Showing Posts For Shanaeri Rynale.6897:

Tequatl concerns and pros!

in Tequatl Rising

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Most players seem to work on a reward vs effort basis. So if new TQ is too hard or gives what is perceived to be poor loot people just wont bother and will go right back to frostgorge/cursed shore leaving the players who do want to do it under manned.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Im first to craft ascended Greatsword!

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

I do think it funny and a little ironic that, according to Colin something that was bought in to slow people down in getting to BiS because exotics were gotten too quickly has taken people 3 days to do

Guild Leader of DVDF www.dvdf.org.uk since 2005

Pace of new content - TOO FAST

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Fortnightly quality of life updates (like no culling, wallet, lfg tool etc) with monthly LS content would be perfect imho.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Unintended Monthly Achievement Rollback?

in Bugs: Game, Forum, Website

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Don’t worry i’m sure it’ll be resolved next month

Guild Leader of DVDF www.dvdf.org.uk since 2005

Why was monthly reset?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Nice of them to let us know in advance. Why even have different categories for 4 days only to invent new ones now?

Nice to see a joined up company

Guild Leader of DVDF www.dvdf.org.uk since 2005

(edited by Shanaeri Rynale.6897)

Unintended Monthly Achievement Rollback?

in Bugs: Game, Forum, Website

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

I was just 1 daily from completing my monthly, I.e 3/4 catagories done and now it’s reset to 1/4 with totally new categories..

Guild Leader of DVDF www.dvdf.org.uk since 2005

Community Going Downhill?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

It goes beyond the invasions IMHO it’s to do with the fundamental nature of the game mechanics.

For world events you don’t need to coordinate and even if you do the tools do not exist to help you. The commander functionality is limited, there is no raid style interface where people can see who is where. No need to work on boss progression fights that take weeks and days to work out.

For open world events. Zerg and press 1,2 and 6 until they die. No need to communicate or chat there.

For dungeons. the combat makes chatting in team chat a luxury that can only really be done out of combat, and besides dungeons are so quick, people want to rush /skip and the mechanics mean most dungeons are completed by 5 people doing what they like only pausing to res others. No need to create team synergy, since all professions can do the same things. After all being a great solo player means you are a fantastic player in a group right?

Same with guild chat, a busy guild chat is only really possible if you have people AFK. Dunno about you, but I find it hard to chat in GC if i’m actually playing. For me, a busy guild chat means lots of people not playing

Added to this the poor implementation of guilds, chat channels and the divided nature inherent with servers and it’s easy to see how a community becomes self centred.

GW2 is not a social game, it’s a game where people make temporary allies that they don’t need to talk to, develop a build around, or stay with for any length of time.

I would argue the community hasn’t gone to pot. It wasn’t there in the first place, just a bunch of people bumping into each other and spamming keys till stuff dies.

Guild Leader of DVDF www.dvdf.org.uk since 2005

(edited by Shanaeri Rynale.6897)

Ascended gear 11+% > Exo? WAY too much.

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

on the livestream just now the basic damage stats of an ascended greatsword was shown to be 1045-1155, up from 945-100.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Level cap raise and the gear treadmill

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

more trait points would equate to higher stats as you’d have an extra trait to equip.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Great Guild content but lack of basic tools?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

regarding guild tools. A good tool will allow the user to use it in whatever way they wish to do the job required of it. A bad tool requires work arounds and kludge fixes to do what it is supposed to.

The roster should be a tool for you to see who is in your guild, it then follows it should have tools in it to allow leaders to manage who they want in their guild, at what rank they wish them and give them the info they need to decide who goes where and when.

The policies about 100% rep etc come after the tools. In other words the tools enable the policies. What people choose to do with the policy is up to them, and it’s up to the member if they want to stay or not(it’s not like people can prevent people from leaving is it)

For example. Is seeing people’s crafting levels on the roster more important to seeing when they last logged in?

IMHO a big No.

Personally I think Anet put multi-guilding in the game and had then no idea how to use it, or what it was for. They just like the idea of it.

How it works at the moment it’s like leaving a guild, joining another and then rejoining back again. You are totally separated from one group of friends to another(assuming you dont want to message them individually.. You have been suppressed…)

For the purpose of playing with groups of friends it’s very sub par in that once you stop repping in a guild all the fun stuff your friends are getting up to while you away you don’t see. You have no idea what’s going on from one group of friends to the other.

