Guild Wars 2

Guild Wars 2 Dev Tracker




29 Nov

Comment

Originally posted by Yazure

Hey, maybe i am too late but we can have a selfie from the office today?

Wanna see your mugs, your coffee machine! :D

Like Blue Man Group AmA.

I snapped a couple of pics from the kitchen, will update this with them later on once I get them off my phone!

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Originally posted by KNevermor3

I have not bought the latest addon yet. I logged into GW2 on Tuesday and it told me that the new LS is available but needs PoF to play. That's fine for me now, but is the LS3 Chapter 1 now unlocked for me, so that when I finally buy PoF I can play it straight away or do I have to purchase the episode then afterwards too, just because I did not own PoF when the LS came out?

P.S.: One of the main reasons for me not to get PoF yet was my insane pure hate for mounts. Everything is so WoW now and only half GW2, I am so sad! (now come redditors, give me your hate because I said something against your beloved mounts :p !)

Out of curiosity, did you try them during the demo weekend at all? I'm obviously very biased in the matter, but if you haven't had a chance to give them a spin yet, I really recommend giving them a closer look. They just feel... real, like a proper part of the world. (With glowy neon scales, but hey.)

(And AFAIK, although I'm not 100% sure, you should be fine. Also note that you have until the release of episode 2 to unlock it, regardless, so if you're planning on buying the expansion sometime within the Christmas season you'll be fine in any case.)

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This is a bug that we will fix soon!

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Originally posted by ShadowMageAlpha

Honestly, I was just kinda joking. I completely understand why these (and many others) wouldn't be applied. But perhaps you can answer if making the keys actually still works. (I would assume the coding for making Greater Nightmare Keys was "fixed", but just to be sure.)

Is there a bug where you can't currently make them? I didn't touch them at all when I made the new currencies but I can certainly take a look if they're broken.

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Copy/Pasting my response from another thread- we wanted to add the most commonly used keys to the wallet; items that players get and consume on a large scale. We believe that keys that are used in a small scope such as events or jumping puzzles (or the aetherpath) are better suited as inventory items to remind you of their existence. If the community has strong beliefs to the contrary, I'm keeping my eyes open for feedback!

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As one of the devs in the AMA, it's mostly because the devs that are participating in the AMA following a Living World release don't work on PvP, WvW, class balance, gemstore, or other things that people ask questions about, and we don't know the answers to those questions. Arenanet has hundreds of people, and we don't all know details on what developers working on different parts of the game are doing or what they have planned. Even where we might know some of what is being worked on, we typically don't know enough to give details or speak officially on those topics.

Hi,

As I wrote in my previous response, it’s been a wonderful challenge to support all Living World and Live content development for a game of this size, for five years and counting, purely through the sale of optional microtransactions. We laid out our guiding principles for GW2 microtransactions in March 2012 and we've held true to them ever since. My motivation is to continue to stay true to those principles while also continuing to fund Live content development. I recently apologized for our missteps with the Mount Adoption License. Still, mount skins are purely cosmetic, thus in many ways an ideal embodiment of our goal to support the game with optional microtransactions.

Most of us have two relationships with the GW2 gem store. One relationship is that of a customer: we purchase things when we want them for ourselves and agree with how they’re bundled and priced. Another relationship is that of an interested party: we know that ArenaNet funds Live development ...

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Comment

Originally posted by DisappointedLily

Drew Cady

Just major props, I'm an audio/video professional myself and all the sounds in the game are so top notch and rich, from the dialogue to the FX.

The Mesmer sounds are amazing.

It is a team effort to create and implement all the audio and I have to thank the audio team for holding such a high bar. Thank you! I am happy to hear you like it. I had a lot of fun making Dhuum sound the way he does.

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Originally posted by TekFan

I've been enjoying Daybreak so far. The story has been longer than I thought(positive), my inventory is much more spacious thanks to the key-wallet and the new map-currency started with a slot in the material storage.

I'm really amazed by the new focus. The dark theme isn't really my thing, but art-wise it's great. I know you're not talking about future designs, but...let's just say among the hammer skins Entropy and Genesis make a really nice pair. So...shiny book focus? ;)

P.S.: Could you add a "Consume all"-option to the new map currency?

I set up Kralkatite to work with consume all, but then apparently forgot to enable that. I'll see about getting that added.

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Originally posted by [deleted]

[deleted]

Yes, thank your for your kind words. The audio team takes our craft seriously and we have fun dong it. We look forward to blowing your mind some more.

