Guild Wars 2

Guild Wars 2 Dev Tracker




28 Nov

Comment

Originally posted by rcbaylor

there are currently a lot of partners who dont even play the game anymore or make content on a consistent basis. twitch.tv/dyeingaming twitch.tv/royfromash twitch.tv/gregorpayne These are three people who consistently stream WvW content and deserved to be looked at.

I hope you look into maintaining current partners as well and give those that are still working hard to produce content a chance.

If they applied to the Partner Program and if we feel they would be a good fit, they will hear from our team.

We are in regular communication with our Partners and you may have seen us promoting their content on our social media channels and on our Twitch channel.

Comment

Originally posted by Captain_Ozone

Hi Regina!

Thanks for your reply, it's good to see the program is still maintained.

Looking on the page, there are no requirements or minimums to be accepted into the program.

Could you maybe state what criteria you or the team look for in accepting someone?

Thanks again

We don't add content creators into the program based on an inflexible set of boxes that need to be checked off one by one. We are looking to support all kind of content creators and each application is carefully reviewed. If we feel a content creator could be supported by being a member of the Partner Program, we will respond to their application.

Comment

Originally posted by [deleted]

[deleted]

Thanks for the kind words! This release was actually huge for us musically with between 8 and 14 new tracks depending on how you count variants and cinematic pieces. If I'm not mistaken it's the most new music in a single release outside of GW2, HoT, or PoF launch!

Comment

Originally posted by Stormdancer

I really appreciate finally getting a place that's pretty RP-friendly... even if that may have just been an accidental side-effect. Was it purposeful, or did we just get lucky?

We always strive for our maps to be immersive and feel "lived in" which I feel is an important part of RPing, and a lot of folks worked hard to accomplish that on this one. I'm glad to hear you're enjoying your time on Istan. :)

Comment

Originally posted by PseudoOAlias

Question for anyone on Weapon Design: Love the new Scythe skins!! Very Glad they're in the game. It's a wonderful cosmetic addition & their style is awesome especially considering the -spoilers- you run into in this episode! ... Why aren't they greatsword skins or why isn't there a greatsword version...?

The spear and scythe weapons were built as staves when they were created for the NPCs that use them. We may be able to add some non-standard skins for other types of weapons, but it often doesn't work well as different weapon shapes often have significant clipping issues or look unnatural with certain class/race animations.

Comment

Originally posted by HPetch

Alright, I have a couple.

Firstly, what would you (any of you) say is the hardest/easiest part of designing and/or balancing content for GW2? As an aspiring dev, I'm always interested in opinions.

Secondly, I was wondering how many people (if any) are focused on game balance, particularly skills, at any given time? PvE MMOs generally require less balance than PvP games in my observation, but GW2 seems to need more than most, and every three months can feel like too little, too late at times. I'm aware this is a sensitive topic, feel free to pass it over.

For balancing content, I'd say one of the biggest challenges is scaling for large groups, like in Palawadan. There is a limited number of times you can ask everyone to drop everything to help you test a group event with critical mass, so you have to be able to take the data from one play test and make a bunch of adjustments between sessions, then test it again a few days or even weeks later. It gets easier the more experienced you get with our event and scaling system, but there are variables that always make it a challenge, and something of a math problem you have to solve.

You know, like our laughable DPS compared it to y'all. ;)

Comment

Originally posted by Aldorion

I'm kinda sad they didn't add the Key of Greater Nightmares since I have more of those keys than I will ever have the patience to open chests with. Would be a solid contender for the list.

The design goal for this change was to take keys that are used mapwide out of the inventory and put them into the wallet since it's common that players will be collecting them in large quantities. Keys that are for specific events or any other small scale content like hearts or jumping puzzles will remain in the inventory.

Comment

Originally posted by Rozanata

So... I'm gonna ask my favorite question, that i never found an official answere to: What is up with the waypoints in timberlandfalls and brisbane that got destroyed during scarlets ls? They were never repaired, yet remain waypoints that are always contested. I was just wondering if it was overlooked or if there is actually a reason why they are neither repaired nor transformed into a POI :)

Btw just tried the raid and its fantastic work so far!

I can't speak to why they weren't 'repaired', but as far as turning them into a POI goes, AFAIK that would be essentially impossible; part of the character record for a player is a list (informally) of what specific points they've hit — waypoints, POIs, etc. — and changing a point from one type to another would involve the kind of change to everyone's database records that would give any DB dev the heebie-jeebies. :-)

Comment

Originally posted by TyroneTyreseJamal

Domain of Istan is the best living story map so far, gj everyone who worked on it

Frosty, Kirk, and the entire team did such an amazing job with this release!

Comment

Originally posted by MyPatronusIsABigCake

Just finished playing the story for this patch, you guys have done a great job as usual.

What was the best part of your job this patch (favourite thing you worked on for example or really anything you enjoyed) ?

Also, how many different voice recording for any character (ennemy, friendly npc, player character, really any character) do you have saying "Praise joko" ?

So glad you enjoyed it! My favorite thing I worked on for this release was the look of a certain Awakened Champion. :)

Comment

Originally posted by rude_asura

just to clarify, can players who only own PoF and not HoT craft any legendary weapon from set two or just the new focus?

