Mike Fergusson a répondu cette nuit à de nombreuses questions posées par des joueurs sur les forums officiels de Guild Wars 2.
Résumé des informations :
– Dépop des armes de siège après 30 minutes si personne n’y touche – Dépop des armes de siège en construction après 10 minutes sans apport de ravitaillement. – Il existe des limites en nombre aux armes de siège :
- 5 engins dans un radius de 1000 unités
- 100 engins par équipe par carte (béliers non comptés)
- 100 béliers par équipe par carte
– Mike n’a pas voulu donner le chiffre exact de joueurs sur une carte ni le nombre de joueurs par équipe par carte, il a cependant confirmé que les limites sont parfaitement équilibrées. – Il n’y aura pas d’affichage de ratio Kill/Death, car cela pourrait entrainer les joueurs à ne pas jouer en équipe. – L’échange d’armes de siège en les déposant au sol n’est pas un bug. ArenaNet veut que l’échange de plans soit possible mais un problème de développement empêche les échanges traditionnels. – Il est toujours prévu que les plans deviennent échangeables, mais c’est loin d’être prêt. – ArenaNet veut du changement sur le système de commandement mais ce n’est pas encore prévu, ni pour l’icône commandant, ni les fonctionnalités.
Enfin Mike assure que les changements en ce qui concerne l’utilité des badges, le gain d’or en WvW par rapport en PvE et l’accès à plus de choix d’équipements en WvW sont bien en cours de réalisation. Il a confirmé que les équipements élevés seront disponibles en WvW. L’équipe est très enthousiaste à l’idée de détailler très prochainement tous ces changements car cela devrait beaucoup nous plaire.
Les échanges complets en Anglais ci-dessous :
How does siege despawning work?
Mike Fergusson : Unbuilt siege sites that are placed by players will go away if someone does not bring supply to them within 10 minutes. Anyone that adds supply to a site should reset that timer.
Completed siege weapons will despawn if they haven’t been manned for 30 minutes.
Why do we have to do this? Each weapon takes up some small amount of resources on the server because we register a few pieces of data for each weapon in the field. One thing we absolutely cannot do is remove the timer entirely or else we have a situation where someone can put down a ton of weapons that could potentially be around forever (or until matches reset) and it would start to cause bad things to happen to the server. We also use some placement restrictions to help prevent there being too many siege weapons on the field, I’ll explain those more in the next question.
It’s admittedly not an ideal system but it is something we are required to do to keep the game running as smoothly as possible. We’d like to make it more obvious that the weapons have some sort of despawn timer since it is a completely hidden mechanic, but we don’t have a way to expose that timer to players yet.
Do we have a siege limit? If so, what happens if we cross it?
Mike Fergusson : There are two basic hard limits to siege placement.
There is a limit to how many siege weapons can be placed within a certain radius of each other. We tried to set it to be fairly lenient, right now you can set 5 weapons (sites or completed weapons) within any 1000 unit radius. If you try to place a new site somewhere within a radius that already has hit it’s limit, the placement will fail but you should still have the weapon bundle in your hands so you can try to place it somewhere else.
There is also a hard limit to how many weapons can be placed on the map. This map limit is a bit harder to explain as it is based on some internal concepts that don’t translate well to laymans terms, but basically anything that is not a ram counts towards one ‘limit’ for the purpose of this explanation and each team can have up to 100 of these types of weapons out at any time per map. Each team can also have up to 100 rams placed on a map.
How many players can one map contain?
Mike Fergusson : As many as we can fit without causing too much stress on the servers. We can’t be more specific than that, but I can assure everyone that the cap is definitely split equally between all three worlds.
We have heard multiple reports for months about people being queued for a map and entering it only to have the outmanned buff, but unfortunately we’ve never been able to verify ways that could be occurring. I’m not saying it isn’t happening, but we haven’t ever been able to reproduce the problem, and if we can’t reproduce the core problem, it makes it basically impossible for us to find and fix the bug
% of classes that on average play WvW
List top players re kills / to death ratio
Mike Fergusson : I would love to show the percentage of particular classes that play in WvW at some point, but it isn’t part of our current plans.
Kill/Deaths ratio is something we would like to avoid having. We don’t want people changing the way they play because they would rather protect their KDR instead of helping their allies in the game. We want people playing and fighting, not worrying about deaths impacting their stats.
Also, what it the hp of wooden/reinforced/fortified walls and gates?
Mike Fergusson : Quite a lot, but I don’t have exact numbers. I can tell you that we also increase the defenses of the reinforced/fortified structures and not just their HP.
Is dropping siege blueprints for other characters to pick up an intended function? It seems very bizarre.
Mike Fergusson : It is indeed intended (and bizarre). We would actually prefer to just make the blueprints tradeable, but there are a couple of funky code interactions that happen to make that impossible for us currently. It’s something we’d like to address at some point, but it’s not very high on the priority list currently.
wow this is the sort of communication people love thank you Mike!
I think it was Colin who stated in an earlier interview (during development) that people should never have to leave WvW if they don’t want to. Do you feel that you’ve met this goal so far (or was it a misinterpretation on my part)?
Mike Fergusson : You’re welcome! Things have been really busy around here since we shipped, and that’s a big reason why we haven’t had a chance to communicate nearly as much as we’d like to, so we’re trying to make an effort to change that. We want to talk to you just as much as you want us to tell you stuff
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
Account bound blueprints
Mike Fergusson : We tried changing blueprints to being account bound and it completely broke the pack up skill when holding the blueprint so we can’t do that either unfortunately.
I’m hoping that someday may find some programmer magic that can solve this so we can at least get rid of them being soulbound, but nobody is looking at it currently.
Badge usefulness, gear variety and earning gold in wvw compared to pve
Mike Fergusson : We are working on a number of different updates that should address these issues over the next couple of months.
We are still working out all the details, but the team has been working on some pretty exciting stuff that should address many of the very valid points you folks brought up. I can’t say much more than that quite yet, but we’re aware of it and we’re working on it.
Any changes or additional things to commander icon?
Mike Fergusson : We’ve talked about a number of improvements we’d like to make to the commander system as a whole, but it’s not on anyone’s schedule right now.