Feedback talk:Game updates/20140926
After this update, we went in immediately after someone's dishonorable ran out: Underworld, fetid river, golden gates, antechamber, vault, halls, and lost the second match in halls. It took us 1.5 hours. After that run, the person who had dishonorable before the run, immmediately had dishonorable again, even though we took longer than 1 hour and we simply lost the match. He did not leave, but No 1 else did not connect in the first halls match at all, No then-7 left seconds before we lost and a No then-6 left in the short time between losing and being bootet out. So there's definitely something wrong. --numma_cway (talk) 23:52, 26 September 2014 (UTC)
- Interesting, it might be possible that the Halls map itself is giving Dishonor incorrectly. If anyone else experiences this please take note of the circumstances so that we can narrow down any remaining issues. - Joe Kimmes 23:59, 26 September 2014 (UTC)
- On further consideration, I'll bet that it's The Vault at fault. Unfortunately it's too late for a second hotfix today, but I'll look into this in more detail on Monday, thanks for reporting this bug! - Joe Kimmes 00:23, 27 September 2014 (UTC)
- I also thought that initially (because vault is a little similar to zaishen), but if you lose (not resign) the second hall match, you will have left vault 21 minutes ago. So that person can only still be dishonorable after leaving HA if he had accumulated more than 10 points before the run. Additionally, he likely (but I'm not sure!) hasn't been in the 60-minute timeframe after his last dishonorable point when we left vault, especially not if he had more than 10 points before. Or does that 60-minute timeframe start after the effect wore off?
- Anyway, Joe, I'd like to thank you (and everyone else involved) a lot for your work on the HA update. Keep up the good work and have a nice weekend. --numma_cway (talk) 02:07, 27 September 2014 (UTC)
- Okay we just lost immediately after vault and have 1 minute dishonorable. Looks like a point for you, but why was it added to that person's existing dishonorable points? --numma_cway (talk) 02:30, 27 September 2014 (UTC)
- Found another bug: Resigning in HA (threeway-only I think, which is courtyard and halls) gives dishonor. --numma_cway (talk) 14:29, 28 September 2014 (UTC)
- Thanks for reporting this, I'm fixing these issues now! - Joe Kimmes 17:32, 29 September 2014 (UTC)
Fame Limit[edit]
Hey Joe, since you seem to be messaging here I was hoping you could answer something. What time is the fame reset? Is there a game wide time that the 300 fame starts over or does the 24 hour waiting period act on each account when that account reaches the daily 300? Also, with the activity of halls now - Is it possible to change halls to 1v1? 3-way halls results in constant unfair ganks. Gladiator Motoko (talk) 06:49, 27 September 2014 (UTC)
- 1 vs 1 at Halls would provide less action & interest for the spectators, and if a top team cannot hold off two others, it just has to reconsider its build. ;) As I see it personally, there are no reasons to remove the 3rd team now, since syncing in the way it was is finally gone. On the other hand, to make things a little bit more user-friendly, I suggest reducing the time interval before /resign becomes available from 5 to 4 minutes, since sometimes it doesn't make sense for a few players to keep trying to stand against a full group of 8 for that long. Dmitri Fatkin (talk) 08:21, 27 September 2014 (UTC)
- One team has pretty much never, in the history of GW, been able to hold off two other equally skilled teams - build has nearly nothing to do with it. The simple fact is there are twice as many of them throwing twice as much damage/aoe on your team, and no amount of monking can save that... especially since they can spike monks down in the blink of an eye. Maybe GW has changed in the years since its PvP died, but nobody seriously expected to be able to hold off in a 2v1 unless one or both of the other teams were *terribly* unskilled. -Auron 09:53, 27 September 2014 (UTC)
- Hold on, in the past, there were three teams, and somehow people were able to counter ganking by the use of snares, AoE, kiting and protection spells, right? And at the moment, we've got an r14 player who seems to be unsatisfied with his chances to capture Halls, is it so? Well, in this case, he should sit for a while and develop new strategies his team would use: there are some, and the 8 vs 16 builds aren't a myth. Dmitri Fatkin (talk) 10:34, 27 September 2014 (UTC)
- Let me catch you up to speed Dmitri. The year is 2014. There are scenarios of Relic Runs and Capture Points these days which, regardless of skill and builds, nullifies your argument. You know how teams could hold more frequently 16v8? When the only scenario was King Of The Hill. You didn't die holding = you won/held. So you are going to try and convince me that a perfectly skilled/builded 8 man team can defend their relic runner against one 8 man team while trying to snare another team while they have their offense directed at either your snare or your relic runners as well. No wonder the skill level has deteriorated in this game so much. Thank you Auron, it is nice to read posts and find someone who actually still comprehends the faults in this game. Gladiator Motoko (talk) 10:27, 27 September 2014 (UTC)
- Well, I cannot agree with you on the statement that King of the Hill was the only objective where they were able to win on. If you'll take IWAY or BBway as your team's build, you'd be easily able to do the same on a Relic Run, with the help of Sentinel's Insignias on Warriors and PnH on support Monk. It's just one of the examples, but certainly not the only. Dmitri Fatkin (talk) 10:45, 27 September 2014 (UTC)
