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Dusty Moon.4382

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Posts posted by Dusty Moon.4382

  1. 7 hours ago, RisingDawn.5796 said:

    You do realize it could keep happening, because even these 100 person guilds, aren't enough to fill a Server/world atm? 

    So it will happen randomly, instead of it happening, because of transfers and the relinks.

    That is why I've been saying, this new world system, which shuffles population, should of happened many years ago, when this game mode had more active population of everything to spread across servers, which makes this mode great.

    Most of those guilds are way bigger and if they go with the every 2vweek relink, there is not much chance that happens again.

  2. 1 hour ago, Atoclone.4810 said:

    Godwins law, threads over folks

    A.Net does have more information than players, not saying A.Net is right. I mean, I remember when Rift first launched, everyone complained about Riftstalker profession. Instead of learning how to play against, the players just whined. This is how I see many GW2 players, just whining w/o looking at the big picture.

    • Thanks 1
    • Confused 3
  3. On 1/4/2024 at 8:22 AM, Szatko.8132 said:

    Hello guys,

    As a fellow heal scourge fan since their alacrity rework I’ve been thinking about ways to make their gameplay more cohesive, as well as how to grant a healing scourge build a reason to exist in WvW without being too oppressive with their barriers. To make things clear I don’t want to buff the build in PvE, but rather make everything more in place and cohesive with the current gameplay design philosophy, as well as how support skills should function in this game. After a rework and further changes with balance patches I’ve spotted a couple of aspects that I don’t really like:

    1. In order to limit their utility and support to 5 people, the devs have decided to nerf the sand shade duration, which in result have made the shade management, as well as how certain shade skills work a little bit awkward. For example, even with just 1 shade up we’re really affecting 6 people with our skills, while with 2 up (which is most of the time if we’re affected by alacrity) our utility will reach up to 9 people, which shouldn’t really be a thing for most support skills in this game.

    2. Sandstorm Shroud doesn’t have any kind of indicator for allies to know if their scourge used it, in contrast to a similar mechanic of mechanist’s barrier pulse, which can be clearly seen by their allies. Not only that, but the indicator that is shown for the user looks very similar to boss mechanics in many encounters and is greatly decreasing visual clarity for the player. I understand that making a new animation for this ability is not a simple fix and requires more resources from anet to make, but since the idea of this ability pulsing barriers to allies is already set I think it’s appropriate to give it a little bit of treatment.
    Another thing I don’t like about this ability currently is how weirdly it operates. The barrier pulse after casting it will affect the scourge and 4 allies around them, while the final explosion works like the rest of sand shade skills, so it will only affect 3 allies per shade.

    3. WvW healing scourge’s barrier was too oppressive, therefore their barrier application got heavily nerfed there (basically cut in half lol) without anything in return. I agree that barriers in particular are very strong there, but that doesn’t mean the whole elite specialization has to be nerfed into the ground, as if the devs poked their players with a stick and told them: “don’t play it, please”. Especially since there are so many possibilities and tools that could be explored with this profession.

    After that being said, these are my suggestions:

    Manifest Sand Shade (F1) - Increased sand shade duration from 8s to 10s. (in PvE only)

    Sand Shade skills: Nefarious Favor (F2), Sand Cascade (F3), Sandstorm Shroud (F5) - Now all supportive sand shade skills will always target 5 allied targets (including scourge themselves), no matter how many sand shades are summoned at the time, if any.

    Sandstorm Shroud (F5) - Now both barrier pulses and detonation will affect 5 allied targets around the scourge or in the radius of summoned sand shades. Added new barrier pulsing and detonation VFX visible to all the players to indicate that this ability has been used. Radius around the scourge decreased from 300 to 180 (the same radius as a sand shade).


    Comment: The reason for the changes above was to limit scourge’s support capabilities to only their subgroup, as well as to increase gameplay clarity and make scourge a little bit more flexible during encounters that require a lot of moving around and standing far away from allies. I know this is technically a nerf, so I also made changes to other abilities to compensate for it.

