Have you tried the `-repair` option to GW2, or deleting and redownloading the gw2.dat file? Perhaps some of the issues, especially vanishing models, are related to local corruption?
Repair has NEVER worked on my system – Anet knows it and won’t help. I have the emails. The fact that it doesn’t work for many should tell Anet something but they, to date, will not listen to any of us.
Secondly, I have already uninstalled and REINSTALLED in a DIFFERENT drive and a DIFFERENT file so it’s not my issue, it’s Anet’s ‘issue’.
I’m not sure if you are trying to say that “running repair did not fix [your] problems”, or “running repair didn’t work correctly”. It might be beneficial for this discussion to clarify that?
Being able to reproduce this with a clean install certainly suggests that it’s not tied to the content of the file. That does not rule out local hardware or software issues, though. In either case, best of luck!
I have tried many times since the release of the game to do a “repair”.
Go look it up, “repair” works for very, very few.
The game bugged to death, quest chains on many maps are bugged so it’s not just WvW, but when one can’t even see a property’s color or ANY of the above listed bugs that still to this day are not fixed, something is wrong, not with the computer, but with the information exchanged between server AND the client.
WvW is in dire shape, but don’t bother caring, you’re probably not even in there a tenth of the time most of us are who DO care about it and see the glaring inaccuracies and blatant neglect.
And my email has nothing to do with “not” getting answers from a ticket – I get emails from GW2 just fine… no issues on my side, but they don’t have ‘email’, they have a ticketing system that uses a form, not an email account that could possibly at the very least be trackable and provable. If we can’t track what we send, it’s our word against theirs… and we all lose.
I have to say here, your attitude really, really isn’t going to motivate anyone to want to help you out. You are that customer standing in line, screaming at the top of your lungs because you didn’t want bacon in a bacon cheeseburger, and you don’t know why they didn’t read your mind to put it in there.
In what might help, the email being referred to was the one generated after you submit a ticket via the form. The ANet support system send you an automatic email to confirm that, hey, your ticket was received.
That is, the tool to allow you to track that your ticket was sent, and received by ANet.
It is probably also worth remembering that the problems you describe are gross, obvious, constant problems. If the game was so broken that they happened all the time, for all the players, they would be solved.
Since they don’t, in the experience of others, exists to that degree, we suggest things that might help you out. Not will, but might. Because we would prefer you not to suffer like this.
All that said, I think you would probably be better served playing something else. It’s clear that both GW2 does not work for you correctly, and that the support you receive is not to your satisfaction.
Given that neither of those is highly likely to change, I’d strongly encourage you to consider other games, where you might have a much less aggravating experience.
The event can’t bug out forever; all the events respawn with a new map and we get a new map with each update. The last update was 5 days ago.
(That said, I think ANet should give up on trying to fix the event chain and instead find ways to ensure that players can keep the chain moving when — not if — it breaks.)
The production engineer in my really, really wants ANet to accept reality, and schedule a map instance shutdown after about 8 hours of running, using the existing “soon closing” technology. Even if it doesn’t always work, it’ll much sooner work around these issues.
It’s about having it things more or less work, while you solve the underlying problem.
No one knows what the “chance of rarer materials” means. Is it an absolute increase? A fractional increase? Or does it work like Magic Find, in which it increases the value of the ‘roll’ to determine which loot table you are in (e.g. common, with no chance of rarer materials versus uncommon with a tiny chance, or rare, with a small chance).
I don’t disagree, but I’d also suggest that it’s absolutely valuable to have someone look into this and post here if they don’t think it’s behaving as expected.
If nothing else it increases the odds of an official response.
The exploit/abuse email address in https://wiki.guildwars2.com/wiki/Reporting is probably the best way to report this.
Neither one is especially good, honestly. If I had to guess, the Wine 2.0 release apparently runs with GW2-64.exe, and is likely to be the best option until a “native” build comes from ANet.
