Showing Posts For LameFox.6349:

The Bloodlust Buff – What It Could Be

in WvW

Posted by: LameFox.6349

LameFox.6349

I’d prefer to avoid things that increase damage (and to a lesser extent defence) passively, but I’m all for ‘utility’ buffs. Taking a structure with its upgrades would be incredible incentive for people to keep the buffs up (maybe 1 tier of upgrades for each stack) without interfering with fights, and it doesn’t just say ‘here, you’re magically better now’ – they still have to take the structure. Faster supply deliveries, faster yaks, stronger yaks… etc. could all be important benefits as well.

The ‘large group RADAR’ type thing sounds amusing to me; by nature it would be of less use against servers with very low populations.

Unstealth to Finish

in WvW

Posted by: LameFox.6349

LameFox.6349

It’s no worse than stability as far as rendering your own skills useless – less so, depending on the skills. Since thieves have no way to stomp with stability (comes from an elite that precludes stomping) preventing them from using stealth would make them utterly terrible at it, not good considering they’re trying to push stomping on us now.

The difference is that stealth stomping is easier for your team mates to prevent – but requires more awareness on their part, something they rather lack most of the time. On my necro I’ll occasionally drop a mark on downed people, followed by reaper’s mark if someone sets it off; guardians have their GS pull, warriors have… well, they’ve got all kinds of AOE interrupts. Engineers have a mine with knockback on a very short c/d, but more likely they can drop a supply crate on you, because I don’t think many people use the mine (and they nearly all use the supply crate). I can’t be bothered going through every class, but point is, there’s a lot of things that would help if anyone cared to try.

On the other hand, removing someone’s stability is a fair bit rarer. Necros would be ideal; an engineer could remove a boon, maybe more if they’re lucky with minefield, and hope it’s the right one; mesmers would have a better chance and thieves if properly equipped and traited might do it (less so with upcoming nerfs to sword/dagger). Other than that I’m pretty sure the only option is ‘DPS them down immediately’, and that only if they’re not invulnerable.

wPvP: My impression 1 week later

in WvW

Posted by: LameFox.6349

LameFox.6349

Why would you need to lose the maps to lose the buff? There’s more to that system than providing stat buffs; it could still be a source of points and allow smaller teams to contribute, probably better if the outnumbered smaller teams didn’t have to contend with enemies running around with effectively a few extra pieces of celestial gear on them.

how is the AOE cap hurting zergs?

in WvW

Posted by: LameFox.6349

LameFox.6349

I think there is some potential in a similar limit for incoming attacks (or maybe only that, it seems like it could replace the AOE limit) if they could code such a thing. It’d be interesting to see if they’ve considered that, and what they came up with for/against it.

Would definitely extend the life of battles if only 5 (or whatever number turns out to work best) players could apply effects/damage to a person at once, instead of (or in addition to) one only being able to hit 5 simultaneously. On the downside, this may affect loot drops to some extent, and probably shouldn’t apply to champion NPC’s. Loot is adjustable though, so I wouldn’t worry too much on that account – if tagging lots of people becomes harder, rewards for the ones we do get could go up without screwing the economy (which would incidentally benefit smaller groups and solo players who don’t get to mass-tag zergs now).

Kill teq oceanic prime time (NA)??

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Do you guys got lag problem.We thai guild did brought down teq to 75% but after the 2nd round its become impossible because the whole 50 man guild got really bad skill lag and unable to do anything at the last 5 minute.
Also we do it on overflow since we got like 30 men short but that end up back fired due to lag.

IME skill lag comes from their servers most of the time, and packet loss the rest of the time. Latency seems mostly to affect dodging and moving for me, rather than skills, and it’s usually okay from here.

And yeah, I’m hesitant to go to places like SoR because of their already high pop. If I d/c in the middle of a fight, which sounds fairly common (I already got d/c’d once right before the fight) and can’t get in via party ‘cause the server is totally full, well… that’s all the waiting + effort wasted right there.

Unless the idea was to spring from there into an overflow and pull everyone into that, then maybe.

Kill teq oceanic prime time (NA)??

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

I too would love to find a guild or even just know a server I can guest to at evening AEST to do Tequatl. Or just some organized attempt for it during aussie play times.
If anyone does know anything can they mail me? I’ve got some aussie guildies that would probably come along too

lol. I was about to ask why you were always offline in AU prime, but your account number is different…

Anyway I don’t hang around it for random attempts anymore, but if something was reasonably pre-organized I could (probably) show up.

