Guild Wars 2

Guild Wars 2 Dev Tracker




02 Jul

Comment

Originally posted by Korruna

The Roller Beettle mount is awesome! I had a question though... I'm not sure if it's latency or not, but the penalty for the Big Air tricks seems to hit me even when I'm not hitting the button, or when I'm just trying to do a normal jump. Are there any plans to look at how this penalty works? It feels like it's too sensitive right now. I say this since the Roller Beetle already has many other penalties and the Big Air one currently makes the mount a lot less fun for me with how it currently works.

I personally haven't seen the trick functionality misfire, but I'll keep an eye out for any anomalies. Tricks have a minimum duration of 800 ms even if you let off of spacebar, so it's possible that you're overestimating how much air time you're getting, though this sounds like something different. It could also be that you're trying to jump when your beetle is already in the air but you think it's on the ground, which as an example can happen if you're trying to maximize air time by jumping off the top of a ramp but mistime it.

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Originally posted by skarpak

do you tho?

Yes

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Originally posted by Thop207375

I doubt you can probably answer this but is there still three teams associated with Living World?

There are multiple Living World teams that change personnel as needed to address our content plans.

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Originally posted by void2258

It's unfortunate that the nature of the achievement system makes everything single run. We did Caladbolg once per account and can never do it again because the system can't handle per-character segmenting (repetition can only be account wide). It would be nice if there were a way to do these kinds of things multiple times (although of course that would need reward adjustments as well unless you want to give us a free ascended on every character).

You can actually do the Caladbolg sequence on each character and earn their own Caladbolg! The collection-based steps use crafting instead of the collection on subsequent playthroughs, so it won't be quite as generous as the first time.

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Originally posted by JondorHoruku

What was your inspiration for the way roller beetles work, and were there any unforeseen difficulties in implementing the design (esp the ‘momentum’ aspects)?

The incredibly simplified and possibly fabricated history: The original design that was brainstormed before Path of Fire shipped was focused entirely around rolling down hills to gain speed, as inspired by the Guild Wars 1 beetle racing minigame (and other games, but we can pretend that it's all thanks to GW1). From there, we thought that launching off of ramps to gain sweet air like a motocross bike would be a lot of fun. Finally, someone put on some Eurobeat and then suddenly the next day the beetle could drift. Nobody is really sure how it happened.

Since you asked about difficulties, probably the two gnarliest bits were the terrain orientation of the collision body and the drift physics emulation. Regarding the latter, game physics is frequently lies built upon more lies, and the drift is certainly no exception. Getting the drift to feel more or less correct took a whole lot of fiddling with numbers and countless hours of drifting in circles and around various corn...

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Comment

Originally posted by Chiorydax

That makes me curious, by the way! Who did the motion capture for Joko? I remember people praising his/her flair even in the trailer for this update. Whoever it is, they're a ton of fun!

We had Richard Sloniker come in, but we've also used a few different people from within the studio (including Ben on the cinematics team).

Comment

Originally posted by questhere

There's a lot of speculation over if Joko is truly dead and whether we'll ever see him again. But it seems no one's asking the obvious questions.

Do dragons poop? and how regular are they?

depends on their fiber intake

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Originally posted by Thop207375

You’ve done a fantastic job

Thanks! I'm fortunate to be part of a fantastically talented team. :-)

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Originally posted by FirePosition

I have a lore question. Can Sylvari be Awakenend? They couldn't be Risen because it was technically conflicting corruptions (Risen vs Mordrem), but can they be risen from the dead and be controlled, either by Joko as Awakened or by another powerful Necromancer? Or, due to their plant-like substance, can they be "reanimated" by some sort of nature magic? Or a combination of both?

My take is that sylvari can be Awakened though obviously we didn't get to see that demonstrated. If you play a a sylvari main, you may notice that Joko threatens you with Awakening…

Comment

Originally posted by void2258

On that topic, why is the intelligence of both dragons and the minions so varied? Zhaitan was basically himself a dumb beast, but his minions were sometimes smart and had whole sub-stories (mazdack, the eyes and mouths). Morde was highly intelligent and conversational, while most of his minions were mooks. Kralk is a silent Kaiju, but Glint and Vlast were talkers, while Aurene hasn't spoken yet (though that could be an age thing). Jormag is somehow communicative enough to have willing followers doing his bidding, while we have seen no sign of any intelligence whatsoever from either Primordus or his mobs. And we have no data on Steve.

Just what is up with the dragons intelligence?

Aurene is SUPER-young, and speaking in words is basically a second language to dragons.

Their intelligence doesn't look like ours.

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Originally posted by SelfieOfDorianGray

I didn't say that the Commander's response was joking; I said that Braham's "Ka-Braham" (and, I would add, the immediate inclusion of jokes and comments of disgust from Taimi/Rox/etc.) were joking, and felt like a disservice to the moment. Further, I don't know if I necessarily agree that it feels 'authentically Braham', given that Braham has spent several episodes prior with a much more serious tone and seemed to be developing in that direction, but I'm sure everyone reads their interactions in a different way.

He responds to being uncomfortable with attempts at humor, just like a lot of real people.

