Guild Wars 2

Guild Wars 2 Dev Tracker




25 May

Comment

Originally posted by EnslavedPudding

Ideally we're creating environments and populating them with characters, events, and lore discoverables that make the world feel rich.

What, like the desolate new kaineng city?

You can see how this leads to a situation where it's impossible to deliver both in every patch

So instead you chose the worst of both worlds?

Curious to see what people think of the next couple releases once they're out.

Considering how badly you've handled the story since eod, we're all very excited to see just how bad the "slightly cheaper for a lot less cocntent" expansions will be.

Its also astounding you allowed someone to make the statement that basically admits to being creatively braindead in regards to elite specializations. Dropping them because you cant think of anything cool is absolutely laughable.

What, like the desolate new kaineng city?

You're saying there aren't NPCs, ambient scenes, events, or interactive things in the city?

"So instead you chose the worst of both worlds?"

Not in my opinion but feel free to disagree. How would you solve it?

Comment

Originally posted by rym1469

Yeah, I get that he's snarky and it may be in his character to have this meta commentary. But coupled with all the other 4th wall stuff like the MVP, BS and a few others it felt a bit too much in one episode. Maybe that's why it stuck in my memory.

But coupled with all the other 4th wall stuff like the MVP, BS and a few others it felt a bit too much in one episode.

What do you mean by MVP and BS? Serious question.

Comment

Originally posted by HermitHideout

We are playing MMORPG. No dev should have come down here to explain things to us. It should be crystal clear how the story goes in the game while we play the game.

We are playing MMORPG. No dev should have come down here to explain things to us. It should be crystal clear how the story goes in the game while we play the game.

You'd be surprised but with a game that has tens of millions of players, not everyone gets all the details during their playthrough. Some folks get distracted or don't pick up on the subtext, or they don't read the notes or journals they come across, or they aren't versed in serialized, multithreaded stories so they lose track of what happened and to whom. We don't do most things in cinematics so it's on players to pay attention throughout, and that can be hard. Especially when releases are several months apart.

The journal is a good place to get a reminder, but some folks don't read it so they're missing out on extra stuff. But that's by design. A player can take in as much or as little as they want and play the game how they want.

Comment

Originally posted by NovaanVerdiano

This makes a lot of sense but I'll admit this didn't get conveyed well at all. I feel like a few extra lines would've removed all that confusion.

Not sure if there are videos online or if you care to replay it, but I'd be curious to hear what was clear and what wasn't if you were paying close attention. Part of the problem we face in building story in a shared world is that there are a million other players running around on patch day, and oftentimes bits of dialogue or context are missed. Not saying that you weren't paying attention, but there were 4 character stories being juggled across these two episodes. Chul-Moo overcoming his regrets and growing as a leader, Yao making peace for their decision to leave the Brotherhood behind to learn from Joon, Rama finding purpose after quitting his job (and also pursuing a love interest), and obviously the Commander confronting more than a decade's worth of war to make peace with him/herself.

There's a lot of subtext in each scene, so I would assume that some folks--especially people playing for the first time or critiquing it as they wen...

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Comment

Originally posted by ShyNoir

Completely agree with WHY the commander was there and that it wasn't a grief option, all of what you said makes sense for the Commander to grapple with. I just feel it could have come from a character closer to the Commander, Rytlock has also had to deal with these problems as well and he has a personal bond to the Commander that would have resonated more with him.

My gripe wasn't what was said, I agree with everything Chul-Moo said and it makes sense for all that happened to weight heavy on the Commander, my gripe was with WHO said it, and what it implies (the reasons I listed above).

My gripe wasn't what was said, I agree with everything Chul-Moo said and it makes sense for all that happened to weight heavy on the Commander, my gripe was with WHO said it, and what it implies (the reasons I listed above).

Gotcha. But Chul-Moo was one of several main characters in this episode so we decided to intersect his arc with the Commander's because of their shared burden. You have to remember that not everyone playing EoD played the base game, so there are times where we'll focus on recent events and characters instead of going all the way to the beginning.

