Guild Wars 2

Guild Wars 2 Dev Tracker




28 Nov

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

Comment

Originally posted by Captain_Ozone

Hi Mike and the team,

Congratulations on another successful launch! Can we get anyone to check on the WvW team? I know PvP & WvW teams "release on their own cadence", but lately that feels like "dont ask us about WvW & PvP".

I'm not asking for specific details on upcoming releases, but are there any general (even vague) communications the team can give us about our favorite game mode?

Scourges & Revs still face an "obstructed" bug when placing AoEs even on the tiniest of slopes. Is anyone looking at generating a fix or is this intended?

In the last balance patch, Spellbreaker domes were given a different color if they were dropped by the enemy team, can we see this applied to other skills as well? Also, why was black chosen (a color that is covered by friendly AoE skills) instead of bright red, like in PvE?

Server populations for WvW are becoming a contention point for a lot of players in deciding to play WvW. It seems population calculation...

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Regarding the question about the ArenaNet Partner Program: yes, the program is actively being managed. We review applications and add new members on a regular basis. The volume of applications very high, and the review and vetting process takes time. Due to volume, we are only able to respond to applicants who are selected.

Comment

Originally posted by Kreiri

What is the reason for designing LS maps without general goods vendors in them?

While we don't always add basic merchants, most of the things that they sell are available from the heart vendors in the map.

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" ?

My favorite part of this release was to try and think of what kind of skills the final boss would use given it's situation. Without spoiling anything, a lot of iteration went into that encounter.

I also really enjoyed seeing the open world map come together over time - our map artist did an absolutely fantastic job at bringing Istan forward 250 years.

Originally posted by [deleted]

What's your reasoning for doing these AMA's relatively quickly after release instead of waiting a few days to let the community experience a good chunk of the new content?

We take the company down on release days –– no normal development, no meetings –– so that we can play the game with you and respond to anything that comes up. That makes release days a unique opportunity to get everyone together. And, frankly, we're excited about what we just released and are happy to be able to chat about it.

~ MO

Comment

Originally posted by TyroneTyreseJamal

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

Thanks! I'm really happy with how it turned out. I spent many a'hour in Kamadan and Istan in GW1, so it was a blast being able to recreate it in the glorious image of King Joko.

Comment

Originally posted by Mike-OBrien-ArenaNet

Hi all,

A few months ago I announced my intention to gradually hand the reins of GW2 game direction to Mike Zadorojny, "Z". You probably already know Z well: he's a 10+ year veteran of ArenaNet, who worked on GW2 from the beginning, and most recently served as the lead designer of Path of Fire.

I'm not going anywhere – Z and I sit next to each other and continue to work together – but I won't be able to continue spending virtually all my time on GW2 in the coming year as I did through most of the past two years. A game director should be 100% dedicated to the game. Z is absolutely dedicated to GW2. He has a deep passion and enthusiasm for the game, the same today as when he started working on it a decade ago. As game director I know he'll continue to champion the needs of players, and continue to set the highest quality standards for everything we do.

So today I'm making it official: Mike Zadorojny is the new game director of GW2. Congratulations Z....

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It's been an absolute pleasure working with Z during (and post) development of PoF. Congrats Z!

Comment

Originally posted by [deleted]

[deleted]

We don't currently have any plans to convert unbound magic into volatile magic. We want to make sure that the rewards are tied to the content, while using unbound magic or providing a conversion both makes the rewards available without having to play the new content, as well as making imbalanced farming locations like Bitterfrost Frontier feel like it's required to be efficient for earning season 4 rewards as well.

Comment

Originally posted by TyroneTyreseJamal

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

There are a lot of fine folks who worked hard to bring that map to fruition. I'm glad you like it! <3

Comment

Originally posted by Narcissus1415

Hey guys! you did an amazing job with the boss mechanics in the story! i really did loved it :) my question is: Are you pleased with the way your new Palawadan map meta event turned out? are you happy with the difficulty of it and the balance of reward it gives?

I was late to this AMA because I was finishing off you know who at the end. :) It was a blast playing it on live, and the difficulty balance felt good.

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" ?

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

Not enough.

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'll answer for the third question... One of my favorite parts of this release was listening to the internal debate of which name would Palawa Joko prefer: Palawadan or Jokodan. #teampalawadan