Showing Posts For mcl.9240:

Piken Square roleplayers in WvW

in WvW

Posted by: mcl.9240

mcl.9240

Please make this complaint specific to the one guild (I’m assuming it’s a single guild) doing this. Don’t tar all RPers with that brush. the vast, vast majority of RPers would never do this.

Solution to night capping/overwhelming numbers

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Posted by: mcl.9240

mcl.9240

mcl you could have just said that you have absolutely no idea how to fix the problem. that would have saved yourself some time. It is quite clear you do not grasp the problem.

I grasp the problem completely. But since you believe I’m wrong, kindly explain how the things I listed do not solve the problem. HINT: claiming that you can’t do them isn’t a valid defense of your position.

Solution to night capping/overwhelming numbers

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Posted by: mcl.9240

mcl.9240

Define “outmanned”.

Does the code kick in when there is a single extra person on the enemy side?

How do you prevent the situation where the two losing servers intentionally reduce their numbers to penalize the winning server, and then team up against them?

How do you fix the current problem? Allow the populations with two times as many people continue to crush any and all that get in their way?

1. strategy
2. organization
3. cross-server alliances with the other losing server (there are three servers in WvWvW, remember)
4. teamwork
5. not giving up
6. Going into WvWvW to win, not to farm jumping puzzles or resource nodes or mobs
7. tactics
8. Deciding on leadership, rather than having a dozen random people all ordering people around in /map or /team.
9. Not falling for things like having a bunch of the enemy run past and whack your gate a few times and draw almost your entire defending force away, then losing the structure to the reserve that was hiding on the other side, waiting for you to leave.
10. less arguing, more winning.

PSA: Two Reasons Kaineng Is The Best NA Server.

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Posted by: mcl.9240

mcl.9240

Ah, sorry. I didn’t see that he edited it after he posted it on the 13th.

Please do something about looting while on a siege engine

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Posted by: mcl.9240

mcl.9240

When operating ballistae, arrowcarts, trebuchets, and so forth, you wind up killing a fair number of the enemy.

Occasionally, you get a loot bag.

Right now, you have to release the siege weapon in order to loot the bag(s), then take control of the weapon again.

This is not only inefficient, but results in some cases where people will run up and take control away from you while you’re trying to grab the loot bags before they despawn.

Ideally, I’d like to see some form of auto-loot or some way to simply collect everything for later retrieval so you don’t have to stop and loot in WvWvW, but if that can’t be implemented, at least try to come up with a solution for those on the siege engines.

Solution to night capping/overwhelming numbers

in WvW

Posted by: mcl.9240

mcl.9240

Define “outmanned”.

Does the code kick in when there is a single extra person on the enemy side?

How do you prevent the situation where the two losing servers intentionally reduce their numbers to penalize the winning server, and then team up against them?

PSA: Two Reasons Kaineng Is The Best NA Server.

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Posted by: mcl.9240

mcl.9240

As far as I know, no server in NA has ever gone backwards in the rankings.

The rankings have only been published once, to date. Q.E.D.

The one thing that would be the easiest 'fix' to WvW

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Posted by: mcl.9240

mcl.9240

Please choose: Either you’re losing due to a massive enemy zerg due to population imbalance, or the population difference is only 25-50. You can’t argue the former, and then attempt to counter those who think it’s a bad idea by asserting the latter.

Where are the......... LADDERS ????

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Posted by: mcl.9240

mcl.9240

How common was the autonomous golem on the middle ages battlefield, or powered armor suits?

And magic?

Exploitable Bug Caught in Action: Abusing the Character on screen limit.

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Posted by: mcl.9240

mcl.9240

I’ve had a post up about this since the forums opened: https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Mobs-and-players-suddenly-appearing-pop-in

ArenaNet have yet to acknowledge the problem.

Yours is, I believe, the 21st thread on the topic.

The one thing that would be the easiest 'fix' to WvW

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Posted by: mcl.9240

mcl.9240

The specific system you mention is a decaying system :IE that it can only get fewer and fewer players into WVW. even in general, you are saying that any work that large organized alliances to organize a 24/7 presence should be negated. Why?

Probably because nobody wants to get steamrolled by an enormous zerg constantly.

Players shouldn’t get removed from the battlegrounds, but there definitely should be a player cap based on the lowest server’s population. They don’t have to be exactly even, but another server shouldn’t be able to field more than 10-25% more players than others.