FWIW, I did try Parallels, VMWare Fusion, and VirtualBox. All ran GW2, but none ran it especially well. I ended up going with the “beta” client, and ramping character model count and details right to the very bottom to minimize memory use.
That, and exiting after a world event, solved most my issues.
FWIW, doing other events can help bring it forward, and hanging out in the trigger areas seems to help cause them to start. (By “seems”, I mean, it feels like it does, but I have no proof either way.)
Have you tried the `-repair` option to GW2, or deleting and redownloading the gw2.dat file? Perhaps some of the issues, especially vanishing models, are related to local corruption?
Repair has NEVER worked on my system – Anet knows it and won’t help. I have the emails. The fact that it doesn’t work for many should tell Anet something but they, to date, will not listen to any of us.
Secondly, I have already uninstalled and REINSTALLED in a DIFFERENT drive and a DIFFERENT file so it’s not my issue, it’s Anet’s ‘issue’.
I’m not sure if you are trying to say that “running repair did not fix [your] problems”, or “running repair didn’t work correctly”. It might be beneficial for this discussion to clarify that?
Being able to reproduce this with a clean install certainly suggests that it’s not tied to the content of the file. That does not rule out local hardware or software issues, though. In either case, best of luck!
That’s a shame, I kind of liked how the Revenant generally moved in battle. I may still consider it, just for fun. It’s kind of looking like I’ll want to stick with my Warrior I’ve been leveling. Thanks.
All the classes are fine for all the content, even the highest end pvp or raid stuff. It’s just the “meta” isn’t currently favoring them, so the people who don’t really know much … don’t bring them.
If you don’t try and run with random pugs, you won’t really have much issue whatever you pick. We also have a balance patch coming in the next month or two, which will once more shift the meta, and your warrior (or whatever other flavor of the m{onth, eta} class you pick now) might be out…
Thief is more dependent on preventing or avoiding damage than other classes. OH pistol gives good access to blind, which might help, and dual pistol has access to high burst which can be a big help getting things down fast.
Beyond that, dodge more, or consider something a bit more robust (warrior, necro, ranger) as an early character, and come back to thief when you are a bit more practiced at the “action” aspects of combat.
FWIW, this “dodge, prevent, or die” model becomes more pronounced at higher levels in thief. It’s not a problem, it’s just a play-style thing.
Bleh. Skill rating and matchmaking are horribly designed. Most everyone is stuffed into gold in crap matches.
This season was the most boring since the game launched.
Total fail.
…wait, wait, you are saying that most players would up in the middle bracket, and that is a problem with the MMR system?
Because, uh, sounds exactly like what you would expect in a system that reflects actual skill in MMR, and MMR in the bracket. Most players are … wait for it … average! Just like you. Yay!
The details are here: https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
The short version is: your MMR is an algorithmic guess about your skill level, compared to the skill level of all other active pvp players. (eg: it’s not an absolute value for skill, just a relative one.)
It takes around 90 games to home in on an accurate assessment, assuming nothing changes in your skill in that time. So, after 10 placement matches you are about 12 percent of the way to having an “accurate” MMR.
Keep playing, and you will rise or fall until you hit the correct level. Ditto your friend, who will also do the same thing.
The initial 10 games are labelled “placement” but … that’s the only difference. They don’t actually do anything different in terms of MMR or whatever.
Am I the only one
Yeah probably are.
Nah, I don’t really mind the speed either. It’s very rare that I need to craft enough repetitions of anything that it matters.
I’d like some quality of life improvements, but those are around reducing the number of clicks to craft-on-demand things: basically, the “queue” feature from the various “advanced crafting” mods for other games.
That is, my goal is to make, say, “Yassith’s Viper’s Stabbitator”, so I go to the recipe for it and …
… right now, I click the little magnifying glass beside the first missing component, then the first one in that, and on the third level deep have to craft 15 of something — but I need to remember it was X requires 3 Y which requires 15 Zs to be made.
