What’s being talked about here isn’t culling per say but close enough to be lumped into the same category. Most thieves have it mastered and can stay stealthed near permanently. The same issue is being abused here. Portal bombs, mass invisibility/stealth, and any other skill that causes the sudden loading of textures will be slightly delayed. This is why a normal 3s stealth can last 5-10s. The more people you have doing it can impact the loading times. So just like culling the more people you have around(friend or foe) the worse the culling gets. By abusing that as a group with invisibility and the potions is what most would consider a dirty tactic, just like thieves abusing stealth.
Now for whoever saw it or had it happen to them. Report them and let ArenaNet figure out if it’s an exploit or not. I haven’t seen what this ghost tonic does but the fact that ArenaNet already removed the stealth spy kits and other such exploitable things, leads me to believe that an entire group/zerg using these things to gain an advantage might be an issue they should deal with.
The chain of grief is answered in the Anet “January WvW culling & loading changes”, thread.
Large fights, everyone is boned equally due to the server side culling. Right now it seems with how things are optimized on their end there is a hidden magic cap number on how many players the server will let the clients know to update for rendering.
if you do ever drop to T2 its because you’re not playing to your strengths. By having less numbers than the other two servers in tier but large enough to make an impact you could of focused on one server and slipped into second place.
It happened in the weekend but then you stopped focusing on JQ and therefore slipped to 3rd.
You don’t have to have the greater numbers to make an impact you can simply align yourself with another force. Its WvWvW afterall.
But its a little too late for that now.
BG is playing for rating right now, and is doing pretty good with what it has. I won’t presume to guess how familiar you are with Glicko. Suffice it to say BG pushing back and forth to keep the score between servers closer, is better for BG than trying to focus JQ all week and let SoS have another run away lead.
Does this change address what seems to be a hard limit on total models being rendered?
Example being, a large 3 way fight with over 100 players in the lord room of SM. Players are all within 1000range but the client won’t draw past a set limit.
Yesterday was great fun EB day, but today seems more boring turtle style so far, hope it changes
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Yesterday was a holiday for a lot of NA players, thus a lot of late night NA guilds got on early to play with their EU time slot brethren. So whatever guilds your encountering now are normal to that time slot.
I think all of JQ will collectively mourn the day that RG packs their bags and returns to the servers across the big pond. Let’s hope that day is much later than sooner.
Look at it this way, when they go back they’ll have left NA guilds improved from all the fights.
Calling them militia is the single worst thing you could do
It has a derogatory and downgrading tone towards others.
How is this in anyway derogatory? It’s the proper and technically correct term for that group of players.
They are of the local server community, and the bulk are part time WvW players.
Just because they aren’t in a big guild doesn’t mean they aren’t out there everyday. I don’t know I just can tell you based on the fact majority of our player base isn’t one guild or another least in WvW they don’t like being called that. Small guilds out there or people who play with you would rather be called by there guild name or something. And the main point of the original post was this. People are like you beat us and militia acting like that’s the excuse. It’s not a reason for anything and acting like it is would be the demeaning part of it. Sure you may call them militia with respect but when you say the “militia” is the reason you wiped that’s the issue.
1) I nor anyone else has said anything in regard to skill. That’s all you injecting your own interpretation.
2) There are also multiple comments disregarding your overly political correctness of the term as being derogatory.
3) Militia defines able bodied people that are not full time in the army. Basically your PvX body of players. Again to stress since you keep venting off on tangents, no one is using the term to rate skill.
Calling them militia is the single worst thing you could do
It has a derogatory and downgrading tone towards others.
How is this in anyway derogatory? It’s the proper and technically correct term for that group of players.
They are of the local server community, and the bulk are part time WvW players.
wtf happen to JQ ? 30 ppt ?
Once JQ gets more of their NA transfers in, that hole should get filled in.
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Did EU prime just finish? Oceanic Prime starting in a few hours. Come on work finish!
EU prime finished hours ago technically, but RG only just finished. So many awesome fights, we just couldn’t force ourselves to log out.
Well, that’s not strictly true. Most of us tried to log, but Sacrx wouldn’t let us :|
As part of the KnT group fighting you outside between Red overlook and SM . Thank you for the awesome fights.
