Guild Wars 2

Guild Wars 2 Dev Tracker




02 May

Comment

Originally posted by Rylen_018

The heavy armor is too "shiny" and metalic so most dark dyes look lighter than they should.

Gonna have a look at this.

Comment

Originally posted by SergeAzel

People have been throwing a lot of salt about the new armor but I gotta say I love it - and if these things are able to be ironed out, even better!

Thank you!

Cheers!

Comment

Originally posted by Teranas

Honestly, this is the best episode you ever created.

Thank you!

Comment

Originally posted by HeavyTankZA

to the armor devs, love the work on the legendary armor, however my playtime is very limited and unable to do the raids due to real life commitments (I am sad missing this content), will there be another set down the line to go for? say via a very long sequence of gee I dunno, 20 or so subsequent collections?

I think one set is sufficient for now. We have no plans to release another set of legendary armor in the future.

Comment

Originally posted by Hajiishere

What inspired you into making MMO's?

Honestly, I have been playing MMO's since the days of Asheron's Call. I've always loved the open worlds, the ability to explore and fight for causes much bigger than myself. (I guess that's why I do so much charity work IRL!) I decided (a little later than most) that games were what I wanted to do with the rest of my life, so I put myself through school and made it happen with perseverance and hard work. I've basically played most of the more popular MMOs, and a few that maybe aren't quite so popular... and overall just prefer them to any other sort of game. I've played GW2 since launch as well as some GW1 (long before I worked here at ANet) and decided working at this studio was my dream job. 8 years and a cross country move later, here I am! :) Are you considering a career in games?

Comment

Originally posted by Hajiishere

What inspired you into making MMO's?

I fell in love with the power of MMOs to connect people across social boundaries. In the online worlds that I've spent a lot of time in, I've made friends that I would likely never have encountered in the context of my usual social circles, and I treasure knowing those people.

Comment

Originally posted by Charrikayu

About legendary armor, as the resident Charr armor advocate:

As I've mentioned in other threads, I really applaud the hard work and technology that went into creating these sets. It seems like no small feat and I don't want to diminish that achievement. That said, I think the achievement is self-diminishing in that it contains some of the same problems which have plagued armor in GW2 for years. Hoods needs to be designed for Charr. Asura also suffer from this problem, their ears unconvincingly "tucked" into the hood. There's also the matter of tail clipping on medium, as well as the mask for the light armor, but I don't want to build of a litany of problems rather than speak to my actual point.

That point being: why? I really feel like this was the one time that any non-cultural armor set could have gone above and beyond, and yet it's still weighed down by these issues. Why not adjust the design to acco...

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Ok so for the ears and horns being blocked off by helmets this really comes down to the issue of initial character creation having so many options for the location of those items. It would be a huge amount of work for us to have to create individual head pieces for each of those combinations. We would then also need to develop some kind of tech that would be able to determine what combination of ears / horns you have on your character and provide the appropriate head piece. So where ever we have full head enclosed helmets / head pieces this is the the issue we would be constantly running into.

Comment

Originally posted by noodle_bear

I just want to tell whoever made that jumping puzzle that you're an absolute madman.

In all seriousness though, after trying to find my way around for around 3 hours, I finally finished it! I loved it. Especially at the end where I kept using my charges on the grappling mastery and realizing there was yet another room after I should've saved them for.

Never stop making this kind of content!

I'm glad you enjoyed it! Josh Foreman was the team's environment artist for the jumping puzzle (and the entire Draconis Mons map), and I implemented the jumping puzzle's checkpoint mechanic and the new mastery.

Comment

Originally posted by -Cubie-

Hey, I've got a couple of questions.

Will you, for upcoming maps, include meta-events like Auric Basin or Verdant Brink that require coordination and teamwork? The coordination and teamwork required in AB and VB metas make them so much more fun, interesting and challenging to beat, unlike DS and TD which is mostly "get enough people to each lane, and do the events that pop up".

Will we see more 'vertical' maps such as the new one or VB? I quite enjoy the change of pase these maps give over flatlands like most of the original maps. And if so, will we see the new Mastery in upcoming maps again?

Vertical maps provide for some tough challenges in development. We like to use them when there are other aspects of the map that make it worth it. For instance, episode 1 had its glider skills, and episode 5 has the Oakheart Essences.

Comment

Originally posted by noodle_bear

I just want to tell whoever made that jumping puzzle that you're an absolute madman.

In all seriousness though, after trying to find my way around for around 3 hours, I finally finished it! I loved it. Especially at the end where I kept using my charges on the grappling mastery and realizing there was yet another room after I should've saved them for.

Never stop making this kind of content!

You know, I haven't done that one yet... The more wicked the better, though, I say!!

