Guild Wars 2

Guild Wars 2 Dev Tracker




02 Jul

Comment

Originally posted by LissGin

With the new mount having been released and new mount skins eventually being released for it my question is as follows: If a beetle skin comes for a preexisting bundle (wintersday or Halloween for example) will people that already own that bundle unlock it at release; or will they have to buy the bundle again or maybe even buy it as a standalone skin?

Since the launch of the roller beetle, we’ve seen some players asking whether we’ll update previously-released mount skin packs, such as the Branded Mounts Pack or the recently released Awakened Mounts Pack, to include roller beetle skins. We will not be retroactively adding the roller beetle to previously released mount packs, but we will provide options for roller beetle skins in the Gem Store and will provide details in the future.

Comment

Originally posted by iPenguin_

Are there any plans to address concerns with the new Beetle mount regarding how it's endurance bar starts empty instead of full unlike the other mounts? It's a bit of a pain to say, want to smash through a wall, mount up on your beetle, and then have to wait roughly 10 seconds for that bar to fill.

Regarding the wall smashing specifically, it is currently planned to add this behavior to the engage skill as well.

Comment

Originally posted by tryhardarchitect

Kudos to the success of the beetle mount, it truely feels awesome to use, and the collections felt very rewarding! My only question is, what was the intent of the charge time when you first mount the beetle? It feels a bit awkward to wait around for 15 seconds in order to zoom around.

One of the design requirements I was given for the beetle was that it not displace other mounts for everyday short distance travel needs. Short of cutting the top speed of the beetle, which I considered a non-viable solution, starting the mount in a state where it couldn't immediately boost was the best compromise. The zero to full charge time was tuned to be about right for the delay between successive boosts, and from internal testing with stakeholders it was decided that it was also the correct delay before boosting after mounting up. Now that the mount has been live for a bit and players have had time to use it extensively, I've been comparing player experiences with our own internal notes. While I can't promise anything, it's possible there are some ways to soften the pain points of using the beetle while still keeping the other mounts desirable.

Comment

Originally posted by holymonkseal

In this episode we had nice CC mechanic at the last boss. It seemed that you wanted to incentivise players to... learn about that if they hadn't already.

So my question is - have you guys thought about adding CC tutorials in lower level maps? Like clams from draconic mons heart, ie.

I answered a similar question at the link below, but the short version is yes, it's something that's on my mind but no solid work has happened yet.

https://www.reddit.com/r/Guildwars2/comments/8vm8jv/living_world_season_4_long_live_the_lich_devs/e1ohew9/

Comment

Originally posted by BunnyisCthulhu

I'm just posting that the final cutscene for the episode was amazingly done, I really loved the animation in it. Great work, guys! :)

Thanks it means a lot to see the fans enjoying the cinematics so much! A lot of work was put into them!

Comment

Originally posted by TJPoobah

Specifically designed beetle racetrack with ramps for jumps and corners for drifting (along with the standard race event with checkpoints and such) when?

Not immediately, though this is something I want as much as you do. I want to make sure we do it right though - I love seeing all of the player-created race courses in the meantime!

Comment

Originally posted by CaesarBritannicus

What was the main technical change which delayed the episode? Was it relating to mounts, the cutscene, or something else entirely?

There wasn't one issue, it was many. We were still making balance changes to the mount, the cutscenes were still being polished, we had game breaking bugs in instances and in some of the events, and as a whole the team felt that the content wasn't good enough to ship.

Comment

Originally posted by manumotate

Hello Mike and Team,

  • You said in the forums that you guys had some opportunities to make some adjustments on how to approach developing each episode that will help hit your quality standards more consistently. Do you have any insight on what are those new adjustments?
  • Do you guys plan on making adjustments to the Gandarra Meta event? the biggest issue i have with this event is that we are unable to fully explore the city.
  • On the 1st episode of LS3, we got some information on how the team were structured for the next expansion, is it possible to give us similar information on how is ANet structured ?

Thanks!