I’d much prefer to click “make me one of these” on the stabbitator, and have it say "you gonna consume 45 glitter ores, 17 thermofizzles, a pile of glittering dust, and some cotton candy to produce this, shall we — and then just do it in one big shot.
eg: I’m fine with time gating, just don’t make it click-driven. Let me hit “gather” or “craft” once, and then wait until the entire process is finished, end to end. Pressing “gather” four times to gather the guild ore synthesizer is annoying not because of the time it takes, but because I gotta hammer on that button each time I partially complete the process.
I agree with all that you said, and taking it a step further I would like to see a “refine everything” THEN I would be able to actually take that break without coming back to click the next item that needs refinement.
FWIW, some things (iron ore, to iron and steel) have more than one production, which makes solving this outside “this end product” an mind-reading-complete problem..
Hey guys!
I’m currently a little bit out of the loop but I thought we would get every 3 months a balance patch. The last big balance patch, when ArenaNet butchered several classes like Necromancer and Revenant in PvE, was released 3+ months ago.
Are there any news I haven’t seen or some kind of information what we can expect with the next patch?
Really not sure why you are so excited, since the next balance patch is likely to be similar to the previous one, and the one before that, in terms of changes. So, expect more “butchered” classes…
It is also worth noting that, while playing WvW, I cannot say that I have experienced that long list of bugs your mention. While that is just my own experience, it does hint that some or all of the issues may not be as universal as you suggest.
Have you tried the `-repair` option to GW2, or deleting and redownloading the gw2.dat file? Perhaps some of the issues, especially vanishing models, are related to local corruption?
GW2 does not change the DPI settings on your mouse. Perhaps there is some keyboard or mouse shortcut you are hitting that is enabled if and only if gw2 is running, or something?
At least some gaming mice come with software that has “per game” profiles that can cause effects like that.
Can we please get a working Mac Client [Merged]
in Account & Technical Support
Posted by: SlippyCheeze.5483
so who can combine the client?
https://wiki.winehq.org/MacOS
http://wineskin.urgesoftware.com/tiki-index.php
http://winebottler.kronenberg.org/
Both of these use the upstream FOSS Wine client, but provide helpers for putting it together nicely as a macOS app bundle.
If you are not comfortable doing it yourself, use one of those tools.
I noticed that time of play makes a big difference. I was having a fairly good tournament until one night that I played late and lost 10 of 12 matches. Huge skill difference between teams in losses.
Advocate for slower queues, for better matchmaking. The larger the difference in MMR, the more likely you are getting the player-desired “fast queue” rather than “fair queue”, which sucks, but … it’s a factor of life.
At least you can take solace in the fact that you are gonna be placed on the “wins because high MMR” side as much as the “loses because high MMR” side.
I mentioned it because the very same thing happened to me. Where i had 3 thieves almost 10 times in a row. People still believed its because of me that we lost you know, that I started to randomly play bad and lost 10 matches in a row. Not a slightly chance its the systems fault
cough you forgot to give us the count of matches you won because the system placed three thieves on the other team, in your recounting there. Was it “almost ten times in a row”?
Because, y’know, any “random” bad stuff happening to you could just as easily happen to the other team when, say, the matchmaker puts you on the opposite side this round.
Which is why people don’t take your complaint seriously: I absolutely, totally believe you got those games, and it’s credible that you even lost them because of it. It’s not credible that a system that produces such bad matches ONLY EVER PLACES THEM WITH YOU, and never gives you an easy win by producing an equally bad other team.
This is not the point. The system means two people with the same skill can need 10 or 500 matches to get to their MMR and some might give up or never be able to play that much games in a season. For people with bad luck it becomes grinding while for others it´s easy to enjoy their right position from start and both have the same skill.
If it takes 500 matches to get your MMR settled, something is dramatically wrong.
…but, really, I think that the issue is that you don’t understand how quickly Glicko-2 MMR converges on a solution. The number of placement matches, 10, wasn’t actually picked at random, y’know?
If you wanted to take a guess, guess how many matches it will take on average before you are in the right ballpark of MMR? I’ll wait … and done. Did you guess 10? I certainly hope so.
