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Pemberly.6305

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Everything posted by Pemberly.6305

  1. https://drive.google.com/file/d/1VoRdyjkbQNTqhNcJm9_Qxv3RLBVH_iyc/view?usp=sharing https://drive.google.com/file/d/1RFiCYLKeAJyLaSz1oq55294cy_ARylTR/view?usp=sharing Still no improvement in API hangup issue.
  2. I echo previous posters. PvE and $cash for gems are the way to go. Here are some powerpoint slides I made a long time ago. Warning: Some stuff may be out of date. https://drive.google.com/file/d/109X42ITl1RKCd9fiuC_qxFPLhwzQozrt/view?usp=sharing https://drive.google.com/file/d/1jyQe3-8bVZw4cTlrPfwqOmlEuQnl9WR7/view?usp=sharing Currently I am running the Maguuma Wastes Reward Track for the zone currency to buy clay, and make Clay Pots (1 per day) which sell for 7 gold, and take seconds to make.
  3. https://drive.google.com/file/d/19n4XSrBc-UissJg07Eok6quPsPLSj24F/view?usp=sharing https://drive.google.com/file/d/1H0qeqbhz0PWac9yfrXme2EDWxOx9kG7a/view?usp=sharing Latest Data Set: NA Reset to Monday @ Noon, 23Nov2020 No improvement in results. From now on, all results will be posted at https://sites.google.com/view/gw2-wvw-for-beginners/wvw-live I guess I am naive in expecting Anet to fix something that is broken 25% of the time.
  4. Somewhere in the distant past, folks complained that servers with 24/7 coverage had an advantage over servers that also had good numbers but only over a time zone such as NA-East. So, as I recall, and maybe I'm wrong, WvW was changed so that what happens over a single skirmish matters to the overall scores. Are we asking to change it back? Remember, 80% of war score is PPT.
  5. Looking at the Gaussian distribution around 25 consecutive identical values. ~ 3200 events of avg 23 entries duration times 2.2 minutes per sample = ~162,000 minutes in 48 hours. dividing by (9 matches * 4 maps * 3 teams * 2(kills and deaths)) 216 individual data streams. = avg 12 hours of downtime for each stream in 48 hours. So, if my math is right, 25% of the time, the WvW API is hung up and not working. I hope my math is wrong.
  6. https://drive.google.com/file/d/1pRq1o6ZvtoV1HcJy-aG8tNKJ8iW5CuXT/view?usp=sharing https://drive.google.com/file/d/1xdlexlxbZapYcgZfeHJzPFVZ7ruxawbS/view?usp=sharing New Data Set: Wednesday 18Nov to Friday 20Nov. Things definitely to a step backwards for this data set. Maximum length of consecutive identical values is 107, 235 min, ~4hours, 2 skirmishes.
  7. https://drive.google.com/file/d/1bU91QwktR7E_-_HIf4IJ9M37NXviLFjx/view?usp=sharing latest data: Patch day to Wednesday @ Noon
  8. New data set, NA Reset to Monday @ Noon. Things seem to be improving.... https://drive.google.com/file/d/1pn4oN43sYjLPmMPCVuNJ6hiUk-j9ug3w/view?usp=sharing https://drive.google.com/file/d/1QCAo39ietvp9aRu5iGGPAs5aQWJKjxQ-/view?usp=sharing
  9. https://drive.google.com/file/d/1AHWrjSqAUDIewHFQaMBptqW-ZaDdYwHm/view?usp=sharing Sorry, here is today's basic histogram of all the data. Still have the local minima at 15 or so, and local maxima at 27. However, the maximum number of consecutive identical values has dropped significantly. 160 -> 65! Thanks Anet!
  10. https://drive.google.com/file/d/1bC6AB1XKoqYVlT-EAXsxsdfZk4PwQjB5/view?usp=sharing New data set. Wednesday at Noon to Friday at Noon. Good News, the maximum number of consecutive identical values has dropped from 160 down to 65. In the plot above, we limit the data set to sequences of 25 or more consecutive identical numbers of kills. For each identified such sequence, we plot it against the number of consecutive identical deaths at that time. The takeaway is that because the resulting scatter plot is a line, whenever the sequence of kills stops being updated, the sequence of deaths also stops being updated, for the same amount of time. I think this rules out the game engine as the place where the lock up occurs, because the running list of kills and deaths are different processes in the game engine. I think that leaves either the transfer of data from the game engine to the API data base, or the API data base itself as the source of the lock up. Comments?
  11. [snip, snip] > > > running an all thief guild, trying to get a decent server for bag farms and zerg busts > Everyone here is SEA time but i just cant find a good wvw server for bag farming. >I want to work with skilled guilds as an arrangement. Sounds like you want to ride the coat-tails of a full squad, comped to take on an enemy full-squad, and you sneak in and claim all the credit for the kills. Sounds like my sterotype of thieves.
  12. > @"Dayra.7405" said: > Hm, it's known:...**[snip, snip]** .... and I think it's the API and it hangs I wonder if it isn't the _transfer of data_ between the game engine, and the database that supports the API that hangs up? I'm curious.
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