Ok, let’s explore this idea:

Servers A and B each have 100 people in WvWvW.

Over the span of an hour, 50 people in server A leave WvWvW (let’s say it’s a US server on the east coast). In the meantime, everyone on B (let’s say it’s a west coast server) stays in.

Now you’ve got 50 vs 100. Since you’ve put this system in place, B knows they now outnumber A, and nobody in B is going to leave; they want to hold that advantage. They spend the evening taking 90%+ of the maps.

Now, folks on A start to wake up. They log in, get into WvWvW, see it’s hopeless, and leave. Some of the 50 in A also see it’s pointless, and leave as well. Now it’s more like 30-100.

The only thing you’re doing is making it THAT MUCH MORE IMPORTANT that the server with the higher number of players do everything they can to stay in WvWvW as long as possible to exploit the number advantage. They know if they log, the cap gets lowered.

You’re taking a situation that occurs sometimes and pretty much guaranteeing it’ll always happen. People will go out of their way to protect that advantage and keep the cap high, rather than log out and hope they’re still in the lead when they come back, like they do now.

In other words, this amplifies the very situation you’re complaining about.

The one thing that would be the easiest 'fix' to WvW

in WvW

Posted by: mcl.9240

mcl.9240

Other than a severe lack of teamwork at times and the current bug regarding queue ordering, I really have no major complaints about WvWvW. Could things be better? Sure. They could also be a lot worse. I trust ArenaNet to suss out the problems in time.

So there you go: You just found someone who really has no complaint about it.

The one thing that would be the easiest 'fix' to WvW

in WvW

Posted by: mcl.9240

mcl.9240

Instant new strategy: “We’re losing! Quick, about 50 of you quit WvW so we can force their people out of the game!”

…except it wouldn’t work like that. Because they’re not going to randomly kick people from the higher-population side when your numbers drop. And what will happen is that people will just stay in WvW constantly, to prevent the cap from being lowered. Thus, nobody will ever be able to get in, except those who are already in.

You’ve created a situation that replaces long waits with the absolute impossibility of getting into WvWvW.

Where are the......... LADDERS ????

in WvW

Posted by: mcl.9240

mcl.9240

And while we’re at it, why aren’t the toons forced to eat and sleep at regular intervals? Or excrete waste?

Some threads have no edit/quote/report options

in Forum and Website Bugs

Posted by: mcl.9240

mcl.9240

I’m having the same problem. Quite annoyinig.

Rewards for escorting Dolyaks.

in WvW

Posted by: mcl.9240

mcl.9240

It’s the servers full of people who think they need a reward to motivate people to escort dolyaks that will always lose.

Don’t escort dolyaks = don’t get supplies. Don’t get supplies = can’t build siege weapons, can’t fortify holdings.

Don’t get supplies = lose.

So, ask yourself: Would you rather stay in the fight by getting supplised through dolyak escort, or would you rather abandon your dolyaks and let your supply lines get cut just because you’re not getting a few XP and karma as a reward for the escort?

Rewards for escorting Dolyaks.

in WvW

Posted by: mcl.9240

mcl.9240

The reward for escorting the dolyaks is that you get much-needed supplies.

BUG: Mobs and players suddenly "appearing" (pop-in)

in Bugs: Game, Forum, Website

Posted by: mcl.9240

mcl.9240

(edited by mcl.9240)

Invisible Army

in Bugs: Game, Forum, Website

Posted by: mcl.9240

mcl.9240

I’ve had a post about this since day one of the official forums: https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Mobs-and-players-suddenly-appearing-pop-in/page/2#post144804

Yours is now the 20th thread on the problem. They haven’t acknowledged the issue at all.

BUG: Mobs and players suddenly "appearing" (pop-in)

in Bugs: Game, Forum, Website

Posted by: mcl.9240

mcl.9240

And even more:

https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Too-difficult-to-defend-keeps/first#post143444

https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Opinion-Zerging-is-an-exploit/first#post142562

That’s 19 threads so far dealing with the problem of enemies and/or mobs just appearing from out of nowhere due to server-side optimizations (NOT mesmer abilities, NOT consumables granting temporary invisibility, NOT thieves, and NOT lag-related issues), and still no response from ArenaNet.

