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About WobLight

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  1. Call to Arms: Improving PvP!

    I second this. This is because as I said earlier, you have to remove the other queue when the first pop, otherwise two BGs starts but you join only one. At the moment both premades queue both BGs the one join AB and the other WSG.
  2. Call to Arms: Improving PvP!

    That's pointless, then new AB will start half empty this way. Just suspend the queue of someone inside another BG. Also I'd like to say again BGs should start when all players are queued, not the minimal amount.
  3. Call to Arms: Improving PvP!

    Anyway, atm most harmful think is having BG starting at minimum player requirements instead of full. People keep swapping from and half empty BG to another, and it's really frustrating.
  4. Call to Arms: Improving PvP!

    FYI, on Anathema queuing for multiple BGs was not possible at all. My proposal was actually aiming to avoid that to happen again. Back on Anathema there wasn't any 4v14 BG, but (also due to low population) there was a loop in which people only queued for the shortest queue, limiting very much the choose and thus pushing people away from PvP.
  5. Call to Arms: Improving PvP!

    I meant to remove the other queue when you get invite for the other, even before you accept it, so that you can't choose but the 1st queue giving invite.
  6. Call to Arms: Improving PvP!

    What's the reason for such a harsh reply? This thread is to gather idea, and I merely added something to discuss about. Also, it was a reference to an above post which suggested to just disable multiqueuing for everyone: Or alternatively, since yesterday I was in premade and we queued arathi after a while because WSG was not starting, you could just make the queue drop when the other is popped.
  7. Call to Arms: Improving PvP!

    I was thinking, more fair would probably be disabling multi-queue for premades rather than all players.
  8. Call to Arms: Improving PvP!

    Premade dodging effect in AB: today I had a 2v14 and a 6vs14 arathi, I didn't even played that many.
  9. [Addon][Battleground] Strategos

    AB Win timer works again in testing branch.
  10. Call to Arms: Improving PvP!

    He meant to give dishonorable kill for killing low level players. Dishonorable kills were meant to prevent players from killing quest givers though.
  11. Call to Arms: Improving PvP!

    It would also be good to fix up some bugs in AV (aside the always debated backdoor and likes) most events are buggy, which favors stalls.
  12. Call to Arms: Improving PvP!

    In last 2 weeks of wsg pugs I only met high ranking horde but TWO times. Almost every game is a 5 ally pug vs 4 or 5 high ranking horde, often even with pots and consumable ready. Most of games would end in 5 min but horde often manage to win the game earlier. Very rarely a game have more than 6 players alliance side. Other than setting some kind of deserter penalty for dodging (that would also prevent one faction to queue w/o joining in the other faction just to make the queue pop), I would also set a minimum of 10 players for wsg to start, not 5 (but still 5 for the game to disband). It's not only the fact to always meet horde premades to discourage pugs, it's also that most of games aren't full and that advantage high rankers even more.
  13. The test version hooks into specific functions to show icon and cooldown of the spell/item used. If you are already using another addon which does that you will not see any difference in almost every case. And if bugs don't get reported they don't get fixed.
  14. Cheer! I've finally found the culprit! There was a line of code missing for some reason, that caused the stack to grow each time you used a /cast macro, which was eventually leading to a stack overflow after prolonged usage (that's why it was only noticeable in raids). Test again and you should be fine. Thank you so much for your help.
  15. Iirc I got mine from there https://forum.elysium-project.org/topic/23742-vanilla-addons-a-z/ I don't recall where I got mine, and it's little buggy.