Leagues & stacking on T1 US

in WvW

Posted by: LameFox.6349

LameFox.6349

Time to move to EU. While there’s grumbling about potential matchups, the population is by far more evenly spread out than the mess that NA is …. and should make for some interesting matches. Honestly, pick any server but the top two, and you’ll likely have a blast.

I started on EU, but after a few months started getting unplayable lag all the time, and tracert showed I was connecting to the EU server via Texas, and essentially doubling my usual ping to Europe (which was already not good).

So now I’m trapped…

The EU server hardware is actually located in the US.

Then why did it go any further? IIRC it was ultimately connecting to a German city. I’d trace it again but I’d first have to transfer, and then probably transfer back when it turned out to be unplayable.

FYI, GvG's and duels still happening.

in In-game Events

Posted by: LameFox.6349

LameFox.6349

+150 power * 20 players = +3000 power.

True, doesn’t affect it at all.

Power, precision, condition dmg, toughness, vitality, healing.

It isn’t bloodlust like you get from a sigil, it’s like celestial without critical damage.

FYI, the secret achievement does exist...

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Why is it ‘secret’ though? Does it not appear for most people or something?

N00000000000000000000000000000000000000000000

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

The best part is if you had been using a build that was at all appropriate for the encounter, you probably would have killed it.

And that would be?

Direct damage, not reliant in any way on crits.

FYI, the secret achievement does exist...

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

I’ve seen that listed and I don’t have it. The wave hasn’t even happened while I was there.

Leagues & stacking on T1 US

in WvW

Posted by: LameFox.6349

LameFox.6349

Time to move to EU. While there’s grumbling about potential matchups, the population is by far more evenly spread out than the mess that NA is …. and should make for some interesting matches. Honestly, pick any server but the top two, and you’ll likely have a blast.

I started on EU, but after a few months started getting unplayable lag all the time, and tracert showed I was connecting to the EU server via Texas, and essentially doubling my usual ping to Europe (which was already not good).

So now I’m trapped…

how is the AOE cap hurting zergs?

in WvW

Posted by: LameFox.6349

LameFox.6349

No problem with increasing AOE limit …but only after .
1) Friendly fire ……AOE on your own side at same time as enemy should have effect that is more inane than AOE limits .
2) A real LOS not the 2D system applied to a 3D enviroment as now allowing simply crazy results .

Those need work before AOE limits are even considered or any aoe change would be wildly unbalancing.

Friendly fire would outright break this game. Aside from the overwhelming amount of AOE/cleave/bounce, a lot of skills simultaneously buff allies and damage/debuff enemies. Some even hurt enemies and heal allies. Being able to apply damage/debuffs to an ally would require so many changes they’d be better off making a whole other game, because that’s what they’d be left with anyway.

Almost nobody does Fire Shaman

in Dynamic Events

Posted by: LameFox.6349

LameFox.6349

I complete it occasionally if I’m there anyway, but I can’t say there’s anything particularly compelling about it if I’m not.

You just happen to be in the vicinity for fire shaman occasionally? WTH that for, there’s nothing of interest anywhere near it.

Exploring, guild missions (prisoner 1141 or whatever the number is), gathering.

stomp pts: Vengeance and Vapor form

in WvW

Posted by: LameFox.6349

LameFox.6349

Why they are so fond of stomping at all is a mystery to me. As is downed state, for that matter.

I’d rather just die when my health hits 0, and have a period where revival prevents armour damage or something.

So, the real problem emerges...

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Better rewards would mean more people would stick around and keep doing it. The risk versus reward for this event is not balanced when compared to other events in the game.

Which would in turn perpetuate the most annoying things about it. Unfortunately this encounter may be designed for a lot of people, but it isn’t designed for GW2’s open world.

World Vs World Siege Towers

in WvW

Posted by: LameFox.6349

LameFox.6349

Consider: mesmers.

So, the real problem emerges...

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

IMO the rewards themselves are a smaller part of the problem in this case. The greater part being that much of the frustration doesn’t come from the fight itself, but getting to it. They’ve designed it in such a way that overflows have a much lower chance of success. Less people likely to be there, far and away less likely to be as organized, and all of them know and expect this, so it hardly gets off the ground in many cases. Getting out of the overflow is a tremendously dull affair, and then you’ve got to worry that if you’re disconnected – which doesn’t seem all that rare – you’re gone. The server won’t wait so much as_5 minutes for you to reconnect, you’ve just got to hope you can pull yourself in post-event with a party, and wait around all over again.