This is what happens when surprise, FREE TRANSFERS

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Posted by: mcl.9240

mcl.9240

I got bored of our own match up in blackgate, so I went ahead and switched to other servers to see how they were doing.

…and then you proceed to complain about free server transfers.

Too difficult to defend keeps?

in WvW

Posted by: mcl.9240

mcl.9240

when the bulk of an enemy force doesn’t load on your screen until it’s to late.

I’ve been curious about this issue for a short time, standing at our spawn looking at a keep for 5 minutes I noticed: there are invisible people shooting at our attackers.

I’ve had a thread on this bug since the forums opened: https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Mobs-and-players-suddenly-appearing-pop-in

ArenaNet hasn’t acknowledged the problem at all.

Too difficult to defend keeps?

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Posted by: mcl.9240

mcl.9240

The biggest problem I see right now with defending structures is that anyone with an AoE has horrible line-of-sight issues. Even if you have a clear view of an area within the ability’s range, you sometimes have to move up on the edge of the wall just to get the reticle to turn green, which is silly.

If I can move the camera to see an area without moving my toon, I should be able to target an ability there. I get that they’re trying to make LOS be based on the toon’s actual LOS and not the camera’s, but if that’s the case, it makes having a movable camera view pointless. Why let me (the player) see something that the toon can’t if you’re going to force abilities to be restricted to the toon’s LOS?

Post your server WvW standing here please

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Posted by: mcl.9240

mcl.9240

Just get a couple of elementalists and solve your problem.

Aren’t you the one complaining that a handful of elementalists make siege weapons useless?

Opinion: Zerging is an exploit

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Posted by: mcl.9240

mcl.9240

In term of zerging, not being able to see a 40-50 people running at you to defend a door until they almost wiped you is by far the biggest issue. It’s not fun for anyone to try to hit wind.

Precisely. Had a report about it since the forums opened: https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Mobs-and-players-suddenly-appearing-pop-in

Still no official response or acknowledgement.

Colin Johanson on Dungeon Difficulty

in Guild Wars 2 Discussion

Posted by: mcl.9240

mcl.9240

So… they’re thinking of leaving them the same because their experience with one dungeon tells them that in a month or two… everybody is going to magically start having fun with dungeons balanced around near instant death mobs with huge health pools that take no valid tactics except a zerg rush? I think it’s more likely that the people that didn’t enjoy it stopped doing dungeons, wrote the mechanic off, and stopped caring enough to give feedback.

I mean, I haven’t even tried a dungeon yet so I have no place to make complaints, but that must crush the hopes of anybody that doesn’t find the current dungeon setup fun. Hopefully I don’t end up being one of those people when I finally try the dungeons out.

But…judging by their “combination of player skill, synchronous builds, strong use of cross-profession combos, use of cooking/consumable buffs (these make a huge difference!) and well formed player tactics” line, these aren’t meant to be done by a simple PUG. And I don’t know anybody and haven’t been invited to any guilds (except for the occasional random invitation from somebody who can’t take the time to say hello, which I always turn down), so I might not be able to try them out any time soon.

In your first paragraph, you complain that dungeons aren’t fun because they require no tactics, just a zerg rush.

In your last paragraph, you complain that dungeons aren’t for pugs (the groups that don’t use tactics, and just try to zerg everything).

Maybe it’s just me, but you seem to be complaining that dungeons are simultaneously too easy and too hard for casuals.

New catch name for World vs World Vs World

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Posted by: mcl.9240

mcl.9240

it’s wuwuv. It’s the name of this forum, chosen by ArenaNet. Look up at the URL.

The last couple patches this week broke WVW

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Posted by: mcl.9240

mcl.9240

It’s been happening for a while now. I posted about it the first day the forums were opened: https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Mobs-and-players-suddenly-appearing-pop-in/

Your makes the 17th thread on the topic I’ve seen. I know; I’ve been keeping track of them.

BUG: Mobs and players suddenly "appearing" (pop-in)

in Bugs: Game, Forum, Website

Posted by: mcl.9240

mcl.9240

Anyone else dislike the AoE trick to keep players from rendering?

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Posted by: mcl.9240

mcl.9240

It’s not a trick. It’s a poorly-implemented server optimization technique. I posted about this the first day the forums were open: https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Mobs-and-players-suddenly-appearing-pop-in

It’s something ArenaNet needs to fix.