- Let me catch you up to speed Dmitri. The year is 2014. There are scenarios of Relic Runs and Capture Points these days which, regardless of skill and builds, nullifies your argument. You know how teams could hold more frequently 16v8? When the only scenario was King Of The Hill. You didn't die holding = you won/held. So you are going to try and convince me that a perfectly skilled/builded 8 man team can defend their relic runner against one 8 man team while trying to snare another team while they have their offense directed at either your snare or your relic runners as well. No wonder the skill level has deteriorated in this game so much. Thank you Auron, it is nice to read posts and find someone who actually still comprehends the faults in this game. Gladiator Motoko (talk) 10:27, 27 September 2014 (UTC)
- Hold on, in the past, there were three teams, and somehow people were able to counter ganking by the use of snares, AoE, kiting and protection spells, right? And at the moment, we've got an r14 player who seems to be unsatisfied with his chances to capture Halls, is it so? Well, in this case, he should sit for a while and develop new strategies his team would use: there are some, and the 8 vs 16 builds aren't a myth. Dmitri Fatkin (talk) 10:34, 27 September 2014 (UTC)
- One team has pretty much never, in the history of GW, been able to hold off two other equally skilled teams - build has nearly nothing to do with it. The simple fact is there are twice as many of them throwing twice as much damage/aoe on your team, and no amount of monking can save that... especially since they can spike monks down in the blink of an eye. Maybe GW has changed in the years since its PvP died, but nobody seriously expected to be able to hold off in a 2v1 unless one or both of the other teams were *terribly* unskilled. -Auron 09:53, 27 September 2014 (UTC)
- I'd say zaishen signpost time for the reset, at least for the boxes. Definitely not 0 GMT. --numma_cway (talk) 12:00, 27 September 2014 (UTC)
- I think I was right. Two-way halls is unfair for KotH. --numma_cway (talk) 17:10, 27 September 2014 (UTC)
- Sorry Dmitri, you have a very limited view on this game and your posts show that. Please understand that you are incorrect in this situation of 16v8 being winnable every time. @Numma I agree with you, there are some modifications that would need to be done. 1v1 King Of The Hill is very advantageous to the blue team. Possibly forcing the holding team to base rez at the shrine rather than the middle? Also on relic runs it is easy for blue to body block red's entrance at the relic to prevent running rather than outplaying them. Gladiator Motoko (talk) 17:36, 27 September 2014 (UTC)
- Of course it's not winnable every time, in fact, I never said it was. On the opposite side, wouldn't that chance of a random encounter which could lead to defending against the two other teams bring some forgotten elites such as Defensive Anthem into play? :) Surely it's only my personal opinion, but I think it's fine as it is now. Dmitri Fatkin (talk) 18:59, 27 September 2014 (UTC)
- Ressing at base would be even more unfair because blue base is closer. --numma_cway (talk) 21:48, 27 September 2014 (UTC)
- Of course it's not winnable every time, in fact, I never said it was. On the opposite side, wouldn't that chance of a random encounter which could lead to defending against the two other teams bring some forgotten elites such as Defensive Anthem into play? :) Surely it's only my personal opinion, but I think it's fine as it is now. Dmitri Fatkin (talk) 18:59, 27 September 2014 (UTC)
- Sorry Dmitri, you have a very limited view on this game and your posts show that. Please understand that you are incorrect in this situation of 16v8 being winnable every time. @Numma I agree with you, there are some modifications that would need to be done. 1v1 King Of The Hill is very advantageous to the blue team. Possibly forcing the holding team to base rez at the shrine rather than the middle? Also on relic runs it is easy for blue to body block red's entrance at the relic to prevent running rather than outplaying them. Gladiator Motoko (talk) 17:36, 27 September 2014 (UTC)
- I think I was right. Two-way halls is unfair for KotH. --numma_cway (talk) 17:10, 27 September 2014 (UTC)
- No. It still isn't fair, but it is less unfair than the current set up. Current set up=Blue holding altar and when blue dies, they rez on the altar every minute. Current set up=Red not holding altar -> red rezzes all the way back from their spawn location. Moving blue to their spawn at least makes a little bit more fair. Still not completely fair. Gladiator Motoko (talk) 02:49, 28 September 2014 (UTC)
- Numma cway's guess is correct, the reset time is matched with the Zaishen quest reset (or it's supposed to be, at least!).
- Unfortunately we don't have the bandwidth to change the actual mechanics/structure of Halls; that would quickly become a larger project with a significant risk of not fixing perceived problems. - Joe Kimmes 17:30, 29 September 2014 (UTC)
- Then it's wrong, because it's not Zaishen reset, it's bonus week reset (just daily), which is an hour earlier. --numma_cway (talk) 22:04, 29 September 2014 (UTC)
- Hmm, I must have confused the reset times, maybe one of those is offset for daylight savings. Thanks for verifying that! - Joe Kimmes 22:07, 29 September 2014 (UTC)
- Then it's wrong, because it's not Zaishen reset, it's bonus week reset (just daily), which is an hour earlier. --numma_cway (talk) 22:04, 29 September 2014 (UTC)