Comment

Originally posted by -Cubie-

People are experiencing issues where their Shadow Abyss dye makes their Heavy Legendary Armor silver rather than black.

ok we'll take a look at that. I know we made the heavy armor dyes a little more subdued to maintain the heavy metallic feel - but that sounds like a tech issue. Thanks for the heads-up.

Comment

Originally posted by noodle_bear

I just want to tell whoever made that jumping puzzle that you're an absolute madman.

In all seriousness though, after trying to find my way around for around 3 hours, I finally finished it! I loved it. Especially at the end where I kept using my charges on the grappling mastery and realizing there was yet another room after I should've saved them for.

Never stop making this kind of content!

Hehe it was created by the same artist who made the previous Fire Islands map...and he did the Mad King Clock Tower.... :)

I'll pass along the message, though!

Comment

Originally posted by Harambe_Was_Right

Hey guys, just wanted to say great job on the update!

Only one question, will we be able to use the new mastery outside of the new map?

I'd say that it's unlikely that we'll include the new mastery in other maps, but it's not an impossibility. It's relatively easy to add Oakheart's Essence nodes wherever we want, but the big cost is making sure that the grappling hook mechanic doesn't 'break' any map that it's included in. Draconis Mons was a map that was built specifically with this mastery in mind.

Comment

Originally posted by TEGG_2859

Regarding legendary armors:

How do you address the backpack hovering on light, the tail-clipping on medium, and the undyeablility on heavy?

The backpacks are fixed to the same attach point as other back items such as weapons. If we left the attach point where it normally resides and you were to carry a staff then it would clip through the back of the light armor. We moved the attach point out to prevent this clipping. We have seen the medium armor tail clip and it seems to be an issue we thought had been addressed. A correction is in the works and will hopefully ship with the next release. I am not sure what you mean about the heavy not being dyable - can you elaborate?

Comment

Originally posted by Kcquipor

Any news on WvWvW improvements ?

We like Skirmishes and are looking to support this with rewards in the future. In general, for WvW, our priorities are rewards and ascended equipment.

Comment

Originally posted by BobHogan

Final fight, when you first start fighting the hounds and "kill" one of them, the fight bugged out and scanning the machine did nothing. Had to let the hound come back to life and kill him 3 more times before I could scan the machine and make any progress in that fight

Hi there. Sorry to hear about your trouble with the hound fight. :-/

In pursuit of tracking down the problem, I was wondering if you can recall any specifics about what happened? Was the problem that scanning the machine just had no effect until one of the hounds had died three more times, or were there other elements of the fight or environment that were behaving strangely? Did the hounds keep attacking you? Did Taimi say anything while the fight was bugged? Do you remember what your quest steps were? Do you remember whether the first hound you killed was Tegon (stays at range and occasionally charges) or Temar (plods toward you and puts down AoEs)?

Anything you can remember would be helpful in trying to narrow down what could have caused the hound fight to glitch for you.


27 Apr

Comment

Originally posted by kiradead

Beautiful - thank you!

Comment

I think you forgot to add the audio from this clip - https://www.youtube.com/watch?v=y8Kyi0WNg40


26 Apr

Comment

Originally posted by Dlax8

Here are my thoughts as someone who plays WvW most of any game mode currently and has for the past year. WvW has a LOT of vocal minorities, and it is hard to get one communal opinion on what it needs. You can find the major threads through the community if you look hard enough and dilute the salt.

It requires playing almost exclusively WvW for a few good months . Play it all, roam, group up with a guild group (and actually run what they ask and try to help not hurt). Go hop into a massive blob, spend time building a keep up from T0-T3, tear down a T3 keep until it is swiss cheese then spend the next hour fighting to cap it (This is by far my favorite). You will learn a lot.

There are server identities, absolutely. and every server has their own flavor, as examples I will produce the 2 polar opposites of NA. Maguuma and Yaks Bend. I spent the better part of a year on Mag and have fought YB in every single tier since moving from Mag. Mag is extremely fight heavy and...

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Thanks for your thorough comment, Dlax8! I wanted to express gratitude for yourself and many others lately being and/or further raising awareness to one of the problems with changing WvW: multiple groups of players who want different things. Sometimes mutually exclusive things.

Even imagining an idealized world where we could take turns fulfilling the wishes of one of these groups with any given update, with N groups, any one group isn't going to be as pleased with N-1 updates we make. Since N > 2 any/all group(s) may, with most updates, feel like they're the only sane ones in a world where their favorite mode is "just getting worse" or is "out of touch".

It's impossible to make everyone happy at once whether we make changes or don't. But, we'll continue doing what we can, including the current work in response to the latest priority poll.


20 Apr

Comment

Originally posted by dan9khoa

Did they get a real ram to do motion capture? ;o

Multiple, actually. We went through a few ram actors until we found the one that was really able to capture the emotional weight of the scene.