It’s like having to go visit a friends house every time you want to talk to them.

Common sense says people should be able to, if they wish see the chat from all the groups of friends they belong to without needing to isolate others. It’s basic.. Obvious and it’s omission is just odd.

Out of all the systems in the game, the guild and indeed social tools are by far the least developed and fit for purpose. It really feels like time ran out, and they didn’t bother finishing the job.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Your favorite thing you miss from GW?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Being able to play and team with anyone in the world, regardless of where they lived.
Being able to pick a district(overflow) to meet up with people

In other words, a global community

Guild Leader of DVDF www.dvdf.org.uk since 2005

Champion Zerge "Fix"

in Clockwork Chaos

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Easy

Start of with 25 Exotic boxes available as a reward, and for each champion you kill that doesn’t have an event associated with it(e.g sharmans) deduct one…

Guild Leader of DVDF www.dvdf.org.uk since 2005

(edited by Shanaeri Rynale.6897)

That last 5% of polish..

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Hmm. Perhaps I’m not getting the idea across. It’s not about any sorts of bugs, or the majority of polish(like clipping issues or wrong text on traits etc). It’s about the sort of polish that makes it easier to perform certain tasks.. Like track which dungeon paths you are missing, which invasion zone you need, not having certain items soul or account bound when there’s no need for it. Achievement categories not having a flow to them.

Since we’ve had the LS the amount of examples of this have been increasing, hence me wondering if in the rush to get it out and tested. The player experience is not quite being thought through as thoroughly?

Think of it as having copy and paste options missing from a right click context bar when the cut option is on there. That sorta polish.

Guild Leader of DVDF www.dvdf.org.uk since 2005

That last 5% of polish..

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

You have impossible expectations if you think a game will be completely without bugs.

If you gave them even 2 months between releases there still would be bugs.

The release so far is above acceptable and the bugs right now are not gamebreaking.

It’s not about bugs.. It’s about usability.. E.g if that had a dungeon path/invasion tracker that didn’t work that would be a bug. It’s the fact there isn’t one at all..

Guild Leader of DVDF www.dvdf.org.uk since 2005

(edited by Shanaeri Rynale.6897)

That last 5% of polish..

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

The main issue is that people today is unable to actually do things without the game pushing it straight into their faces, and thus when something is released that requires some thinking on your own people usually won’t have a clue about what to do.

I found this release quite straight-forward. If you actually listened to what the NPCs said they explained quite well what needed to be done.

It’s not about being hand held around the game. It’s about the usability of the game itself.

In just this patch.

1. Why should I have to keep a paper and pen record of the zone’s i’ve cleared an invasion of AND it’s actually updated the achievements. The Game knows what i’ve done so why can’t IT tell me.
2. Why do I need to go find an NPC if I want to do the content on another character, why not just give me the device so I can use it on whatever character I like.
3. Why not structure the achievements so they have a logical flow to them? why do we have a separate invasion and Vorpps ones?
4. Why not think oh right, maybe the players might like to mess around fighting in watch knights tonics or some other high jinks so we’ll make them last until they rezone etc.

More examples.
The game knows what dungeon paths I’ve done. Why do I have to remember?
The anywhere>mists>LA>somewhere else route is universally used. Why do I have to go through that each time rather than an easier ‘port to LA’ button etc

And don’t get me started on guild management ‘features’

Stuff like the token wallet is great, but why should it be down to the players to suggest it?

As I said, it’s the last 5% of thinking about how usable the content is to the player that I think needs more focus. It’s like a right click context sensitive menu. it’s not vital but it’s darn useful and hassle saving

Guild Leader of DVDF www.dvdf.org.uk since 2005

Too much content?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

I do kinda agree. It’s like people have no time to do the normal stuff like level, do dungeons or even smell the roses. There’s such a pressure to get stuff done before the time’s up it seems more like a job than a game.

Guild Leader of DVDF www.dvdf.org.uk since 2005

That last 5% of polish..

