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WvW AFK'ers


Goglak.2591

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You need to be ale to report AFK people in WvW so they can be kicked. I see a queue 20-50 people deep but run by 5-10 people AFK running into a wall at least all the time, this is not fair to the people waiting in the queue plus the people actually playing WvW

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It sounds like you are trying to treat the symptoms instead of the illness.

 

If anyone was to intervene it would be much better to spend that effort in creating a better system than one with limited maps and queues. Anet has the overflow tech, they just need to a have the proper vision to incorporate it into WvW in a good and comprehensive way.

 

Edited by subversiontwo.7501
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Next time you have a real life emergency and the map is que, you log out and return later, ya. remember, don't afk. Okay!, even when your pot of porridge is boiling over, a delivery guy is honking, your kitten is literally coming out and staining your pants you sit right there and don't leave your computer. okay. 

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The problem honestly is the ENTIRE Participation system. 

 

We need ideas more so to change how it works. The fact is you can get all your wvw tracks done by afking inside a tower and just repairing walls every 10 minutes, just need to make sure it gets hit once every now and then which happens so often in ebg. 

 

I mean it'd be good if people part hunting didn't count towards the maps small que as well. 

 

But really? they should make it that you always have participation, and if you are actually active it increases to a higher level then we have now. but that activity only stays while you are active, with no timers involved. It'd be great if actually being active in wvw actually sped up the process of getting your pips and tracks done. Its not like we make much gold at all in wvw even with completing them faster. 

 

This can be done by making the timer tick forward a minute on a tower cap, maybe making it tick five minutes forward on a keep cap, and 30 seconds on a keep defence. That way, being active means you are earning your rewards much faster then someone afk'ing to get them at the exact same rate as you. 

 

Edit: Not sure how to work the system around pvp kills of course - it would be too abusable unless something happened after like 20 kills or so 

Edited by Gorem.8104
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there is simply different problems.

 

if u run with groups, u are sometimes simply afk bc u gotta go to toilet or grab some snack to eat or feed your pet. if u get kicked from map because some troll reports u, that'd be not fun.

 

especially since the queues are huge these days

 

i really don't see how this issue would be solveable. i know that people abuse this by trolling AFK around EBG. especially EBG is the worst map with often a ton of afk people. some even afk around SM. idk what they exactly do, if its roleplayers or if they chat during that, but it's really a problematic thing if u afk openfield in groups.

just wasting too much space on the maps, especially if the maps got 30ish queue numbers yet.

 

but these people often are aware of this, and u cannot do anything about it. even if u could kickvote them, that'd also make it possible to just bully players off a map.

 

so, to see what's not really smart about  that, don't even need a second thought on it imo.

 

@subversiontwo.7501 that'd be a pretty good solution. because the real issue is the queues. imagine there'd be just opening new borders or border instances and no queues existing. that'd be a paradise for Wvw players.

Edited by kamikharzeeh.8016
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8 hours ago, kamikharzeeh.8016 said:

@subversiontwo.7501 that'd be a pretty good solution. because the real issue is the queues. imagine there'd be just opening new borders or border instances and no queues existing. that'd be a paradise for Wvw players.

Yeah, for sure. I've said it several times in the past. I think there is alot of good stuff under the hood of EotM. There is alot to be salvaged and build forward from. The general populace had a dislike for the map but that was mistakenly interpreted and the entire system was scrapped (or abandoned). Whether it is to be the main WvW mode or a side WvW mode, I think there is alot that ArenaNet could gain from using a multi-instance system that can rotate a number of variations of what is essentially the same map layout.

 

Again, bringing up old examples but: World of Tanks still does a very good job at keeping content fresh by introducing new yet similar maps to the carousel and taking maps in and out for polish and iteration (their maps essentially uses the same kind of purpose-built for mode and mirror techniques used for EB here in GW2). That is a very efficient development approach that keeps content sustainable and feeling more attended to than it may actually be. It just needs a working backend and good Level Designers who understand the mode.

 

It's even what distinguishes popular LW maps in PvE here. It's not that we just want the old boring tried and true, but more so that maps that stay true to core tenants chime better with what the gameplay design of the game is. It doesn't have to be a recipe followed to dosage or garnish but you want the base ingredients it was made for. It's the good core stuff that give things the replay value. Populated PvE maps in GW2 have good metas and world bosses, dead maps do not. They're not all the same, but they are among the base ingredients this game was built for. Overlooking them is proven bad.

 

That is very much what ArenaNet has struggled with when it comes to EotM and DBL. They tried making something new, detached from the mode and the old, instead of building on what works and what the core principles of the mode are to make something that feels fresh and can be replicated/multiplicated for more low-effort iterations and expansions. So we have EotM and DBL now instead of perhaps 20 iterations of EB that could all be similar but different and a system that would allow them to just throw a new iteration into the mix anytime things felt stale and I'm sure the players would eat it up and lick their lips. Just to underline its relevance to the thread: That's what a no-queue/EotM backend could enable.

 

Spoiler

Something like WoT's Serene Coast map is a master study in this technique because they have artfully concealed the mirror design. At first glance it may look like two different sides but once you study it closer you can see that houses and rocks fill the same role on the opposing sides or that one beach crossing looks advantageous but the other one is just hidden in knee-deep water (and is broader than the skin suggests) so the areas effectively play the same and the differences are mainly just cosmetic. If you'd draw a horizontal line (or perhaps nw-se diagonal) across the middle you'd essentially get two mirrored sides. Not in terms of pixels or skins but in terms of terrain and mapping.

 

Edited by subversiontwo.7501
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On 8/29/2021 at 12:44 AM, Geezer.3947 said:

You need to be ale to report AFK people in WvW so they can be kicked. I see a queue 20-50 people deep but run by 5-10 people AFK running into a wall at least all the time, this is not fair to the people waiting in the queue plus the people actually playing WvW

Lets be honest, WvW isn't fair to people playing WvW... it's a big meme fest.

But if you're struggling to get into maps then perhaps move server to one which isn't so over-populated? Otherwise, where's the cut off? After 5 mins without moving? Or 15s?

Edited by Chips.7968
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Normal AFK timer so long as there is no queue, auto running without mouse or KB inputs should not count as being active. There could also be a way to tie this into participation timers, if you are auto running but not pushing anything else and participation has decayed a good bit, you get the warning countdown and then kicked. 10mins I think is fine, let people be able to get up and get something to drink etc.

Also, when your queue pops can we PLEASE have the same popup as PvE for map swapping? You know and not a massive popup in the middle of the screen blocking everything while I am fighting 2vs1?

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