Original Post — Direct link

Hi Reddit,

I’m here today to answer some questions and to share some news.

The news is that I’m taking over as the game director of Guild Wars 2 for a while. Colin will be leaving us. Colin is a personal friend, leaving on good terms, and I wish him all the best.

Game direction is a big job. I have a lot of talented people helping me in the role, and we’re all here to answer questions today. Steven Waller continues to direct Living World and Raids. Stephen Clarke-Willson, another long-term veteran of the company, will be directing WvW. John Corpening and Hugh Norfolk are here to talk about PvP. We have Crystal Reid, Paul Ella, and Jon Olson here to talk about Raids, Nellie Hughes representing Living World, Sean Hughes representing Fractals, Shuai Liu and Tyler Bearce representing WvW. We’ve got Leah Hoyer here to talk Narrative, James Ackley here to talk Audio, Steve Thompson here to talk Cinematics, Roy Cronacher here to talk Creatures, Ester Sauter and Lance Hitchc*ck representing QA and QA engineering, John Smith representing Megaservers, and more devs joining us as we continue!

I’m excited to be back in this role. I’ll say up front that I do eventually have to hire to replace myself. Believe it or not, running a company is a lot of work too. ;) But in the meantime I get to lay down the path I believe in. One thing I believe is that a game director represents the players. So I think it’s only natural that my first official act as game director is to hang out and talk shop with the players. And that’s what we’ll do today.

To kick it off, I’ll give some updates on what we’re working on and how we’re going about it.

We recently started PvP season two and we’re about to launch the next raid wing. After that we’re packaging up and preparing our next big quarterly update for April. The April update is about reducing grind, clearing away some tedium, getting quickly to the fun, and improving rewards. We’ve always said that Guild Wars should be about having fun rather than preparing to have fun, and this will be a back-to-our-roots kind of update. After the April update, we’ll start live beta-tests of improvements to WvW. Our goal is to be very incremental and visible with the changes we’re making there, so that players are involved every step of the way. Further on, we’ll launch the next raid wing in May or June, then Living World and the next quarterly update.

You’ve seen in past years that we went through times when the whole company worked on one thing. In 2013, the year we shipped 21 Living World updates, pretty much the whole company was working on Living World. In 2015, we were all working on the expansion. Going forward we’re putting ourselves in a more sustainable mode where live and expansion don’t compete with each other.

We have about 120 devs working on the live game, 70 devs on Expac2, and 30 devs on core teams that support both. Within these groups we have cross-discipline teams with focused missions. For example on Live we have the PvP team, the WvW team, the Fractals team, the Raids team, the Living World team, the Legendaries team, and a couple others. The teams are charged with carrying a feature from inception and design through completion. When they finish, we typically package work from multiple teams into a single release, then we hand it off to release teams for final voice integration, localization, QA, and release management.

The final thing you should know is that we’re working hard to avoid having a default assumption that “this thing will ship on this date,” or even, “this thing will ship,” and instead we’re proactively deciding to ship things when they’re done and polished and we’ve played them and love them. So if you ask us for a list of things that will ship in April, we’ll probably be coy because we think it’s nice for you to have presents to unwrap on release day, but more than that, the truth is we don’t even know. We’re working on a lot of potentially great improvements for April, all themed in the direction of less grind and more rewards, and they won’t all make the cut, but any reasonable subset will make a great release.

And with that, let’s get to the AMA! It’s a big game and there’s a lot to talk about. I’ll be here for about three hours this afternoon, with other developers coming through for shorter periods.

Mike O’Brien

Edit: Well we went over our allotted time, but I do have to wrap it up now. Thanks everyone for the great questions and conversations! We typed furiously and answered everything we could.

I'll be back here to chat again periodically. Not all the time, because then that would change this subreddit from being a place where players talk to each other into a place for players to post to devs, and we'd lose what we all love about this place. But periodically.

In the meantime, you know my email address. ;) I get a lot of email, so I can't reply to it all, but I do read any letter I get from a Guild Wars 2 player.

See you next time!