It’s also notable that 89 matches is the “magic number” for convergence in a 5v5 competition. So, 500 is only about 5 or 6 times an overestimate.
Finally, do you really think you would converge more quickly if everyone started at MMR 350, full stop? Alternately, do you have some other proposal for what might reduce the time to accuracy as a starting point?
The only point I agree with you on is that, yes, some players may not continue to play if they feel their MMR does not accurately reflect their skill. We have already seen plenty of support for that in people here, talking about “ELO Hell”, etc, because they were used to a system that did not reflect skill, and now it does … they don’t get the rating they “deserve”.
Am I the only one
Yeah probably are.
Nah, I don’t really mind the speed either. It’s very rare that I need to craft enough repetitions of anything that it matters.
I’d like some quality of life improvements, but those are around reducing the number of clicks to craft-on-demand things: basically, the “queue” feature from the various “advanced crafting” mods for other games.
That is, my goal is to make, say, “Yassith’s Viper’s Stabbitator”, so I go to the recipe for it and …
… right now, I click the little magnifying glass beside the first missing component, then the first one in that, and on the third level deep have to craft 15 of something — but I need to remember it was X requires 3 Y which requires 15 Zs to be made.
I’d much prefer to click “make me one of these” on the stabbitator, and have it say "you gonna consume 45 glitter ores, 17 thermofizzles, a pile of glittering dust, and some cotton candy to produce this, shall we — and then just do it in one big shot.
eg: I’m fine with time gating, just don’t make it click-driven. Let me hit “gather” or “craft” once, and then wait until the entire process is finished, end to end. Pressing “gather” four times to gather the guild ore synthesizer is annoying not because of the time it takes, but because I gotta hammer on that button each time I partially complete the process.
Depends on what you want from a longer-term MMO.
The biggest thing to note about this game is its lack of vertical progression – which is a staple in WoW. I’ve had my level 80 for four years now and aside from getting ascended gear when that came out, there has been nothing required of me to keep my character up-to-date besides changing my trait/skill setup now and again. In a game like WoW, you have to constantly play to retain the highest-level gear and each expansion practically cleans the slate.
Vertical games (like WoW) tend to have much bigger bulges/dips in player count revolving around new content. Games like Gw2 will likely not have those massive player-count spikes, but also won’t have that big dip either. There will always be a group of people playing this for its decent mechanics and its casual format.
GW2 also doesn’t have the “throw away” content — garrisons, artifact weapons — that WoW does. People used to ask when “WoW 2” was coming, and I always said that each xpac was the next version of WoW in any way you considered significant.
GW2, by contrast, feels like a single, contiguous game, where I don’t get a “season reset” each time content is released. (In WoW, that was pretty true for each new raid tier, as well as the xpacs.)
ez answer, just use this calculator:
copy and paste from above, just in case this is missed when someone jumps to the bottom:
Yes, but not the materials you get from salvage, which makes it less accurate. I’d add at least 10 percent to the price there to account for the money you could instead make simply selling the leather, cloth, and metal salvaged out on the trading post.
FWIW, over in WoW they finally released an item after an awful long time that disabled the “train set” toy, both sound and action, on a character. That was /such/ a relief.
(Though I had long since disabled the sound by placing empty files where WoW looked for them unpacked on disk prior to in the archives. This was an extremely common and well documented work-around, because I was hardly the only person bothered by this noisy, interrupting spam.)
I’d love to have them disabled everywhere. I don’t like these toys, and the only time I ever trigger one is accidentally. I’m sure some people enjoy them, but I can’t stand them.
Letting me opt out means everyone wins: others can still deploy them, but for me, they don’t exist, thus no problem. Yay!
Soft reset: (Previous Rating + 1200) * 0.5
However, everyone’s deviation got reset, so your still move up and down a lot from this new rating.Why even include the old rating? Since higher MMR was detrimental (higher queue times, harder to earn pips) a lot of people did not care if MMR was low.