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However, we have way more than adequate NA coverage at the moment, and it is only fair that people know this before moving here.
I’ve never been to T1 so I do not know how strong SoS’ NA is now compared to how it was before, and I have never gone up against JQ.
I prefer to be safe than sorry.
It’s on Par with SoR during it’s NA prime time for a body count. The part SoR would have to get used to is seeing the murder ball of 40ish+ on the west side, and another similar group on the east side from SoS.
Coverage is great, get more it won’t hurt. The biggest prep step for SoR is to get those free floating pugs to follow directions under pressure, and come back even after 8+ wipes. If the SoR general pop is ready for such meat grinder fights then it’s got a good shot at T1.
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Nah, BG are pretty strong. If they’re smart, they’ll look to capitalise on the JQ/SoS fight since we’ll go after each other hammer and tongs regardless of the score. 3rd position can be the best position to be if you keep yourself in striking distance.
So if the presumption your implying is correct with SoS and JQ being even in coverage now. BG is now open for bribes to see which side gets extra pressure. <3
I hope you all get what you deserve: Months and months of unbalanced and boring WvW.
You may have overlooked the root problem of total PvP population, with attrition. There’s only enough for maybe 4-6 servers for this type of play format.
So with that in mind it’s perfectly proper for every server even if they are #1 to continue to recruit.
On another note since the participation is low relative to the PvE population and attrition level is high, the current format is not sustainable in the long run.
The answer to your question is, Yes.
Both run together in a squad is the bane of many would be zergs.
Nah you guys are done no 24//7 Coverage = T2 you’ll be gone in 2 weeks welcome back SBI anyway… its a Marathon not a sprint…
It’s disappointing that coverage is the end all to this fight format. If only the WvW pop of BG and SBI could merge then there may be enough WvW minded players to make a solid 3 server 24/7 fight.
However, even with all the issues glicko presents, we have seen that while it takes a few weeks for the system to adjust to the population shifts, it DOES adjust, and eventually those worlds end up playing in competitive games again once they reach a tier that suits their current population.
The problem is that it takes weeks, and psychologically is quite punishing to the poor sods being farmed.
So for now it’s stuck in a blinders mode rating system that really needs to do match-ups via the active population.
Define active? Is it active during your prime time? mine? someone else? An aggregate value across the entire 24 hours block? or the whole weeks match up?
In your system does someone who sending more time logged in gw2 then become worth more of these mythical point? Or does a new system have to track WvW log in time? If the latter what happens when people AFK in WvW just because they want to be ‘cool’ and brag how many points they are worth?
What happens if say a guild of 50-60 active wvw players decides to stand down for a week because they are feeling burnt out? How do you compensate for that the following week when they return?
I use the term active to describe those that are participating in the PvP activities of WvW. Which points back to the whole missing statistics system which would be needed to even begin to kitten player rating.
The Glicko system has a confidence value for the condition your speaking of when players take a break for whatever time and come back.
I honestly don’t know a solution for this, but it definitely is not right. Perhaps ANet needs to put in some manual boost in points for Tier 8 so that its actually possible for a T8 server to catch a T7 server without needing a ridiculous matchup.
The main problem with the rating system with population migration is that Anet is currently not tracking WvW population via an individual player value.
If Anet gave each player a WvW rating value, then the system would be able to compensate faster to the sudden influx of a sizable PvP population.
So for now it’s stuck in a blinders mode rating system that really needs to do match-ups via the active population.
Realistically this won’t happen until the SPvP statistics system is done, which for those that played GW1 GvG will remember as pretty nifty to see a nice parse of all the skills used etc…after GvG matches in the ladders.
@OP, Siege will get destroyed by lightning strikes if you don’t control the center island in a borderland.
Well played, must have been quite embarrassing for that zerg.
Correct me if I’m wrong, but doesn’t TC get more rating for every 100 points of score they take from BG rather than SOR?
E.g. aren’t BG’s points worth more?
I thought this was intuitive.
A lot of the perceived point volatility is from the confidence value given to each server.
So BG is expected via it’s value to have a large score at the end, if BG fails in having a large point gap it will lose rating even if it wins. Thus both SoR and TC would gain rating.