External link →
about 8 years ago - /u/LeahLorer - Direct link

Originally posted by DeserveDonuts

are you ever gonna do something like LS1 again? i missed out on the whole living world thing for the most part and wish more stuff changed in a permanent way.

LS2 was nice but i liked the open-world parts of the HoT story more than the instanced stuff.

We also love telling stories in open world. We're definitely looking at all the ways we can tell our story in upcoming Living World releases.

about 8 years ago - /u/JohnCorpening - Direct link

Originally posted by writermacox

Let's talk armor. One of the devs mentioned a few weeks ago they'd look into the missing assets (Tribal armor is the most notorious, but Apostle armor also comes to mind). Has anything definitive come up to bring back the old PvP skins?

We are definitely working on bringing these sets back into the game.

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by morroIan

Has Arenanet taken the dissatisfaction of players with the PvP season 2 matchmaking under advisement and looking to revise it for season 3?

We are definitely aware that there are some frustrating match-ups being made during this Season's initial kick off period and we are actively working to improve this for Season 3.

about 8 years ago - /u/JohnCorpening - Direct link

Originally posted by sveng9

Did Gw2 thought about some Betting for the PvP esports games? (with gold for example) to promote the scene a bit.

We know that this has been successful in other games and it's something that comes up occasionally in brainstorming sessions but at the moment we don't have any plans for a system like this.

about 8 years ago - /u/Anet_RoyCronacher - Direct link

Originally posted by solacetalie

@ArenaColin DOCGOTGAME wants you in his channel. PLEASE Come we wanna say a proper docnation good bye. PLEASE Sir.

Are you sure he won't just ban Colin again? ;)

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by erich_hanussen

We've lost a big smile today :/ I wish you the best, Maestro :')

And for the Lore/Narrative team, will we ever explore the nature of magic and Tyria itself beyond elder dragons? The Mists, Lord Odran, The Antikythera, The Six Gods, The Hall of Heroes and the rift, The Spirits of the Wild... There are lots of mysteries out there yet to be explored, and we are aproaching them rather slowly :/

I won't give away any spoilers on future content. What I can say is that the team loves weaving long established lore into our new story, and we're excited about a lot of ways that we will be doing that in upcoming releases. And yes, magic in Tyria is broader than dragons.

about 8 years ago - /u/JohnCorpening - Direct link

Originally posted by Vivec13

Why wasn't the Hall of Heroes (HoH/Tomb of Primeval Kings) ever implemented into GW2? And will it be in the future?

 

With love, -Kamikaze Tactics [GANK]

 

(Edit: Why am I getting downvoted for asking a serious question on PvP?) Paging: /u/GaileGray

Halls and Tombs were a huge part of GW1. While we loved those modes in GW1 we wanted to try something different for GW2. In GW2 we have Unranked Arenas as a fun place for all players to enjoy PvP. Ranked Arena for seasons of high competition. The Pro Leagues for the top players to compete for prizes and our in-game progression path for the Pro Leagues, the Guild Challenger League. In addition, there are Custom Arenas for scrimmages, casual play and practice. Guild Wars 2 PvP takes a new and different approach to PvP and overall is much more successful for it.

about 8 years ago - /u/Anet_RoyCronacher - Direct link

Originally posted by rym1469

Roy on creatures? I want Revenant developer back, tho!

Yup, a bit after the launch of HoT I transitioned teams to be team lead on creatures, working on expansion 2. You are in good hands with /u/Anet_KarlMcLain and the rest of the skills and balance team. I'm still involved with that team though and provide lots of advice and feedback, ;)

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by [deleted]

I'm not quite sure why, but I kind of expected Colin leaving soon. It's sad to see him go. Best of luck to him.

Anyway, this AMA is a great idea and I have a couple of questions:

  1. General: What are the main issues implementing a template system?
  2. PvP Leagues: Why are pips and MMR updated separately instead of using a player's MMR to determine league position?
  3. PvE/WvW: Do you think that the current gear system (stats on items, fixed upgrades) is limiting players too much?

