul, things are locked up SO tight behind closed doors. I can only imagine one outcome, really.
We’ll have a lot to talk about, so be sure to catch the Ready Up this Friday.
Isle of Janthir: Flux, Latch, Aegir
I can’t wait to delete the old PvP servers! 
Chaith.8256 is right though, a lot of those changes were in response to what the playerbase wanted at the time.
lilz shorty.1879, I respect your critical approach to the subject, but I have to disagree. As a counter-argument, consider the reverse. Would you prefer we remain more (or completely) static and not respond to changes and player feedback? Yes, being agile can have its downsides, I believe (and hope you will soon™ agree) the benefits greatly outweigh the costs.
Really DoYourBestBear.6810, really? It’s not funny when you do it. :P
Isle of Janthir: Flux, Latch, Aegir
Can you be more specific? Also, can you follow the instructs here? This will help me pinpoint where the problem may be.
Isle of Janthir: Flux, Latch, Aegir
They still drop because you can still use them. Not everyone has a huge stack of them.
Isle of Janthir: Flux, Latch, Aegir
snip
Rank does not necessary correlate to skill, it is most closely correlated with time invested in the game. Time spent correlates with skill, but it has diminishing returns.
Roster shuffling, to be consistent with matchmaking, currently only uses MMR and ignores rank.
This will be changing, but we aren’t ready to talk about the details. I will say that we have definitely included a lot community feedback from past threads, and I believe it’s a substantial improvement. I’m definitely looking forward to another round of community collaboration.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
We can’t do roster shuffling in Team Arena, so lopsided matches like this can and do happen.
This likely happened because 1) rank isn’t factored into MM at all, 2) the players on the red team had an MMR near the default MMR , 3) blue team doesn’t have a very high MMR despite of having very high ranks, and/or they had been waiting in the queue long enough for their MMR range to expand enough to encompass the MMR of the red team.
We have been actively working to MM more intelligent, but those changes are not yet ready for testing. We will have more news about the MM changes as we get closer to releasing them.
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
OoooooOOooo… I’ll start coding that right now. 
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
Isnt that what implementing time gated stuff is intended to do? Just wondering…
I can’t speak for the design of such things, but I can see potential tech. restrictions that could make persisting all this content perpetually more difficult than it’s worth (imo).
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
Guys, cool your kittens. I’m not trying to dismiss your concerns, I share a great deal of them. I was just making a personal statement about how I feel some types of criticism do more harm than good.
@Dojo.1867: If you really aren’t having fun, maybe you should take a break? I want as many people playing the game as possible, but no one should feel obligated to play. If you are still having fun, just relax and enjoy yourself, while we continue working to improve the game. We will, barring black swans, have more news soon; we’re just waiting for the LW season to come to an end.
@Amstel Steel: lol
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
Thank you for engaging the players Justin and we do appreciate your hard work.
I would just point out that ANET did make promises before release of automated tournaments and a overall solid PVP experience. Your website even advertised these features after release, only to be eventually taken down around DEC 2012.
So yes, technically you guys did make promises. And yes, they were not met. Admitting that is not actually detrimental to ANET if you just come out and say “look we know we didn’t meet yall’s expectations but we’ll work harder on it and change the way we do things a lil bit”.
Instead a lot of developers seem to come on here and simply say “No we didn’t promise anything” and “why are you guys confused”. Enough is enough. Just be straight with the community. Exact dates are NEVER needed. Just general ballparks. And stop use vague terms like “feature patch” and “maintenance patch” that seem to confuse half the community (not me).
I know we can be aholes. I do apologize for that. But at the same time I cant help but feeling that ANET had a lot of interested and passionate players wanting to take the game to the next level and that those players were taken for granted and ignored for almost two years.
I completely get that, and while I have no idea how/why sPvP got off-track around launch, I’m determined to keep moving sPvP forward to be what many of us hope it can be. I’m very proud of the work the team has been doing, and I think we’re heading the right direction.
I generally try to be very understanding, and put myself in the shoes of our players, which is usually very easy because we often share the same concerns. Occasionally it just gets on my nerves how myopic some people in the community can be at times.
