Guild Wars 2

Guild Wars 2 Dev Tracker




02 May

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.


18 Apr

Comment

Originally posted by penemuee

This isn't the option to disable Quip and Dreamer's sounds, right?

I'm currently looking at different options for how to proceed with these two weapons. Gaile was nice enough to post a feedback thread a few weeks ago that has given us a good read of what people do and don't want. We have numerous paths for how to proceed and I want to make sure we pick the one that pleases the most players (ideally everyone).


13 Apr

Comment

I was lucky enough to be there and it was amazing. The amount of talent up on stage totally floored me!


07 Apr

Comment

Originally posted by innerlambada

Yes, though this was unranked PvP not ranked so I don't think the class restrictions apply?

Max two of each profession per party. We need a real error message for this...


31 Mar

Comment

Originally posted by TheRiverBlues

I hear "aeiou"

:)

Comment

Originally posted by Varorson

Let's see:

  • Cloud at top plays SAB music when clicked.
  • The quote in OP is from the Back to School instance (partially)
  • We see the Genie again for first time(?) since Back to School.
  • Scrolling thing talks about CODE, makes me think a hint to that instance? Did we actually truly did get an update to SAB but it wasn't World 3? I'm doubtful but that's all my brain can think of atm

If this is truly a hidden scavenger hunt you've placed, reminds me of the beginning hints to War in Kryta, with the hidden urls...

But something tells me it's just hinting that the "cat" in 2-2 just wants soup. :(

Check the browser console!


30 Mar

Comment

There's another feature that I don't think anyone's found yet. It was very hard to find, but a recent update should help ;)


21 Mar

Comment

Originally posted by cardosy

Again, I think this uncertainty from the in-game speaker is fascinating.

It's a common plot device for building living game worlds. By doing so, they're able to retcon the story and events whenever they see fit for the development of the game, since they're not actual facts, but just stories told within the game world.

People involved in the narrative and overall direction these games take come and go all the time, and ideas are thrown into the pot constantly. It's natural that some of them are discarded, while others turn into canon as development goes. Still, it's an immersive and elegant solution to this issue and I also love in-game narrators and the fact that they're not always right or honest, but rather just telling their point of view.

I just wanted to say that you're absolutely right. I'll also go a step further and say that telling game stories through absolutes makes it too easy to shut the door on stories we know and love.

Interpretative techniques like an in-game narrator resonate with a sort of post-modern take on knowledge, which is that truth is almost always colored by perspective and somewhat impossible to know. To that end it also makes it possible to come back to these stories later, retelling and expanding on them.

These nature of these debates are, in my opinion at least, made a little more interesting and magical by the idea of a living MMO world.

Comment

Originally posted by Andulias

That's nothing really new, they simply expanded upon an already existing theory. Since the launch of the game we have known that the kodan consider the norn to be their devolved cousins. Scratch that, we've known since before the launch of the game: https://web.archive.org/web/20130208175641/http://www.arena.net/blog/the-wisdom-and-power-of-the-kodan.

EDIT: But you know that, you linked it as a source.

For what its worth, I think it was worthwhile to actually get that lore manifesting in the game somehow. Once I realized that our narrative designer was doing this, it became influential to the work I was doing on the mastery for this map. It being part of a line called "Ancient Magic" was a sticking point for me anyhow.

Fortunately the aspects of Kodan lore that involve them watching over untamed spirits made for a harmonious spin-off into this little tale about one of the lost tribes carrying a sacred fire through the ages. Major credit goes to the community for uncovering that and documenting it here: https://wiki.guildwars2.com/wiki/Fl...

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