The same applies to SoR, which is why if TC grabs 2nd place or keeps the score close. TC should gain rating even if it’s in 3rd, and SoR would lose rating. So when SoR says no alliance it’s in their interest to crush TC in points as much as possible.
In an awkward way it really makes the 1st place server focus on 2nd and the 2nd place server focus on 3rd to keep the point gaps.
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To somewhat address the case of rating lose it’s more than likely the confidence value a server had, was not lived up to from the win performance. Trying to simplify the statement more, server A was expected to do better but didn’t, thus lost points.
It would be nifty if Anet had time and resources to post live update values. Also maybe posted what they’re doing to come up with said values.
Right now the biggest flaw is with the lack of population rating tracking being part of the formula. Thus why it takes many weeks for the server scores to settle when say large guilds move or stop playing.
It’s just my opinion that the confidence value should be based on the available participating population of the server. Though we’d need a WvW rating for that to happen. In this case if Server A lost a ton of players it would be expected to play like kitten and drop it’s score faster to what it’s expected rating level should be. This would also let stacked lower tier server rise to where they should based on the players on the server.
TL;DR, TC needs to pick up their game so we can stay in tier 2. So many things have been lost lately because people stand there and watch instead of taking action.
If you fee like TC is going to slip back to T3, BG wouldn’t mind more bodies for T1 pew pew.
2 – Should be moot the the vast majority of users are on broadband circuits, very few are playing on dial-up. Hell cell phone data plans are faster than dial-up.
3 – Note this is a personal preference, if I had a mid to low end rig, I’d trade hands down the overwhelming amount of particle effects to have player models drawn, even if it’s just colored Gumby avatars. I would love to see options to lower or selectively disable enemy or friendly particle effects to some super base level or not show some at all.
I just checked the min specs, and it lists “Broadband Internet connection” so they aren’t designing this for dial up speeds. Unfortunately they don’t list what the minimum speed to be considered “broadband” is.
The point I’m bringing up with the bandwidth being a non-issue is that position and state is not a huge overhead that anyone on broadband couldn’t handle with ease. The biggest issue has always been server side. He even mentioned they currently have been stingy with bandwidth on the server end, thus in large fights we get skill lag.
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2 – Should be moot the the vast majority of users are on broadband circuits, very few are playing on dial-up. Hell cell phone data plans are faster than dial-up.
3 – Note this is a personal preference, if I had a mid to low end rig, I’d trade hands down the overwhelming amount of particle effects to have player models drawn, even if it’s just colored Gumby avatars. I would love to see options to lower or selectively disable enemy or friendly particle effects to some super base level or not show some at all.
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actually….
they can run out and kill the NPCs in the camp one by one, running back to that spot whenever anyone tries to stop them. they’re not being spawn camped, as they’ve willingly left their spawn already. they’ve moved out and begun combat, then run back to their hidey hole when challenged. if people leave them alone, they come out and do it again, only to return there once more if someone comes out to challenge them.
essentially, it makes sure the southern camps are always contested UNLESS people set up to spawn camp. and with that camp in particular, it’s the easiest camp to defend as it is, and both the tower and the bay can be attacked from it. if it were just the southern camp, probably wouldn’t care as much. however, it’s a rather key area.
as has been stated, however, there isn’t much any server can really do about that happening. it’s something only anet can really fix, like any of the other exploits. until they actually start fixing these things, they’re just going to become more and more commonplace.
Anet made it pretty clear with breakout events they didn’t expect any server to hold an entire map.
So your logic of complaining about having to leave people to gasp! defend highly contestable areas is quite amusing.
I hate to add fuel to the fire… but BG, some of you guys need to get outta here with this garbage.
Anet is not banning clearly outnumbered players for being spawn camped by zerg’s, thus not an exploit. This is such an old QQ I’m surprised ppl are still complaining about it.
Again, SOOOOOO far off the point, the only response I have for you is to point that out, but I feel it’s futile.
Old argument? Think of it this way. It’s an old problem, just like the pipes bursting in your house. You call the plumber. He doesn’t respond or show up for 3 weeks. Your ganna keep complaining about it till it’s addressed. ANet has yet to respond to this issue.
For you, who seem to be someone who needs it spelled out, the issue is not “who is doing this” it’s that “it’s being done”. I wish I could explain to you better but it seems you’ve gotten defensive about this for some reason.