I can answer question #2. We use MMR for minor matchmaking considerations (like finding similarly skilled teammates), but it doesn't really work as a determiner of which division you technically belong in for our specific league system. There is a lot of things involved in the League progress system, but sufficed to say, we've explored the idea of using MMR as the sole means of determining player positions and we identified enough pitfalls that we decided to opt for a different system instead.

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by _Sorrows_

It's sad to see Collin go, but I'm sure Mike will do awesome as his replacement.

Few questions:

General: What's the atmosphere at the offices now that the expansion has shaped up and the holidays have passed?

WvW: How much input are you taking from players across all tiers and playstyles (ppt/gvg/roaming/etc) of WvW? A worry for people who enjoy mid/bottom tiers is that their input and desire might not be considered with the changes coming.

Living Story/PvE: I really enjoyed the quality of content and story that was brought along with LS2, but I kind of missed some of the epicness of the events of LS1. So, are there any plans to cross over both styles? Majority LS2 repeatable content, but also a few larger events that only last for a month or two (rather than 2 weeks) and can ben enjoyed by large groups? Also, start closing some plotlines before opening more! I love the stories in this game.

Thanks for the nice words about the story. As we continue, we absolutely have these as some of our broad story goals: -- Bring exciting content with every release -- Integrate story with gameplay to make a great overall experience...both in instances and open world -- Tie up important story threads as we can while advancing our story

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by erich_hanussen

Thank you for your answer!

I wasn't expecting any spoiler of course, but I recently started playing the original Guild Wars again and I was fascinated by the amount of mysteries and unexplored plots that are still out there. In fact I believe there is a little bit of beauty on some of them never being touched again and remaining a mystery, but I'm reeeaaallly craving for answers on some hahaha

Again, thanks for your answer :')

You are most welcome!

about 8 years ago - /u/ArenaNetRyanD - Direct link

Originally posted by polarbytebot

Uhhh. This wont end well. This comment will soon reach the maximum of characters and then no more links will get added. I'll try to fix this asap.

Some people just want to watch the bots burn. Mostly Chris Cleary.

about 8 years ago - /u/exackley - Direct link

Originally posted by Konwrath

What is the hardest part of developing the soundtrack for Guild Wars 2?

I'm gonna let Maclaine answer this one.

about 8 years ago - /u/JohnCorpening - Direct link

Originally posted by ArenaJon

I play the game daily.

Me too :)

about 8 years ago - /u/anet_shuai_liu - Direct link

Originally posted by Ravval

or just any info when you are going to start talking about it >,< Still wonder if any wvw questions will be answered in this AMA.

WvW has been a very complicated system. We are changing some of the core architectural components. It will allow us to implement some of the changes Tyler outlined, and also provide us a foundation for more flexibility moving forward.

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by Aemius

So no planned changes for S2?
It's very weird to have a double negative on losses - as your MMR drops your expected team is going to be worse - your chances of winning become lower - etc.
 
The only real way to go about that is waiting it out for people to pass by the league and hope worse players enter/stay... but that doesn't seem like a healthy state.

The way that matchmaking is set up for Ranked with PvP Leagues, you're definitely either losing or not gaining pips, but your MMR is actually not adjusting enough to bring you down to get matched with "even worse players." The matches in which you lose against opponents that are much higher rated than you do not adjust your MMR significantly. We're aware that there are frustrations with the initial starting period for Season 2 and we are currently planning to improve overall match quality for Season 3, particularly during the start of the season.

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by Charrikayu

Leah Hoyer! If you're here:

How does one break into the industry of writing and narrative design for video games or, specifically, Guild Wars? I know you come from a background with other mediums, but I suppose the question still stands. I have a ton of experience in world-building and dialogue construction and all that jazz, but I get the feeling that the industry looks more for experience in live development than for talent in writing or dedication to a particular world/game. Would you say that's true? What led you to ArenaNet, is narrative for video games competitive, and what helps one to stand out?

Storytelling experience in any medium is going to be useful. The fundamentals of character and world building, conflict, structure, good dialog, etc all apply. But the awesome challenge of game narrative is the way that you take into account the player role. Making choices feel meaningful is hard.

