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Robban.1256

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  1. > @"MAtisJR.8935" said: > Like as far as i know when you die you have to go to a wp which costs a bit of coins. And what happens if you dont have any coins I know that is literally never going to happen but still. If anybody knows please answer Im curious You can port to the nearest waypoint for free whenever you are downed and out of money. https://wiki.guildwars2.com/wiki/Waypoint and scroll down
  2. > @"Dawdler.8521" said: > > @"Robban.1256" said: > > @Ben Phongluangtham.1065 said: > > In a recent random sample of 100,000 matches, we found that in approximately 95% of matches, the difference between the average skill rating of each team was less than 50 points. The matchmaker is doing a good job in most cases. > Which really doesnt matter, because the scoring system is still kitten up. Its the primary reason people quit sPvP - its been the reason ever since ranked was added. People can whine over classes on the forum all day long, if the mode itself is kitten it doesn't matter. > > You can have a *good match* that was a hard fight between equally skilled opponents and... loose so much points its unrecoverable unless you win the next 3 matches in a row. Given that many won't even run that many matches in a row if they are into more casual PvP, whats even the point of **trying**? Loose 2-500 or loose 498-500, same thing the game says you suck heres equal penalties for it. kitten doesnt tell what you are meaning, and you can read everything why on the thesis. Glicko is mathematically better than Elo, but requires more calculation. Elo was conceived around 1970 and could be calculated without a computer. Glicko is only practical with a computer. Glicko and Elo should reach the same rating, but Glicko reaches the right rating faster. Glicko-2 is more modern system than Elo and encounters such factors as new people in the pool and changes in strength to adjust speed of rating change. If two continents implement Glicko or Elo and the players of the two continents never play one another, then when they start playing intercontinental it will always show that one continent is overrated and one is underrated. Only if they play intercontinental will the ratings on both continents equalize. That is also the case with FIDE rating and USCF rating: USCF is overrated as compared to FIDE. The Glicko system isn't just based on your current rating, it also takes into account the volatility of that rating based on the standard deviation of your results over time. The variance in point loss/gain for similar point differences has to do with each individual players' rating deviation (uncertainty). Players with high RD will earn or lose more points when they win or lose respectively. e.g. -If you loose against a weaker opponent, or win against a stronger opponent, that will affect your rating more than loosing to a stronger opponent or beating a weaker opponent. I will not reprint the Glick equations here because they are much more complex than the Elo equation, but for the mathematically curious an overview that includes the equations can be found here http://www.glicko.net/glicko.html
  3. > @"Ragazm.6018" said: > Basically i got lose strikes where i got -16 -15 and then i got "win" strikes where i got +12 +13. > So in the end I'm even not in same place where i was yesterday, but little bit worse. > Also "top stats", if they does not mean anything to ranking system, can it be just removed, because it adds even more frustration, constantly seeing "top stats" but going down in ranking. > > And yes, DH burn, that's is just blatant "bug", interestingly no one cares from Anet despite its so obvious. > > Apparently it's just not worth continuing playing sPvP, because if you are not lucky and system think you a not deserved higher ranking than you are doomed like for whole season. > > And again, please can we remove tops stats, as these really cause only frustration. > > @Ben Phongluangtham.1065 said: In a recent random sample of 100,000 matches, we found that in approximately 95% of matches, the difference between the average skill rating of each team was less than 50 points. The matchmaker is doing a good job in most cases. Things get more problematic at the very low and very high skill ratings. Our change to duo queue for 1600+ ranked players is part of our efforts to address this. In addition to that modification, we’re working on some fine tuning on the matchmaker. Our simulation with the proposed changes extended the favorable difference ratio mentioned above from 95% to over 99% of matches. I can’t give you specific dates on when these changes go live, but we’ll be looking to trial them on the unranked queue somewhat soon™. One thing to keep in mind is that just because the average skill rating of each team is close, that doesn’t mean you won’t have a blowout match. Some maps just tend to snowball, some players tend to give up when they get a bit behind, etc. This can lead to a blowout even if the average skill rating of each team was fairly close. I know we have top stats, but they don't generally tell the whole story. Individual performance is a very situational thing. If we tried to adjust ratings based on stats, we'd have people chasing stats rather than the win. That's why we value the win over everything else. @Ben Phongluangtham.1065 said: @Forsty.7968 is correct in that we use the composite opponent method for rating changes. I think we may have tried the composite team method in the past and it didn't work well. I could be wrong about that, as it was before I joined the PvP team. The problem with composite teams is that it basically never gets people to a rating that reflects their real skill. There's a graduate student master's thesis on the topic if you're interested. http://rhetoricstudios.com/downloads/AbstractingGlicko2ForTeamGames.pdf And for you who doesn't know who Ben is he is one of the pvp devs.