So that the esl players would have less of a chance to match up against people who bought the game last month. It would have been much more chaotic with that approach.
Yes. We’ve done a full reset before and it was awful. Keeping everyone’s relative position means matchmaking isn’t completely random at the start of the season.
But Evan… getting a new pvp system without a full or hard mmr reset just won’t work either. Before this season you could play as a full team and now you just can’t. Which simply means that some people do not have the mmr that they actually SHOULD have.
Between the soft reset and the season that gets corrected, if you do a hard reset it means a much greater group of people will have at the start an MMR they shouldnt have.
I’m always confused by the earlier, because regardless of how many people start the season with the wrong MMR, the only people who keep the wrong MMR are people who don’t play PvP at all.
If you play, the error is corrected. If you don’t play it really doesn’t matter if you MMR is wrong, because you, y’know, don’t play. So shrug
So, yeah, it’s nice to have a soft reset to reduce the error initially on the assumption that people are approximately as good each season as they were in the last, but it’s also not even that important to start at the “right” MMR anyway!
It increases the amount of work being done in the rendering pipeline, probably mostly on the GPU side. This may reduce performance, though probably not by a great deal.
Mostly, it’s supposed to change the visual effect of distant objects. You should select it, or not, to personal taste. Me, I like the effect, but I can see why folks wouldn’t.
Why is it that DH skills work and use terrain to instakill, but for every other class you only see path not found?
Luck of the draw, more or less. It’s not intended, it’s a bug.
I can give you the TL;DR answer to your question: if your team has bad players in it, there is a greater chance those same bad players are going to be placed in the other team next round than placed with you again.
So: MMR is an approximation of your skill, and because there is an even or better-than-even chance the bad players hold back the other team more than they hold back your team, there is no reason you will get stuck with a low MMR long term other than that being an accurate representation of your own personal skill.
lol turrent engi, nice. agree for the most part but it still seems like glicko cant handle the complexity of gw2 and mmorpgs in general, namely enemy team buying a team mate to forfeit (or a solo actor that’s salty), people running a build they don’t know how to play, and bad rotations. things like this all contribute to a loss that a player has no control over.
See of course i can agree with you that the system not being able to correctly give each player there “perfect rating” but im pretty sure we can all agree that it is giving a near accurate rating.
It’s always entertaining when someone says that, then throws up examples of CS:GO or some random MOBA as being so much better … when they use the same system.
Really, though, most of the problem people have with MMR is that they see one instance they don’t think is fair, and extrapolate to MMR being entirely broken. Because they don’t imagine that one AFK player could get just as easily placed on the enemy team next team, leading to exactly the opposite layout.
Top players facing mainly lower lvl players, even those out of top 250, and easily farm the skill rating. If the system would be fair as Anet announced, then top 100 would play against each other 90% of the time resulting the top 100 would change constantly as players maintain their lose/win streak.
You know that you get very small changes when you mostly win or lose as expected, right? Which is what the case is up in the top 100 and all. So, uh, top 100 player vs low rank player, top 100 wins, gains very little. They lose, though, they lose big!
So, yeah, your understanding of what causes changes in MMR is a little off, but … those top 100 players do mostly play other players of similar rankings. They do move up and down. Just not to the degree you seem to imagine they “must”.
I won’t pretend to have done enough thinking about hard resets and the inner workings of a solid Glicko system to talk about those things, but I would like to see the up-and-down of that number reflect actual performance, rather than just the win or loss.
It’s worth noting that it is not just “thinking” that backs Elo and Glicko, it’s actual hard math. Probably a mostly pedantic point, but … it’s worth noting that these have had significant thought and math and refinement applied in the real world.
Anyway, the key issue with your idea is that it builds a metric into your score changes. Once you have a metric, people play to the metric — and you get what you measure, nothing else.
If taking top stats is worth something, you get builds for it: the “top DPS” glass cannon build, the “nothing but stability, and resurrection” build, all of which contribute less to winning the match, but more to the personal score of the player involved.