We did, however, call back to the Commander's past traumas. In some cases it was about a friend. In other cases, regret for a mistake. Or in the case of Blish, about coming to peace with the fact that he made his own choice, and it wasn't ours to dispute. About letting go of the idea of control when you clearly aren't the one in charge of somethin...

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Comment

Originally posted by Poskmyst

And its addition has seemingly 0 rammifications on the world at large when it should be a massive world changing event as you say. Yet it seems as if though only destiny 2.0 are the ones using it.

The fact that I have never really concidered this before is almost worse. We see so little of how this world works that it is not even odd that we don't see how it would change after the intercom is invented.

Yes, yes scope. But could we at least get to see something that could convince us thay Tyria is an actual world with its own internal logic.

Most of the writing budget focuses on the interdrama a handful of characters that acts as if they live in California but with Elder dragons. Those characters are at the very least the center of the story. I wish that the world was in the center instead, I feel like its a lot easier to pull that off in an MMO, especially one where the character driven parts of the story has to be told with voice acting.

Most of the writing budget focuses on the interdrama a handful of characters that acts as if they live in California but with Elder dragons. Those characters are at the very least the center of the story. I wish that the world was in the center instead, I feel like its a lot easier to pull that off in an MMO, especially one where the character driven parts of the story has to be told with voice acting.

Ideally we're creating environments and populating them with characters, events, and lore discoverables that make the world feel rich. But the world is always the set or backdrop to the foreground action. Either we can make it big and world ending (e.g. Elder Dragon threat) or we can push in and make it more intimate (e.g. What Lies Within). Both have their advantages and compromises.

I've heard comments from folks on both sides: "Make more personal stories! I'm tired of saving the world!" vs. "I don't care about this character! Give me a bi...

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Comment

Originally posted by Poskmyst

Yea to me personally, that communication device might have been the worst addition to the narrative in the entire game. I hate it.

I understand that its very convenient for them, they can have characters communicate with each other without having them get together or send mail. They rely on it constantly and if they did not have it they would have to tell their stories in a very different way.

I just hate how small it makes the world feel, how "modern" it makes it feel. Time and space means less.

Guild wars is a game where you always zip around instantly, going from activity to activity, the distances and travel is noneexistant. Its sad to me that the story is treated the same way.

The commander and gorrick can be in Cantha one minute and then in rata sum the other just to look at some of Blishs papers. The journey between contintents being of zero concern due to waypoints and Asura gates being part of the Lore.

And similarly we can communica...

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Yea to me personally, that communication device might have been the worst addition to the narrative in the entire game. I hate it.

I get that, but you have to remember that GW2 is an MMO, where players are spending most of their time in the open, shared world. It's very difficult (and often buggy) to have a companion ride along with you from place to place, area to area. Now imagine having to juggle 50-100 players all with their invisible friends who only they can see following them around a map to do a story step. It's not really how the game was designed, so the choice is to make it an old timey quest step (plant character in place, talk to them, get quest, come back for the follow up dialogue) or solve it in other ways. Comms help us deliver plot points, character beats, and other world lore without tying them to a physical location or forcing them into an instance.

Not saying comms are perfect. Some folks don't like magitech in their f...

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Comment

Originally posted by rym1469

It doesn't help that a lot of the more recent writing has been using modern lingo and acronyms that destroy immersion you might've had. When a character in a fantasy game starts talking like my coworker, it stings. Hopefully we won't get to tik tok vocabulary next, fr fr.

Also, NPC 4th wall breaking self-awarness sometimes doesn't make any favors either. Even in this patch, hearing Rama remark how we go for the trope of defeating boss with a power of friendship. I get it, occassionally this may be funny since it is a video game, but when too common and combined with null feeling of threat, it's only annoying.

Even in this patch, hearing Rama remark how we go for the trope of defeating boss with a power of friendship.

This was a nod to all the players we knew who'd be commenting on "the power of friendship." ;)

Plus it's in Rama's character, so...