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
@Sensotix.4106
We didn’t promise anything, we shared our high level road-map plans.
This is why we don’t like sharing dates. I know you’re waiting on things, and the wait is driving me crazy too, but saying we made promises when we clearly did not does not help get the content out sooner.
If you want greater transparency, like I do, then you must accept that dates, features, and plans are not a static promise. Things can happen to shift priorities, dates, or designs, causing things to changed, be pushed back, or accelerated.
Please stop.
/personal rant
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
Why did ppl stack boosters in the first place?
Some people got too many from PvP and just couldn’t spend them all, others got them from achievement chests and black lion chests and never used them because they simply didn’t play PvP.
The people who get kittened the most from the removal of the boosters are the ones who bought them for gems and never got to use them and the ones who got them from black lion chests because they could have gotten a booster that they would actually use.
However, one could argue that PvPers get kittened as well because the daily PvP achievement rewards where balanced around giving glory boosters. If the PvP dailies have nothing to replace glory boosters they will simply have inferior rewards to the PvE dailies.
People who bought boosters can file a ticket for a refund. See: https://forum-en.gw2archive.eu/forum/pvp/pvp/March-18th-Glory-change-FAQ/
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
This isn’t circular reasoning.
We’re not saying we are going to do nothing because we said we would do nothing.
We’re saying we won’t change direction (from the previously stated plans) because it would put many players at a disadvantage, and on top of that these players would be hurt because they listened to us.
We seriously considered many different options, and doing nothing seemed the most fair. Do you disagree? Keep in mind, more people used boosters than did not.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
PvP Server Programmer
If you like trolls you should love the GW2 developers. Best I’ve seen.
I couldn’t have done it with out you guys. 
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
My bet is they turn it on when they are in need of attention and want to show, and disable it when they want to relax, play like normal players, or infiltrate the playerbase
OK, you got me… but I will also wear my tag tag when playing a bunker build and want to distract the enemy team.
Isle of Janthir: Flux, Latch, Aegir
Please improve matchmaking parity first
I don’t think we are ready for ladders or seasons until we address matchmaking right now. Players of like rank and like skill need to be better matched together. I worry that ladders and seasons would isolate large groups of players from each other that might otherwise be compatible, due to the imbalance in matchmaking in the months up to this point.
We are still seeing too many matches of ranks like this: red team: 36, 13, 14, 52, 7 vs blue team: 37, 32, 28, 29, 34. Number averages don’t equal normalizing skill across a team.
Until this is fixed, you will be artificially pulling apart similarly skilled players and putting together incompatible players with any kind of additional layer of tournaments, ladders, etc. on top of a matchmaking system that isn’t working as well as it must.
Matchmaking improvements will likely come out at the same time, or some time before. We don’t have any dates yet, but a requirement of anything coming out of this CDI would have the new server infrastructure as a prerequisite.
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
Yes, no, no, soon, maybe, sure, I don’t know, ok, good idea, soon, soon, maybe, no.
Your welcome. 
Disclaimer: I only answered the ones that involve server programming, and in the order they were most interesting to me, with a few answers to questions I had mixed in at random.
In all seriousness, I believe they’re preparing a round up type response. Not sure it it will be on the Ready Up about the topic, on the forum, or both.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
PvP Server Programmer
Oh, so making this a feature….
Isle of Janthir: Flux, Latch, Aegir
What do you guys take from your occasional moments in sPvP however ? Which metrics ? Which impressions ? Any recent examples ?
I love the game, but I have many of the same complaints as any of the other players on the forum. I was getting trolled pretty hard by Hugh the other day… hambow is pretty OP, has nothing to do with him being better than me.
You playing warrior? or sin?
I play lock-down mesmer and a Teldo engineer build, in that order.
Isle of Janthir: Flux, Latch, Aegir
o_O Where to people come up with this stuff?
ALL of us play PvP. Though, I’ll give you that I’m no where near as good as Powerr, Grouch, Roy, Hugh, and Tyler. I’m pretty sure they’ve all made it to the top 100.