A great tool that I would recommend to build an interactive narrative protfolio is Twine. It is mostly text based, which certainly isn't the ideal way to tell story in a game. But it really helps creators think about choice and the role of the player. We have a large group ANetters, both Narrative and folks from other disciplines, who are getting together next week to do a Twine Jam.

Play aorund with it. It is free and easy to pick up. If I'm looking at candidates for a position and they don't have professional game experience, I love seeing a Twine or two among their writing samples.

And also, a team-focused attitude is critical. Everyone who works on the game helps to tell the story. People have to be able to collaborate in this industry, and great collaborators get better results.

about 8 years ago - /u/lancehit_anet - Direct link

Originally posted by MysticAr

Any plans to have easy mode version of the raid? I'm a casual player, I can't find raid groups.

the raids team is working on solutions for finding raid groups

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by omg_otters

The story in HOT left a lot of threads hanging. Can we expect these to be picked back up in the next LW season? Are there plans for expanding the amount of lore shared with players a la LW S2 optional conversations, inter-actable objects etc? I missed this in the HOT story. (Also farewell Colin, and good luck!)

Our LW season definitely picks up where HoT left off. You will certainly hear more about Rata Novus, the egg, etc. And yes, we always look for ways to put in bonus and optional story for the folks who really want it. We had a good deal of this in HoT, but it was probably in slightly different forms than we had previously. We're always trying new ways to get this info to the folks who love our story!

about 8 years ago - /u/Anet_KarlMcLain - Direct link

Originally posted by kitamoo

Which teams are in charge of class balance and how does internal testing for skills work?

What do you primarily look for when discussing changes to certain classes?

If you don't balance around Pro League or top level PvP, what do you use as a benchmark for balance?

Are there any plans to split skills between PvE and PvP?

We do have a team that works on skills. We focus on maintenance and balance of current skills, in addition to the implementation of new player skills down the road (I.E. H.O.T. Elite specializations). Internal testing is a mix of Dev/Q.A./tester Hands-on interaction, and some automation. When discussing changes for classes, we look to a variety of areas to determine what should happen. We use metrics from many areas of the game, feedback from a plethora of sources (yourselves included), along with our own spreadsheet comparisons and experiences. In addition, we have meetings with each feature team to discuss the issues in that we then investigate and come up with solutions for. We balance from many different perspectives, top tier pvp is included as well as Raids, Fractals, WvW roaming/group play, casual open world, huge map-wide encounters and a few more that I'm not thinking of at this moment. As for skill splitting, I'd suggest checking out Isaiah's answer in this thread.

From my iPhone 4! -Karl

about 8 years ago - /u/JohnCorpening - Direct link

Originally posted by [deleted]

[deleted]

It is definitely our intent to build new maps for PvP for both Conquest and Stronghold. Before we dig into that, we are taking a pass on making some improvements to our existing maps. We've had some feedback from some of our top players on how some existing maps could be adjusted to be more competitive. Expect to see some adjustments along those lines first.

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by Unixas

Any plans for simple 1v1, 2v2 pvp queues where you just fight other players with no pve, point capturing stuff?

It's something we've discussed, but there are currently no plans for 1v1 or 2v2 PvP gamemodes at the moment.

about 8 years ago - /u/anet_shuai_liu - Direct link

Originally posted by dynamicstability

I hope your question gets answered. I'd be very interested to hear their responses! An honest answer here would be good communication to the WvW community :)

We can benefit from quicker iterations. As I mentioned in a different post, we are investing a lot of engineering resources to make the system easier for the team to try different ideas in the future.

about 8 years ago - /u/lancehit_anet - Direct link

Originally posted by Vuish

Mike, have you or any of the developers had a chance to actually sit down and play the game you've worked so hard on? Or has it been a constant "Go go go!" of trying to address/fix all the issues the community has brought up?

I also play on a regular basis. Mostly missions and WvW.

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by GimmeSylvari

Must be weird questions to ask, but since we've got someone to talk about Creatures and someone to talk about narrative... /u/LeahLorer & /u/Anet_RoyCronacher .