No huge surprise that enduring that isn’t a thing people want to do frequently.

Sad part? This event will die soon.

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

It already is dying now that a lot of people have gotten their titles. The rewards just aren’t worth the effort and the encounter itself is rather boring using standard tactics unless you’re on a turret. Standing in one spot spamming DPS just isn’t fun. Something needs to be done to fight the stacking tactic.

AOE support skills in this game have pretty much ensured stacking will never go away.

Massive performance drop

in Account & Technical Support

Posted by: LameFox.6349

LameFox.6349

Several updates added.

Anyone know why a crowded area where combat has ended (e.g. claw being dead) would be so much worse than a crowded area where combat hasn’t happened (e.g. LA)?

Sad part? This event will die soon.

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

I’ve gone to numerous overflows, all failed. I’ve taken various support roles, starting with a guardian, and settled on a warrior for the huge AOE res from battle standard, and some other banners for finishers/buffs. At that point, I didn’t really care about it one way or another. It always failed, but I didn’t want anything it offered anyway.

Today I figured I’d finally get into the main server and give it a shot. Got in immediately after an attempt in overflow. I waited for like an hour and a half in the main zone… first time I’ve seen it since this was introduced, by the way… just milling around, ressing people and chatting in /map because I’m sure if I AFK it would arrive and I’d miss it.

Right when we’re expecting it to start any minute… the game dc’s. Won’t let me back in (yes, even with a party). I checked my router’s history: my connexion never cut out. Just to A-net’s servers, apparently.

Maybe the event will flounder, maybe it won’t, but I for one am done with it. The fight mechanics don’t bother me – in fact I think the timer is the only thing that even makes it remotely difficult – and it was fun the first few tries, but I’m not going to endure such a colossal waste of time for something with little enough chance of succeeding on its own, and risk being shafted by their overloaded servers for the bother. This is the first time I’ve disconnected without a crash in months of normal gameplay, and the timing was just a bit too perfect for me to blame it on coincidence.

I guess I should just consider myself lucky that it kicked me out before the fight, unlike the people who show up in LA each day having been kicked out mid-way through.

Massive performance drop

in Account & Technical Support

Posted by: LameFox.6349

LameFox.6349

Still trying to figure out what this is coming from so I’ll probably make a few edits to this post.

Basically I did the Lyssa temple event last night, and again today, and both times I’m getting like 18-24 fps in it. Though I didn’t check what it used to be, 18-24 is very irritating to play compared to what I usually experience there, so I gather it must have been quite a bit higher. So far generally playing in Orr it sits at 49-50 on all max settings with supersampling.

I’m using a 3770k (not overclocked) and GTX 670, with the latest non-beta drivers. These did update recently so after I try changing a few settings (out of game) if there’s no improvement I’ll try going back to the previous drivers.

Another thing I want to do first though is play through some comparable events and see if the performance also drops with those, or if it’s something specific to that temple event, which may indicate something odd about it – like how the Dwayna temple has its freakish lightshow fighting the priestess.

-Tried an invasion so far; FPS dropped to about 30 at worst. Didn’t feel nearly as stuttery there, though there were lots of people and effects.

-Went back to Lyssa. Performance was a bit better with fewer people, and I got to watch my FPS change as I put various stuff on-screen. Normally it would be about 30-40 with more/less stuff visible. In one or two moments of very effect-heavy fighting nearer to me it would go down into the 20’s. Other than that, I noticed that sometimes, even when there was little going on, it would drop to ~25 anyway. I couldn’t find any pattern to this.

-Went to Claw. FPS was a disturbingly consistent 25, until the dragon died. Then it dropped to 17, went back to ~25, and sat there until people began leaving. People merely being near me at the end, all quite still waiting around the chest, actually seemed to have a far geater impact than the flood of visual effects from the less-populated but far more blindingly shiny Lyssa temple. Stuttery feeling was notably absent.

Unless there’s been a very sharp upturn in population or turnout for events (not that I’ve noticed), I assume this has something to do with character models. Next step is rolling back drivers I think.

-With previous set of drivers (326.80) I do seem to be getting higher fps during crowded world events, at about 27-30. Still need to test with Lyssa temple specifically. Curiously I note that crowded areas in LA do not cause the same FPS drop as I would see when, for example, the claw had died and we were all standing around the chest. Why is standing around a chest or a bank/tp so massively different?