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Dunno about you, but to me it’s becoming apparent that in the rush to complete content every 2 weeks good old fashioned user friendliness seems to be being left out. It’s this last 5% of polish and thought-fullness towards the player that’s just not making into the final patch content. Here’s some examples from this patch alone

o Invasion completer. why should we need to manually track what’s been completed(bugs mean that even though you do the event you might not get credit). Why not have each zone as a separate achievement you can track?

o Pointless soul/account bound items. E.g Why have the communicator as a soulbound item? Why make the player go to find another NPC to get a new one for a new toon?

o Stuff that is unfun to use and mess with. E.g 5 min duration with a 30 min cooldown on the watchwork tonics?

o Confusing and contrived quest lines. Alright so I do 5 invasions, got that. BUT unless I know how it works I then have to do another one to get the quest items. Why not just link things in an easy to follow way. Sure people don’t need hand holding all the time, but at least make it so people don’t just go rushing to dulfy to work out how to get started..

And I could go on and on with example after example of game and interface mechanics that well.. Just seems to get in the way of the player getting to the stuff they actually want to do.

It’s like driving along a freeway and suddenly finding a chicane which was put there either because the builders forgot to take it out or they thought ‘you know what, this road gets people where they want to be too well. We need to make it more inefficient’

So, in the next set of living story. Please take a step back and look at this last 5% of polish. For sure it might not be important in the short term, but each 5% of frustration, needing to repeat stuff because it didn’t work, losing track of something etc etc just adds up and makes the game un-fun

And is’nt fun the point of it all?

Guild Leader of DVDF www.dvdf.org.uk since 2005

infinite use tools no longer available?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Wait a few days I strongly suspect they will be back as part of the queens speech content

Guild Leader of DVDF www.dvdf.org.uk since 2005

Is legendary armor coming out

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

We all knew it was coming. I just really hope there is no stats increase, just the ability to change stats at will on the armor. I.e no more power, just different looks and flexibility.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Guild Alliances - Great for Small Guilds

in Suggestions

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Before alliances and it’d work for them too, would be to be able to see the guild chat or each guild you belong to. Whether you represent or not.

Combine this with custom chat channels and you allow the non/’don’t want to be guilded’ to form a shared chat with everyone they know

Social and communication features are very, very poor here in both features and functionality and really need a makeover

Guild Leader of DVDF www.dvdf.org.uk since 2005

Never-seen-Liadri Club

in Queen's Jubilee

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

I’ve not even tried it. I can see how it’s a fun thing to try and have nothing against people who do it, try it etc etc but to me it’s teaching players the wrong message.

Namely the focus on solo play, giving credence to the thought that because someone is a good solo player they are suddenly the most, bestest, least noobie player out there and that solo skills are more important than team skills and synegy

I’d have much rather this be a group activity, they used it to teach group play, find ways to show there’s more to the game than wholescale DPS, timewarps and zerkers, found ways around the dodge>all mechanic and use it to showcase the possibilities the combat mechanics can create really rewarding team play, of how combo synergies can work, needing to work on stuff as a team to get it done in time.

Basically use it to show off and test various dungeon/fractal boss or mob mechanics to see what works and what doesn’t in a single focused place

I enjoy seeing the team lupi speed kills, more than the solo lupi kills. Because the team ones require co-ordination, a dovetailing of skills and traits between multiple players. In short IMHO a greater understanding of the game, not just a single profession

If I wanted to show off my gamerz skillz in a solo game i’d do it in a single player game.

Alas what this is teaching players is that group play is irrelevant, instilling an over -confidence (perhaps arrogance) that because they can do XYZ solo they don’t need to show any regard for the team they are in.

As I said, I can appreciate the fun and challenge people are having doing it but to Anet I would say Wrong lesson, wrong message for an MMO

Guild Leader of DVDF www.dvdf.org.uk since 2005

Evon wins!

in Cutthroat Politics

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

So a late turnaround in favor of a gemstore advocate. who’d have thought…

Guild Leader of DVDF www.dvdf.org.uk since 2005

VOTES ARE CLOSED

in Cutthroat Politics

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

When will we know who won? Hoping for some election night special, complete with pie charts, phone polls and analyst speculation

Guild Leader of DVDF www.dvdf.org.uk since 2005

Will cross-region play ever be feasible?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

LK, I realize you are trying to defend Anet, but it comes across like you are their shifty lawyer, pointing eagerly at the small print going ‘my client never said that’ and in doing so gives the impression that Anet are like a shifty, second hand car salesroom leading a customer down one route that will lead to a sale knowing full well they’ll be back to complain when its too late

Kinda like saying ‘Our car will get you anywhere in the country’, then finding out you can only travel on toll roads

IMHO this is what happened. They made statements like the above, and then found out their architecture, design and self imposed restrictions (WvW etc) couldn’t make it work. So, they abandoned being able to cross region guest after launch(it worked for a short while if you remember).