    Vampiric Presence (Blood Magic, Major Master) - Now it’s a minor master trait (swapped places with Vampiric)

    Life Siphon (Dagger 2) - Reworked. Now an enemy target struck will release healing pulses to allies in a 300 radius, healing 5 allied targets and granting them regeneration.

    Locust Swarm (Warhorn 5) - now swiftness is granted to 5 allied targets around the necromancer in a 360 radius.


    Comment: These changes were made to increase build variety, as well as to compensate for decreasing the number of allied targets possibly affected by sand shade skills to 5. With these changes healing scourges could also utilize Sand Flare as their healing skill, without forcing Well of Blood into the build to keep up regeneration, as well as not being forced to slot Trail of Anguish solely to provide swiftness to their allies.

    Eternal Life (Soul Reaping, Major Grandmaster) - now protection is granted to 5 allied targets in a 360 radius around the necromancer.

    Comment: Sandstorm Shroud’s protection uptime with 100% boon duration is 15s, while its cooldown with alacrity is equal to 16s. This creates situations where support scourge is not able to keep 100% uptime on protection, like other healing builds even if the ability is being used off cooldown. With this trait already being utilized by this build and already granting necromancers protection when entering the shroud, I thought this could be changed to also give protection to allies, so scourges can have a little more room for situational use of Sandstorm Shroud and be able to keep protection on allies for 100% of the time, similarly to other healing builds.

    Unholy Martyr (Blood Magic, Major Grandmaster) - Reworked. Now shroud skill 4 releases a healing nova from the necromancer, healing 5 allied targets and converting 3 of their conditions into boons.

    Sand Savant (Scourge, Major Grandmaster) - Reworked. Now increases sand shades’ radius from 180 to 240 and when in combat 5 allied targets standing in a radius of sand shades are healed every interval. Additionally heal allies for every condition you convert into boons on them.


    Comment: The point of these changes is to make a WvW healing scourge a viable build, focused mainly on converting allies’ conditions into boons, without having an oppressive barrier application.

    So, just like most players, you want to be Uber without doing anything. 

    • Confused 1
  4. People don't like being out of their comfort zones and the beta is doing just that.

    I like the fact it is forcing people to play with others they are not used to.

    The current server system is a system that has been gamed by many guilds/servers by transferring and doing it over again. Something needs to change.

    Also, boon ball should be nerfed to oblivion. 

    • Like 4
    • Confused 4
  5. @Ayrilana.1396 said:The uptick in lag complaints is due to everyone being stuck at home and using the internet at once. Other networks/companies are experiencing lag issues as well. People are also very quick to blame Anet’s servers when it could very well be on their end or somewhere in between.

    So true. The other thing that might be happening is a DDOS attacks on AWS. I know other games are currently experiencing this issue , TERA is one. That can also cause lag.

  6. @CrimsonNeonite.1048 said:Is that guy seriously trying to find or make excuses for the skill lag?

    This guy has the same avatar as someone who was similar.

    Obtena

     

    LOL - I find that funny. No not the same.

    Just realize that there are MANY more people using the interwebs since Covid-19 started. Also Amazon has their own streaming service, how much does that take.

    People like to blame A.Net, I think many of y'all are from mmorpg website. Nothing A.Net does is good enough....

    All, I am saying is look at everything - doesn't mean it is the game.

  7. @ArlsTipsierAlt.9138 said:

    @ArlAlt.1630 said:GW2 WILL NOT get superior performance because the game developer is trying to cut every corner imaginable to boost profits for Big Daddy NCSOFT. It has been like that for the past 8 years, what makes you think it will get any better now?Just let this game die already so we can all go play Hello Kitty Online already.