1) A lot of what we were doing was to change how we were developing content and when we were syncing with the teams at large. The stories that we are telling are complicated enough that when you span across multiple teams that are all in flight at the same time in different parts of the production process, it meant that sometimes things were getting missed, or we had to course correct on things fairly late in development and it was painful for teams to adjust. This episode specifically lost time due to these types of corrections that forced us to look at the scope of the episode. When teams review their content with leads and directors has also changed to allow the team better visibility in to how their work is progressing and how their content lines up with the teams before and after them.

B) There are discussions happening about changes we can make, nothing that I can announce yet. Part of the reason why you can't explore the entire city was because of the time necessary ...

Read more
Comment

Originally posted by Heartsure

Quite a few questions, will appreciate if any are answered:

  1. Any plans to do something about the LFG and Dailies sections bloating with each additional map? Maybe just how the achievement panel works in general and things getting really long (story journal section, etc. . . .)

  2. Will raids ever be a non-living world release? I'm not really asking about specific dates here, but moreso whether you're considering just releasing a raid when it's ready instead of holding for an episode release.

  3. Are fractal reworks still a thing? Any info on this would be much appreciated.

I can at least answer #3:

Fractal reworks are still a thing for us, absolutely. For minor tweaks, we do them as there is time, then find a suitable window to bundle them up for shipping. The larger reworks take more time and effort to design and then get through the approvals process. Ben is working on a redesign for a couple fractals that need to be brought up to current standards right now, actually.

Comment

Originally posted by [deleted]

As it stands, a lot of of the space in Lost Precipice is unused. The art assets are gorgeous, but they aren't ideal for decorating either. A lot are out of reach from waypoint, and there's just... nothing there.

Has there ever been consideration what to do with this empty space in guild halls?

Was Lost Precipice always a guild hall, or were the "unused" sections of it once intended for something else, like a normal map?

Lost Precipice was always a guild hall. I don’t know exactly which space you are referring too, however there is definitely way more space in the original two guild halls than was strictly necessary. Part of this space was to give us room for future unknown features. Part of it was for stretch goals that we ended up not having time for. And part of it, I’m sure, was just the map designer having fun.

Comment

Originally posted by Something_Memorable

FTT turrets: were these intended to ever be used elsewhere other than just the new map? Having such awesome abilities - would be great to take these elsewhere given that to keep them running require the new map’s pseudo-turret-currency (thus helping a bit with the replayability/motivation to play problem)

They were designed to be part of this map exclusively. They had a little more integration in the story early on, but some of that was lost. We had started discussing allowing them in other maps, but at the point the discussion happened it was too late to do it with the amount of testing we deemed needed for such a change. That said, we are discussing the possibility of loosening the restriction in the future.

Comment

Originally posted by Kantoku83

The fractal endgame currency sink was fantastic. Can we get something similar for luck? Even after maxing out our account magic find, we still get luck from dailies, festivals and salvaging gear with nothing worth using them on.

This has unfortunately been low priority, since there are a lot of players who don't have their Luck maxed, but I agree, the system needs something to use your excess Luck for.

Comment

Originally posted by RandommUser

Matt Lambdin

Is the beetle adventure boost resets gonna get fixed? Is the endurance regen something you think might get changed?

Cinematics team

Why are some of the "movies" so heavily processed instead of using the in-game settings?

Marketing team

Why was there no interviews, articles, etc. for this release?

Who might fit

Why is there no adventure to using the 2nd instance mechanics? I feel like that could make for an interesting one to speedrun

I’m trying really hard to find a way to answer the Marketing team question in a way that isn’t obnoxiously pedantic, but the short answer is that there were articles etc around the episode, whether or not they felt like the sort of coverage that one might find personally interesting.
That said, we’re always looking for new and different ways to promote episodes before or after they’re live and I’m all ears on suggestions for content that folks personally find appealing. Whether or not we can act on all that feedback is, of course, another matter.

