Tuesday, January 15, 2013

Details of some of the mechanisms governing the McM


Mike Ferguson participates in a thread on the official forum where he provides information on many of the rules that apply to WvW.

However, the exact number of gw2 gold players battling simultaneously on a card McM or the number of players per team per map remains a mystery. Since the launch of the game, ArenaNet has never wanted to communicate these figures.

Didji wrote on the forum dedicated to the World against World, an excellent summary of this information:

Siege
Laid siege weapons but unbuilt disappear after 10 minutes if no one built. Whenever refueling is spent to build the weapon, this timer is reset.

Built siege weapons disappear after 30 minutes if no one uses them. This timer resets each use.

This system is in place for each siege weapon is a small part of memory servers, which means that if the siege does not disappear, it would eventually clog the servers.

ANet working on the idea of ​​making visible the disappearance timer siege weapons ("working on the idea," says it all).

Each siege weapon or construction site siege weapon has a radius of 1000 in which it is possible to use four other siege weapons or construction sites. It is therefore possible to lay siege five within 1000.
There is a limit of 100 siege weapons (excluding rams) and 100 rams per team per map. Can not ask more than that siege.

Release plans for siege weapons that others can retrieve is expected behavior. This is not a bug / exploit. ANet would prefer to be able to directly exchange plans, but there are technical difficulties that prevent it. This situation is unlikely to change.

ANet tried to make plans siege weapons are linked to the account and not the soul, but it was dirty impact. So this change is not in the program.

The fact that some skills can destroy projectiles siege weapons is expected and normal.

Strengths / Tours
Reinforcements / fortifications (T2/T3) to the walls and doors not only increase their points, but their defense.

Being able to TP for attacking a fort because the timer has expired and the attack that takes 2 or 3 seconds to restart is a bug. This will be corrected.

Commander
No changes planned at this time.

Dead
ANet is working on a forced return to base if a player has been dead for some time. They do not like the idea that the body may spy.

Loot system
The bags will stay there again for a while, put the loot directly into the player's inventory can have bad consequences (if inventory is overloaded, the character slows down a lot) and nobody is working on currently.

Various
The player limit is evenly distributed between the three teams. ANet can not reproduce the problem where Guild Wars 2 gold players must go through a queue to get the buff inferiority.

Ranger pets or Necromancers do not count in the limit of players per map.

Players from other servers appear as "invaders Server" or "Server defender" to avoid harassment, strengthen the spirit of competition and quickly identify the server to his opponent.

ANet has no plans to introduce a system of "classification" ratio killed / dead. The disparity in classes played McM program is not either.
ANet working on the usefulness of badges, new armor and McM by McM drop rate (or gains compared to PvE), among others. It should arrive in the coming months.

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