(edited by LameFox.6349)

Stake them guys!

in WvW

Posted by: LameFox.6349

LameFox.6349

I wish my server’s zergs would realize that. I’ve been getting them 2+ buffs all the time and last time I ran with the zerg everyone was still happily whacking the downed enemies dead with their weapons.

Such a waste…

Meh, in a zerg the vast majority of times if I tried to stop and stick a spike in someone the AOE alone would be enough to take them out first. Or if not that, I’d attract attention because I’m in all these people running wildly around, and here I am standing totally still to do some sort of fatal twirly dance move over a nervous-looking wounded thing.

Can't salvage/forge exotics from WvW vendor?

in WvW

Posted by: LameFox.6349

LameFox.6349

They’re restrictive about converting one currency to another. Could be something about the in-game economy, could be their way of making sure you have to do another bit of content for that item you want and thus spend more time playing (this sounds like a lot of GW2), could be a combination of those, or however many other things.

So yeah, delete items you can’t use. Same thing I do with 99% of soulbound Living Story skins. I’m sure they’ll change that when all the planets in our system line up neatly in order from smallest to largest, but I doubt any of us will be playing GW2 then.

Why is WvW so empty?

in WvW

Posted by: LameFox.6349

LameFox.6349

They do not worry me, they annoy me with their cheap tactics. And I overestimate by calling it tactics. From my wvw last evening where I was fighting left and right and after the fight was over you get attacked from behind by some lame kitten thief when everything is on cooldown and health is low. There is no protection from such annoying people.

You’re aware of the difference between tactics and your personal sense of propriety, yes? Because attacking an enemy when it’s weak is pretty tactically sound.

It is, but it’s not something I enjoy or want to see when playing a game. I do this for fun, and thiefs imo are no fun at all. They are the first part of your name.

Yet you’re in a game mode where it’s the smarter choice – doesn’t that seem strange? It will happen. Just like uneven fights will happen (more often than not, I find). You wouldn’t suddenly discover everyone cared that you weren’t prepared to duel if thieves didn’t exist, nor are other classes somehow incapable of roaming and picking off the weak – hell if I actually set that as an objective first and then looked at all my classes, I’m pretty sure I’d go with the warrior.

The idea of WvW is that you are their enemy. They’re supposed to do what they can, within the rules A-net sets, to see that you die and they win. You count towards achievements – titles even. Letting you heal (I doubt they know all your skills are on c/d) and get back into the fight is bad for their team, if not them directly. Killing you is good for their team, and them directly.

Blaming that on a class when you’re taking issue with a basic idea behind the game mode is pointless.

I actually love the new map design!

in WvW

Posted by: LameFox.6349

LameFox.6349

Yes I’m pretty sure the response to the map itself has been almost entirely positive. Not really natural-looking but pretty and fun to play in.

The part getting complaints is largely the stat buff, so you’ve more or less come out as feeling much the same as the people around you.

Why is WvW so empty?

in WvW

Posted by: LameFox.6349

LameFox.6349

They do not worry me, they annoy me with their cheap tactics. And I overestimate by calling it tactics. From my wvw last evening where I was fighting left and right and after the fight was over you get attacked from behind by some lame kitten thief when everything is on cooldown and health is low. There is no protection from such annoying people.

You’re aware of the difference between tactics and your personal sense of propriety, yes? Because attacking an enemy when it’s weak is pretty tactically sound.

If YOU change tequatl

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Time limit actually encourages players to use dps builds, which is a good thing.

Builds specifically designed to deal direct damage, that is. I wouldn’t say they’re really DPS builds in any other sense (not that you couldn’t take one – but it would be largely wasted).

I doubt they’ll remove the time limits though. Time limits to failure are a cheap solution, sort of like time-gating on ascended to enforce a rarity it otherwise wouldn’t have. Saves them the trouble of finding more complicated solutions.

Almost nobody does Fire Shaman

in Dynamic Events

Posted by: LameFox.6349

LameFox.6349

I complete it occasionally if I’m there anyway, but I can’t say there’s anything particularly compelling about it if I’m not.

Stop guesting system!

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

…and you don’t have ONE friend from ONE other server online to go do any of these with? Plus this just covers up the problem of certain events/quests bugging out etc. and causes far more problems in other ways.