All of the "pure crafted" gen 2 legendary weapons can be crafted with the Gift of Desert Mastery. That includes:

Eureka

Flames of War

Sharur

Shooshadoo

The HMS Divinity

The Shining Blade

and of course, The Binding of Ipos and the rest of the set going forward

Comment

Originally posted by anet_jason

Slowly. Hoping for more improvements now that Underworld is released. Who's with me?!

I'm a member of three separate raid training discords. I need a lot of training. :(

Comment

Originally posted by zachsoul

My question is in regards to balance, is there any talks or plans to increase the frequency of balance updates. Maybe smaller updates and tweaks every few weeks or every month.

Balance patches take a good amount of time to implement and even more time to vet and test the changes; that is a good chunk of why they're on a quarterly cadence.

Path of Fire shook quite a few things up and there have been talks internally about temporarily pushing changes out more frequently to address concerns that have arisen.

To that end the Skills and Balance squad has been putting in solid work to prepare a small bonus balance patch that shouldn't interfere with the regular cadence.

Originally posted by l_Paid_For_Winrar

Recently Arenanet switched from NCSOFT servers to ones hosted by Amazon on the east coast. Many players have reported an increase in overall ping with significant lag spikes as a result. West coast players are looking at a ~30ms increase and for many oceanic users the game is on the verge of unplayable. Going forward is Anet going to commit to these new servers or is there a possibility of reverting this decision?

We've been migrating services to Amazon over a period of months. Amazon has better peering relationships for its datacenters than we could hope to have individually. We're also using newer, faster servers at Amazon than the ones we were using previously. In general we've seen a better play experience, lower latency, and fewer network outages to Amazon servers.

Some of you have reported an opposite experience. SCW has been investigating your reports, collecting traceroutes and ping plots. SCW is out today or he'd answer this question himself, but please continue to work with him if you're having trouble.

~ MO

Comment

Originally posted by EdmundKeppler

Hi, thank you for your hard work, as always! I wanted to ask about your design philosophy behind the new living world season. Up until this point, each living world season has been wildly different from the ones preceding it. This time however, through early exploration, it seems like you adopted the design of the 3rd season and took it for a second spin for the fourth one. While I absolutely loved what the 3rd season represented, I was quite surprised to see the 4th one having the same mechanics and not bring anything too bold in play. Maybe I hoped to see you try experiment with something new. My personal gripes are the same uninteresting rewards for story instances (they seemed way more unique back in LS2 and HoT, even in PoF a bit) and the fact that there is a new map with a meta-achievement that yet again rewards a stat selectable exotic headgear. Did you choose this design again due to the large positive feedback that the 3rd season brought with it, or was this planned for a...

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Within each season of Living World we experimented with production timelines, styles of content, rewards and more. With Season 3 we found a pace that made sense for us internally but allowed for each team to have the creative freedom to make each map feel different. Compare the battlefield of Episode 4 compared to the exploration of Episode 5. With each release we work on efficiency in how we operate but also discover new styles of expression in what we do. We are just getting started on this new season's journey...

Comment

Originally posted by [deleted]

This is for anyone on the team if you could eat one food from in-game what would you pick and why?

I really want to find out what omnomberries taste like!

Also, mushroom and asparagus risotto is delicious, just saying...

Comment

Originally posted by [deleted]

This is for anyone on the team if you could eat one food from in-game what would you pick and why?

Gotta go with winterberry pie, simply because pie is delicious and the icon makes it look great :D

Comment

Originally posted by [deleted]

[deleted]

Hey there! As the person who put keys into the wallet, I have to say that I also would love to see them displayed at the bottom of your inventory alongside gold and the map currency. However, there's currently a limitation that prevents us from displaying more than two total currencies at a time in that part of the UI. Fixing that limitation was unfortunately not in scope for the conversion effort that went into this release.

Comment

Originally posted by EyeofJanthir032

I am so excited to start playing! I did not expect for us to go to Istan on the first episode, it seemed too good to be true! You guys are gods. A couple questions:

  • What made you decide to go to Istan?

  • Was the name Daybreak indeed an intentional reference to the old campaign Nightfall?

  • What were some of favorite parts about this release?

  • I know we aren’t supposed to ask about future items but is there a possibility we will get an Aurene griffon skin in the future? ;-)

You guys are amazing and I can’t wait to see what other parts of Elona we get to visit in the future (me here waiting for Gandara). I spent many a time in Istan in the first game, I can’t wait to see the GW2 version!

I had a Bone Dragon staff I needed to sell, so we had to add Kamadan to GW2. ;)

Originally posted by regendo

Hey everyone! Great job with the reverse Nightfall, I'm only about halfway through the story but I really like it so far, especially some of those callbacks with names and locations that have been changed by Palawa's reign.

I've got a pretty unrelated question about the Gen 2 legendaries that I don't think anyone has answered in the previous Q&As. Specifically, what happened to the designs that were planned for Heart of Thorns but never released.

Originally I thought that when MO decided to bring legendaries back in LS3E02, they would be the designs that were originally planned to release for the jungle but couldn't be finished in time for release, but as more and more LS3 legendaries came out it became pretty clear that these were completely new designs that were in some way related to the episode they came with: An obsidian mace for volcano island with obsidian structures on it, a quaggan bowl for an icy quaggan outpost, a pirate ship for the city docks, a flame g...

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We did use the art we'd already developed for HoT legendaries when we started releasing legendaries in the new system. Some of those first pairings were fortuitous. We had Eureka art, we had Shooshadoo art, and we were able to pair them with episodes they made sense with.

~ MO