This was why guesting was so delayed. I’m sure given the parameters they were given they did their best, but sometimes you need to change the rules of the design to make something work. Something which those of us from GW1 remember well, Anet is very good at doing.

The issue is AFIK is that the only people who can work on this are very few, and engaged on other more pressing matters. So it could be re-worked and reviewed but its low down on Anet’s priority list

Guild Leader of DVDF www.dvdf.org.uk since 2005

(edited by Shanaeri Rynale.6897)

Will cross-region play ever be feasible?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Being picky, the above is true. NA people can play with EU people and vice versa. So long as they pay for the privilege and wait 7 days before they can then play with other friends…

Guild Leader of DVDF www.dvdf.org.uk since 2005

Will cross-region play ever be feasible?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

I hope they would revisit this. It is possible to make it happen, as other MMO’s have proved.

And it’s possible here.

What it needs to de-couple your WvW server from the server you do PvE stuff from and a message that says “you may experience less than optimum game play if you play in other region” We’re adult and grown up enough to understand that’s just how things are, without any nannying from Anet.

Without going into too much detail. Instead of guesting, you actually transfer server(just like you do now) when you go cross region and transfer back when you go back. Guesting within region works the same as now. Changing WvW server costs money/gems and has exactly the same restrictions as now.

It was a catastrophic design decision for the community, which was turned from a global go anywhere, play with anyone to a chicken coup with a paywall fence.

Guild Leader of DVDF www.dvdf.org.uk since 2005

(edited by Shanaeri Rynale.6897)

So...New Patch....

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Great addition. However I hope dungeon tokens etc can stack more than 250. I have thousands of the blighters

Guild Leader of DVDF www.dvdf.org.uk since 2005

Mesmer Illusions Standing Idle

in Bugs: Game, Forum, Website

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

It’s been a bug for a few weeks. It does the same at lucipus on the grubs. Put in a bug fix complete with screens a while back.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Why do i have to repair in WvW?

in WvW

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

One of the unwritten objectives of WvW is to draw PvE players into playing it, and perhaps from then on enjoying the experience so much they play it more. A little like how some GW1 PvE missions had the same format as some PvP maps, and indeed cap point PvE events share an idea with SPvP.

I’ve read a number of topics on this, and it seems the issue is non-consensual PvP. In the same way as some players shy away from open world PvP servers in other games, so people do here. Except if they wish to do such things they would expect to do on a pure PvE server(PvE achievements etc ) they have no choice but to engage in non-consensual PvP.

So with no option but to open world PvP, instead of encouraging people to like the area, they hate it.

It’d be interesting to see how effective that approach actually is vs the amount of people stay away from WvW due to frustration from going there.

Guild Leader of DVDF www.dvdf.org.uk since 2005

(edited by Shanaeri Rynale.6897)

Why do i have to repair in WvW?

in WvW

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

It is one of the reasons why I don’t WvW. Personally, I really don’t see how it’s anything to do with PvE. It’s a huge PvP arena with environmental hazards. Players kill players in any shape or form it’s PvP, What’s the difference between say open world PvP in another game than WvW here?

In any case, the main reason is economic. Since it’s possible to progress in the game solely in WvW, and you get sellable items and cash from doing so, you need a gold sink to try and equalise things out.

Guild Leader of DVDF www.dvdf.org.uk since 2005

"new types of legendary gear in 2013"

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

I’d hope they keep the power plateau exactly the same as it is now. However, add in the flexibility of being able to change legendaries stats whenever you like. E.g switch from Carrion stats to Bexerket stats without needing to transmute or keep lots of versions of the same armor to suit all the builds you play.

More power, No. Very bad move. More flexibility, yup

Guild Leader of DVDF www.dvdf.org.uk since 2005

PvE'ers: What would it take...

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

No repairs costs.

Guild Leader of DVDF www.dvdf.org.uk since 2005

PvE SoTG?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

If I remember rightly there were plenty of people from the community who were willing to host it, but with Anet dev’s and CM’s being so busy with everything they have to do scheduling time with them was proving difficult.