Why on earth would it be based on what I can do? I’ve been playing since pre-release, on EU and NA servers, my contacts are all over the place. This helps anyone outside said list not at all. Events have been bugging out since then, too. Sometimes the same ones. If they could fix that so easily I think they’d have done it by now.

What other problems?

Teq 2.0 Behavior of our Gaming Society

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

I’m sorry but I found you post to be extremely condescending, if you’ve been watching people for this long, as you say you have, how could you ever come to this conclusion? Have you ever been under a great deal of stress? Would you define the actions you took and the words you spoke to be an honest representation of your personality? Judging people based on their behaviour during an activity that may be stressful for them and concluding this is who they really are doesn’t seem very fair to me. Also you need to take into account that this is a mass of people, and whenever people congregate in masses they behave differently than they would in situations where there would be less (or no) people. Plenty of real world examples for this.

By this logic, the surivors of the Andes plane crash, who resorted to cannibalism to stay alive, would by your definition, be truly cannibals and where hiding this all along.
:/

What people do under stress shows who they really are so long as you define who people really are according to how they act under stress. Reasoning on a Möbius strip.

I’m more curious why he wants to tell us that he spends a lot of time ‘watching’ people and has an interest in things they usually hide, but reveal under stress. Maybe his second favourite pastime is catching spies.

It's not about the bloodlust.....

in WvW

Posted by: LameFox.6349

LameFox.6349

I find this comparison unfair to 9 am margaritas.

Why is WvW so empty?

in WvW

Posted by: LameFox.6349

LameFox.6349

Pretty sure it can’t be new pve content e.g. Teakettle, because not even the 24/7 queens pavilion farm fest had anything like this impact on numbers, or guilds or commanders.

It’s like everyone ask just gave up at the same time, it’s bizarre!

Except this time the new PvE content is suitable for large co-ordinated groups for once, and it rode in on the shoulders of bloodlust buffs and lag which seems to be associated with keeping bloodlust buffs updated (or something – I always seemed to get spikes of it as the icon was blinking at me).

Teq 2.0 Behavior of our Gaming Society

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

I also like to watch how people behave during times of stress, by doing so you can tell who a person really is. It’s a proven fact that under stress your real self, the one that most people try to hide comes out to shine.

While I don’t disagree with your post per se, this quote is absolute nonsense, people are in fact NOT “themselves” under stress.

As stress hormones cause increased blood pressure, heart rate, and quicker breathing , people act more impulsively, and quite in fact are NOT “themselves”. Watching people who aren’t under stress who are making decisions rationally based on evidence and their own experience is what you can conclude is who the person “really is”.

He makes it sound like he worked for the Stasi or something. Maybe taking advantage of the poorly thought out impulses was the point.

Teq 2.0 Behavior of our Gaming Society

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

The only issues with this on TC I’ve seen was the last fight where there was a remark in Mumble we shouldn’t need the commanders to lead, call out, or bother organizing, we should just think for ourselves and just know what to do – ie they couldn’t be bothered.

First time I’ve ever been disappointed with my own server in this content – our commanders are usually polite, passionate and organized.

Meh, the only thing being a commander guarantees is that you spent 100g. There were always bad ones, just probably not so concentrated into one place vying for attention.

Stop guesting system!

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Since these are -world- bosses, it seems to me that perhaps guesting would not elicit loot. Overflows should still be able to (as it’s not guesting), but I don’t believe that people should be able to simply “guest” their way to another server who has killed a boss, or regularly kills a boss, just to get the kill. Doing this also contributes to making their home server even -more- empty, and further overpopulates the already overpopulated servers.

Probably better not to assume players are trapped in the game. Giving up on playing because there’s never enough people on their server wouldn’t make it grow either. Nor would transferring away, for those willing to do it.

‘Perks’ could have some effect I guess, but it would still depend on being able to get enough people there when you’re online. Lack of a perk is better than lack of everything, so if it simply wasn’t happening for someone, they’d go anyway. For those guesting out of high pop servers it would also be an unnecessary hindrance: they’re not making overpopulation worse.

Dynamic Events need to be worth doing

in Dynamic Events

Posted by: LameFox.6349

LameFox.6349

My karma will be back to 1 million soon, after I spent it when consumables were re-enabled. I’m not even farming it or saving for anything – I don’t care about it. It probably seems valuable if it’s all that remains between you and a legendary, or you’ve got no other way to get your first set of exotic gear, but those moments pass. It’s not like you don’t receive it for doing things that are also more rewarding in other ways, like clearing temples or following world events that aren’t Tequatl (and that may well end up worth including when people are used to taking it out).