Comment

Originally posted by nononsenseresponse

The final cutscene was spectacular - well done cinematics team! How long does it usually take to go from story board to finish for such a cutscene? What was the most challenging part of the cutscene to get right?

The cinematics can vary greatly depending on scope, but usually they take us anywhere between 3-6 months from storyboard to finish. The Joko one in particular took us a bit to get right with newly implementing mocap and was closer to the 6 month time frame.

Having the pc in the cinematic provides an extra challenges for us, and was one of the more difficult things about that cinematic.

Comment

Originally posted by holymonkseal

This beetle collection was great. Can we hope for more core-tyria collections with new living stories? Also, more only core-tyria collections? And maybe some only orr related?

It is exceptionally likely that you'll see collections in the future take you back to core tyria maps. As for core-tyria-only collections, it's possible (I'd even say likely) that we would make some, but probably not as part of a Living World episode.

Comment

Originally posted by seboot

I'm probably not going to get an answer but I'm still trying, any plans for a Joko combat tonic / proper Joko outfit ? How am I supposed to properly praise him :D

I don't know if there are plans, but I will take note of your request!

Comment

Originally posted by Charrikayu

Has there been any consideration about adding an "accessory wardrobe" to the current wardrobe list? Guild Wars 2 has dozens, if not hundreds of absolutely beautiful trinkets which ultimately serve no purpose by virtue of being too low level or having the wrong stats for a particular build. This system would have several major advantages:

  • Practical applications such as transmuting Aurora (or the eventual legendary ring) for players who wish to have a legendary accessory but not the cosmetic effect, as well as differentiating accessories of the same type, such as two rings from the same living story chapter or raid which have different selected stats.

  • Content applications, as it would incentivize replaying old story, dungeons, open-world, and other things which contain trinket appearances unique to them for unlocking.

  • Personal applications for those of us that like customization, and although many accessories have no outward appearance...

Read more

Due to how the wardrobe works, it's extremely unlikely that accessories will be added. In the long term, I'd like to have a solution for the legendary accessories (turning off the effects if you don't want them, and ways to acquire additional accessories for alts), but it probably won't be through the wardrobe system.

Comment

Originally posted by endelon

Are there any plans to finish Gandara based on player disappointment/feedback ?

We've made a couple changes already to the Meta to better reward players for their efforts and are continuing to talk about different options regarding the map as a whole moving forward. Sadly I don't have anything concrete that I can announce at this time.

Comment

Originally posted by DoctoredMonocle

Hello dev team!

I really enjoyed the Beetle collection and the addition of the new mount, but looking forward I'm slightly worried about Petey.

Are there any plans to implement Petey either in previous maps (races in vanilla GW2, you know you want to!) or looking forward will he still be part of our gameplay (kind of like Jackal portals being nifty short cuts)?

Given the episodic nature of LW, I'm scared that he'll be used only for Kourma and we won't see the need for Petey any more.

Thanks!

I would definitely like to add rollerbeetle-tuned races in Core Tyria. There could always be some kind of disaster stopping it, and I want to take the time to get it right, but it's very much on the table.

Comment

Originally posted by apostles

Would you be able to shed some light on the issues that happened during the patch (and pre-release)? Always interesting to hear about what happened from a dev perspective.

What happened, how it was fixed, when did you realize it was code red, etc

Absolutely. When we announced that we were initially delaying the episode, enough of the content was not stable enough or polished enough for us to feel comfortable releasing it. When we felt we were in a good enough spot, we gave marketing the thumbs up to release the trailer. Internally we were excited and we were building momentum for the release.

Fast forward to the morning of the patch, initial runs through the episode by internal QA before we distributed the build and external players looked good, but quickly started crashing in a way that we didn't see in our development or staging environments. When the map would crash it took down every instance or map running on that server. To protect the rest of the game we isolated all of the new instances to specific servers which contained the crashes, but blocked everyone from getting into the new map. The rest of the day we were investigating the crash reports which gave us completely bogus data and was a red herring to the...

Read more