
Today, Habib Loew brings us some information about some changes that are coming to WvW, specifically culling and load changes. Here's what he has to say:
Quote
In the January update we’ll be making a couple of preliminary changes to WvW.
In December we ran a one matchup trial of an updated culling system. Based on all the feedback we received, both during and after the trial, we will be transitioning to the updated culling system that we used in the trial. This update allows the culling system to handle allies and enemies separately so that being surrounded by a group of allies will not impact the culling of enemies (and vice-versa). The general consensus after the trial is that this system lead to a better player experience in WvW. We further saw that some of the issues people had with the new system were related to asset load times rather than culling issues so making this change in combination with our character loading improvements should lead to an improved overall experience. It is important to note, however, that while we believe this change is an improvement to the WvW experience it does not fully address the issues with culling and we are still working towards our goal of removing culling from WvW completely. This change is intended to give players an improved WvW experience while we continue work on our more comprehensive solution.
While this update only contains a couple of visible changes to WvW it lays a lot of important groundwork for future updates. We have some exciting changes coming and this update is just the beginning! [Source]
- The first of our engine changes will be coming on line to help improve character load times by using fallback models.
- We’ll be switching over to the culling methodology that we trialed in December.
In December we ran a one matchup trial of an updated culling system. Based on all the feedback we received, both during and after the trial, we will be transitioning to the updated culling system that we used in the trial. This update allows the culling system to handle allies and enemies separately so that being surrounded by a group of allies will not impact the culling of enemies (and vice-versa). The general consensus after the trial is that this system lead to a better player experience in WvW. We further saw that some of the issues people had with the new system were related to asset load times rather than culling issues so making this change in combination with our character loading improvements should lead to an improved overall experience. It is important to note, however, that while we believe this change is an improvement to the WvW experience it does not fully address the issues with culling and we are still working towards our goal of removing culling from WvW completely. This change is intended to give players an improved WvW experience while we continue work on our more comprehensive solution.
While this update only contains a couple of visible changes to WvW it lays a lot of important groundwork for future updates. We have some exciting changes coming and this update is just the beginning! [Source]
A bit later in the thread he also makes this comment:
Quote
[...] Disabling culling entirely is something that we’re working on still and this update lays some of the groundwork we need to do that.

Comments
#1 Lordkrall
Vigil Crusader
Posted 23 January 2013 - 08:50 PM
#2 Airwolf
Vanguard Scout
Posted 23 January 2013 - 08:55 PM
#3 Lurker14ownz
Asuran Acolyte
Posted 23 January 2013 - 08:58 PM
#4 Impmon
Sylvari Specialist
Posted 23 January 2013 - 08:59 PM
#5 Arewn
Sylvari Specialist
Posted 23 January 2013 - 09:09 PM
It's too bad that releasing a game often causes developers to be too busy to instantly roll out every change and fix possible immediately with the first few months of the game's existance.
#6 Azure Skye
Seraph Guardian
Posted 23 January 2013 - 09:14 PM
#7 Global_GW2
Sylvari Specialist
Posted 23 January 2013 - 09:18 PM
#8 Familiar
Vanguard Scout
Posted 23 January 2013 - 09:21 PM
#9 Obscure One
Vanguard Scout
Posted 23 January 2013 - 09:37 PM
#10 dawdler
Sylvari Specialist
Posted 23 January 2013 - 09:43 PM
They have a funny way of interpreting player feedback considering most people in the culling feedback thread on the official forum called for an immediate rollback due to it ruining the gameplay and being a complete disaster. Not to mention complaints over the fact that Anet sideswiped the community by introducing it for an extended period on live servers, rather than a testing enviroment.
This is [i]not [/i]good news unless their explanation of the "load changes" fixing it is 100% accurate.
#11 Vihar
Sylvari Specialist
Posted 23 January 2013 - 09:45 PM
The December culling was the worst, in my experience. I was happy when it went away.
#12 Eon Lilu
Golem Rider
Posted 23 January 2013 - 10:00 PM
#13 Lordkrall
Vigil Crusader
Posted 23 January 2013 - 10:02 PM
Why can't people at least wait until the patch before complaining about how much it will suck?