There’s also the fact that the show would soon become boring with enthusiastic players saying what about this, and what about that with the dev’s being unable to commit either way to the suggestions being in or out. and to timescales.

In other words it would be like trying to interview politicians

Guild Leader of DVDF www.dvdf.org.uk since 2005

GW2 unlikely to get expansions [Interview]

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

I can see how the living story concept can work, by adding to things bit, by bit and building up to things a fortnight at a time. However, how is this model going to bring back players who have left the game feeling a ‘been there, done that’ or even that the core mechanics at the time didn’t suit.

These people don’t read the forums, and anet certainly doesn’t advertise.

There is a ‘buzz’ about an expansion, an excitement that entices people to come back. Living story doesn’t do that, it feeds the playerbase with snack food just enough to stop people starving, but never enough to satisfy.

Players who left the game, are not going to be enticed back because of content that lasts 2 weeks and is as trivial as ‘press F to dance’ and that is not advertised outside of specific forums and websites. However, given an expansion with a fully coordinated campaign they would do, most in an instant.

The other issue is that living story tells the story from A..B..C..D..E..F all the way to Z so as to get the idea of the plot, how things have changed you will have had to gone through A..B..C..D etc If they don’t exist any more players coming back will feel like they walked in near the end of a film, not the beginning. Which from a narrative point of view is very poor and unsatisfying.

In my view, the living story is a way of putting GW2 on life support not giving it room to thrive and grow.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Guild Halls Are here (kinda)

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

With the introduction of custom arena’s we have the chance to have our own guild hall equivalent. A place we can go to chat, chill, hang out and have some fun.

All you do is:
• Buy a custom arena
• Set team size(10), score(1000), time limit to max
• Set respawn timer, starting players and reserved slots to the lowest
• Select your guild in members guild
• Choose a map for your new ‘Guild Hall’
• And then start it.

You can then just enter it as you would a guild hall

There are however a few catches with this.
1. People who can use it is limited by max team size
2. People will be auto kicked after 30 mins
3. You’ll need to pay for its upkeep

For sure there are some limitations, but for those of us who wanted a place to hang out and have some fun Custom arenas are a reasonable makedo solution.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Pesky Puzzles.

in Guild Missions

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

The hardest thing about guild puzzles is dealing with people who get left behind, stuck outside when the doors close. This can be for any amount of reasons including disconnection, helping res people or just being too far away from the door.

I realise it’s put there to stop leaching but there has to be a way around this (for example a button press that checks if you are in the same guild as it doing the puzzles and then lets you in) It’s the bane of anyone doing puzzles, knowing that a guildie stayed behind tp help/res/do an action gets left behind and has no reward for their hard work or dedication.

Puzzles are great fun, but the left behind mechanic just sucks.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Pdf Book of sea of sorrows?

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

I hate to say this, but the way you write it, it comes over like you want to read the book for free. The kindle app is only about 18Mb in size, and I doubt if the book is over 1Mb, so the download isn’t huge

The legal and moral thing to do is buy it on kindle or other e-books(it’ll be cheaper than the paper version) and then do a small download so you can read it in peace

Guild Leader of DVDF www.dvdf.org.uk since 2005

New guild missions, guild raids?

in Guild Missions

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Guild Challenges are the closest thing we have atm, and personally I think they are great. The main downside they have is they are much too short.

Guild Leader of DVDF www.dvdf.org.uk since 2005

EU All Mesmer Meets Fri 21:00 GMT

in Mesmer

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Hi

this weeks event will be an all mesmer run of CM. If we get enough mesmers we’ll make a contest of it.

Guild Leader of DVDF www.dvdf.org.uk since 2005

Separation between EU and US servers.

in Guild Wars 2 Discussion

Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

Actually, IRL I know a whole load about this(without going into too much detail I do work for DC and infrastructure managed services, often in the $100m+ scale for one of the top 3 IT companies in the world) . I also won’t get in to a kitten contest as to who knows the most though as I choose not to divulge too much about me IRL.

Doing this kinda stuff day in day out for more years than I want to admit. I know what’s possible, what’s not and the pitfalls around them. This is very possible. It’s done every single day around the world, using amounts of data that make GW2 look small scale(in reality it is).