BUG: Mobs and players suddenly "appearing" (pop-in)

in Bugs: Game, Forum, Website

Posted by: mcl.9240

mcl.9240

I completely agree, Masamichi. It makes WvWvW extremely problematic.

ok gold sellers have now ruined my game..

in Guild Wars 2 Discussion

Posted by: mcl.9240

mcl.9240

Honestly, I disabled /map chat within the first hour of playing. general chat in MMOs is so irrelevant and annoying these days that I don’t even bother with it. I stick to talking to my friends privately and in guild chat, and will pay attention to more focused /team chat in WvWvW.

Is this an exploit?

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Posted by: mcl.9240

mcl.9240

I’ve seen it happen to Tarnish Coast’s keep before. Keep was perfectly secure, not under attack, but the altar was broken and the orb was just laying on the floor. We thought it was a bug.

Meteor shower is overpowered.

in WvW

Posted by: mcl.9240

mcl.9240

I have no problems with siege weapons getting destroyed. I have a problem when said weapons are easily dispatched in no time when they are placed within a reinforced fort by AOE’s that are bugged in the first place. As far as Meteor Shower goes, the problem is it can cover more than half the top of a wall causing siege weapons to be compromised. One of two things need to happen really that will fix this problem, and that is allow the person operating arrowcarts to zoom the camera out more. Or you can nerf the range on Meteor Shower. Coupled with fixing AOE’s and finally have them respect line of sight.

The range of an arrow cart is greater than the range on Meteor Shower.

Aim better.

Meteor shower is overpowered.

in WvW

Posted by: mcl.9240

mcl.9240

“Do you think that a fort with siege weapons and upgraded defenses should literally be invincible unless someone builds a catapault or trebuchet?”

Yes I do actually. If a fort is reinforced then it should take siege weapons to damage it. Battering rams are a proper solution, however you can’t typically attack one if your wall is spammed with AOE’s. It literally just takes away the point in holding a fort imo.

So you want people and equipment on the walls of forts to be completely unassailable. Got it.

It’s not going to happen, but it’s nice that you’re being more clear about your intent now.

Meteor shower is overpowered.

in WvW

Posted by: mcl.9240

mcl.9240

The problem with siege weapons is line-of-sight bugs on the walls, not elementalists.

Elementalists need buffs, not nerfs. If you can’t properly place or defend your siege weapons, or accept that all siege weapons are ultimately temporary, let someone else buy them.

There we go with the properly placing siege weapons again. That’s all you guys have, no we aren’t going to fix the problem in game, we are going to force everyone to place their arrowcarts in some obscure position on a fort to accomodate the whiney elementalists because meteor shower is the only thing going for them right now.

How is Meteor shower the only thing going for us right now? I can beat alot of players 1 v 1. I would slaughter you as well 1v1.

Tell that to the 5 billion elementalists whining on the elementalist forums.

So, you think WvWvW should be hyper-realistic (let’s just ignore the presence of things like plant-people for a moment), and you spend your spare time hanging out in the forum of a class you despise?

That doesn’t sound healthy.

Meteor shower is overpowered.

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Posted by: mcl.9240

mcl.9240

The money, time, supplies and people you need to get building one of those is a headache.

Maybe, but that’s the way it should be. As it stands now, well placed siege weapons are ridiculously powerful. One ballista up on top of a tower, or a hard to reach hill, can easily turn the tide of a battle.

And really, they aren’t that much of a pain to set up. I think a ballista is a whopping 30 supply. Big deal, that’s 3 players, or 3 supply runs if you’re doing it alone.

Do you really think forts should be zulnerable to zerg teams? Especially when they incorporate reinforced walls, gates, canons, boiling pots, and siege weapons? I would think that at a minimum, a zerg team should be forced to use their own siege weapons to take a fort. Otherwise what is the point in getting all of these upgrades when the next random zerg is going to take it anyways. This shows that there is something very wrong with WvW right now.

Ah. Your problem isn’t elementalists. Your problem is that WvWvW isn’t realistic enough for you.

Meteor shower is overpowered.

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Posted by: mcl.9240

mcl.9240

I’m starting to doubt you take issue with meteor shower specifically, and are either just trolling or hate elementalists. There are so many other things wrong with arrow carts, including retaliation already mentioned before (which is far worse when it comes to ruining arrow carts than meteor shower), yet all you do is post the same statements over and over, stubbornly refusing to address anything that you can’t answer with “lol meteor shower OP”.