#14 MrZero
Seraph Guardian
Posted 23 January 2013 - 10:09 PM
Great news! Some may flame about seeing fallback models but it is WAYYY better than having a zerg of 50+ all of a sudden appear all around you.
[/quote]
I could care less what enemy players model looks like. It's not like I stand there and admire their gear. Kind of have better shit to do when they are in my face. Right?
#15 Arewn
Sylvari Specialist
Posted 23 January 2013 - 10:12 PM
"The general consensus after the trial is that this system lead to a better player experience in WvW."[/quote]
They have a funny way of interpreting player feedback considering most people in the culling feedback thread on the official forum called for an immediate rollback due to it ruining the gameplay and being a complete disaster. Not to mention complaints over the fact that Anet sideswiped the community by introducing it for an extended period on live servers, rather than a testing enviroment.
This is [i]not [/i]good news unless their explanation of the "load changes" fixing it is 100% accurate.
So basically: "I believe it is this way, and will take my limited view on the matter and say that it reflects the true states of the feedback given, because my view is the true view. And the feedback Arena Net claims to have tallied up is false and they manipulated it for the sake of purposely introducing changes that will make the game worse"
#16 dawdler
Sylvari Specialist
Posted 23 January 2013 - 10:28 PM
So basically: "I believe it is this way, and will take my limited view on the matter and say that it reflects the true states of the feedback given, because my view is the true view. And the feedback Arena Net claims to have tallied up is false and they manipulated it for the sake of purposely introducing changes that will make the game worse"
[/quote]
No, more like: "I read the new culling test thread in december and played WvW during this period".
It wasnt bad for everyone, no. Your average zerg probably didnt even notice a difference when they zerged about, ignoring allies and focusing on enemies. Maybe they have fixed the issues they had during the test, I dont know. Its still not great news, based on previous experience.
#17 Doctor Overlord
If you hate MMOs....
Posted 23 January 2013 - 10:34 PM
Good to hear ArenaNet will have different fallback models for their system.
Perhaps for April Fool's day they could load up joke fall back models - all the humans could be wearing red-shirts, the asura could be wearing those Stormtrooper outfits from Fractals etc
#18 Vihar
Sylvari Specialist
Posted 23 January 2013 - 10:40 PM
How surprising. People already found something to complain about.
Why can't people at least wait until the patch before complaining about how much it will suck?
[/quote]
Because they are just re-implementing what was done in December for culling.
The December culling was awful, IMO.
Instead of "X Number of models nearest you will render", it now will render "X number of enemy models", and "x number of friendly models".
In other words, it will be better if you are in a zerg and run into an enemy zerg.
But...if you are in a 5 man group and run into a zerg, culling will be twice as bad as it is now....because it will only render half as many enemies as it does now.
#19 Azure Skye
Seraph Guardian
Posted 23 January 2013 - 10:41 PM
Reminds me of a F2P Korean MMO where the fallback characters all wore robes. It was creepy as heck loading into a town for the first time, it made you feel like you were surrounded by cultists lol
Good to hear ArenaNet will have different fallback models for their system.
Perhaps for April Fool's day they could load up joke fall back models - all the humans could be wearing red-shirts, the asura could be wearing those Stormtrooper outfits from Fractals etc
[/quote]Like these? I thought my gaming files were corrupted when they did this update. Lol
[img]http://wiki.guildwars.com/images/a/ac/Guild_Wars_Stickies.jpg[/img]
[img]http://wiki.guildwars.com/images/4/47/Stickyfest.jpg[/img]
#20 Lordkrall
Vigil Crusader
Posted 23 January 2013 - 10:44 PM
Because they are just re-implementing what was done in December for culling.
The December culling was awful, IMO.
Instead of "X Number of models nearest you will render", it now will render "X number of enemy models", and "x number of friendly models".
In other words, it will be better if you are in a zerg and run into an enemy zerg.
But...if you are in a 5 man group and run into a zerg, culling will be twice as bad as it is now....because it will only render half as many enemies as it does now.
[/quote]
Did you even read the whole first post?
Where do they state that they simply take the exact same thing that they used in December and just put it back in?
It is quite clear that they are using that trial and the results as a basic for the new system and they also stated that they are adding fallback models until the real models are loaded.