Guild Wars 2

Guild Wars 2 Dev Tracker




01 Feb

Comment

Originally posted by [deleted]

Evan, you write in the linked post:

I just checked and it takes on average 43 (+/- 10) games to hit minimum deviation.

Do you have any plans to allow deviation to increase again based on win/loss streaks in the next season? It doesn't feel like the system currently does that, and only shrinks the more you play.

The only plans for deviation at the moment are to prevent it from increasing over time.

Comment

Originally posted by rashdanml

u/ArenaNetEvanL

The configuration seems to indicate the off-season ranked will be queue sizes of 1-5. IMO, these should be kept the same as the current ranked queue sizes, as 1-5 will most definitely result in a lot of premade teams steamrolling solo/duos, as it happens in unranked (which isn't fun to deal with), and doesn't contribute much to learning map rotations when you're constantly being steamrolled.

Will our visible skill rating continue to change off-season? Will Season 6's soft reset be based on that? Or will it be based on the rating we reached at the end of Season 5?

Off-season has it's own rating and the season 6 soft reset will be based on season 5 rating, not off-season like before.

Comment

Originally posted by shiboito

One additional scoring parameter includes a bonus for balancing profession counts.

if team.count(profression) < otherTeam.count(profession):

score += config.professions.matching

You say you're balancing profession counts, but this pseudocode says that teams with different profession counts are better. So, if team A has N guardians and B has N-1 (or N-2...), that lineup is favored. Whereas if team A and team B each have 1 guardian, that lineup is not favored.

Seems to me that what you want instead is

if team.count(profression) == otherTeam.count(profession):

Edit: That code i linked is from the last 5 lines of the new pseudocode

That code is within a loop iteration where the potential roster has some number of the considered profession. If the roster is chosen, the end profession count for target team would be team.count(profession) + roster.count(profession). If the target team has less than the other team, then adding some number of matching professions would be favorable.

Comment

Originally posted by fishball_7204

Looking at the pseudo code it seems the old matchmaking just put players on the team which had less people to make it a 5 person team ASAP and only considered the team rating rather than look at the ratings in detail for the matchup. The new one seems to look at the ratings of the entire matchup and tries to assign potentially fairer teams.

I know one thing they said they'd fix was the bug where teams were pre-rolled so if someone didn't accept, they just kept giving the team random players which meant the matchmaking was more and more skewed the more people didn't accept the queue pop.

You are correct on both points. It's as bad as it can look because the potentials list was already filtered on rating. The problem comes during off hours when the rating spread gets larger. Then the way that players are balanced onto teams matters a great deal more.

The substitution problem will be fixed at the same time for both the old and new matchmaker. I left substitutes out of the pseudo code to keep it simple.

Comment

Originally posted by Imanrkngel

Will the same algorithm be used for ranked queues in the future? Because it seems to me like a lot of irrelevant factors are taken into consideration to score rosters.

Assuming the matchmaker performs better (which it entirely should), it would be enabled for all queues.

Comment

Originally posted by Sihmm

As per this comment by Evan. Not explained in-thread precisely what changes are and sadly pseudo-code hurts my head.

This is a little snippet on the wiki that explains the main differences:

A new matchmaker has been written to solve some of the failings of the previous while maintaining a similar flow. This new matcher will score rosters against both teams and the entire match instead of only considering alternating target teams. This is most notable when scoring ratings as a roster's fit is based on how it will balance team ratings instead of just how close it is to the target team's rating. One additional scoring parameter includes a bonus for balancing profession counts.

Comment

Thanks for your post! I'll pass it along to the relevant people.


31 Jan

Comment

Originally posted by Cuedon

Wing 1 went live when I was in Thailand.

Wing 2 went live when I was in stuck in an English airport.

Wing 3 went live while I driving cross country and in the middle of the Arizona desert.

This time, I'm going to be in Mexico.

...Someday, there'll be a raid launch when I'm actually within range of my desktop...

Hey Cuedon, we're planning some upcoming releases, and it would really help to know the next time you'll be out of the country.

Comment

Originally posted by rameden

If I was to buy the Heart of Thorns Deluxe edition do I need to have the base GW2 game or does this include it?

HoT includes the base game.


30 Jan


27 Jan

Comment

Originally posted by Evadrepus

We lured him out of hiding...get him boys!

Comment

Originally posted by [deleted]

That's the guy doing that great job: /u/ProbablyJohnSmith

People being happy with me? I can only assume this is an elaborate hoax.

:)


25 Jan

Comment

Originally posted by Triatt

Dev is suggesting it but when it comes the time to actually do it, he'll chicken out.

I'm down with this. ... oh crap down and down are spelled the same


20 Jan

Comment

Originally posted by ChaliElle

Is it intended that BFG#5 lets character keep uncapped speed after hitting slope and effectively pretty fast "sliding" for few moments on the ground?

That's not intended functionality as far as I know, but it's not part of the problem that the fix was for.


18 Jan

Comment

Originally posted by Xavoid

I appreciate the honesty with it fixing a bug, but the original poster does bring up a good point. These maps are suffering in population, as fun as they are. Changes may be necessary to ease their difficulty and scaling to keep them 'populated' [as they rely on groups of individuals to get any rewards]

I'll follow up on this as well. I'm not sure how much we can do, but I know it's something that has been discussed in the past in-office.

Comment

Originally posted by Mordrem_Moth

Can you then make the updrafts down where the unbound guardian spawn push you high enough you can reach the nodes that spawn down there then since there's no way to reasonably get them now?

They are pretty tough to get to. :/ I'll discuss with the others who worked on that episode.

Comment

This was a bug fix for an issue where certain skills that remove the speed cap on players could be combined with updrafts and other force-applying game systems to allow the player to accelerate way beyond how fast they should be able to go. I apologize for the lack of patch notes on the bug fix. Regardless, this was important to fix, because it broke many things, and as a byproduct made cheat detection more difficult to manage. It wasn't an attempt to "remove the fun of the skill", it was to fix a map-breaking bug that had game-wide repercussions.

As you can see from the past few living world episodes, we've been finding new ways to empower player movement, and this bug was causing issues for these, as well as blocking any future plans we may create to add fun new systems for motion.

Edit: One more clarification. That skill (BF Glider #5) was not specifically changed. What was changed was part of the underlying mechanics of how movement and skills interacted. Speci...

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17 Jan

Comment

Originally posted by Lon-ami

Are those 4 bosses linear? As in, beat boss 1 to beat boss 2 to beat boss 3 to beat boss 4, or do we have some branching? Would be cool and make it easier to play what you want without crying for openers.

It's still 10-man too, I guess?

For the next one yes, it's linear.

Comment

Originally posted by El_Barto_227

But did you fix the bug where the imbued mushrooms are always eaten just as I happen to use Epidemic?

Not a bug, by design.

Comment

Originally posted by Nebbii

People don't understand that the devs who handle the gem store are just a small team on Gw2.

They must be some very talented,motivated and productive team if they are able to give us rewards at Gemstore at such consistent and quality basis, mad props to them!

They are a fantastic team, for sure! So are the living world teams, though. It's a matter of scope. The more you can isolate the scope of your changes, the faster you can create content. This is why outfits are easier than armor sets, for example. A living world episode interacts with orders of magnitude more game systems and features than an outfit.