For the matchup starting on December 7th we’ll be testing out a new culling methodology. This is an interim change to the system which is intended improve player experience while we work on a more comprehensive solution. Under this new, interim system we handle culling of allies and enemies separately which should cut down on the instances of running into a group of completely invisible enemies. This is accomplished at the cost of having a lower maximum on the number of allies that players can see.
Again, this is an interim solution while we work on a longer term change. We’ll be trying out the new system for the duration of the matchup starting on December 7th and then evaluating whether we want to keep it in place until our more comprehensive solution is in place or roll back to the existing behavior. Toward that end we’re very interested in your feedback about the experience of playing with the interim system.
All players are eligible for boons, etc. because those are calculated on the server. You’re correct that allies who are culled will remain culled until a “slot” opens up for them. That happens when the culled ally is closer to you than the currently shown ally for some small period of time.
The main difference between this and the current system is that the current system treats all characters the same while the new system has one limit for allies and another for enemies. In the new system enemies cannot impact which allies are shown and allies cannot impact which enemies are shown.
Players in your party are always reported to you and are never culled. Guilds are not favored in the current system.
Thank you for your feedback everyone. Currently our plan is to continue this test for the remainder of this week’s matchup and then roll back to the original method for the next matchup.
If/When you experience issues with invisible players, etc. please let us know and include a screenshot (which includes your minimap), your basic system specs (processor, RAM, video card), and which server you are on. This info well help us to narrow down exactly which issues you are experiencing.
At the end of the week we’ll move back to the old system. At that time we’ll ask you to again give your feedback once you’ve played with the old system for a bit. That way we can get a better understanding of the impact of this trial.
Thanks again for your feedback on this issue and please rest assured that we’re hard at work on a more comprehensive solution for WvW.