Guild Wars 2

Guild Wars 2 Dev Tracker




02 May

Comment

Originally posted by regendo

I realize you won't be able to talk about major story topics and your reasons behind the quite disliked direction the story took in this patch so I'll spare you that question. There's one smaller detail that I noticed though that surprised me.

At one point in the story, while we're on comms with Taimi, the player character talks about . That's news to me! They're nature spirits alright but I wasn't aware of any connection like this.

Is this new lore that we just didn't know about previously?

Hi! Thanks for the question. This wasn't meant to imply that the spirits here are the norn Spirits of the Wild. Rather, the PC is being sassy and playing with Taimi a bit. It's meant as a bit of sarcasm, not literal. We haven't changed the lore. :)

Comment

Originally posted by Captain_Ozone

Any time table other than by end of year? Are we going to have to wait for the expansion for it?

The WvW team releases their content when it is ready. We have a variety of things in work, some further along, some still early in development. The team wants nothing more than to deliver great content for WvW but making changes for the game mode is rarely trivial. The team wants to make sure that large system and content changes are given proper due diligence and are in a position to have the best possible impact for WvW players.

Comment

Originally posted by EdhelGaladhrim

Hi! Firstly, I want to thank you all for the hard work that you guys do and everything you put up with. It's truly remarkable and your guys' game is simply breath taking. Secondly, as someone who's studied Latin for five years, I was wondering why you chose the name Draconis Mons for the new map. Also, do you all have a Latin expert, or did you use the internet to come up with the name? (If the latter is true, very impressive because Latin is quite the difficult language)

Gratias tibi. Latine bona est!

Comment

Originally posted by kemzan

Hello. I may be wrong,but the mastery for the new map fall under exalted magic,and that is unlocked by a map that I don't have because I came back to the game earliear. Is that correct? Any plans on changing that so the new map unlocks exalted magic too?

The Mastery for the new map falls under the Ancient Magics line (all of the Living World Masteries have been located in that line).

Comment

Originally posted by CrystallineSugar

Paul Ella, is there any chance we'll get sigil swapping on legendary weapons?

We had originally intended that you should be able to change the sigils in the same way as runes for armor (so we had thought of it for everyone out there who thought we forgot :) ). However, when we started our economic impact analysis it became clear that we needed to do a deeper investigation to assess potential risks we had not previously foreseen. The investigation is currently ongoing.

Comment

Originally posted by GaileGray

Anything from the Halloween Festival that isn't already available in the guild hall. I <3 Tyrian Halloween soooo much!

You and me, both!

Comment

Originally posted by [deleted]

[deleted]

I played a bit of it. ;)

Comment

Originally posted by Mireles

Just wanted to say great job on the armor.

The ability to swap upgrades and stats without destroying them and creating multiple sets of gear is a much needed feature in the game.

I was wondering if we are going to see legendary trinkets and the upgrade swap option expanded to weapons?

Also is the whole rune swap to inventory the ideal solution or is this just something easy to implement to hold us over on a more convenient solution?

We have no plans to make changes to the rune swapping mechanism for the armor.

Comment

Originally posted by EdhelGaladhrim

Hi! Firstly, I want to thank you all for the hard work that you guys do and everything you put up with. It's truly remarkable and your guys' game is simply breath taking. Secondly, as someone who's studied Latin for five years, I was wondering why you chose the name Draconis Mons for the new map. Also, do you all have a Latin expert, or did you use the internet to come up with the name? (If the latter is true, very impressive because Latin is quite the difficult language)

Thank YOU for playing. So glad you're enjoying it! The fact that you're asking this question tells me that you've translated it. We wanted a name that accurately represented the theme of what's happening here and with the layout of the map. We chose from a long list of suggestions, but this one seemed the most appropriate. I'm not sure if we have an "expert," but we do have several writers who dabble, at minimum. :)

Comment

Originally posted by InspiringCalmness

Im really impressed with the new map!
Did you plan on making it that big or did it kinda just ended up with that size after you implemented everything you wanted to be there?

The map definitely ended up being bigger than we were initially expecting. The original design called for 4 big islands of content, arranged in cardinal directions (to help with navigation), and a little bit of connecting terrain between them. As we worked on it though, the map grew to become more and more layered. Still we are pretty happy with the end result :)

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.