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Bug: EWP ports to spawn


Virdo.1540

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Just wanna mention the bug of pressing and porting to the ewp, but the loading screen takes so long that it will port everyone to the spawn back. Make it please like that:If somebody pressed on the EWP , then they get ported there EVEN if its already gone cuz of the stupid long loading screen

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@Jayden Reese.9542 said:That's not a bug. By the time it registers if you had a long loading screen the ewp is gone so it sends you to spawn. The bug I know of seems to be players link it but it doesn't show up on every ones map

well for us it counts as a bug if we port to the waypoint but wont get ported there afterwards. Earlier there were no problems with those long loading screens.

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@Virdo.1540 said:

@Jayden Reese.9542 said:That's not a bug. By the time it registers if you had a long loading screen the ewp is gone so it sends you to spawn. The bug I know of seems to be players link it but it doesn't show up on every ones map

well for us it counts as a bug if we port to the waypoint but wont get ported there afterwards. Earlier there were no problems with those long loading screens.

It’s been an issue (or feature) for quite some time. The EWP lasts a certain amount of time. If you haven’t loaded in prior to it ending, you will default to that maps spawn for you.

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Yeah this is a long standing issue that hasn't been worked on. The only thing they did a while back was to increase the duration that the ewp remains open but this solves nothing. Many suggestions have been made by people, the one I have mentioned is that whenever an ewp is pulled, it will automatically echo to /team chat like:@nickname has pulled Emergency Waypoint @Map_Location [waypoint_link]The reason for this is so that there is no precious seconds wasted trying to fumble in chat to shift-click spam the link as it will be auto and immediate.Secondly, there needs to be checks in place that flag the user has taken the ewp before the duration expired, and to transfer them and only put them back to spawn only when the ewp timer has actually expired or the structure has flipped. It's just plain wrong you can be on another map and it seemingly loads you into the ewp for 1-2s (you're actually there and the ewp hasn't expired yet) only to port you back to spawn.

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It takes a very long time to waypoint usually nowadays, so much so that waypoints in WvW objectives are only useful if you're already in that map.I believe it's because there is a greater array of costume pieces than there used to be, and your client needs to load them up to display them.

  • The simple and elegant solution to this would be to extend the timer on the waypoint up-time.
  • The lazy solution would be to do nothing.
  • The Arenanet solution would be to replace the whole guild upgrade system with something super-complicated.

Guess which one will happen (I'll give you a clue, it's the second one).

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@Virdo.1540 said:Contested waypoints are different.If it happens to an contested waypoint in pve & wvw , then its understandable

if it happens due to long loading screens , then not

No, it's the exact same. If you port from another map when the WP is open, then you'll go to that WP. If the WP gets contested whilst you're loading into the map then you kicked to spawn.

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@Virdo.1540 said:Contested waypoints are different.If it happens to an contested waypoint in pve & wvw , then its understandable

if it happens due to long loading screens , then not

You may not like the answer, which is understandable, But it defines the issue as expected gameplay, not a bug.

But if you wish, you are always welcome to post it in the ‘bug’ subsection of the forum.

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@Fish.2769 said:

@"Virdo.1540" said:Contested waypoints are different.If it happens to an contested waypoint in pve & wvw , then its understandable

if it happens due to long loading screens , then not

No, it's the exact same. If you port from another map when the WP is open, then you'll go to that WP. If the WP gets contested whilst you're loading into the map then you kicked to spawn.

if been able to use an OPEN and still active waypoint ,then it should just be accepted as "ported there" ,even if its contested or gone.

It should go all from the point from being able to port there or not

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@Blockhead Magee.3092 said:

@Justine.6351 said:I'd be fine with them removing ewp, would solve a couple problems including this one.

Right, we don't want anyone coming along and interrupting the train.

Right we don't want the karma train having to break up to defend different maps rather than just steam rolling enemy maps with the safety net EWP defending their own bl.

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@Zikory.6871 said:

@DemonSeed.3528 said:the one I have mentioned is that whenever an ewp is pulled, it will automatically echo to /team chat like:@nickname has pulled Emergency Waypoint @Map_Location [waypoint_link]

I like the QoL idea. +1

They had posted the idea in the past and still +1 one as well, it would be a good change and help point trolls pulling them for the otherside.

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@Virdo.1540 said:

@Virdo.1540 said:Contested waypoints are different.If it happens to an contested waypoint in pve & wvw , then its understandable

if it happens due to long loading screens , then not

No, it's the exact same. If you port from another map when the WP is open, then you'll go to that WP. If the WP gets contested whilst you're loading into the map then you kicked to spawn.

if been able to use an OPEN and still active waypoint ,then it should just be accepted as "ported there" ,even if its contested or gone.

It should go all from the point from being able to port there or not

And you don't see any issues with that idea...?

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@Fish.2769 said:

@Virdo.1540 said:Contested waypoints are different.If it happens to an contested waypoint in pve & wvw , then its understandable

if it happens due to long loading screens , then not

No, it's the exact same. If you port from another map when the WP is open, then you'll go to that WP. If the WP gets contested whilst you're loading into the map then you kicked to spawn.

if been able to use an OPEN and still active waypoint ,then it should just be accepted as "ported there" ,even if its contested or gone.

It should go all from the point from being able to port there or not

And you don't see any issues with that idea...?

except faking loading screens into hour long things to recap keeps etc, not really

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Imagine you have an t3 keep defended with your zerg against an enemy zerg. You see an thief that managed to hide somewhere inside the lord room (for example the desert keeps). It is permanently invisible, cleanse off reveals (and reveal traps) and continue to be permanent stealth until their zerg is ready again.

^ From your post about perma-stealth Thieves. So nice attempt but i'm hit you with a solid, nope.

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