Talking about mis-conceptions it’s a common one in gaming to use the term server to mean a box sitting in a datacentre somewhere. Since A ‘server’ can comprised of many physical(or virtual) servers that can lead to some wrong thinking. In this case i’m using the term server to mean a logical collection of hardware that makes up a discrete and named instance. A logical server can therefore be spread between datacentres(not too far though) or just the one. The size, power and capacity can also be adjusted on the fly to take into account server load or other conditions(such as how overflow works)

When I read how Dust 514 addressed the issue("To mitigate any performance issues that this might have on either of the two games, CCP has designed a server architecture such that the majority of Dust 514 gameplay will be run on various “battle clusters” across the world. These server clusters will handle all the latency sensitive first-person shooter aspects of Dust 514. The main Eve cluster, located in London, will only communicate with Dust 514 for information such as character names.) I thought that is a very neat way of doing things. When I read how GW2’s seems to do it seemed to me to be techinically inferior and far less flexible.

I’m not saying the design is flawed, it was designed around a certain set of criteria and in that respect it’s probably fit for purpose. What i’m trying to do is find a solution that can be put in that does’nt need a complete redesign and yet changes the design criteria such as to eliminate the downsides to it in a reasonably cost effective way.

Probably best leaving it there. I still maintain Anet can change the way things work across regions and do so in such a way that it does’nt need a complete resdesign so we’ll just have to beg to differ.

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Separation between EU and US servers.

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Shanaeri Rynale.6897

We have no info on what/how much/capacity etc of the hardware they use, so we dont know if any new HW is needed at all. The assumption many people make is that to solve a problem you need to throw hardware at it. Now ofc the answer is sometimes, yes you do but clever software design and changes can and do mean no extra hardware is needed at all. I.e We can’t make the assumption that it’s needed or not.

I don’t think you’d need to transfer the data each and every time you log off. Only when you need to transfer from EU-Rest of world or vice versa.

Again the assumption is, is that this would be onerous and hammer the bandwidth, but given the speed in which transfers occured at launch I’m not so sure the overhead would be unacceptable. So yes, while we don’t have measurements etc in place from a historical viewpoint it would seem it could be acceptable.

Teams routinely wait more than 30 mins for people to be available to come so it’s my view that so long as the transfer time is under that time it would be acceptable as a user experience since players often wait that amount of time anyway.

As for the software changes needed, yes I am sure they are trickier than just changing a database field, but remember Anet redid a lot of the graphics engine and network code so as to remove culling. If they can make that magnitude of change once, they can do it again should the desire be there.

Basically, that’s what it comes down to. It’s not impossible to do, neither does it look like it needs a lot of hardware and network changes. What it does need is for Anet to have the desire to revisit something that fragments, disrupts the community as well as make server mergers a whole lot more difficult.

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Shanaeri Rynale.6897

My suggestion offers a solution to the WvW issues. Basically seperate your WvW server choice from the server you actually play on. Then keep the WvW restrictions(cooldown, transfer costs etc) to your WvW server choice.

Does’nt even need a complete re-design, just uses a software modification of systems that are in place and working now

https://forum-en.gw2archive.eu/forum/game/suggestions/An-idea-for-making-cross-region-guesting-work/first#post1634448

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Then ditch guesting and move to a transfer system instead. If it works better to transfer the data permanently than shift it for a while then do that. I’ve already suggested a way to pay for an extra bandwidth(Gem store selling quicker cooldowns) and i’m sure there are other ways too.

For sure we don’t know the design parameters used, but I do know it had some constraints that seem to have directed the design decision.
1. The desire for ‘server pride’
2. WvW being server based
3. Wanting to limit people to a ‘server community’

These design decisions very much affect the solution as much as the technical side. These design decisions come with some very serious downsides such as:
1. Community fragmentation(players forced to choose which friends they play with)
2. A greater impact of Server Merges. Server merges have little or no effect on serverless or freedom to choose a server whenever systems.
3. People being stuck on empty servers.
4. Limitations on recruitment and choice of guild

If you look at TSW, EvE, the up and coming TESO then it is certainly and technically possible to have a world wide MMO without the divsion of servers that is playable from anywhere.

The technology side we cant do much about now. But we can challenge the non technical design and suggest a better way of doing things. Think different was always something I attributed to Anet, perhaps it’s time they did.

