Guild Wars 2

Guild Wars 2 Dev Tracker




10 Mar

Comment

Originally posted by InkTide

Ohhh, that's interesting! I don't know why, but I'm holding out hope that this all ends well for Blaine.

Hopefully he'll join Dragon's Watch so it's not just Taimi and me. Imagine having a King on our side!

"I don't know why, but I'm holding out hope that this all ends well for Blaine." FTFY ;)


02 Mar

Comment

Originally posted by [deleted]

Great post, Crystal!

Thank you!


01 Mar

Comment

Originally posted by smitske

Are you implying htat whatever samarog is achieving in his spare time (spearthrow championships) is not something you care about? So mean.

Correct.

Comment

Originally posted by BobHogan

Ah, that's interesting! In terms of design, does this mean that going forward, new content will be more "consistent"? And by consistent I mean that new content will be using the AI system in a similar way (tuned to desired difficulty of course).

Difficult question to answer since the goals of each team vary. The AI system can get pretty complicated when you get really deep into it. I would say the raids team uses the most simplistic form of it since we only care about the combat behaviours. Other teams care about both combat and what the creatures are doing when not in combat.

Comment

Originally posted by BobHogan

So does this mean that the other designers at ANet were not using the same tools that the raid team designers were?

All designers here use the same tool, but different teams will manipulate it in different ways. For example: the way the Raids team uses the AI system is different from how a Living World team might use it.


28 Feb

Comment

To clarify... The designers I helped spin up were a mix from different teams and none of them joined the raids team. There has always been "two teams on raids that leapfrog" (not including Spirit Vale) except at various points in time the teams were a single designer.

Edit for clarity

When I say "teams" I'm specifically referring to designers only. All other resources (art, programming, qa) are shared between the two.


24 Feb

Comment

Originally posted by ggunslinger

Removed this ability’s interaction with quickness.

What the HELL.

I mean, Weakening Charge was still better than quickened Vault, but Vault wasn't as clunky to use as WC rotation. Now we're back to turning autotargetting off or what? Please don't let it be true.

EDIT: For those who didn't know, it's propably caused by a bug with Vault and quickness. Basically quickness makes the attack happen while you're still in the air, not on target location. It's not noticable in melee range, but it completely negates your damage on far targets.

Hopefully this interaction will return after they find a fix, but it feels f**king bad man.

The new interaction with quickness (and slow) indeed did turn out to be more detrimental than we had desired. As such, we're pulling the change time-scaling change for now. If we can get the code to work right at all ranges, we'll give it another go!


22 Feb

Comment

Originally posted by Vaarsavius

While you're looking into bosses, the double-wiping on Deimos is really annoying too.

Also fix incoming for that too.


21 Feb

Comment

Some changes have been made to the PvP infrastructure and we are actively working through some issues. Apologies for the inconveniences!


19 Feb

Comment

Originally posted by sequriem

Door laser is not only on KC tho. In every boss now the second somebody triggers the aggro the fight will instantly start. (VG and Sab for example)

The fact the bosses didn't immediately go into combat when they aggro'd was always a bug. We fixed that in the recent patch and we're working on fixing KC.

Going forward the expectation should be that the raid group is in the "boss arena" and ready to go before you pull the boss. If someone is caught lollygagging behind then they're going to be considered out of bounds and unable to participate in the encounter.

Comment

Originally posted by [deleted]

[deleted]

We had planned a Mini Deimos for ship, but the art asset was far too expensive to just shrink down into a mini and would have required a ton of work to scale down properly. It's one of the crazier creatures that team has come up with in terms of complexity!

Comment

Originally posted by RisingDusk

Man, so this is what causes it! What a frustrating bug! We had Chronomancers with bizarrely low boon duration, condition classes with strangely low condition duration, and the works. We always figured out that rejoining the instance fixed it, but never what caused it. Glad to finally be aware of the issue.

/u/CrystalRAID can you please make sure this gets looked at? Thanks. :)

Late reply, but yes we are looking in to this.


16 Feb

Comment

Originally posted by lolcheme

so is this also character locking? Or if someone had two characters with the same profession but different builds would that be ok?

It would also be character locking.

Comment

Originally posted by RomoSSJ5

So... Question.

If they're not allowed to come back. That means automatic loss for the team. Basically meaning the whole team pays if someone messes up. Same thing with d/c's

They can come back if they go back to the character they queued with.

Comment

Originally posted by _Sorrows_

They can't ever guarantee only 1 of a class because duos can have 2 of a class. The system will most likely try and take 2 single players of that class within rating range and put them on the other team if possible. It'll never be perfect matches.

If we wanted to enforce a limit on profession counts, we'd have to put the same rules on premades, so a party with duplicate professions would not be allowed to queue.

Comment

Originally posted by Qewki

Locking profession would allow player profession to be accounted for to increase matchmaking accuracy

So is that profession-specific mmr or only to prevent class-stacking? If the former, what would become of having a unique skill rating for ranked seasons?

If we lock characters on queue, we could start using profession MMR.

Comment

Originally posted by razor123456789101

This might be a reaction to the complaints from lower divisions. But can't they just have the algorithm try and make balanced teams for them while still allowing change? There's more population in lower divisions so it might not strain the queue times too much.

Anyway, the more I think about it, the less I'm in favor.

The matchmaker already attempts to avoid class stacking, but it isn't strictly enforced. However, locking characters lets the matchmaking start using profession MMR instead of only account-wide MMR for matchmaking.


13 Feb

Comment

Originally posted by darapotocska

I beleaf your response has left me stumped

I hope nobody arbors any resentment about this.

Comment

This is pretty awesome.


10 Feb