1)Are we finally going to have tonics for the Mordrem Creatures from HoT (Mordrem guards + the three Mordrem commanders + Mordrem mounts, etc) ? And if not, why ? Seems weird that we wouldn't get those, when we got like 4 different mushrooms and chak tonics... pretty please ? :)

2) Was there a backstory for the Mordrem commanders like Staffmaster Adryn & Axemaster Hareth ?

3) Was the Nightmare Court storyline really cut off ? There's no explanation whatsoever about who is the duchess Chrysanthea and why we actually let her lead us against Mordremoth at the end of Dragonstand.

4)...What about the other Pale Tree mentionned in the Sylvari personnal story, and Malyck who came from it ? Are we going to know more about that someday ? HoT seemed like the perfect occasion to get some informations about them, but we've got nothing.

5) Could we please get more sketches and rough works for the creatures ? Those are awesome to see, but it's rare that you actually show them, it would be awesome to see the though process, graphic studies and rejected designs behind HoT's creatures.

We've had many discussions here about most of your questions. The reality of making games is that we often have content that we love that doesn't make the cut because of scope concerns. We are discussing ways we might be able to delve further into some of these.

As to the Nightmare Court question, there are places in the game where we deal with the fact that, in the war against Mordremoth, we're pretty much on the same side. Nightmare Court don't want to follow anyone blindly...not the Pale Tree and not Mordremoth.

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by MC_Celestia

What are the chances on bringing Courtyard PvP map back to the unranked selection list? If you already answered it I apologize as there was wayyyyy too much to read haha.

Our currently supported gamemodes are Conquest and Stronghold. Courtyard still has a place in custom arenas, but it won't be returning to Unranked or Ranked arena.

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by Mazayaz

I'm proud of this game.

First time i've see developers speaking so openly with theirs players on a big company.

Thanks. Days like this are some of the reasons I love working here. (Well, not the Colin leaving part.) I'm proud of ANet too.

about 8 years ago - /u/anet_shuai_liu - Direct link

Originally posted by [deleted]

WvW has been a very complicated system. We are changing some of the core architectural components. It will allow us to implement some of the changes Tyler outlined, and also provide us a foundation for more flexibility moving forward.

Seriously?! It's been years since launch, but every feature is always laying the damn foundation.

Ever gonna even think about maybe building the rest of the house?

We are doing both. :) The upcoming blog posts will talk about the features Tyler listed in more details.

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by debacol

With regards to pvp: we have small group and massive scale, any chance you might try and implement something inbetween? Say 10v10 or 15v15? I know you used to have 8v8, but they didnt work well for the maps you created. Any thoughts on revisiting this? I played a good 7 years of wow, and even though i dont play anymore i miss warsong gulch and their other maps because the dynamic truly changes with different team numbers and different objectives than just conquest.

We currently don't have plans for match sizes larger than 5v5 in PvP. When it comes to PvP, we've seen in the past that once we get above 5v5, match quality and individual skill tends to matter less the more players we add, so we won't be going higher than 5v5 at the present.

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by [deleted]

[deleted]

We definitely have a long-term plan! I feel that is really important and something that will help us be sure to emphasize key beats and wrap up threads moving forward, rather than create loose ends.

That being said, there are many ways for us to get to the big milestones along the way, and with every new release/season/xpac, we always do a lot of brainstorming on the best ways to get us there.

And fun fact, we Devs have taken to calling it Steve in meetings. It isn't official, but it makes us laugh!

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by [deleted]

My question is for Leah: At the end of HoT some pretty shocking events came to pass. Will we be able to deal with these events in Season 3? Pressing F just... Didn't feel right. :(

The reason I'm asking about this is because I really loved the improvements done to the Pact Commander and the quality of the story missions in general. I really enjoyed playing through the missions and all those sylvari specific dialogue lines were amazing!! I felt really connected in the story with my character (also Canach rocks). Considering how outspoken the Commander was in HoT, it felt very abrupt how the story ended with HoT spoilers

The story will definitely pick up in Season 3 where we left off in HoT. I totally understand your concern. As Mike mentioned in his letter, above, we had to take a lot of people off of Living World to focus on getting HoT out the door. This meant that we were left with a larger gap between that content and resuming Living World content. We had originally intended one to more quickly lead into the other. But the next chapter will be coming!