    LOL - too funny. This game is a modified engine built on the one that runs GW1 and that engine is 15 years old. It is also built on DX 9C that is the game in a nut shell. It would be impossible to tweak the engine more as DX9.0C runs mostly off of the CPU and is single threaded. There are ways to tweak how your system deals with that, as I have done, but it takes a little know how and a strong constitution.

    I do not see the lag that everyone is talking about. People should look how their connection is to GW2 servers and make sure there is nothing happening IN BETWEEN you and the server. Remember you do not have a direct connection to the server (like one jump). People need to look at the Diagnostic notes that A.Net has to determine what is going on. It is nice this game has that built in. Mine looks like this...

    Computing statistics for 62 seconds...Source to Here This Node/LinkHop RTT Lost/Sent = Pct Lost/Sent = Pct Address0 Computer0/ 50 = 0% |1 2ms 0/ 50 = 0% 0/ 50 = 0% Router0/ 50 = 0% |2 4ms 0/ 50 = 0% 0/ 50 = 0% xxx.xxx.xxx.xxx0/ 50 = 0% |3 5ms 0/ 50 = 0% 0/ 50 = 0% 172.20.1.250/ 50 = 0% |4 6ms 0/ 50 = 0% 0/ 50 = 0% ins-b13-4-0-1508.kmrr.netins.net [167.142.60.49]0/ 50 = 0% |5 15ms 0/ 50 = 0% 0/ 50 = 0% ns-347.awsdns-43.com [205.251.193.91]

    Doesn't seem to have any lag for me. Also GW2 calculates the round trip as your ping not one way, hence my ping, in game, is 71ms. I am on Fiber optic connection also which means I have a direct connection to my ISP. Most people have Cable which is a loop type of connection (WAN - Wide Area Network) and more than 100 households can be on one loop. The amount of traffic on that loop determines your actual upload/download rate. Rarely do people get what there ISP contract says.

    Let me stop you right there. I have played the game as a test, 6 blocks away from the Amazon server hub in Richmond, VA. I had an average of 64 ms ping for the whole session. I was running traffic report the entire time so I have the accurate average over the span of the session, i only had 4 packets lost over 1:52:14, which is nice. But my reaponse time never dipped below 47. Six blocks away, what is it 1 hop-2?

    Joke is that now that I live 1200 miles away I get an average of 64 ms.

    I use an older 4th gen i7 which performs better on single thread tasks. I rarely dip below 20 fps even in threeway blobs. However, input lag is ever present in those.

    Your problem is, your Network connection is - cable? Then you share with others and it there are tons of people on line, like now during Covid-19, and your connection is less than what your ISP says. Also, Just because you are down the street from the farm does not mean a direct connection. You have no clue how routing works.

    You misunderstand again, the test was performed last summer, mid July arguably most people were on vacation. My latency was the same living 6 blocks away from the physical location of the GW2 servers as it is now 1200 miles away. I don't know what your level of understanding with networks is. I have worked with the DoD as part of a subcontract division for 6 years. I understand how networks are built. It is physically impossible to get the same ping 2 miles away from the hub and 1200 miles away from the hub you're connecting to, unless the company is cutting corners.

    No, you miss the point. Just because you are 6 blocks away doesn't mean your connection just goes 6 blocks right to the server farm. Your connection has to go to the backbone and then gets routed to the farm. If your backbone, at the time, had issues that is where the problem comes in.

    They are not cutting corners, it depends how everything is routed through the backbone network. Example, my last ISP was comcast. How they were routed, it took me 25 jumps to get to the Amazon server farm and my new ISP where I live, 600 miles west of where I was previously, only has 2 hops. It happens.

  8. @Justine.6351 said:I logged in today for a few hours and I had zero lag? Is it just some people affected?

    That is not how servers work. Either all lag or none. If it is just some players, then it is the connection between them and server farm.

