Feedback talk:Game updates/20090901

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This page is about feedback for the Tuesday, 1st of September game update. For wiki-related discussion visit this page instead.

Syncing in RA[edit]

Would it be possible to remake the team randomly after each round (After all random arena is random team)? This would destroy the aim of syncing in RA and restore interest of TA. Just my 2 cents ^^ M3G Everlasting Frosty Tonic.png 07:27, 3 September 2009 (UTC)

The way people sync is by waiting untill the last possible second, and then presses join at the same time, giving a higher chance of getting closer in the waiting queue. Something that could have been done is adding a wait of 1-2 seconds after the timer, before the round starts, and during this time shuffle the queue.--Oln 07:57, 3 September 2009 (UTC)
The first idea would prevent anyone from every getting glad points again (after TA is removed). With all the idiot players in RA, it's hard enough to get a good team, and virtually impossible to get 5 in a row. As for the second idea, are you suggesting shuffling the people after the timer ends? That's actually a pretty good idea, unless you're in a very unpopulated district, which is where everyone goes to sync anyway. Anet just needs to merge all the districts into a single queue and prevent people from the same alliance/guild/recent team from entering within 1 second of each other, I think. It wouldn't be a perfect fix, but it would get rid of 95% of syncers. --Gah_ 17:05, 3 September 2009 (UTC)
The problem i see is that the server needs to validate that the chosen client is still in the queue, or fall back on filling up "unreachable" clients from the queue. What you could do is to "ghost" a client in the queue for some seconds, and if the client re-enters the queue again, his old slot will be assigned. Then, too, you should pick the teams randomly from the top 16 entries in the queue. However, that's only part of the solution and "ghosting" the clients will require considerable amount of additional programming work / testing, so it's no likely to be added.
I think the core problem is that we must not allow players to have an effect on their positioning in the queue. Make re-joining costly and randomize players from a bigger pool within the queue:
A more easy solution might be to prioritize the players by number of countdowns restarted. That would treat all players who're on the first countdown equal. For each player in the queue, don't store his entry timestamp, but rather just an integer with the number of counters passed, and sort the list in descending order, putting those who waited longer with higher priority. Then, randomize 4 players out of the Top 16 / 20 / xx (where xx >> 4) and combine those into a team.
Just my few cents... Hoschi 21:05, 3 September 2009 (UTC)

My 2¢, for what its worth[edit]

Well, I personally like the merging of the districts. It is refreshing to play with the ID people mixed in, but as far as stopping the syncing problem, it’s a complete bust. I’m sure a lot of it was people testing the waters to see if they could still sync in, but they were EVERYWHERE last night. From most accounts, it was marginally more difficult to sync if even that. IMHO, some sort of solution needs to come to fruition or it will wind up being a deal breaker once TA dies and the 10 round cap is lifted. A couple thoughts from my pea brain…… may work, may not but nothing ventured, nothing gained.

1. Pool everyone who enters in a given period of time into a staging pool. Once the staging pool reaches 16 or 24 players, randomly draw the teams out of that pool, irregardless of what order they entered to fill the slots for 2 or 3 battles at the same time.
2. Add a random delay of 0-15 seconds from the time you hit the enter battle button until it actually starts your timer.

Maybe something like one of these ideas, coupled with the larger pool of players from merging districts will make syncing too much of a hassle to deal with. Beating teams with 2 people synced in isn’t generally that big of a problem. You just gotta mix it up enough to make getting 3 or 4 on a team a rare occourance. I don't think any completely painless solution is going to happen. We may have to deal with waiting a little longer to get into a match, but C'est la vie--IninefingersI 17:21, 3 September 2009 (UTC)

New RA mechanics[edit]

Since the update, i've been asking people in the groups I get into what their starting district was.
Everytime i've asked, we had one person from each continent (1 Euro, 1 US, 1 Asia & 1 International).
Also i've been trying to synch with friends and we managed offen get two players together when starting on different continents and synching over Mumble.
I'd like to use this section to find the best way to synch after this update - up to now the best I have come up with is to have one player on each continent & synch over voicecomm.
85.168.223.128 23:39, 4 September 2009 (UTC)
Find a nice big hole and jump inside. The point of all of this was to stop synchers. 68.193.113.198 20:16, 5 September 2009 (UTC)