Exactly this.

Meteor shower is overpowered.

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Posted by: mcl.9240

mcl.9240

Retaliation is overpowered, and should be nerfed.

Meteor shower is overpowered.

in WvW

Posted by: mcl.9240

mcl.9240

The problem with siege weapons is line-of-sight bugs on the walls, not elementalists.

Elementalists need buffs, not nerfs. If you can’t properly place or defend your siege weapons, or accept that all siege weapons are ultimately temporary, let someone else buy them.

There we go with the properly placing siege weapons again. That’s all you guys have, no we aren’t going to fix the problem in game, we are going to force everyone to place their arrowcarts in some obscure position on a fort to accomodate the whiney elementalists because meteor shower is the only thing going for them right now.

You seem rather hostile. Were you abused by an elementalist as a child?

BUG: Mobs and players suddenly "appearing" (pop-in)

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Posted by: mcl.9240

mcl.9240

Two weeks without an acknowledgment of this problem.

Meteor shower is overpowered.

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Posted by: mcl.9240

mcl.9240

The problem with siege weapons is line-of-sight bugs on the walls, not elementalists.

Elementalists need buffs, not nerfs. If you can’t properly place or defend your siege weapons, or accept that all siege weapons are ultimately temporary, let someone else buy them.

GW2 Authenticator

in Account & Technical Support

Posted by: mcl.9240

mcl.9240

It would take a significant outlay on ArenaNet’s part. With 2 million copies sold, they’d have to spend, realistically, around $5 million to have enough availability.

And then they’d have to overhaul their account authentication system. Which costs developer and QA manhours.

Then there’d be the inevitable bugs with the rollout of the new system, taking support manhours away from others who may need it more.

Even if they started this today, it’d be many months before you saw it. It’s not as easy as someone at ArenaNet picking up a phone, ordering a few million authenticator fobs, and then telling a junior DBA to add a column to a table in a database.

Don’t get me wrong: I’d like to see them too. But it’s just not realistic. Maybe in a year or so, but not right now.

Is this an exploit/cheesy tactic/ unfair? You decide!

in WvW

Posted by: mcl.9240

mcl.9240

half the time, what people are attributing to the use of invisibility consumables is more likely the server-side “optimization” they introduced on or around 9/1, that causes players not to be seen until they’re very close to you, particularly when there are a large number of players in the area.

This effect is present in PvE also, and I can guarantee you the mobs aren’t using invisibility consumables. Particularly not the centaurs.

See https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Mobs-and-players-suddenly-appearing-pop-in for more details.

(edited by mcl.9240)

reduced SFX in WvW please

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Posted by: mcl.9240

mcl.9240

The servers were patched sometime around 9/1 to include a “feature” server-side that limited the number of players or NPCs visible. I posted about this the first day the forums were open: https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Mobs-and-players-suddenly-appearing-pop-in/first#post90780

I’ll add this thread to the list. That’s now, I think, 15 separate threads about this very problem.

Randomly loading in players when near them, this is ruining WVW.

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Posted by: mcl.9240

mcl.9240

I’m really hoping ArenaNet will acknowledge this problem soon. It’s definitely a server-side optimization that’s causing this, and it needs to be reverted.

Can we talk about invisible players in WvWvW?

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Posted by: mcl.9240

mcl.9240

It has nothing to do with drivers, or anything client-side. It’s a server-side optimization they did on or around 9/1 to help alleviate strain on the servers, possibly in conjunction with raising the max WvWvW player cap.

BUG: Mobs and players suddenly "appearing" (pop-in)

in Bugs: Game, Forum, Website

Posted by: mcl.9240

mcl.9240

I’m rather hoping ArenaNet can address this. We’re up to at least 14 separate threads on this problem; it’s clearly affecting a large number of people both in PvE and WvWvW.

Tarnished coast wvw

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Posted by: mcl.9240

mcl.9240

anywhere from 30 minutes to 3 hours.

Rewarding the 'Winners' for a bracket leader and/or top server

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Posted by: mcl.9240

mcl.9240

They can give everyone “I participated!” trophies, with a picture of a unique snowflake on each one.