The trouble is, there’s not really any risk in this game. Fair enough, that’s it’s thing, but it means people will always largely seek out time efficient rewards. You don’t get low risk, low reward activities and high risk, high reward activities attracting the people they appeal to. The worst thing that can possibly happen is some spent silver and wasted time. Fail an event? All dead in the process? Doesn’t matter. Now they’re adding ‘difficulty’ via timers, so your final stage of the Te’quettle fight can’t even cost you more than 15 minutes.

It’s too late to change the whole idea of the game now, but it does need to be taken into account. In some cases, they time-gate things. Actually, in lots of cases. Except you can pretty much spend a day bouncing between those time gated things anyway. It gets people out of CoF, but not into smaller DE’s around the world. Spend all day bouncing between those and you might see something interesting, but you’ll be making less progress toward all but world completion (if you don’t have it yet) than you needed to be, and it didn’t even make your reward safe and reliable compared to higher (but riskier) profit.

Unless people can choose between ‘follow specific things’ and ‘wander the world doing whatever I like’ and make as much progress to whatever they’re progressing in either way, we’ll keep picking the profitable thing in huge numbers. When it was ‘farm lots of little things in Orr’ we did. When it was ‘CoF p1’ we did. When it was ‘pavilion zerg’ and ‘gauntlet superspeed runs’ we did. When it was ‘farm aetherblade champions’ we did. We’re forever making overflows of particular zones in a game where most zones sit largely empty.

Stop guesting system!

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Nah, I’ve made plenty of friends from all different servers from doing dungeons with them. If you’re guesting to a server where you don’t know anyone… then why are you there?

Have you not noticed the frequency with which events in GW2 bug and become impossible until reset?

Then if you’re on a larger server, the way this game funnels people into specific content can make it absurd. If you want to get people together in the same instance of a zone without contending with overflow(s), or the swarms are annihilating everything in their path before your less mobile class/build can even arrive (or maybe you’d just prefer to not annihilate everything in swarms) or your CPU is beginning to smoulder, guesting to a less populated server might be all you can do short of be awake at a time that isn’t realistically feasible for you.

The opposite can also be true, which is why we have this issue in the first place. There are times in the quiet hours on TC when I can’t find people for an event in Orr, for a while. Maybe a temple besides Balthazar goes unopened for a bit. There’s… most of the time in a day, that I can’t find anyone doing events in SC, and the odd scattered things in other zones that require more than one person often go unattended in any but the busier times. Then there’s… let’s say ET. I honestly wonder if the average online users in prime time if it has one, could put two zones in overflow. If I found out it wasn’t even enough for one I’d maybe be vaguely surprised.

So there are certainly reasons, and considering that most of the time it’s totally harmless anyway, limiting it constantly seems entirely unwarranted.

Shockwave graphic is behind danger zone

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

I know, and I’m saying that because of the built-in delay being added together with your latency, it will make it seem like an even bigger difference. Going from a 500ms delay (assuming an even half second—I’ve not tried to measure it exactly) to an 800ms delay is huge when you’re trying to dodge attacks that only have about a second of telegraphing.

It makes the difficulty greater, but that’s because I have a shorter window in which I have to start a dodge if I’m to evade effectively. The time it actually takes for evade to kick in doesn’t appear worse than my ping makes it, because everyone I could possibly compare to also has (at least) that inbuilt delay to contend with.

But that’s not really the point, anyway. The point is that if the shockwaves’ hitbox desync were only due to latency, then everything should exhibit roughly the same amount of desync, and yet that’s not the case.

Should it? I was under the impression games do attempt to compensate for latency, but I don’t code games. I have played a lot of them, and I wouldn’t say I’ve ever known lag to be equally as perceptible in all aspects of one. (Player) Movement tends to be something that stands out to me as weird first, for example. That definitely holds true in GW2 – movement skills feel like I’m simulating the life of a hyperactive rubber ball, and that’s the best result I can expect. What are we comparing the wave to? Projectiles, melee hits, pulsing AOE? Do we know how all of those work?

The closest thing I can think of from a player’s perspective are the ones in the MF, and I found those to be much the same as this, but less forgiving.

Stop guesting system!