The only thing that, ultimately, reflects skill without forcing particular playstyles on people is … win/lose. Not how you get there. Which is why these systems pretty much all end up falling back to it.
Also useful to remember: they also result in good matchups, using only that metric, so this is a tested and valid way to measure skill.
Also also useful to remember: no matter which game you point to as having a “better” MMR system, it’s almost certain they use the same basic math that GW2 does.
You people have such a short memory, DH for the first 2/3rds of 2016 was deemed the worst/most useless profession in pvp and was the only profession to receive a F ranking from the ESL player poll
I’ve been especially entertained to see both “warrior OP, nerf them” and “thief OP, nerf them” threads here, concurrently, both citing the utter impossibility of the other profession ever beating them.
I ran the Aurene quest for the first chapter of living world season one and never gave her the smoked fish. I kinda wanna see if I can raise Aurene to be evil. Is there anything else terrible I can do?
so aurene will turn evil if we dont give her a treat even tho she helped us help orphans hmm
It’s like we are the lite version of evil. More kinda … lil evil.
Ps. This is a good example of why I feel content should be released on a per system basis, so folks can buy just the parts that they actually want to use. Bundles can be made for convenience for people who want to save a few clicks. Also, it would be a handy way for the game company to see exactly the kind of content that earns them money. Right now it seems that ArenaNet are stuck in a feedback loop where they make a lot of cosmetics, because the cosmetics sell, because there isn’t much else to buy so… people buy cosmetics! If they put more stuff up for sale, people will buy a wider variety of stuff (shared inventory slots being a recent great example. Mounts, houses, furniture, raids, general maps, pvp maps, and dungeons would likely sell really well and they’ve basically chosen to not have people throw money at them for these things for the past 4+ years).
People are really, really bad at predicting what they will enjoy; usually it turns out that if you give them what they ask for they remain unsatisfied.
This approach would take that to the Nth degree: now you can opt out of all the things that make the game feel alive, and you wind up in what amounts to a lobby game with whatever the “widely known” highest reward/time value content attached, and absolutely nothing else.
Which it turns out are kinda boring, and so people move on to the next thing.
If y’all are serious about this, use the in-game report option to report them for botting every time you see it. That is what gives ANet the information needed to take action on any sort of “not at computer” bad faith play.
You can also be certain that they have metrics and discussions about what people report, and how frequently, and that sort of thing, which are likely given more weight than forum posts — in part because they are a quantitative measure of how widespread the problem is, as far as players are concerned, while forum posts are mostly a dozen people or less.
Finally, don’t expect to see instant action. Usually there will be some delay in the report => review => act cycle, and sometimes companies hold off action to do a big wave of follow-up along with making it impossible to repeat the action.
When people say “the cloud” they really mean “other people’s computers”; sounds like what happened in your case is that one of the dozen or so routers or computers between your client and the ANet servers had a problem.
Then the problem was fixed, but whatever third party unrelated to either of you that runs it. Which was this strange, “nothing changed on either end”, problem that just went away.
18 confusion ticks on a condi mesmer are nothing out of the ordinary. They can be applied easily with a full shatter + signet of illusions.
18 ticks and 18 stacks are completely different things … the DoT portion would only be 1 per second then the other 17 means OP had to be using 17 skills in that time period
You don’t tick confusion for, say, every one of the five “attacks” a second from engineer flamethrower, do you? Something like that with some on-hit or whatevs activations could cover the ground for a lot of ticks?
It is probably worth knowing that once you start to get outside of game specific problems, it’s not really the thing that ANet support are trained to be the best at. It’s not, after all, their job, once you get much outside the game itself.
Network and hardware problems, it’s much more of a gamble if they can really help.
Please dont call it skill rating its so inaccurate. It could be called skill rating if it represented YOUR SKILL but it doesnt. 20% of the so called skill rating is you while 80% of it is random 4 players you get.