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Originally posted by -Wonder-Bread-

This. Right here. Is an incredible f**king answer, holy hell. More of this, please! I love it!

That probably doesn't answer your actual question--the truth is I don't know why the decision to bring him back got made. (That isn't, by the way, intended to imply that I think it was the wrong decision or anything--just that I wasn't around when it was made.)

This part I am confused about. Is there not a single person left from the old team that could tell you such a thing? Or did the old team leave in such a way that they were not able to share this information with you? It seems a bit important to know the whys as a storyteller, especially when you're picking up from someone else's work and need to keep it consistent.

Yes and no. Sometimes people leave, and sometimes decisions get made for other reasons than storytelling.

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Originally posted by TheCavis

Did Taimi know we were immune beforehand? Because she went from "don't worry, it only infects humans" to "run over there and squish them" very quickly, even though it wasn't established human characters were immune at that point.

The immediate threat was the same for everyone--not that they'd necessarily infest you, but that they'd EAT you. So they had to be stopped.

Comment

Originally posted by Chiorydax

Hey guys! Great work on making Joko an awesome villain. I was kind of "meh" about him until this update. Major props to the writing and cinematic teams for bringing this together!

  • Are there any active plans to dive deeper into some of the standing mysteries from previous/existing conflicts? (I'm personally thinking of Joko's true origins or what happened to Menzies; those are both things I'd love to see that could have been revealed but haven't yet.) Of course, I know you guys love a few good mysteries, so I wouldn't be too disappointed if they were left to the imagination.

  • I really enjoyed the new fractal and all the mechanics involved! How do you guys decide what aspects of the world to tackle with fractals next? Is it kind of "oh, this is neat, let's do this next" or is there more strategy behind it?

  • On the subject of Joko being an awesome villain, what challenges do you guys feel were the toughest to overcome when creati...

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"Are there any active plans to dive deeper into some of the standing mysteries from previous/existing conflicts? (I'm personally thinking of Joko's true origins or what happened to Menzies; those are both things I'd love to see that could have been revealed but haven't yet.) Of course, I know you guys love a few good mysteries, so I wouldn't be too disappointed if they were left to the imagination."

In this season, there's a particular storyline we're focusing on, so additional mysteries generally get addressed in bookdefs, side events, and so on.

"On the subject of Joko being an awesome villain, what challenges do you guys feel were the toughest to overcome when creating a good villain over the years? You've improved a ton since launch. What challenges are you still working toward mastering?"

It's hard to say, since the people that created a lot of these characters originally aren't the people working on them now. The interactive nature of game storytellin...

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Originally posted by RUBIK1376

You said Ben is working on redesigns for a couple fractals and what I'm trying to say is that we just want him on new fractals not redesigns.

Ben is an agile guy, and fills his spare time well. There are design docs that are incomplete, but certainly in progress. New fractals are always top priority.

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Originally posted by W4lhalla

So with both teams now merged, can you give us a rough cadence on to how many Raid releases we can realistically expect? Like on average one every 5 months, 6 months etc?

The teams have been merged for well over a year now. While they've merged, the products have dedicated designers so that one of each is always in development.

I wish I could give you numbers on cadence, but I will say that the third raid wing for this season is already in early production.

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Originally posted by ddcarvalho

Specially Aurene.

That was literally what everyone I'm sitting with said out loud after I made that comment. :-)

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Originally posted by SelfieOfDorianGray

we needed Aurene to do something on her own initiative that wasn't done the way the Commander [...] would likely want it to go.

I think this may be where some people take issue with the ending, then. Because given the responses from NPCs and the Commander immediately after Joko dies - the jokes, the levity - it feels like the Commander is perfectly okay with the way it happened. Even if the Commander makes an off-hand remark of, "Was Joko right?", following that with a joke and a campy catchphrase from Braham sort of undoes whatever feeling of consequence may have been intended in what had started as a very serious and reflective moment.

Just food for thought, I guess.

The Commander's responses aren't joking. We had Braham respond in a way we thought would be authentic to Braham, which doesn't have much to do with the way the Commander responds.

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Originally posted by notameatheadmaybe

I might be wrong and I know you're not involved in VO work personally, but maybe you can shed some light on it, and if not, that's fine too. :)

I feel like all the VAs for the PC/Commander seem to have slightly differing take on most lines. Not every, but most. Is it because (possibly) due to what the particular voice artist's take on it, or is it something planned and baked into the scripts?

Edit: grammar.

Well, I do go to most of the recording sessions, so I can give you some insight.

It's both. We try to write slightly different variants of some lines to give them a flavor that's more in keeping with the PC's race--more technical vocab for asura, swearing by the gods for humans, etc.--and we also sometimes let the actor shape the take.

Comment

Originally posted by wheadna

Given that Petey is a product in some sense of the scarab plague, does this mean that all rollerbeetles in GW1 are actually descendents of scarabs that emerged from the first plague?

Gorrik engineered Petey from what he was able to find, and his interpretations of what a roller beetle should be. He used elements from the scarab plague. Similar to Jurassic Park and the scientists "filling in the gaps" with frog DNA. In the end we don't know any more or less about GW1 beetles than we did before.