I play on Isle of Janthir, and you can usually find me in Solo Arena as Flux or Aegir.
Isle of Janthir: Flux, Latch, Aegir
Can you get in now? If so, please follow the instructions in this thread while I take a look.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Lagging-in-sPvP-Report-it-here/first#post3163092
If you get disconnected again, please provide the full error code that comes up.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
Due to server crashes? Have you reported these? When did they happen?
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
Guys, guys… all is (maybe not) vain.
You guys should start a thread with software requirements, and workflow (from queueing to getting into a match), that you feel are ideal. 
cough
Isle of Janthir: Flux, Latch, Aegir
I’m lagging in all maps too. It’s not my internet, I’ve checked blah blah blah.
When we ask you to perform a trace route, it isn’t just your internet connection that is being checked. It will also tell us if something is going wrong between you and the game server. We have even ran into issues where one of our ISPs is having issues, and this information can help us catch that as well.
Isle of Janthir: Flux, Latch, Aegir
We’ve looked into this and believe it may be a hardware issue and will continue to monitor the server in question. In the mean-time, we have moved instances of Temple to another machine.
Please let me know if this continues to the be a problem.
Isle of Janthir: Flux, Latch, Aegir
We have been looking at the problem, and we believe it may be a hardware issue and not the map itself. We have reconfigured so new instances of the map are being created elsewhere, and it appears to have improved.
Please let us know if it continues to be a problem, or if begins to happen on another map.
Isle of Janthir: Flux, Latch, Aegir
Yes.
#15charronadeadmanschest
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
Now make another diagram, but this time explain how it will increase Gem Sales.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
When matchmaking knows it has less reliable info on a guy it should NEVER, like core rule of any kittening MMR system, use that lack of information to assume that the guy is a capable player…
We don’t assume they are a capable player by default, the filter range grows over time.
You always base matchmaking around the lowest possible number in the filter range.
You’re right, and we do do that. I left the detail out, as well as the way the range grows over time, because I felt it was irrelevant to the point I was trying to make.
Hm that makes it crystal clear for me then. Thx.
I hope so, I wasn’t entirely sure what you meant.
Isle of Janthir: Flux, Latch, Aegir
That diminishes the mirroring of players skills on the leadboards. Why are those players at the top when the gap with those at the bottom is low? Lucky wins can get you higher place while unlucky loses can get you down?… Pointless to show and rank us with something that is not properly stating who is this player and how skillfully he’s playing along the match…
What I meant to say is that the gap between #1 and 50% isn’t as wide when you also consider their deviations.
Take this example:
Powerr has a rating of 1800, and a deviation of 30.
Flux has a rating of 1500, and a deviation of 200.
Powerr’s filter range is 1800 +/- 30 * 2 or 1740 – 1860.
Flux’s filter range is 1500 +/- 200 * 2 or 1100 – 1900.
Even though Powerr’s rating is significantly higher than Flux’s, since Flux has a large deviation, they could still end up being matched together.
To put this another way; Powerr’s MMR is stable enough to say he is a skilled player, but we don’t enough about Flux as a player. So even though the matchmaker would try to find a better fit for Powerr, he might still get stuck with a Flux every now and then.
Isle of Janthir: Flux, Latch, Aegir
How do you explain that when it happens to ppl that play at top 1000?
Not enough people in the queue at the same time around the same MMR. Also, the distance in MMR between #1 and 50% isn’t as wide as people tend to think.
Isle of Janthir: Flux, Latch, Aegir
snip
This probably happened because you are very near the starting MMR. It happens, but we are working on improving things so it won’t happen nearly as often.
So many people in this community bash newbies…
With good reason. They aren’t very good.
One of several reasons I’m glad we’re going to keep ranks. (Thanks, community!
) Ranks should act as a decent proxy for game-knowledge, allowing us to place people better.
Newbies can learn with people that won’t dominate them, which is good because that isn’t very fun. Trolls, err… veterans won’t have to worry as much about picking up the slack. Win/Win.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
… why, in a team game, do you have individual Leaderboards?