In each individual game, sure, it does — and your win or loss is determined in the same part by the five random players you face off on the other team. Over many games, it reflects your skill.
You seem to be making one of the classic mistakes, which is to look at a single event, then complaining that something that measures skill over many games is inaccurate.
You kinda forgot that the random 5 players that you are facing can have up to 600 more individual skill rating than you. Which can lead to – If u cant beat someone with 500+ rating, you wont progress.
It can be called skill rating if the matchmaking is perfectly balanced and that will never happen in gw2 due to population problem.
To your, so called classic mistake:
Does it make sense that my skill rating that reflect my skill ( thats what you think i guess) will go drastically down in over a day. We are talking about 250 rating here. If the skill rating perfectly represents your skill that situation should never happen unless my playstyle went really downhill or the matchmaking of the game is bad.Hmm let me guess which one will it be….
I didn’t forget that the random five players on the other team can have 600 more MMR than you … just like I didn’t forget that the players on your team can have that 600 more MMR.
The problem with “ELO Hell” or “MMR is inaccurate because team composition” as ideas is that every single thing you say is keeping you down because it can randomly happen to one team or the other … applies equally to both teams.
You are also mistaking “MMR is accurate” for “MMR is perfectly accurate, all the time”, which your argument would break, yes. However, why did your skill go down 250 points in a day?
- you had an off day, and played really badly today
* you have high volatility because you have not played in a while
* you have high volatility because, despite randomly matching with players better and worse than you, you still lose when expected to win, and win when expected to lose
* your MMR is higher than your skill, and it’s still moving toward the correct value (which takes ~ 100 games)
* you switched your build or class to something else, and suck at it compared to the one you played before (right now, at least.)
* you duo-queued with someone with a very different MMR, and that made it harder for the MMR algorithm to home in on your skill
* you played at a super-quiet time, so a broader distribution of MMRs in the games, leading to increased volatility
Ultimately, though, your MMR going down means just one thing: you lost matches you were expected to win, and didn’t win matches you were expected to lose. The people you were randomly matched with played better than you did.
Going down a long way means one of two things: either your personal volatility is high, or you consistently played badly despite it being low. Either way, your MMR was lowered to reflect the quality of your play.
Sorry, I know that’s not nice to hear, but … ultimately, your MMR will wiggle up and down a little around the target point, because it is always an approximation of skill. If it changes dramatically, though, that’s about you, not the game.
just my 2ct: GET RID OF SERVERLINKING. it hurts..
What would you replace it with, then?
Just delete some servers and move some players into a single server.
No need to make it complicated.Isn’t that the same as linking the servers?
Well, yes. For every practical purpose. Except that it is unchangeable. Plus, doesn’t stop transfers, so you just get a smaller number of less balanced servers.
Though, without a statement of which of the many problems caused by people they were trying to solve with this, we can only guess if it would solve that one individual issue in isolation, regardless of the other effects.
I always thought Elo hell was when the matchmaker preferred to place you with teammates who were less skilled than you because your MMR was lower than your actual skill. You then got placed against higher rated teams which forced a loss, lowered your MMR, and repeated the cycle. Theoretically we saw this in season one and two. I seemed to experience this in season 2, though by the end I was getting more wins again.
However, they changed the way the matchmaker worked in season 3, and matches were aimed at being balanced with regards to MMR. What we experienced throughout all 4 previous seasons was people grinding to ruby division because of safety nets, creating a pool of players in low ruby who were anywhere from horrible to decent, but were being placed in same matches because of drawing from pip range.
Theoretically, both of these problems have been fixed. So I don’t really know what Elo hell is this season. Anecdotally, there seem to be issues, but I couldn’t surmise what could be causing them.
Your summary isn’t terrible for “ELO Hell”, though it’s really more that you can’t possibly get out of “hell” because of your team — even when placed against teams of exactly the same composition. Not “better teams”, just “identical teams”.
In reality, “ELO Hell” is just a way for players to say “I believe my skill is higher than my MMR, so clearly the MMR algorithm, or the rest of the team, are the reason my MMR is low.”