  9. @len.7809 said:Basically, Hard to defend, Hard to attack, way too big.In Alpine BL, you could use a single catapult to siege outer and inner walls. In Desert BL, you will need to drop another one to siege inner structures (garri aside).You will need double job to achieve the same objective comparing to alphine.I believe they intentionally made it big to fit more players in the map, but the meta was a failure and people left the game, leaving those big kitten maps with 3 kittens roaming around. Then they decided to bring alphine back.

    I think DBL is just the right size. ABL's and EBG, especially EBG, is too small.

  10. @ProverbsofHell.2307 said:

    @Dawdler.8521 said:But if you played while it was lagging, wasnt it acceptable?

    I didn't, I had to log off despite wanting to play. Last night I couldn't play at all at some points and had to log off too. I've always experienced lag during weekends in WvW but lately it's not even a level of lag I can tolerate. I can tolerate as much as 500ms but when we're getting into the ping thousands it's unplayable.

    @Dusty Moon.4382 said:Have you used the game diagnostic to check if there is issues for you between your PC and the AWS farm? Just asking.

    One should use the diagnostic FAQ from A.Net to check...

    The thing is it's not just me. There's people around me who are experiencing lag simultaneously. Unless you're trying to say it's a coincidence, which seems unlikely...

    If it was server lag, it would be EVERYONE. Remember when Southsun Cove was released? Everyone had lag and I mean everyone. That was the server. Have you talked EVERYONE on all three servers about the lag? I don't think so. This is the issue. Trace your ping first, then complain. There are plenty of servers/routers between you and the amazon farm.

  11. @"Teratus.2859" said:While hate is a strong word I think that concepts like Server pride and Rivalries can be very beneficial to the game.

    Competitive gameplay thrives on many things but some of those things are banter, mockery, hazing, teasing etc..Building up a good rivalry with another server can be done without that but for a great deal of people who are competitive, those concepts can greatly enhance the experience for both sides.(Trust me i'm British and if there's one thing Brits love it's ripping on each other all the time for everything XD)

    Beating some guy from a rival server is all well and fun but beating someone you recognize as a braggart or bit of a "hole" can be severely more satisfying.Most people will probably get that feeling one day of beating that one player who just gets on their nerves continuously.I know i've had those moments and i've loved every second of my revenge lolIt really goes with the competititve territory imo which is why you can see that kind of thing in just about every single competitive format world wide.. especially gaming.

    Gw1 had a lot of that kind of thing at one time thanks to Guild vs Guild and Alliances, WvW Server Pride/Hate is about the only remnant of that in Gw2.

    There is a huge difference between hate and pride. Pride, belittling others is bad. Pride as inbeing positive just about your server, while not talking down others is positive!

  12. @ArlsTipsierAlt.9138 said:

    @ArlAlt.1630 said:GW2 WILL NOT get superior performance because the game developer is trying to cut every corner imaginable to boost profits for Big Daddy NCSOFT. It has been like that for the past 8 years, what makes you think it will get any better now?Just let this game die already so we can all go play Hello Kitty Online already.

    LOL - too funny. This game is a modified engine built on the one that runs GW1 and that engine is 15 years old. It is also built on DX 9C that is the game in a nut shell. It would be impossible to tweak the engine more as DX9.0C runs mostly off of the CPU and is single threaded. There are ways to tweak how your system deals with that, as I have done, but it takes a little know how and a strong constitution.

    I do not see the lag that everyone is talking about. People should look how their connection is to GW2 servers and make sure there is nothing happening IN BETWEEN you and the server. Remember you do not have a direct connection to the server (like one jump). People need to look at the Diagnostic notes that A.Net has to determine what is going on. It is nice this game has that built in. Mine looks like this...