We have Solo Arena leaderboards because people asked for them. I agree though, but think this will be much less an issue if we decide to have a ladder for individual players.
Why not have teams … play as a registered team
That’s a good idea. 
… is something like this already in place?
No, but we do plan to make adjustments after the leaderboards are deprecated.
After all, this is a ladder. Outside factors such as your overall PvP level should not be included.
I agree, and we’re taking that into consideration. Unless we start requiring a full roster for rated play, we need the matchmaker to consider more data when creating/merging rosters. When we do use this extra data, we will likely use it more as a preference rather than a requirement.
The changes that need to be made to matchmaking are to ensure games do not start with a 4v5.
Definitely a priority.
Isle of Janthir: Flux, Latch, Aegir
that sounds reasonable and all, but at the same time, it sounds like the best recipe to improve your rating is to stop playing, let it decay, and then come back to improve your rating on leaps, instead of crawling your way up.
at least that’s the impression i got from the quote you highlighted.
Assuming you had reasonable confidence that you would win most of your games, possibly. It’s also a recipe for having your rating drop quickly. Lower confidence also means an increase in the range of players you can be matched against.
The biggest issue we have now seems to be pairing people around the starting rating. Player experience is very diverse at that rating level and it can often leader to poor quality matches when new players are paired with veterans. When we introduce ladders, climbing the ladder would be the best way to improve the quality of opponents and teammates.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
One of the ways we plan to change matchmaking, not the MMR system, is to match on more than just MMR. E.g. ranks, ladder tier, etc..
This should improve the quality of matches and should also make MMR more accurate.
Isle of Janthir: Flux, Latch, Aegir
Just out of curiosity, what made you guys decide to switch from the the simple and robust Elo system from GW1 to Glicko2 in GW2?
Elo seemed to work very well and was an entirely transparent way to rank + matchmake players.
I wasn’t with ArenaNet when the decision was made, so I can’t say for sure.
My guess would be because of the ratings deviation available with Glicko.
Professor GlickmanThe problem with the Elo system that the Glicko system addresses has to do with the reliability of a player’s rating. Suppose two players, both rated 1700, played a tournament game with the 1st player defeating the second. Under the US Chess Federation’s version of the Elo system, the 1st player would gain 16 rating points and the second player would lose 16 points. But suppose that the 1st player had just returned to tournament play after many years, while the second player plays every weekend. In this situation, the 1st player’s rating of 1700 is not a very reliable measure of his strength, while the second player’s rating of 1700 is much more trustworthy. My intuition tells me that (1) the 1st player’s rating should increase by a large amount (more than 16 points) because his rating of 1700 is not believable in the 1st place, and that defeating a player with a fairly precise rating of 1700 is reasonable evidence that his strength is probably much higher than 1700, and (2) the second player’s rating should decrease by a small amount (less than 16 points) because his rating is already precisely measured to be near 1700, and that he loses to a player whose rating cannot be trusted, so that very little information about his own playing strength has been learned.
http://www.glicko.net/glicko/glicko.pdf
http://www.glicko.net/glicko/glicko2.pdf
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
Since decay is reset/undone basically when LB updates, which MMR is actually used in the formula when you decay? The current fake decayed value or your original.
Original. The decay is exclusive to the leaderboards. It’s applied to the data when we take an hourly snapshot.
Isle of Janthir: Flux, Latch, Aegir
Is there anyway to tell or see what your individual MMR is?
No, not currently.
Does mmr change merely from win/loss or your preformace during the game?
Win/loss only. If you have any thoughts on how you would like to see it done, feel free to share.
Isle of Janthir: Flux, Latch, Aegir
PvP Server Programmer
That is too old to be a kitten.
You had one job Justin….
What? He’s young at heart! Just look at that cute little death stare.
There’s just no pleasing some people.
Isle of Janthir: Flux, Latch, Aegir
We use Glicko2 with very minor alterations. When updating your rating, we adjust based on the average MMR of the other team.
We want to do further alterations and tuning to our MMR system, but not until we deprecate the current leaderboards.
Isle of Janthir: Flux, Latch, Aegir