Guild Wars 2

Guild Wars 2 Dev Tracker




30 Aug

Comment

Originally posted by CaptainUnusual

In case you're wondering, yes, people are already proclaiming in map chat that you confirmed elite specs will be available for testing tomorrow.

Of course they did, they's say we're giving out ponys too, but the Raptors are cooler.

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Originally posted by PhoenixOfTheFire

From the forum thread:

The developers intend for the test to run a couple of hours and they hope to enable the elite specs. One of the advantages of our release system is it has a great deal of flexibility so it depends exactly on how our internal ‘pre-testing’ goes as to what will be enabled.

Thus the vagueness of my other answer, we'd like to but we'll see

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Originally posted by nosolovro

we will see some changes in the new elitè spec or they are the same we tried 2 weeks ago?

I'm not sure honestly, I do know that the skills team is addressing the feedback that was given but I'm not sure if any of those changes will be in the stress test.

Apparently I'm the queen of vague answers today!

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Originally posted by vianiznice

Will the Elite specs be available for testing too? I reckon that would be a great incentive for players to hop on.

Unknown at this time, and I know that is a crap answer, but it's the one I have.

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The more stress on the servers the happier we'll all be, but do keep in mind that we also want everyone to also play normally and mimic day one play. I'd love to see how many people can do the race all at once


29 Aug

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Originally posted by nelg

using their skills at the same time in one concentrated point, which is the main issue

Can you divulge how you solved that issue in Mouth of Mordremoth? There must be close to 100 players focusing their skills on one single point in the mortar phase.

There are a number of things going on behind the scenes in that map that are unique in its structure compared to other open world maps like Sparkfly Fen. The number of agents in the map overall are considerably reduced for starters. If you zone back to other waypoints in the map during the final encounter, there isn't a ton going on. In the encounter itself, a lot of the difficulty in that encounter relies on the named Legendary creatures you fight (Hareth etc), instead of huge waves of scaling creatures like Teq. There also aren't any active events going on at the same time as the final encounter. One issue with older open world maps is that there are probably a handful of players running around who aren't participating in the world boss at the time. So that means additional events and spawns that take up some amount of resources. Dragon's Stand is designed to funnel everyone to the same place.

Also, the programmers have been making tweaks to the game for years to o...

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28 Aug

Comment

Originally posted by Kolz

Matthew created Queen Jenna confirmed

What does spike zerged mean in triple trouble?

Spike zerged basically means that, with regards to the TT encounter specifically, they'd organize into 4 groups. They'd have roughly 10-15 people for 3 of the groups, and then one massive group of 100+ players. They'd start off with the zerg group, and one of the smaller groups at Amber Wurm, trigger the vulnerability, and spike it down to 10% or less and then stop. Then the Zerg would waypoint away and go to Crimson and do the same, and then Cobalt. They were able to get the wurms all down very quickly, but they had trouble managing the coordinated kill check from that point.

TT was really just a big evolution of Teq. Overall the server performance improved with the Teq redesign since we were promoting players spreading out more (to the batteries) but it still suffered when he went vulnerable since all 100+ players were using their skills at the same time in one concentrated point, which is the main issue we're trying to solve. That's why TT (and more recent World bo...

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25 Aug

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I don't know about you guys, but I'm pretty excited! Let's get shwifty!


22 Aug

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Originally posted by berserksteve

After dusting off my chrono tank and going to vg they are definitely aggroing on illusions/avengers at least. I had an avenger up, bugged and stuck on wall it was was very easy to see it take aggro and boss run over. When tanking at the pillar any phantasm caught on the other side of the pillar also caught the bosses aggro causing him to walk out of the arena and despawn in an effort to get around the pillar and attack. We then tanked on druid and had no aggro/pathing issues at all.

Interesting. Thanks!

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Update: We believe the problem has been found, but the resolution is going to take a bit of work. The bug you are seeing crops up as a result of how the client and server are communicating when movement skills (any skill that forces you to move, or locks you in place) are used at the same time as the encounter scripts are forcing you to move.

Short term work around is to try not to use skills that lock you in place, or force you to move, when you are about to be teleported.

I wish I had a better answer, but we'll get it fixed asap.


18 Aug

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First thought is that we likely didn't add Seraph because it's new from LW. I'll speak with the rewards folk, but sounds doable at this very moment.

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The objective auras do apply to territories.


17 Aug

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Originally posted by BobbyStein

Jason, should I be concerned that OP killed Vale Guardian before I did?

Duh. That said: /u/Zvehn mind carrying us through next time? kthx


15 Aug

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Originally posted by towelcat

wvw exploit fixed yet?

The ogrewatch territory has been adjusted.


14 Aug

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I like it.

I like it a lot.


11 Aug

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Originally posted by Zadah

I was refering to Pax tickets, but it doesn't look like you'll be on the Pax floor?

Correct. We do not have a booth.

We do have a panel about sound design on Friday, September 1, at 3:00 p.m. Pacific Time (UTC-7) at the Hydra theatre. You do need a PAX badge to attend. Having said that, PAX is set up to livestream presentations in that room, so we're planning on hosting the livestream on the Guild Wars 2 Twitch channel (assuming nothing changes in terms of PAX's technical setup).

These two events are the "official" ArenaNet events at PAX. Individual staff members may be on panels, but those were organized by staff members separately from marketing events and aren't specifically topical to Guild Wars 2.


10 Aug

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Originally posted by ushtva

Did they say what time does the beta start?All i can find are dates no specific time set.

The plan is to start it sometime on Friday morning, Pacific Time. Similar timing to Living World releases.

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Originally posted by Zadah

tickets are basicly gone at this point :(

The party doesn't require a PAX ticket. It's free and open to everyone.


09 Aug

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Originally posted by DharDhar

Gliding is good, they just need to fix the distance you can glide into enemy territory with stability... On Red Boarderland you can glide into the Firekeep even if its not yours

This is being fixed.