Luls, your the only one defensive, your analogy is illogical, along with your conclusion from my remark.
I’ll spell it out for you, zerg is spawn camping 5 players, it’s not an exploit get over it.
I hate to add fuel to the fire… but BG, some of you guys need to get outta here with this garbage.
Anet is not banning clearly outnumbered players for being spawn camped by zerg’s, thus not an exploit. This is such an old QQ I’m surprised ppl are still complaining about it.
Cliff notes:
-So no new maps in the near future
-1 week cycles for matches will continue
-Culling is being worked on
-We have talked about population issues but don’t design for it
-Paid transfers at some point in the future, but transfers are not that big of an issue
-Progression/rewards in Feb patch
-Live scoring no time soon (via website)
-Nothing major till feb patch.
-No UI changes (raid tools etc.)
-No changes to commander systemDid I miss anything?
Disappointment just about sums this up, most WvW only guilds won’t stay for this.
Quick addendum: We should have events that we can do to further fortify a territory we own, since we already have some takeover events, and currently the value of holding areas as opposed to taking over more territories has not seen enough spotlight.
The mobs helping to defend feature is already there, with dredge, Orgres, Quagans. You should be asking for meaningful game play over having an Event that gives free keeps.
soo I ask you GW2 community, what would you do to get PvErs into WvW?
It’s down to reward to time and effort spent. Right now there is, as you’ve pointed out, little to zero reason for a PvE minded player to touch PvP.
Since this game is base on a horizontal gear system to some degree. A big boost for fresh meat to PvP would be to give the best, and I really do mean the best looking armor and weapon skins to PvP as rewards. This should be across the board for SPVP and WvW. Hell if Anet made the Cash Shop makeover kit a reward from PvP Glory or Badges, WvW and SPVP would be flooded by care bears.
Welcome to T2, though if JQ keeps tanking their match, and BG has a huge blow out this week, it may end up a JQ, SoR, TC match.
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.
It would make more sense to have the penalty kick in under the downed state as that would cover both DC’s and legit kills.
Let’s be honest here: they are still to powerful.
Nerf them or get rid of them. Make sieges more fun and competitive.
This is comedy Gold, great troll OP, I needed a good laugh while at work.
I wouldn’t say it’s for competing against BG, but rather for better W3 in general. BG just happens to be the thing that highlights our weaknesses right now.
And yeah…merging whole servers would be a giant undertaking. The PvE crowds probably outnumber the PvPer’s anyway. Guild moves are more likely.
The trick for Anet is to incentivize players to come PvP. Outside of map completion there’s no reason for PvE minded players to PvP. The rewards to time spent is heavily in favor PvE right now.
Just going to help this end, from the GW2 wiki.
“Player limits are not yet finalized, but current estimates are that each of the four maps support up to 500 players, split across the three worlds, for a total upper limit of 2,000 players across the entire WvW match”
heres my though on JP in WVW. Its a pve event in a pvp zone where pve players go and complain about being pvped. Y not just remove them so our maps aren’t bogged down with QQ pvers
/signed.
@OP, your tears of frustration fuel the PvP players, help us help you by petitioning Anet to remove PvE from PvP, everyone wins.
lol, instant stealth? No such a thing, the 3sec reveal buff applies to every thief coming out of stealth due to attack.
Actually there is a case where the reveal debuff doesn’t get applied coming out of stealth. Outside of that I agree there is no hax, it’s just a back group doing it’s thang.
Just wanted to share and hear thoughts on a build that I came up with. Got sick of the 100b lolspam :P I use this strictly for dungeons and pve. Most of the utilities I chose are to provide regen and buffs for ur allies in dungeons and took banner regen instead of shouting heals because it heals alot more over time.
http://gw2skills.net/editor/?fIAQJASUjcOJvNPaPMxBAkCt4Spwu2SPKDt1A;TUAgzCmsEZMyGCA
http://gw2skills.net/editor/?fIAQNBiYDbkzp3t5R5hJOAgUoFXKFwVX6hYolGA;TwAg0CnoyyklILbWuskZtwYYxGkXBA
The signet of Fury is to front load aoe stuns, you can change it out for whatever, it’s sort of a loose slot as long as you have the other 2 shouts. It’s just part of my personal play style to open with stuns so the group can bust people down.