It’s like that person always boasting about how awesome they are, but when it comes to the point of doing the thing, they do terrible, then blame everything else. “Oh, the sun was in my eyes. My pencil broke. The teacher lied to me. I had a stomach ache.”
Please dont call it skill rating its so inaccurate. It could be called skill rating if it represented YOUR SKILL but it doesnt. 20% of the so called skill rating is you while 80% of it is random 4 players you get.
In each individual game, sure, it does — and your win or loss is determined in the same part by the five random players you face off on the other team. Over many games, it reflects your skill.
You seem to be making one of the classic mistakes, which is to look at a single event, then complaining that something that measures skill over many games is inaccurate.
You would probably be better off investigating the API, and petitioning for more information from it if needed, to build this as a third party tool.
If you really want it in-game, you could look to things like gw2navi or gw2pao to add the features, or to build a similar tool to draw it yourself if you wish.
Nope — because despite being the hero, you are in a story that you don’t fundamentally control.
This is the biggest shortfall of the model of player/character as the hero, in game design, rather than something more like what The Secret World did — character as a contributor, possibly a wildly significant one, to the story, but not the lead.
Since 3 different teams work on the Living World Story maps, and rotate through the cycle, I would think the team that worked on Bitterfrost Frontier had the most time to complete their map.
Everyone knows that assumptions about why your favorite bug happened are more significant than realities of development.
If you see me online in-game, I’m happy to be asked, and to come help if needed. I found the rifts were a little further away than I expected from the site, and also, I needed to have the LS3 story progressed “sufficiently” to be able to trigger it.
I /think/ it is probably only Bloodstone Fen, but it could be further episodes: I spent a while, then shrugged, went and did the story without the stabilizer, and came back to find it easy to obtain.
+x%wxp would be pretty cool. Or just fold it into the existing xp infusion would be better.
Reward track would lead to people wanting the same for pve map bonus’ and pvp tracks. Not that i’m against it for wvw/pve ( pvp i’m not sure how it would apply, since gear does not typically apply in the same way).
They already do that with guild bonuses, so it’s not unreasonable to think it might be done here too. OTOH, they already do that with guild bonuses, so….
You and whole pvp developer team should apologize from us (the ones who gave precious time to enjoying the game and can’t because you didn’t done your job about fixxing that issue) apologize from everyone in the game about your mess. There is nothing more precious than time in this world and you are stealing from us cause you and whole pvp team didn’t do their job and not fixing that problem. Yet alone you didn’t even consider that important algorythm mistake as an issue. Me and whole PVP players are demand solution immediately
You absolutely, and uncategorically, do NOT speak for me here. Please, express your opinion, but don’t claim that all the pvp players share your views, or attitudes.
I usually see that right after the game has loaded. After playing for a while it goes away although that is still only in some locations.
That exactly describes the file being cached in memory — slow to load the first time, but fast afterwards, until you hit something not yet cached which causes it to be slow.
Except that is like that even when going to places I haven’t been to in weeks.
Probably more likely that at startup there are many things that need loading and these things have an incorrect priority set on them so they are being loaded later than intended.
…or the textures and models are also used elsewhere in the game, so are preloaded? Anyway, it’s just speculation, ultimately.
I’m doing some map filling and playing the game super casually. I usually play axe+torch and longbow and might do events, new zone stuff, so I don’t need anything too complicated. When I go searching for builds as guides I find a lot of conflicting things. What suggestions might you guys on the forum have for me? Eh?
You can play what you enjoy, and do just fine. It won’t stop you completing most of the content, even if it’s not a “good” build. (and if you find yourself short on something, adjust a little to fix the deficit.)
The biggest thing I’d note is that torch is all about condition damage, while longbow is about power damage, and MH axe is a mix of both. You might want to pick one or the other to focus on more, if you find your DPS is falling short of your needs.
Until you get to that point, though, that is a fine combination.