    Computing statistics for 62 seconds...Source to Here This Node/LinkHop RTT Lost/Sent = Pct Lost/Sent = Pct Address0 Computer0/ 50 = 0% |1 2ms 0/ 50 = 0% 0/ 50 = 0% Router0/ 50 = 0% |2 4ms 0/ 50 = 0% 0/ 50 = 0% xxx.xxx.xxx.xxx0/ 50 = 0% |3 5ms 0/ 50 = 0% 0/ 50 = 0% 172.20.1.250/ 50 = 0% |4 6ms 0/ 50 = 0% 0/ 50 = 0% ins-b13-4-0-1508.kmrr.netins.net [167.142.60.49]0/ 50 = 0% |5 15ms 0/ 50 = 0% 0/ 50 = 0% ns-347.awsdns-43.com [205.251.193.91]

    Doesn't seem to have any lag for me. Also GW2 calculates the round trip as your ping not one way, hence my ping, in game, is 71ms. I am on Fiber optic connection also which means I have a direct connection to my ISP. Most people have Cable which is a loop type of connection (WAN - Wide Area Network) and more than 100 households can be on one loop. The amount of traffic on that loop determines your actual upload/download rate. Rarely do people get what there ISP contract says.

    Let me stop you right there. I have played the game as a test, 6 blocks away from the Amazon server hub in Richmond, VA. I had an average of 64 ms ping for the whole session. I was running traffic report the entire time so I have the accurate average over the span of the session, i only had 4 packets lost over 1:52:14, which is nice. But my reaponse time never dipped below 47. Six blocks away, what is it 1 hop-2?

    Joke is that now that I live 1200 miles away I get an average of 64 ms.

    I use an older 4th gen i7 which performs better on single thread tasks. I rarely dip below 20 fps even in threeway blobs. However, input lag is ever present in those.

    Your problem is, your Network connection is - cable? Then you share with others and it there are tons of people on line, like now during Covid-19, and your connection is less than what your ISP says. Also, Just because you are down the street from the farm does not mean a direct connection. You have no clue how routing works.

  13. https://help.guildwars2.com/hc/en-us/articles/231273708-Collecting-Diagnostic-Information-for-Support-Reporting-Tech-Issues-

    When I set this up on my GW2 client, this is what I get....

    Computing statistics for 62 seconds...Source to Here This Node/LinkHop RTT Lost/Sent = Pct Lost/Sent = Pct Address0 Computer0/ 50 = 0% |1 2ms 0/ 50 = 0% 0/ 50 = 0% Router0/ 50 = 0% |2 4ms 0/ 50 = 0% 0/ 50 = 0% xxx.xxx.xxx.xxx0/ 50 = 0% |3 5ms 0/ 50 = 0% 0/ 50 = 0% 172.20.1.250/ 50 = 0% |4 6ms 0/ 50 = 0% 0/ 50 = 0% ins-b13-4-0-1508.kmrr.netins.net [167.142.60.49]0/ 50 = 0% |5 15ms 0/ 50 = 0% 0/ 50 = 0% ns-347.awsdns-43.com [205.251.193.91]

    Not shabby - I get ~71ms ping in game to 125mn when in big fights (that is noticeable) - remember that the GW2 is a round trip ping not just one way.

  14. @uberkingkong.8041 said:

    @Dawdler.8521 said:The GW2 engine isnt even close to the Unreal Engine. It's Anets own engine.

    @"psyt.9415" said:They know all this they just dont have money to do anything about it. What ever funding they did have NCsoft pulled out from under them and laid that other team off. They have enough money to keep the status quo and put an expac out here and there and thats it. They arent getting money to re-write the engine as at that point they might as well make GW3. they aren't getting money to get better servers either so they are stuck on AWS like everyone else. There isnt really much they can do if you look at it objectively as NCsoft by the looks of it isnt willing to invest anymore than they have to at this point in the games life cycle. The question is even if they were willing to do all that would that drastically increase their earnings or would it just be throwing money at the game with no return? Better off putting out Cantha and getting to work on or licensing a better engine for GW3.

    The issue isnt about GW2 engine.
    Could be the engine from the greatest game today.If you run on slow outdated servers, you going to keep getting lag.