  4. > @"Talos.9608" said: > in one day i got 3 matches agaist p3 (erazik, rank 55 dragons, some other streamer) as g3 player... i was p1 at begging, having imposible matches (loosing streak) until g2, then sudenly, 2 easy matches as of point of writing this. not a first time, probably not the last, but skill rating is all about luck it seems, and "skill" part does little to nothing. just streaks of loss/wins on obvious points... sorry for matches i afked but those were lost as seen from the plane, and on loosing streak i couldnt play my best so it wouldnt make a difference. I wonder if anyone else who constantly plays ranked found same thing happening? It's not the MM fault, it's an mix of not every player plays same day and time with not many pvp player's
  5. > @"Bristingr.5034" said: > If it's an AT, I'll try, but if we're down by 300+ points, there's no point to keep trying. Just let them run wrack up the points so we can move on. > @"Eddbopkins.2630" said: > If the score is something like 200- 450, i think its oki to sit out the rest of the match Never give up ![](https://i.redd.it/gjxp7goqdk361.jpg "") ![](https://images.gw2organizer.com/gw2/gw669.jpg "")
  6. > @"Dawdler.8521" said: > Anets solution: > > Skill X does 100 damage in PvE, kills mobs with 100 hp in 1s. > Skill X does 50 damage in PvP because 100 is too OP. > > If Anet changes the PvE values so that the mobs need 2 seconds to die, PvErs go **absolutely mental** because of the damage loss. Just imagine today if someone where to say... "yeah 5000 dps in raids is normal". A PvEr would have a literal heartattack. > > What actually should have been done from the start because its the logical solution: > Skill X does 50 damage in PvE, kills mobs with rebalanced 100->50 hp in 1s. > Skill X does the same 50 damage in PvP because that is the baseline balance. Yea but that would not be good for raids, For example Keep Construct has HP: 55,053,600 , enrage timer is 10min = avg team dps must be over +9175 dps to not reach enrage before they have killed it. Boss Enrage Effect: Vengeance (Mordrem). Enraged — Increases damage dealt by 200%. And if you have 3-4 support classes then the dps req for dps classes drastically increase
  7. I'd say volatile gathering tool. Also some tools have some niche benefits besides the speed: Unbound Harvesting Sickle - Strikes once and gathers all possible chances for additional strikes (gathering halls) Choya Mining Pick - Requires only 2 strikes on rich nodes rather than 3 (gathers 5 strikes)
  8. > @"ShadowCatz.8437" said: > > @"Ameepa.6793" said: > > A class that can press the special skill that every challenge has > > Maybe a reminder that people need to set up a key bind to Special Action key in Option>Controls? It's already default binded from the start as " - " https://wiki.guildwars2.com/wiki/Options
  9. > @"Bloodtau.4672" said: > Either for selling out right or for making into high tier (aka ascended food). Thank you :) Here you can see, plus which nodes have fastest payback, those individual Home Nodes with no number cost map currency: https://fast.farming-community.eu/instances/home-instance
  10. > @"Crackmonster.2790" said: > Just before i was gonna farm up another 1-2 sets ascended gear sets, the spirit farm got ripped. > > Still got 220 left to farm today/tomorrow.. anyone got a clue what are good ways to target them now? Heading into silverwastes now.. There's much better ways to earn spirit shards than SW, for silverwastes the average is 5 shards per hour. Here's the top: Lab farm (Halloween) HoT adventures + griffon races(daily) Dragonstand ~10 spirit shards + (9-11g/h) Stonehead farm (baubles) ~10 spirit shards + (14-16g/h) HoT meta train(vb,ab,td) ~ 14 spirit shards + (18-20g/h) Crystal Oasis ~ 14 spirit shards + (23-25g/h) Can see values of some here https://fast.farming-community.eu/open-world/farmtrain , https://www.peuresearchcenter.com/benchmarks.html , https://docs.google.com/spreadsheets/d/1HOBKHgaPbmc1uMAqupeta824hQzjhiaXBWhPXjORAZs/edit?usp=drivesdk