And yes, Canach does rock! He's one of my favorites.

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by [deleted]

[deleted]

We believe that having distinct meta periods is healthy for the state of PvP, but keeping the meta constantly in flux was frustrating for most players, because things that were effective one day were ineffective the next week.

As we have shown, we're willing to make changes to improve the health of the meta mid-season, but we also don't wish to constantly change the meta during PvP League Seasons in general.

about 8 years ago - /u/JohnCorpening - Direct link

Originally posted by Aggadan

About sPvP, how do you feel about the balance and the impact of engineer/ele/rev still being able to bunker, while the necro do a crazy amount of damage, the warrior can't be competitive nor the thief or the mesmer? How do you consider the power creep? Is there a team working actively on balance ? How do you feel about the impossibility to play ranked between the pvp season? On a sidenote how do you consider the matchmaking for ranked, are you considering improvement to stop successive lose streak due to high spread of mmr between players in a same team?

The team has been evaluating what to do in the off season. We don't have a firm plan yet but it is something that is being discussed.

Regarding ranked play, it is our highly competitive mode. While everyone can participate in it, you do need to think of it more like a tournament. That said, we are looking at ways to get higher tier players to where they need to be faster. In S2 we added win streaks which our data has shown has helped a lot to achieve this. Again, no solid plans yet but this is something that the team is keeping a close eye on.

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by GOOD-Gaming

Hey guys, thanks for doing this. Are you aware of any issues with the current matchmaking system for league season 2, or is everything working as intended? If you do see an issue, is there anything we can know about that you are doing to fix it?

We're aware that there are frustrations with the initial starting period for Season 2 and we are currently planning to improve overall match quality for Season 3, particularly during the start of the season.

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by [deleted]

[deleted]

Chauncey agrees with you.

about 8 years ago - /u/lancehit_anet - Direct link

Originally posted by Zalladi

If you could tease us expansion #2 with one word, what word would it be? And can we put your face on the hype train?

(Also - thanks for making the thread!)

Expansion

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by [deleted]

Why wasn't stronghold adjusted anymore after the last beta? There are still many issues with it, for example archers being basically useless.

We're aware that there are still existing pain points on the Battle of Champion's Dusk map and we are actively working to address them.

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by GimmeSylvari

@ /u/LeahLorer : Hi ! Could we have the chance to get some lore Q&A in the future ? :)

I'll look at setting up something with the whole Narrative team! It would be fun to chat story with folks.

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by Sznurek066

You you plan some big changes on PvP unpopular maps? For example changing the orb mechanic on spirit watch etc. Do you plan to add some new PvP maps in near future?

From John Corpening earlier in the thread:

It is definitely our intent to build new maps for PvP for both Conquest and Stronghold. Before we dig into that, we are taking a pass on making some improvements to our existing maps. We've had some feedback from some of our top players on how some existing maps could be adjusted to be more competitive. Expect to see some adjustments along those lines first.

about 8 years ago - /u/LeahLorer - Direct link

Originally posted by Syrio21

Is Ree Soesbee still at Anet? Haven't heard anything about her since a chinese release interview

She is indeed!

about 8 years ago - /u/JohnCorpening - Direct link

Originally posted by Mireles

If someone locked everyone in your office and unleashed a crate of really pissed off honey badgers who would have the top kill count?

Hank the Honey Badger of DOOM!

Or did you mean from the devs?

about 8 years ago - /u/lancehit_anet - Direct link

Originally posted by KiLLi4N

Some QA related questions. How big is your QA dept., how is it structured and what is your bugtracker of choice?

QA at launch was a very large group (something like 60ish people) in-house, but since then we moved to a leaner model with more testing being done as the content is developed. QAE started up after launch and we are a little more than a hand full of developers now.