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Originally posted by ChazGELF

I'm a little curious about the design of the new Living World map - There's a lot of tar pits and such around the place but surprisingly they aren't considered much of a hazard, mostly just slowing players down in one part of the map compared to the seas of quicksand across the other PoF maps that'd kill you quickly if you weren't on a skimmer - Map Spoilers Is there any reasoning behind this design decision?

It's for the sake of consistency! Getting tarred by the awakened army in PoF only slows you.

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Originally posted by MapleAce

Haha, that’s amazing!

I just realized that I made this seem like my cousin is a brewmaster, but he isn't :P. I just loved working on this content because I was able to pull a lot of characters from my Moroccan family members. Character Names that are my family:

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Originally posted by MapleAce

I named him after my cousin!!

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Originally posted by Casiell89

Was it intentional that you didn't add Greater Nightmare Keys and Aetherblade Keys to key chain? They are the only keys that are created from another items so it may be the reason, but they are also very forgettable unless you are like me and carry 50 of them just in case

I commented on this elsewhere but I'll respond here as well- we wanted to add the most commonly used keys to the wallet; items that players get and consume on a large scale. We believe that keys that are used in a small scope such as events or jumping puzzles (or the aetherpath) are better suited as inventory items to remind you of their existence. If the community has strong beliefs to the contrary, I'm keeping my eyes open for feedback!


28 Nov

Comment

Originally posted by [deleted]

Since HoT I've been wondering what happened to the Nightmare Court. So my question is; what did happen to the Nightmare court?

I know this is not a question about the new content, but I've been dying to know this "missing" lore. Deffinitly with the introduction of a new duchess at the end of Dragon Stand.

There are many stories, and many more side-stories, that we want to tell. Some of them evolve during development and some get pushed aside so that we can focus on other larger plot points. As we plan a season's arc we try to focus on bringing together compelling storylines and characters without providing too many distractions. In this particular case I have a personal investment in Duchess Chrysanthea as I worked on that open world encounter, so I understand your feelings.

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Originally posted by Ravengm

Are pure numbers tweaks (specifically damage coefficients) the same level of implementation complexity as functionality reworks? I think the complaint I've seen in most cases is that if a change comes through that drastically changes the DPS or spike damage of a class, it takes a (relatively) long time to get adjusted. Raising or lowering coefficients is usually what people ask for.

The simple answer is: Numeric changes are not the same complexity as functional reworks.

The more complete answer is: Not everything that looks like a numeric tweak is actually a number change on the back end. Sometimes there can be a bevy of moving parts feeding into a skill's damage.

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Originally posted by JessicaLPrice777

Cozy and sweet is actually a pretty good description of our common area. I thiiiiink we have hot cocoa in the kitchen, but I'm a tea drinker so I'm not sure. :-)

With hamster-hoppers full of M&Ms, Skittles, Reese's Pieces, chocolate-covered raisins, and Jelly Bellies in the kitchen, emphasis on the 'sweet' part of this. RIP my waistline the last few years... :(

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Originally posted by BobMosses

To hitch hike off of this question, how are buffs and nerfs determined? And how do they get balanced between wvw PvP and pve (fractals and raids)? Does the balance team look at each class and arbitrarily they are in a good spot, or do they take community perspective into account?

Pre PoF, there was a fairly vocal group discussing the ease of certain dps classes (Condi thief) to output high dps which was mostly ignored by the balance teams, meanwhile other builds which required much more effort to play and hot comparable numbers were faced with nerfs, or felt as if they were straight up ignored.

And what will the balance team do so that all classes have at least one viable build from a community perspective on each game mode.

I would personally love to see the balance team engage the community to get a feel for where they should apply changes instead of changing some random trait that didn't see use before or after a change and calling it a day.

We look at each game mode and watch for constructive feedback from Tyrians in-game, the official forums, and other internet communities. Community perspective makes a difference on where we'll look to make changes.

The viability of each profession in each game mode is a goal we are moving toward. What will we be doing? This is an incredibly broad question, so I'm left to answer it in a very broad fashion: Updating professions to create space for each to be desirable and fun in each mode; such changes varies from profession to profession and mode to mode. e.g. In competitive modes we look at improving or creating counters to top builds to bring less played professions into greater use.

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Originally posted by KarenSoxolkin

Hey @mikezadorojny, what's your favorite profession? (If you have one)

My main is an asura thief. I love the mobility and stealth while exploring.

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Originally posted by Kashti_Gauvain

What is your go to comfort when playing the new story releases? I personally go full on bear onesie with a cold drink.

A free evening (all too much a rarity these days!), a slab of reheated apple crumble, a mug of rooibos (caffeine in the evening is a bad idea for me) with cream and honey, and my husband joining me from his own computer ten feet away.