Comment

Originally posted by ghoulbakura

That's because it has. At several points in GW2's history they cycled through a new writer every couple of months. The writers in charge of the best story beats in the game no longer work there. We're now stuck with a lead who thinks the height of story deliverance is to ensure that the commander can't go a single conversation without hearing a minimum of five sassy remarks and three jokes. It's like the worst parts of Marvel's writing on steroids, and this appears to be it from here on in - there was a good amount of feedback after EoD that people struggled to connect with the story due to the characters feeling the need to deliver a one-liner almost every time they spoke but clearly Anet felt they know better.

We're now stuck with a lead who thinks the height of story deliverance is to ensure that the commander can't go a single conversation without hearing a minimum of five sassy remarks and three jokes.

I felt that this episode compartmentalized the comedy much better than previously. Serious moments, like in the final combat mission in the mine, saved any banter for the very end. 95% of it was devoted to dealing with the threat at hand.

The epilogue, which was always meant to be a palate cleanser after all the demon hunting, was intended to be a dinner among friends and slightly awkward.

I get the criticism that you'd like less comedy in the game (or less in the golden path), though. Curious to see what folks think about the next couple things we've got planned.

Comment

Originally posted by PM_ME_YOUR_MESMER

I think my gripe with the story is that nothing happens unless we, the commander, make it happen.

Tell me about another huge threat on Divinity's Reach, and how Logan and Rytlock, along with a couple of our favourite characters handled it and that we don't need to worry about it. These guys are meant to be heroes, undoubtedly people that our own Commander grew up hearing the tales of their adventures. They shouldn't need me to help them out at every turn.

The only instance of this I can think of is when Braham took his party up north to fight Jormag. Sure, but it's not enough.

Let the world move on around us. Have a monthly "movement of the world" blog that we can read on a website even. There are definitely more threats around Tyria (and beyond), let me hear about them.

I think my gripe with the story is that nothing happens unless we, the commander, make it happen.

This is the challenge. Some of the community wants the Commander to have agency. Others do not.

Comment

Chul-Moo didn't go as the Commander's friend. They don't know each other super well. But the trip was a form of catharsis for them both.

Chul-Moo's arc started in the first episode as a leader losing faith in his abilities, carrying the burden of accidentally killing one of his crew who had succumbed to the demonic influence. Like the Commander, he had blood on his hands. He made a decision that resulted in someone dying. His presence here was to listen to the Commander processing similar guilt--of being someone with responsibility who made some calls that resulted in people dying. The Commander was not grieving Cinder. She was the enemy. The Commander was trying to grapple with the heaviness of being a leader and accepting responsibility when something goes wrong, because it's inevitable.

Also, waypoints.


24 May

Comment

This is hands down one of my favorite environment sections in the entire game.


22 May

Comment

Originally posted by BobbyStein

During release weeks or when I'm in the mood I might play 1-2 hours per night (7-14 hrs./week). But when I'm taking it slow I might pop in for a few hours per week. Depends on what's going on in life, my energy level, mental state, etc.

If it's a raiding/fractal weekend I'll play for 3 hours or more in a sitting (well, I use a standing desk but you get my meaning).

Comment

During release weeks or when I'm in the mood I might play 1-2 hours per night (7-14 hrs./week). But when I'm taking it slow I might pop in for a few hours per week. Depends on what's going on in life, my energy level, mental state, etc.


17 May

Comment

I've done some test patching via VMs and VPNs in several cities around the world; as of last night I'm not getting any errors at all. If you've been stuck, please give it another try.

Comment

Originally posted by Dr-Mysterio-

Didn't wanna bother in game but I'd like to extend my appreciation for everyone that makes Tyria posible. Like I said before when we were waiting in the eye of the north for Dragonstorm to start, you all really gave me a safe spot, a place were I can be at ease and feel free, somewhere I feel truly happy.

💕

Comment

Originally posted by SimeAi

So is indeed the bundle a reference to your character? We would like to have a direct confirmation for the wiki, if you don't mind :)

And have you created the cat backpack as well?

Correct and yes!


03 May

Comment

Originally posted by Dagos

I was wondering if you did that or it was a reference! I got a good giggle seeing the name. <3

(btw I should do a redraw of her at some point)

Hey Dag! ❤️ omg I would love that. I still treasure the first one.

Comment

Originally posted by ReLiFeD

Now we better get a screenshot of your character wearing it once it releases!

Absolutely!