I noticed one of the posts didn’t have Mobile strikes, and I feel that is a big mistake. It’s the only thing that will get your out of immobilize if your shouts are on cd.
I also use sword war horn with energy sigils for getting out of the middle of a zerg after I rush in for the aoe stun. To stress mobile strikes saves your rear end which is most of WvW fights against large/medium groups.
Sigils are up to your pref, I’m running bloodlust to 25 stacks, but the fire sigil is fine if your looking to proc your combo. If your dying a lot and can’t get your bloodlust stacks maxed then use the fire sigil.
Looks like your aiming for the standard glass cannon GS spec. You should be doing 20/30/0/0/20. Mobile Strikes is what lets you get out of cc’s with #3 & #5. Utils for the spec have always had a staple of Bulls Strike with Frenzy, the 3rd slot CC breaker.
The spec is really only good for catching players not paying attention or bad. Experienced players will avoid most if not all the damage from the attempted burst.
[b]A Thief does not have perma stealth.
kitten! Go learn other classes’s mechanics.
I cannot stress this enough… once you know how other classes work you’ll do everything much better. Practice makes perfect
Actually there is a method with D/P to perma stealth. It’s a bit of a pain in the kitten to maintain, but totally doable.
@OP, CC’s in general will screw a thief over, stuns and KD’s being the end all of most fights. I recommend Hammer or Axe/Shield.
Also the channeled range skills will follow thieves into stealth which is good if your trying to kill one, but bad if you happen to be on one.
I’m running hammer 0/0/20/30/20 at the moment and it’s pretty easy to farm the majority of WvW thieves. Good thieves you can mostly fight to a stalemate. Then look for a chance to bugger out, as via attrition they will eventually win, especially the condition thieves which I feel are far more dangerous and underrated.
No truce, if enough PvE players are griefed, and complain. Then Anet will do the right thing and remove them. Though I would like the traps to be available in the main pvp areas.
Use the fountain. Also if you don’t like it complain to Anet loudly and help us remove PvE fom our PvP. We’re not happy PvE players take up PvP slots, so it’ll be a win for both player base.
Hope you’re enjoying your lead while it lasts, SoR.
Cuz IoJ is going to pull another great end of the week ninja over both servers if they’re ignored. Good fight this week IoJ, also Goto sleep already geez!!
This update has been a mixed bag. For larger fights it’s hit and miss, I can see more enemies in a big lord room fight, but it feels weird not seeing allies especially when we’re trying to stack or rally up. Though this is mostly bad when a commander is trying to lead pugs and the pugs don’t see their allies, then decide to make a run for it when it’s not necessary.
Other odd moments is being in a small camp flip squad roaming back lines, and having single random enemies appear out of no where in an empty area with only a handful of mobs roaming.
On a positive note at least NPC’s and siege are not disappearing randomly in large fights.
Questions for the devs.
Do the maps need to have up to 500 players?
Would it not be smoother to have the cap at 150 players per map and just have a lot more unique maps?
If the mobs were removed would this help? I’d rather see players over mobs that pvp really doesn’t care for.
Go to thief forums, learn how squishy they are,and how to counter, Win.
First of all, my only neg of the game so far, being forced into WvW to get 100% completion, which I just need to point out, there will be about 20 areas of interest left to discover even after I have done all the main map and WvW ones? Not sure where the 20 of so points of interest are?
This is why PvE and PvP do not mix.
For help we would need to know class.
Well now with this news
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Coming-Soon-To-WvW/first#post965551
We won’t have to worry about alt+f4 plaguing anyone, even though I don’t think I’ve ever experienced it myself.
Interesting changes, i wonder if we’ll end up seeing much of the breakout events though.
I guess we’ll what the population is like after the update. It’s still not enough of a change to save WvW only guilds from burnout though.
I haven’t seen this point brought up by anyone yet. WvW is currently a burnout for Upper tier servers due to the match length not having any down time.
Even hardcore raiding was 2-3 days out of the week tops, letting the players rest, recover, and plan before the next run.
The thing missing from WvW is pacing, there really should be an end to a match that’s determined by the skill of the players, and not a fixed length of time.