  11. > @"Danikat.8537" said: > For whatever reason they choose to use fractions instead of decimals, but 1/4 is 0.25, 1/2 is 0.5 and 3/4 is 0.75 > > @""Peter.3901" > It is really strange that they decided to inform the recharge in this way lol. > A fraction takes two integers and places them in a ratio (like 3/4 or 10/15). A decimal can express the same numerical quantity, but it does so with a single number (like 0.75 or 0.66). So, the fraction makes the relationship among numbers clear in the way it is written, while the decimal does not. A study asked people to identify the specific relationship shown in a display and found that people were equally good at using fractions and decimals for continuous displays, but much better at using fractions than decimals for discrete and discretized displays. The number 7π is not the same number as ANY number written with a decimal representation having finitely many digits. So if you want to write numbers exactly, decimals are rarely useful. In fact, it turns out that almost every real number does not have a decimal representation with finitely many digits — what I’ll call a “nice” decimal representation. No irrational numbers have a “nice” representation. So when you encounter a rational number in a math class, it is common to see it written as a fraction and not as a decimal because decimals aren’t sufficient to represent most rational numbers in a “nice” way. While it is true 1/2=0.5 and 3/8=0.375 exactly it is not true that 1/6=0.16667 . The last equation is approximate but not exact. Fractions are very simple things. The fraction a/b means that you take the number 1 , divide it into b equal pieces and take a such pieces. Decimals, however, don’t offer you that kind of flexibility. They only let you divide things into multiples of ten (as opposed to fractions which let you divide into any number of parts).
  12. > @"Veprovina.4876" said: > Title. > > It happened the second time now. I didn't write a thread the first time because i thought it was a bug or something. > But now i'm wondering... > > I mine the nodes with one character, then i log into another character and first few nodes are ok, then every other node after that appears already mined... > > Whta's happening? Is it supposed to be that way? Is there some kind of a daily limit? > > EDIT: Are guild hall synthesizers the same? Cause i can only gather them once per day. If i switch guilds on that character, the other guilds synthesizers are already gathered. I haven't tried switching characters though... Rich mining veins can be gathered 10 times as opposed to 3 and have a higher chance to give rare gems. Rich and T6 nodes respawn in about 22 hours after gathering; T1-T5 nodes respawn in about 1 hour. You can gather from each of the guild halls as long as they have different synthesizers lvl. Example: Gilded Hollow synthesis output 2 Windswept Haven synthesis output 3 Lost Precipice synthesis output 4 This gives us 24 each of lumber and ore, and 7 each of plant, leather, and cloth harvests per day "An account is able to harvest 35 nodes each day, with each character being able to contribute a maximum of 28 to that limit. The nodes are also separated in 3 groups. One group in the floating island area, one on the ground, and one in the underground cave. A character can deplete one of these groups without depleting the other two, but they all share the account-wide limit. The home instance node does not contribute to meeting this limit. Logging out and back in on one character may bypass the per-character limit of 28 nodes." https://wiki.guildwars2.com/wiki/Bloodstone_Crystals Nodes with a per-day harvest limit (such as Bloodstone Crystals) interact differently with extra strikes: For Bloodstone Crystals, Petrified Stumps, and Jade Fragments, extra strikes are allowed and do not count towards the daily limit.
  13. > @"sorudo.9054" said: > the cryengine allows you to place water at any level as long as it's enclosed, GW2 is just using such an old engine that simple things like that are not possible. > better yet, back when half life was the top end game i made maps with plenty of other leveled water, it's all in the assigned entity. "Water" under maps as base lvl= Old trick that many, many, MANY developers use (I know for a fact Blizzard and Bethesda abuse this, as well as Valve) It's just easier for every aspect of development to build your landscape inside of an ocean than painstakingly sculpt out individual rivers. Water in games is traditionally a static object with a simple texture animation. This way, that animation is one size fits all (often times you'll see water flowing into the ground... this is because the water is a giant surface that clips through the ground... of you have Skyrim, go to Uncle Hadvar's place and look at the river for an example) easier and simpler to check if players are underwater if you detect it by height than to check whether or not they're in a certain object. Serves as a baseline when designing a map. Not necessary our even particularly useful, but it's nice to have a reference point when making canyons and mountains and shit.
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