Before launch we used Fogbugz, we switched to DevSuite after launch, and recently transitioned to JIRA after the HoT release.

about 8 years ago - /u/JohnCorpening - Direct link

Originally posted by chrish162

Hello, Mike. Thanks for doing this!

When can PvPers queue outside of Heart of the Mists?

How players move between maps in PvP is different than in the rest of the game and because of that it there are technical limitations on our ability to have players queue from outside the Mists. If we can find a solution to the technical challenges around this we would love to be able to do this but it is a very difficult problem given how the code between these systems work.

about 8 years ago - /u/ANet_Erik - Direct link

Originally posted by [deleted]

[deleted]

Right now, for the purposes of matchmaking, MMR is currently used when searching for players to be on your team (unless you're in a pre-made group, of course). We do not plan on making any changes to matchmaking until after Season 2 has ended.

about 8 years ago - /u/lancehit_anet - Direct link

Originally posted by [deleted]

[deleted]

QA Engineering (QAE) started up after launch, so our strategy was focused around covering the breadth of the game's systems. Now that we have thousands of tests, we've been focusing on automating high risk areas, keeping automation results reliable, catching up with new content changes, proactively automating new features, etc.

We use Tableau and JIRA for analytics and bug tracking. The rest of our tools (test execution, harnesses, instrumentation, reporting) were built in-house. If you're looking for more info, I gave a talk about our test automation tools at GDC last year.

QAE has been "agile" since we started. We made some early mistakes trying partial implementations of SCRUM, but we switched to Kanban a long while back and it just worked for us. I'd say we are better off for having made those mistakes, and learning from them, because the team is still invested in our process.

We have a lot of environments internally. Most dedicated content teams have their own deployment. We run automated tests on as many as we can, all the time.

about 8 years ago - /u/exackley - Direct link

Originally posted by ItStartsAtDusK

Any plans to add any more people to your super-talented music team? ;)

I think the music team is doing a good job with what they have now:). Maclaine, Lena and Stan all work together and of course with all the live players they use are able to keep up with what we need.

about 8 years ago - /u/lancehit_anet - Direct link

Originally posted by [deleted]

[deleted]

For test automation, we built endpoints into the game client so we can interact with different aspects of the game. We have internal commands we can send to the game server to put ourselves in specific server states, and a verbose set of observable and control endpoints for different client states.

The back-end for the game is basically a cloud of clouds of services. The server teams write unit/component/integration tests for common regressions and high risk areas, but QAE focuses on testing the whole system rather than diving deep into component testing for individual APIs.

about 8 years ago - /u/lancehit_anet - Direct link

Originally posted by Wolololo1234

Will it be an actual expansion or will it be the season pass-like stuff we got with HoT?

Yes

about 8 years ago - /u/lancehit_anet - Direct link

Originally posted by GM_Awesomeness

To build on what Gaile said:

The tracker is built upon the solid foundation of our QA department's work. Recently I've been taking a more active role to improve communication between QA and the customer base, and this tracker is the result. In addition to my own efforts, a large group of QA folks puts in a lot of time to comb through bug reports, forum posts, and Reddit reports to get bugs into our internal tracker where they are assigned to the appropriate devs for fixing.

This has all been going on for years - what's new is that I'm jumping in to make sure the players can stay informed of what's happening with the most annoying of those bugs.

There have been some changes in how we're doing QA, but they're not really related to the issue tracker. I'll see if I can get one of our awesome QA people to come over and talk more about that!

To build on what GM_Awesomeness said:

The biggest changes for QA have been around making sure that QA is positioned to work with customer support teams and the development teams directly, so they can identify risks, and raise those concerns earlier in the development process.

QA Engineering has also taken a step in that direction, spreading most of our team out into development teams to work more closely with designers and programmers as they're building content. We've also invested heavily in building tools (like content unit testing, bots, automation, etc) to support those teams.

about 8 years ago - /u/lancehit_anet - Direct link

Originally posted by Anet-TylerB

That counts as a forfeit. I'm 3-0. :)

T-T-T-TRIPLE KILL