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Anet Logic: Temporary > Permanent

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While I love the idea of the living story it should supplement more permanent content. Atm it feels like Anet is trying to feed it’s customers solely on a diet of snacks (you feel saitied for abour 30 mins then hungry again) rather than a healthy balanced diet.

I hate to say it, but this game badly needs a full expansions worth of content and improvements now. Living story and RNG gem store stuff is’nt enough to maintain interest in the medium/long term.

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I don’t think the problem is as simple as you’re thinking it is.

You can only have one unique account because you can send game mail from US servers to European servers. So you can’t duplicate someone’s info in both server parks.

A transfer presumably moves all your information permanently from one server park to the other. That transfer takes bandwidth and presumably processor power. To do it back and forth every time someone wants to guest would probably be prohibitive, particularly if you have large numbers of people doing it.

In other words, if you play on a European server, your data is in the European server park. If you play on a North American server, your data is there.

If you were guesting, you’d have to go from your computer to Europe and then back to your server park, back to Europe and then back to your computer. At least this is my understanding of it. It would double the lag of transferring.

Firstly, when there were far more concurrent users at launch you could transfer freely and quickly. Why would it be any different now

Secondly, as I said above and in the suggestion, you simply have a cooldown and/or a restriction on how many times you can transfer in a given time period. If you are in a hurry, or really want to go there buy a consumable item from the gem store to help pay for any extra bandwidth used.

Even if you have to wait 10-15 mins for the stuff to copy over I know people would rather have that than be unable to play with friends or switch to a server from their native timezone once it goes quiet in the one they normally play for.

Thirdly it helps alliviate the issue of server merges (and they will come) and quiet servers if people can just go where they want to.

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So what happens when you transfer then? Why not adapt the transfer mechanic since it seems to work fine? Why not just ditch the guesting mechanic?

If as you say people’s latency is so bad and so distruptive to game play Why even allow player to roll on opposite region servers at all? Because if it’s as disruptive as you say Why not just seperate EU and Rest of the world for stop people getting such a bad experience?

I’ll agree the problem is the design, but to me all the transfer mechanics are in place and working and did so just fine at launch so there is no reason why they wont still work now once you solve the WvW and node jumping issues. All of which seem pretty simple too.

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Why have different data centers, is the question….

Latency. Not everybody is connected to the game using high quality bandwidth. Connecting to a US server from across the ocean with a low quality bandwidth provider would have hellish latency.

If latency is so much of a problem they won’t let players guest to different regions because it will detract from the game then why allow players from one regions to roll on the opposite region at all? Especially since the degradation would be all the time, not just for the few hours the guesting would allow?

Besides isnt it down to the player to decide what’s good and bad? Just give a little message box that says “Changing to a different region may cause lag and detract from the experience, do you want to continue Y/N”

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My suggestion deals with that (I hope ) Basically you chose a server you want to be loyal to, and you can only WvW when on that server. The actual server you then play PvE on is then seperate from your loyal one.

All the restrictions for WvW will then apply to you loyal server not the one you play on(for example gems to transfer. cooldown periods and being able to see the map)

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That is not how guesting is set up in this game. When you go to the character screen, you can go to your home server or another. It’s difficult to keep data updated on two data centers.

I’ve stated several reasons why it would not work and a link to a thread was posted giving more reasons. Please read those if you want to know why not. It had to do with the volume of requests.

I’m not talking about guesting, i’m talking about actual transfer with a seperation for WvW and nodes. Basically, taking things back to first principles and what used to work.

Heck even having to wait 10 mins for it to transfer you over is way better than not being able to do it at all. The ’that’s because it’s the way it works now’ reason is not a reason to look at things from a different angle. People assume guesting is the only way it can work

As I said in my suggestion put a delay on transferring back, and even add a speed up consumable in the gem store to help pay for extra bandwidth.

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The problem is that you have data on two data centers and its difficult to keep both current. Transferring it back and forth is not as simple as you may think. It’s not like moving a file from one folder on your computer to another. There’s more to it.

Then how does the exsting server transfer mechanism work? My suggestion is to use the same server change mechanic that’s in place now with various safeguards to ensure WvW and nodes are protected.

Remember we could change server at will at launch(even to different regions) as much as we liked. If it was possible then, why is’nt it now?

Guild Leader of DVDF www.dvdf.org.uk since 2005