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

I’m not for stopping guesting. It has a good purpose when used as intended (to play alongside friends on another server). It’s just being abused to go to another server for selfish reasons. It just needs to be restricted to only allowing guesting to a server if you have a friend from that server online.

You might have some trouble making any to begin with in that case.

Like I posted in another one of these threads, it would make more sense to just limit it when things hit overflow. To be very extreme you could have a hard limit (like 10% of a map’s pre-overflow pop limit could be filled by guests, with 90% being guaranteed slots for natives) but then if it never hits overflow, it wouldn’t matter if a map was almost filled by guests. It would be restrictive for no particular reason.

Instead, I suggest that guests merely not be queued when in overflow, nor able to be pulled in via a party. They either arrive early or miss it – but don’t get kicked (at least, no more than anyone gets kicked), and server natives are the sole incoming population to their server until an overflow is no longer required.

The Most Embarrassing Part

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Maybe it’s like a shark.

Shockwave graphic is behind danger zone

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

When I say ‘in advance’ I mean relative to other people dodging, not relative to the attack I’m dodging (hence bringing up the difference I see in videos and their dodges in-game).

Shockwave graphic is behind danger zone

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

I’m pretty sure this stuff is not detected client-side. The animation probably isn’t offset so much as behind the real effect due to latency.

I doubt client-side latency plays that big a role in it, given that instant-activation skills can block attacks at the very last split second, and also given how many other enemy attack and environmental effect hitboxes in the game don’t line up with their graphics at all.

Does it need more than a fraction of a second to be out of place? The wave isn’t all that wide, and if the effect is intended to be in the centre it only has to travel half that before our animation starts.

I have about 300ms ping to the US west coast, and worse to the rest. Harder to say with blocks as I rarely use them, but my dodges always need to happen in advance, for anything. Attacks that happen really suddenly like the risen priest of Melandru spiking people with stalagmites for me require basically taking a ‘finger on the trigger’ approach to dodging, where I’d probably die to his whirling attack I’m having to pay so much attention to the ground right beneath me.

However when I see other people dodge, both in game (after all, the server is what’s telling me they’re dodging) and videos they’ve recorded, they can cut things way closer without being hit. To me, that sort of thing would look as though I began to dodge, then got interrupted mid-way through.

While I do also notice a lot of attacks that simply don’t fit inside their animations, that isn’t happening with these waves, nor the MF shockwaves where I experienced the same thing (for me, the ideal there was to land directly in the centre of the animation).

Tequatl is Misunderstood.

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

All it wants is to lie on the beach for a while in peace…

I like the fish heads.

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

It’s entirely possible to res yourself before they respawn, right? I’ve never been able to test it without someone running to help first (admittedly I’ve probably spoiled the same test for a few people, who looked like they were hitting the things on purpose) but it seemed like I would have had plenty of time.

So why are there so many people who run in, get hit, and just… sit there? Is ‘bandage’ somehow not commonly understood?

Shockwave graphic is behind danger zone

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

I’m pretty sure this stuff is not detected client-side. The animation probably isn’t offset so much as behind the real effect due to latency.

Overflow - ANY chance of being successful?

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Obviously it can happen in an overflow. It’s just not all that likely, given the coordination required and the fact that an overflow is filled with people from several different communities who don’t know each other and didn’t want to be there in the first place. Ironically it will probably be more viable in overflow after people are all more experienced with it and need less leadership, by which time you’d be less likely to be in overflow.

That, or drag all of an organized group into an overflow. I imagine this will happen occasionally (it already has at least once) when they find getting into the main server is futile.

Teq, DC, Lost Rewards / Achieves

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

DC or crash? There have been memory related crashes for some time now, including during the invasions. Presumably related to removing culling somehow.

Fear is a bad boss mechanic

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Personally if I’m not running to my death I just wait it out. Especially with the Claw. Yawn, stretch, run back and carry on.

Can anyone see fingers' projectiles?

in Tequatl Rising

Posted by: LameFox.6349

LameFox.6349

Backstory: took a guardian with wall of reflect slotted because I heard it was useful. When fingers got spawned and AOE was appearing all over the place, I found that the area behind the wall was generally clear until it expired. However, I could not see anything being fired, nor hitting the wall.

If they’re not invisible for everyone, I’m curious to know if it’s to do with settings, hardware, drivers, etc. I play on max settings in win7 x64 with a GTX670 and i7 3770k (I have a lot of sevens), 4GB of video memory + 8GB RAM. Latest non-beta Nvidia drivers.