Guild Wars 2

Guild Wars 2 Dev Tracker




22 Jan

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Well now I need to go bug Rubi! Excuse me! :)

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Thank you so much for taking the time to give us, at Anet, a shout out! It is often tough to ride the line between giving enough information and holding back on information that we can't share. So I really appreciate the community's understanding and patience. Posts like this are the equivalent to how ya'll feel when you get a professional response from a dev. So from the bottom of my heart, thank you and to everyone else for such kind words!

I am going to start getting busy here in a bit so as you all start to transition over to Episode 2 I'll be a bit heads down. I still plan on peaking in and conversing with you all! Don't be afraid to @ me either!

I'm excited for 2020! Let's gooooo!

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Originally posted by shinitakunai

/u/anet-clayton I know you probably aren't related to this, but I saw you are active in reddit lately and it seems like the person responsible for this achievements fix just forgot to do it (has been almost 6 months), so I'm pinging you hoping maybe you could tell them to fix it. Thank you man.

For reference: https://wiki.guildwars2.com/wiki/Ruler_of_the_Skies#achievement9991

OK! Here we go! This was a larger fix then I thought but the team rocked it out! The achievement(s) will be coming out with Episode 2. A couple things to note: The title is still the only reward outside of the AP points. There were a couple of added rifts in case anyone was keeping count.

The ones in Bjora Marches were not added simply because
1. They are a bit different in that they give you karma.
2. They are encapsulated within the Icebrood Saga and that isn't finished :)

So. Thank you SO MUCH for bringing this to our attention and I hope you enjoy exploring around Tyria for all the rifts and that sweet title!


21 Jan

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Originally posted by HasegawaVega

Aww! I had a rough time choosing which weapon to make (daggers were also on the list), because they look so good! I adore all the little details like fabric parts, little chains and tassels.

<3

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Wow!!! Seriously amazing job! The detail work, the paint job, the...everything! I also cosplay so I very much appreciate everything that went into this.

Also, it brings a tear to my eye to see my weapon models brought to life in the real world. They turned out SO good!

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Wow!! This is beyond cool, fantastic job. From one cosplayer to another, your craftsmanship is beautiful and so clean! Are all the non-cloth parts foam? This is definitely inspiring me pick up again on the armor set I'm working on :D


20 Jan

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Originally posted by Alreid

Hi, I asked a question on my own reply but I thought I would ask it here.

The adds are pretty good I would say, at least I find them kinda funny. Where were they used? And if you could share their success with us :D.

I remember seeing these on reddit last year but never actually seen one of those outside of reddit so I wonder where and how they were used.

Hi! These ads were used online via gaming sites as well as Hulu and social media, targeted towards potential audiences who would potentially be interested in GW2 based off other games or entertainment they have played, watched or showed interest in. This campaign titled "11 Million Strong" continues to run via targeted media placements via social.

As far as success metrics, I want to be able to share but we are waiting for a particular milestone which we are very close but it was very successful.

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Originally posted by ErikHumphrey

You know /u/AnetHoGM, the guy with the tattered cape during the Icebrood Saga announcement?

He has them linked on his LinkedIn: https://www.linkedin.com/in/mikesilbowitz/

It’s true. I also shared it last year with the community when the campaign went live :-)


18 Jan

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Originally posted by KingCarnival

Hey Jon I’ve been playing GW2 at a high level for the past few years using an Xbox controller, I would be happy to discuss my keybindings with you and any shortcomings I’ve had.

Sure, PMing you if you wanna talk outside reddit :-P


17 Jan

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Originally posted by AZDarkknight

I am in a worldwide group of Spinal Cord Injured people - little things like this can literally mean a huge difference. When so much is taken away from you, getting one thing back is like a beacon.

Thanks for sharing, and your support! I don't really know what to say other than I'm honored to be able to help, even if it's just a little.


16 Jan

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Originally posted by The_Kismet

Have you played Warframe? There is a very interesting system they have to make controller support more friendly and intuitive. It's this utility wheel that you can assign many items and functions to. Hold a button and rotate a thumb-stick to select items.

In the case of GW2, you could slot novelties, toys, outfits, chairs, emotes, mounts, consumables and quest items.

That was the issues I always found with trying to bind a controller. There are just enough buttons for core character control but not enough to get the secondary or more situational actions. A customizable quick select wheel would solve an enormous number of controller support issues.

