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Organized wbs and gamedirection

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Manatikik
Posts: 1249

Re: Organized wbs and gamedirection

Post#51 » Mon Jun 24, 2019 11:03 pm

Tesq wrote: Mon Jun 24, 2019 10:52 pm
Manatikik wrote: Mon Jun 24, 2019 6:30 pm
Tesq wrote: Mon Jun 24, 2019 4:46 pm

You are citing what? A sentence of us when the server is eu base? It's civil law baby not common law here in the old continent W_W
(Exept british ppl)

The copyright internationally anyway is 10 years for codes etc...

So 2023 is end term for any legal action more or less
(Since last copyright is from 2013)

Have to suffer other 4 years....
You do realize EA is an American company right? Not to mention is doesn’t matter how right you are here is no way Yali will go to court over this server; especially not against a multi-billion dollar behemoth - there is absolutely zero reason to ever poke the bear.
You dont know anything about law do you? server is in france, ea can cry a river the legal frame is the one from france the court is france the jurisprudition / doctrine / law is francaise.
You really think anyone is going to go and fight in court over this? That’s pretty naive
<Montague><Capulet>

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Tesq
Posts: 5704

Re: Organized wbs and gamedirection

Post#52 » Mon Jun 24, 2019 11:31 pm

Manatikik wrote: Mon Jun 24, 2019 11:03 pm
Tesq wrote: Mon Jun 24, 2019 10:52 pm
Manatikik wrote: Mon Jun 24, 2019 6:30 pm

You do realize EA is an American company right? Not to mention is doesn’t matter how right you are here is no way Yali will go to court over this server; especially not against a multi-billion dollar behemoth - there is absolutely zero reason to ever poke the bear.
You dont know anything about law do you? server is in france, ea can cry a river the legal frame is the one from france the court is france the jurisprudition / doctrine / law is francaise.
You really think anyone is going to go and fight in court over this? That’s pretty naive
Eh you dont know either ea and gw.
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Secrets
Former Staff
Posts: 414

Re: Organized wbs and gamedirection

Post#53 » Wed Jun 26, 2019 1:11 am

Hey guys,

Would like to mention the changes that have just been finished internally. You should see the following active and in the patch notes on Saturday (or sooner if we push it early though I doubt that):

Changes have been made to the one-pairing system. It is now a three pairing system:

-Three pairings are open at a time and can be closed by capturing forts.
-When a pairing's fort is completed in favor of the attackers, it is closed until the campaign resets.
-When two pairings are closed in favor of one faction, the campaign is reset and all T2 zones are open once again.
-An unfinished pairing that is moved to T2 as a result of a campaign reset will not grant any bag rolls. Pick your targets wisely.
Let us know feedback on the system when it's live, and feel free to continue discussion here. Thanks!

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RedKnox
Posts: 49

Re: Organized wbs and gamedirection

Post#54 » Wed Jun 26, 2019 5:02 am

Secrets wrote: Wed Jun 26, 2019 1:11 am Hey guys,

Would like to mention the changes that have just been finished internally. You should see the following active and in the patch notes on Saturday (or sooner if we push it early though I doubt that):

Changes have been made to the one-pairing system. It is now a three pairing system:

-Three pairings are open at a time and can be closed by capturing forts.
-When a pairing's fort is completed in favor of the attackers, it is closed until the campaign resets.
-When two pairings are closed in favor of one faction, the campaign is reset and all T2 zones are open once again.
-An unfinished pairing that is moved to T2 as a result of a campaign reset will not grant any bag rolls. Pick your targets wisely.
Let us know feedback on the system when it's live, and feel free to continue discussion here. Thanks!
Hey Secret,

These are some positive changes! They allow flexibility and strategic deployment to play the opposing faction off, and more important they allow lowbies to constantly participate in the game more meaningfully.

May I recommend that you make a Dev Thread on proposed RvR, maybe even PvP in general, changes? That way the visibility of the teams thoughts and proposals are not hidden away on page 6 in another thread?
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mogt
Posts: 480

Re: Organized wbs and gamedirection

Post#55 » Wed Jun 26, 2019 6:52 am

Secrets wrote: Wed Jun 26, 2019 1:11 am Hey guys,

Would like to mention the changes that have just been finished internally. You should see the following active and in the patch notes on Saturday (or sooner if we push it early though I doubt that):

Changes have been made to the one-pairing system. It is now a three pairing system:

-Three pairings are open at a time and can be closed by capturing forts.
-When a pairing's fort is completed in favor of the attackers, it is closed until the campaign resets.
-When two pairings are closed in favor of one faction, the campaign is reset and all T2 zones are open once again.
-An unfinished pairing that is moved to T2 as a result of a campaign reset will not grant any bag rolls. Pick your targets wisely.
Let us know feedback on the system when it's live, and feel free to continue discussion here. Thanks!

very cool idea more tactic gameplay is possible, ty for that

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wonshot
Posts: 1103

Re: Organized wbs and gamedirection

Post#56 » Wed Jun 26, 2019 10:31 am

Did you get enough data to observe, out of this 1parring open at once periode?

And did any solution or attempts to battle the lag/DC occure out of this change?
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Vaul
Posts: 334

Re: Organized wbs and gamedirection

Post#57 » Wed Jun 26, 2019 10:43 am

wonshot wrote: Wed Jun 26, 2019 10:31 am Did you get enough data to observe, out of this 1parring open at once periode?

And did any solution or attempts to battle the lag/DC occure out of this change?
...
from a cpl pages back...
...
Secrets wrote: Mon Jun 24, 2019 12:32 am Just a heads up, we did get a lot of useful info as a result of the single pairing. I appreciate you guys being patient with us, and we hope you actually notice results from us being able to profile things..

Some technical mumbo jumbo below...

There was an issue with us encrypting packets in the way the game client expects them - the method was slow, and we've put in a fix for improving the speed of that function by converting it to another programming language and importing that function.

We additionally were processing 'expired' items *EVERY* server frame. This function is really expensive - there are over a thousand player slots in the game client that can contain data, and we were looping over all of them every 50 milliseconds, per player.

Additionally, NPCs would update their 'waypoints' too frequently - every frame, resulting in server strain from re-calculating waypoints every 50ms. We changed this logic to be throttled instead of processing it every frame.

You should see significantly less lag issues under heavy load and even in day to day situations. I personally zoned/changed regions a lot faster, loaded in to character select a lot faster, and loaded in from character select much faster.
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BeautfulToad
Posts: 631

Re: Organized wbs and gamedirection

Post#58 » Wed Jun 26, 2019 11:27 pm

There is always a scope for organised warbands. They wont win every battle but a little bit of organisation can defeat larger pug zergs. Seiges are a different story, however.

If you had a T4 rvr events like you have in T1 (no keeps), you would see how useful a little organisation goes.

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