    Servers is the issue.Think of it like dialup vs hi speed internet, it doesn't matter if your on super computer, your going to get lag until you change your service provider.

    AWS is a service provider and Oracle is a service provider.
    Oracle is better, its 2012, its not outdated like AWS 2006 servers.

    Only way to fix lag issue is changing to a better plan or server.If it has terrible coverage, you change the provider. Just like a phone provider, Sprint has crappy coverage? You switch to Verizon or AT&T.

    Oracle has better servers, its not outdated.Proof?Look at Zoom, 2 days ago they needed more servers, fast, reliable, and provide better security.They went with Oracle, they chose Oracle over AWS.

    Biggest company booming right now? It's Zoom.Scalability is another plus for Oracle.
    April 28, 2020, its UP TO DATE, TODAY'S BEST user case scenarioGW2 needs to fix lag?Switch to Oracle.

    There is a huge difference between a communication program and a game. More information is transferred in a game than in communication. You cannot compare the two and is disingenuous of you to do so.

  15. @ArlAlt.1630 said:GW2 WILL NOT get superior performance because the game developer is trying to cut every corner imaginable to boost profits for Big Daddy NCSOFT. It has been like that for the past 8 years, what makes you think it will get any better now?Just let this game die already so we can all go play Hello Kitty Online already.

    LOL - too funny. This game is a modified engine built on the one that runs GW1 and that engine is 15 years old. It is also built on DX 9C that is the game in a nut shell. It would be impossible to tweak the engine more as DX9.0C runs mostly off of the CPU and is single threaded. There are ways to tweak how your system deals with that, as I have done, but it takes a little know how and a strong constitution.

    I do not see the lag that everyone is talking about. People should look how their connection is to GW2 servers and make sure there is nothing happening IN BETWEEN you and the server. Remember you do not have a direct connection to the server (like one jump). People need to look at the Diagnostic notes that A.Net has to determine what is going on. It is nice this game has that built in. Mine looks like this...

    Computing statistics for 62 seconds...Source to Here This Node/LinkHop RTT Lost/Sent = Pct Lost/Sent = Pct Address0 Computer0/ 50 = 0% |1 2ms 0/ 50 = 0% 0/ 50 = 0% Router0/ 50 = 0% |2 4ms 0/ 50 = 0% 0/ 50 = 0% xxx.xxx.xxx.xxx0/ 50 = 0% |3 5ms 0/ 50 = 0% 0/ 50 = 0% 172.20.1.250/ 50 = 0% |4 6ms 0/ 50 = 0% 0/ 50 = 0% ins-b13-4-0-1508.kmrr.netins.net [167.142.60.49]0/ 50 = 0% |5 15ms 0/ 50 = 0% 0/ 50 = 0% ns-347.awsdns-43.com [205.251.193.91]

    Doesn't seem to have any lag for me. Also GW2 calculates the round trip as your ping not one way, hence my ping, in game, is 71ms. I am on Fiber optic connection also which means I have a direct connection to my ISP. Most people have Cable which is a loop type of connection (WAN - Wide Area Network) and more than 100 households can be on one loop. The amount of traffic on that loop determines your actual upload/download rate. Rarely do people get what there ISP contract says.

  16. Do you want to dance with the devil in the pale moonlight? Do you want to defeat Smaug? Do you want to join a an adult guild that is sillier than ALL others? Do you want to join Lex Luther in defeating Superman once and for all? Do you long for seeing [GOAT]s? Do you want to do [GOAT] yoga with others? Do you want to revel in mashing zergs with a [GOAT] herd? Do you want [GOAT] banter during said mashing? Do you believe and want herd mentality?If you said any or all of the above, then [GOAT] is for you. We are YB WvW guild that has built loyal [GOAT]y players from across the world and different games. We are all based on one thing to have fun and play together.

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