This would be a very cool feature, and I think it would really help. I'll have to chew on this idea.

... Something something, mount wheel...

Thanks for the feedback!

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Originally posted by Unitycorn

Comming soon (TM): The Guild Wars 2 controller

https://tinyurl.com/t9mebru

:D

Lol, pretty much.

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Originally posted by denverjournalist

Could you create a "hotbar" with like 10 slots (that could be toggled on or off if users don't want it)? That way, a gamepad user could hit like "Start + Right trigger" to toggle through the options they put within the bar. You could solve some of those 100+ hotkeys, allowing players to choose what ones are available. Like if I played with joystick, I'd want my cool chair bound, but I wouldn't care so much about maybe emoticons.

I've actually planned to do something exactly like this, also as part of a side project, but not a part of game pad support.

This is really a QoL thing that would be used by keyboard/mouse users as well, just an easy way to access commonly used "things" like toys/tonics/chairs, but also inventory potions and items, or emotes and more.

Musicians could use it to make a "instrument" hotbar, speedrunners might use it to keep track of their potions and whatnot.

But right now this idea is just that, an idea, and I won't be able to get started on it for a long while, sadly.

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Originally posted by bardofnope

I never Reddit, but I am now just to tell you that as a gamer with rheumatoid arthritis and fibromayalgia, who has been alienated and pushed away from this game in the past few years because of my chronic pain and lack of gamepad support, this means the entire WORLD to me.

I'm probably going to regret this and I'm about to get annoying, tangenty, and ham here, but so much of this game has been utterly prohibitive for me to play because of the 1-2 punch of the grueling and miserable (for me) requirements for certain grind slogs combined with the amount of agonizing pain using a keyboard and mouse puts me through. I suffered chemical burns while trying to cope with the pain that playing this game with no controller support leaves me in during the Skyscale grind, and I lost quite a bit of sleep due to the injuries said grind gave me, and I was forced to quit for my health.

I'm even not talking as if I non-stop played for HOURS at a time. This level of injury is possibl...

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Wow, thanks for sharing.

I hear ya. I'm not really sure what to say, other than I better get my ass in gear and finish this task :-)

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Originally posted by MoXAriApph

My only question would be, will there be chorded inputs? As in hold one button, other actions on other buttons become new inputs. o7

yes, that is my current plan and having it working like so already. There's just so many input actions you can do in this game, but so little joystick buttons :-(

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Originally posted by kristinez

can you spoil a bit how the controller layout might look? closer to this or this? interested in how it will work with the health orb in the middle :)

Sure.

So I'm not too concerned about if the the default mapping should be one way or the other, but one of the first things I did get working was making it so you can change your bindings in our key-bindings edit dialog, the same way you would for mouse/keyboard settings. Everyone is going to have their own opinion of what works best for them, and many people will use different types of controllers.

Unfortunately, GW2 has soooo many keyboard input actions, (we have like 100+ hotkeys you can bind!) And that doesn't work too great for controllers. So one of the things I also have working already is making it so you can have button "modifiers", kind of how the keyboard has Shift, Alt and Ctrl keys. So maybe joystick Triangle would press Skill 2, Left Trigger + Triangle could be Jump, Right Trigger + Triangle could be something else, etc.

I also have it so you can press a joystick button (that you can bind, this is the one that_shaman just found) to turn your jo...

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Originally posted by skarpak

why is it that all the good stuff in terms of QoL over the years are always some side projects on their own from single devs apparently. <_<

I've got a few other side projects i've been working on that are also QoL that you'll see sooner than the controller stuff... You just wait!

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Originally posted by that_shaman

that_shaman, You're good! I have no idea how you found this, as I tried to cover my tracks, but you are correct.

I would love to tell you but if I did that would mean there's going to be less for me to poke around at in the future.

But let me tell you that I'm very excited that you're working on this because gamepad support has been one of the features I would really love to have for things like smooth camera control, roller beetle racing and playing the game on my living room television from my couch!

Thank you for doing this

Oh good point, I haven't even tested it on beetle racing! I'll need to try this out tomorrow.


15 Jan

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that_shaman, You're good! I have no idea how you found this, as I tried to cover my tracks, but you are correct.

I have been working on native controller support, as a side project in my own time. I've got a good deal of it all working, but it's still got a further to go.

My main goal is is to have accessibility in mind. If I can help just one person play the game that would would not otherwise be able to because of our current input controls, than I'll be very pleased.