Sep 02, 2009, 01:01 PM // 13:01
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#81
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Frost Gate Guardian
Join Date: Sep 2006
Guild: The Siege Turtles
Profession: R/
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Great patch.
Love the added content.
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Sep 02, 2009, 01:02 PM // 13:02
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#82
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Older Than God (1)
Join Date: Aug 2006
Guild: Clan Dethryche [dth]
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Quote:
Originally Posted by Shasgaliel
Naahh. They can do it in a bit smarter way. For example we added some random number generation in our internal queueing strings. At same time we optimized some of the queries and there was no difference in performance for the outside world.
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You would know more about the subject that I; I frequently have to automate tasks in large datasets and rarely deal with search code (and just brute force it when I do).
Quote:
Originally Posted by moriz
if that likelihood gets reduced down to around 10%, even with perfect timing, then i'd say anet has done a good enough job. there won't be anyone attempting a sync with that kind of success rate.
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Perhaps not in the form you know, but:
Suppose ten players attempt to sync in simultaneously and play with whomever they draw. You won't be able to just call your team that way, but you'll land 2/4 sync regularly and 3/4 sync occasionally. Since there are far, far fewer sync teams in existence, the relative advantage conferred actually increases.
Sync joins are one of those interesting problems where an ineffective prohibition can actually make the problem worse. If you strengthen the incentives to cheat, but cannot fully prevent cheating through enforcement, you can inadvertently make the problem worse.
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Sep 02, 2009, 01:14 PM // 13:14
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#83
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Krytan Explorer
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Better late then never.
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Sep 02, 2009, 01:40 PM // 13:40
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#84
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Frost Gate Guardian
Join Date: Sep 2007
Profession: Me/A
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I'm not really fussed about syncing.
Too many idiots in RA anyway, can't blame anyone for trying to sync it.
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Sep 02, 2009, 01:49 PM // 13:49
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#85
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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HAAA HAHAH! HAAAA HAHAHA!!
If you are asking, I'm laughing at all the people that keep living in denial because "syncing is not a bug".
Hohohoho.
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Sep 02, 2009, 01:56 PM // 13:56
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#86
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Krytan Explorer
Join Date: Aug 2005
Guild: Organised Spam
Profession: W/
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5 of us in our guild all felt like FA yesterday, and we regularly got into the same team before and after the update. No noticable difference.
Not so sure what has been changed but I have a suspision that they're just stating it was a bug that has been fixed, and hope people won't bother to attempt to sync now, which would also fix it?
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Sep 02, 2009, 02:00 PM // 14:00
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#87
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Academy Page
Join Date: Jul 2009
Guild: Martyrs to the Flame
Profession: Rt/Me
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Quote:
Fixed a bug that allowed teams to sync join in random PvP.
...
It's still possible to sync in random PvP areas.
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Is it just me or is that a bit like:
Quote:
I promise as the president of the united states to cut taxes
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Next week taxes will be raised by 5%
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Sep 02, 2009, 02:00 PM // 14:00
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#88
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EXCESSIVE FLUTTERCUSSING
Join Date: Mar 2007
Guild: SMS (lolgw2placeholder)
Profession: Me/
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Changes are in RA Lexar, not FA.
__________________
All seems lost now, but still we must fight on.
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Sep 02, 2009, 02:02 PM // 14:02
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#89
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Desert Nomad
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Quote:
Originally Posted by Abedeus
HAAA HAHAH! HAAAA HAHAHA!!
If you are asking, I'm laughing at all the people that keep living in denial because "syncing is not a bug".
Hohohoho.
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according to anet it wasn't, until this update. it was an exploited, but properly working, game mechanic.
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Sep 02, 2009, 02:06 PM // 14:06
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#90
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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Quote:
Originally Posted by Katsumi
Changes are in RA Lexar, not FA.
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Update said it fixed syncing in random PvP. JQ and FA, to the best of my knowledge, should be included in that.
Oh, and since we're on page 5:
Quote:
Originally Posted by me
Although I predict by...let's say page 5 there will be a screenshot of a guild team, whether it's RA, JQ, or FA.
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You guys aren't helping me out at all although there have been several people say they got it to work.
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Sep 02, 2009, 02:44 PM // 14:44
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#91
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Desert Nomad
Join Date: Dec 2005
Guild: [SNOW]
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syncing doesnt matter when your running a defy pain / Endure pain wammo!
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Sep 02, 2009, 03:06 PM // 15:06
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#92
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Lion's Arch Merchant
Join Date: Jun 2009
Guild: Protectors of Fate [GoF]
Profession: N/Me
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I haven't read any other posts in this thread but...
[edit] Miscellaneous
Nicholas the Traveler has been brushing up on his language skills.
