Guild Wars 2

Guild Wars 2 Dev Tracker




06 Oct

Comment

Originally posted by [deleted]

I just wanted to say I love whoever put that mastery point in the tomb of primeval kings, it took me a while to figure out how to get it, and I ended up doing a really cool gryphon dive from outside near the Jackal portal hero point, entering the building and then rising up to the mastery point. It felt really satisfying. I hope you include more stuff like that in the future even though I'm pretty sure there's a way to get it with just the bunny.

It was intended for Griffon although your way of getting it was WAY fancier than the way I envisioned. Good job :D

Comment

Originally posted by [deleted]

[deleted]

sadly probably not - we are already using very large textures for the sky and making them larger could reduce perf or cause other issues. sorry :(

Comment

Originally posted by LordDankus

Who is your favorite hero and why is it Palawa Joko?

Praise Joko

Comment

Originally posted by LordDankus

Who is your favorite hero and why is it Palawa Joko?

Praise Joko

Hi all,

It’s hard to believe it’s been two weeks already since the launch of Path of Fire! Our tradition is to hang out with you and do an AMA on launch day, but with a release this large, we needed to be all-hands-on-deck on launch day. Two weeks later, things are in good shape: we’re polishing details and getting ready for upcoming Live releases. Let’s take some time and chat.

Here’s who’s with us today.

From the Crystal Desert team – Clayton Kisko, Justin Reilly, Steve Huang, Tirzah Bauer, Tracey West

From the Mounts team – Dodge Lafnitzegger, Joel Helmich, Roy Cronacher, Steven Stadnicky

From the Story team – Bobby Stein, Connie Griffith, Connor Fallon, Matthew Medina, Peter Fries, Scott McGough

From the Elite Specs team – Irenio Calmon-Huang, Karl McLain

Bounties – Trevor Bennett

Cinematics – Chelsey Shuder

Combat Encounters – Benjamin Arnold

Engine - Jon Olson

Guild Halls – Devon ...

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Comment

Originally posted by SirJack3

I'm sorry. We've already reserved this day to Praise Joko. We'd ask you to reschedule, but we're also planning to Praise Joko the other 364 days.

Praise Joko

Comment

Originally posted by SirJack3

I'm sorry. We've already reserved this day to Praise Joko. We'd ask you to reschedule, but we're also planning to Praise Joko the other 364 days.

Praise Joko

Comment

Originally posted by SirJack3

I'm sorry. We've already reserved this day to Praise Joko. We'd ask you to reschedule, but we're also planning to Praise Joko the other 364 days.

Praise Joko

Comment

Originally posted by Eisal

Praise Joko

Praise Joko


03 Oct

Comment

Originally posted by XiahouMao

Do you know if all the invisible walls are going to be fixed? There was one at the entrance to Dissun's Mine in Dredgehaunt Cliffs that I saw pointed out in another thread.

Yes we will eventually get them all (unless they are there to stop exploits) - they are a bit hard to track down so you guys alerting us helps immensely.

Comment

Originally posted by Anet_Tirzah

This has been fixed and is in the queue! Sorry for the inconvenience. Think of the Orphans <3

Some more information on the recent invisible wall bugs - We had to re-adjust all the boundaries for the core tyria/jungle maps to allow mounts. This had an unfortunate side effect of some invisible walls accidentally getting shifted over areas. Thank you for the bug reports and patience!


27 Sep

Comment

We are looking into it :)

Comment

Short answers:
- This is intentional.
- You can't gain too much height above where you started.
- Griffon is the best mount.

Longer answer:
Griffon flight numbers were tuned for a dive -> fly level for a while -> pull up flight pattern, where you could get back up to your starting height at the end, more or less. However, given that speed drops off over time, the pull up had to be quite strong through a combination of reduced gravity and the forward push of the climbing wing flap. This in turn meant that if you tried to abuse the system by diving and climbing repeatedly, you could gain significant height, as demonstrated in the video above. Rather than compromise the intended gameplay, I added a "soft" ceiling based on your last ground position, where if you get too far above your starting point gravity will start to increase, until eventually it's no longer possible to climb. What I didn't want was for people to start from anywhere in the map and ge...

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26 Sep

Comment

Originally posted by GrayWynters

wait, seriously?

that's impressive. I just assumed that with all the decorations, teleporters, and details that it'd been done earlier, and over a longer period. that's impressive.

Most of it was built with existing assets used in creative/different ways. A few new props were added like the white lillies and the cloth draped over the top.

Comment

Originally posted by suitedcloud

That's quite impressive actually. The Lily is beautiful. I love the white and gold colors as well as the style of the building. What made you choose teleporters over stairs to get to the crafting area?

Stairs are harder to put in surprisingly! we would have had to build custom stairs for this which would have added time. Also I wanted to let people use the Springer to get up (but we needed to make sure people could still use it if they didn't have the Springer). Thus teleporters :)


25 Sep

Comment

Originally posted by Anet_Tirzah

hue hue hue :3

You call my name 3 times and I appear! :D