Kun Shao has gone on vacation until the Xunlai Tournament House is able to distribute points for the month of May.
Fixed a bug that allowed teams to sync join in random PvP.
[edit] Guild Wars Wiki notes
It's still possible to sync in random PvP areas.
FAIL
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Sep 02, 2009, 03:18 PM // 15:18
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#93
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Forge Runner
Join Date: Apr 2008
Location: Texas
Guild: Reign of Judgment [RoJ]
Profession: Me/
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Quote:
Originally Posted by Short
I haven't read any other posts in this thread but...
[edit] Miscellaneous
Nicholas the Traveler has been brushing up on his language skills.
Kun Shao has gone on vacation until the Xunlai Tournament House is able to distribute points for the month of May.
Fixed a bug that allowed teams to sync join in random PvP.
[edit] Guild Wars Wiki notes
It's still possible to sync in random PvP areas.
FAIL
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Yeah, some of us on the wiki did some testing and it's still possible to sync RA (just harder) and there's almost no noticeable difference in FA & JQ.
For some reason every time I confirm that it's still possible to sync, my post gets deleted :/
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Sep 02, 2009, 03:51 PM // 15:51
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#94
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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Played with some people with 400 hp casting meteor shower while being pummeled by 2 warrs.
Loving this so far! :S I really enjoy playing with the people from AD.
If it stays this way, the people who understand the game will stay away from RA.
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Sep 02, 2009, 04:03 PM // 16:03
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#95
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by deluxe
If it stays this way, the people who understand the game will stay away from RA.
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Didn't they always?
I mean, not only is the game build up from the ground as a team game, in this particular format you play as a team, yet you enter solo.
!??!??!
Anyway - good to hear that syncing FA isn't a bug.
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Sep 02, 2009, 05:00 PM // 17:00
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#96
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So Serious...
Join Date: Jan 2007
Location: London
Guild: Nerfs Are [WHAK]
Profession: E/
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According to Linsey's devnotes of hell, the sync fix was supposed to be later with their bigger content update:
Quote:
Syncing Random - Our server programmer has been investigating how to fix this age-old problem of organized teams appearing in Random Arena, and we’re hoping to have the results in time for this build.
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So maybe it's only a first step, or even a test?
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Sep 02, 2009, 05:03 PM // 17:03
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#97
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Krytan Explorer
Join Date: Nov 2006
Location: Ancestral/Grenz
Guild: [CneX]
Profession: W/
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Quote:
Originally Posted by upier
Didn't they always?
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No. International and Korean districts were a great place for experienced PvPers to RA without dealing with 400hp casters on their team trying to tank.
It's admittedly a stretch, but I almost feel like Anet has deleted an entire gametype tbh. I'd lobby for a tiered system segregated by total balth faction or glad points as mentioned above. At the *very* least, seperate international from the rest of the districts.
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Sep 02, 2009, 05:07 PM // 17:07
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#98
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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Quote:
Originally Posted by upier
Didn't they always?
I mean, not only is the game build up from the ground as a team game, in this particular format you play as a team, yet you enter solo.
!??!??!
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Playing some RA in korean districts was nice if you didn't have time/the need for organized pvp but didn't want to play with complete newbies.
I'd play Alliance Battles if I wanted to play with players who have no understanding of the game.
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Sep 02, 2009, 06:03 PM // 18:03
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#99
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Krytan Explorer
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Quote:
Originally Posted by Martin Alvito
Any deterministic mechanism (like you suggest) can be inducted from data. Players will (quickly) isolate the mechanism and determine the strategy that maximizes the likelihood of landing in the same group.
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If I am not mistaken they did not change the grouping algorithm, they just combined the districts. This is not enough. What moriz suggested (full randomization) is too much calculation indeed but there is no need for huge calculations to have better results, very simple non-random shuffling mechanisms should work here (for example separate odd and even ranks). ...but to be honest I wouldn't mind a grouping algorithm where my Balt faction directly determines my grouping rank...
Last edited by Vazze; Sep 02, 2009 at 06:11 PM // 18:11..
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Sep 02, 2009, 06:40 PM // 18:40
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#100
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Jungle Guide
Join Date: Apr 2008
Guild: [bomb]
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Quote:
Originally Posted by Vazze
If I am not mistaken they did not change the grouping algorithm, they just combined the districts. This is not enough. What moriz suggested (full randomization) is too much calculation indeed but there is no need for huge calculations to have better results, very simple non-random shuffling mechanisms should work here (for example separate odd and even ranks). ...but to be honest I wouldn't mind a grouping algorithm where my Balt faction directly determines my grouping rank...
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or take age/number of deaths etc
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