Guild Wars 2

Guild Wars 2 Dev Tracker




18 Feb

Comment

Originally posted by Penagon

Players who desert matches (such as by abandoning the match or disconnecting) will automatically be given a “desertion,” which counts as a defeat and will cost that player -1 pip.

If a player from your team deserts the match, and your team is then defeated, you’ll lose no pips for that match (and the match won’t count as a loss should you be on a win streak).

Stop me if I am wrong - following scenario.

  • dude 1: 'yo dude, we are going to lose and I'm about to tier up, you ok to DC?'
  • dude 2: 'yeah bud, but as long as you got my back when I'm about to rank up?'
  • dude 1: 'sure dude'
  • dude 2: 'sweet!'
  • dude 1: 'sweeeeeet!'

-_-

Just to clarify:

If you are in a pre-made group with a party member who abandons the match, and your group loses the match, then everyone in your pre-made group will lose a pip. That one person who abandons will not save your other pre-made teammates from losing a pip.

If you are not in a pre-made group, and one of your random team members abandons, then you will not lose a pip.

This is the exact same way that things functioned in Season 1. Nothing is changing here for Season 2.


17 Feb

Comment

Good question! Last I heard was they were going back in a long time ago, will try and track down what happened here.


16 Feb

Comment

Just wanted to quickly pop in over lunch break and pass along while there are things we love about the HoT open world map experience; there are also things we felt either weren't successful, or didn't align with the over-all vision for Gw2.

We said this a week or two ago, but it's always good to reinforce that cleaning up those areas is one of the major focuses for our spring seasonal update in April. Many of the things folks call out in this thread as areas we can improve are the kind of things we're hoping to resolve. We'll discuss more once we're got a better idea of what will make it in, but I just wanted to quickly point out we're also aware and working towards some resolutions.

Comment

Love the short term problem solving - wish it was easier for us to to do a quick short term fix. (sadly nothing with LFG is easy or quick)

I did want to quickly point out the team is aware of the recent discussions around things that aren't working (or missing) from LFG and have it included in the list of "resolving outstanding issues" that is our goal for the spring update in April.

Not entirely sure what will actually make it yet LFG wise since it's all in development - we'll give more details once we're sure.

Comment

Originally posted by BobMosses

You'll be able to get it next January

This is accurate. If you miss June, as an example, you'll be able to get it the next time the month is June and you visit a major city.


11 Feb

Comment

Hey all, we're aware of the issue and are looking into it. Thank you for all the reports!


10 Feb

Comment

As this functionality is intended for high-end, skilled players at the top tier of PvP, this option will work only in Custom Arenas that allow Tournament Commands (while Ranked queues are disabled during an off-season).

Also, Revenant standard models will be included in an upcoming release.


03 Feb

Comment

Originally posted by lonezolf

There's one thing that is often misunderstood, it's that we'll only get one update per quarter.

The quarterly updates are balance patches, there will be other CONTENT updates before the next balance patch, for instance the next League season, or the next raid wing (already announced to come before the next quarterly update)

Correct! Not only approx every 12 weeks will we do a big seasonal update. You'll also see updates between seasonal updates.

Content like raids, pvp leagues, living world, festivals, and WvW tournaments are all things you'd find happening between seasonal updates as the year progresses. (this "winter" season we've got a festival, raid, and pvp league kick off planned before spring.)

Things like new fractals, new legendaries, WvW updates, new PvP maps, quality of life updates, etc. are all the type of stuff that'd come with our seasonal updates.

Hope that helps a bit!


02 Feb

Comment

We've identified the cause of this issue, and expect to have the fix out in an upcoming release. All missing rewards will be replaced.


01 Feb

Comment

This bug was not entirely fixed; the developers have identified the issue and we are currently testing the results. We're expecting to have the fix out in an upcoming release. Thanks for your patience!


27 Jan

Comment

Thanks for the report! We're aware of the issue and working on resolving the impact squad markers currently have in WvW and PvP. Hoping to have this fix out ASAP. Thanks for your patience!


26 Jan

Comment

Originally posted by [deleted]

[deleted]

This note snuck in early and shouldn't have, this is a long term thing our FX team is playing with that isn't live yet.


21 Jan

Comment

Originally posted by CaesarBritannicus

The phrase "winter quarter update" confuses me. Is this coming Tuesday's patch the biggest patch this quarter? I throught the raid wing was coming this quarter as well, which would certainly be a big addition.

This is a preview of what's coming in the January 26th Winter 2016 release.

Other releases we've confirmed for between now and the end of March can be found in the "Other big events for early 2016" section of this here blog:

https://www.guildwars2.com/en/news/state-of-the-game-update-q1-2016/

Hope that helps.


18 Jan

Comment

Originally posted by LasurArkinshade

So that's the story with the leviathan... the truth is finally out there!

I doubt you'll respond to me, Colin, but given that the weird helix area of Dragon's Stand contains an open world moving platform, is it safe to say the engine's moving platform support is better now/eventually giving us the leviathan might be on the table? I've always been interested in random technical details, I understand if you can't answer, though. :P

It's slightly better, but still not very good. We had more moving platforms in SAB for a while in early development with the gator river in particular, but latency issues and weird engine stuff made them break often enough we had to cut back.

Given the weird twitching around the eyes of the folks who made the platform when we used to bring up "moving platforms" I think it's highly unlikely.

As for tables, I don't use that phrase! That was erroneously applied to me after someone else who will remain nameless did a few days of interviews and said "on/off the table" a lot. He knows who he is...

Comment

For the first year+ after Shat first made it in game, it was fondly known as the Shattnerer by most of the early Gw2 writing and content teams. I'm pretty sure Darrin had pictures up on the wall around the office similar to the sweet sweet link from Bobby. Fun memories ;)

For additional trips down memory lane -> This was also the first ever giant boss built that made it into the game.

Though it wasn't actually the first giant boss model ever made, that distinction rests with the leviathan (a massive crazy huge sea creature boss that only ever showed in trailers) was the first ever giant boss model. Early in development after the model was built engineering shot it down as creatures that large in water were too expensive for performance and our engine couldn't support moving platforms (collision) in large open world maps.


14 Jan

Comment

Please report players you observe behaving in this manner. Because there is not a better category at this time, I'd agree that filing it under "Botting" would suffice. As a reminder, match manipulation is defined in the GW2 Rules of Conduct as follows: "While participating in Plaver-vs-Player (PvP) gameplay, you will not participate in any form of match manipulation. Match manipulation is defined as any action taken to fix or manipulate the outcome of a match or alter or manipulate the rankings or ratings of the ladder. This also includes disrupting other people’s game experience by not actively participating in matches in good faith, a.k.a leeching."


12 Jan

Comment

Originally posted by MichaelGol

WHAT EVER HAPPENED TO .....

" As work on Heart of Thorns wraps up, we’ll be treating resolving the remaining core areas in WvW as our #1 live development feature priority for the game to ensure we deliver on making World vs. World not just the great experience it is today *- but the incredible experience we know it can be. As this effort ramps up you will be hearing more from us about the work in progress." Transcript of the statement that John Corpening, game director for World vs. World, made at the beginning of the World vs. World Desert Borderlands Invitational. https://forum-en.guildwars2.com/forum/game/hot/Colin-s-Blog-Today

Info on this is covered at the end of the blog, but absolutely yes, this is still true.


07 Jan

Comment

Originally posted by GuideRanger

Thank you, as for the Collider its Polygon Collider 2D but its more of an oval shape than with slides on the sides

Interesting. I would have assumed that an oval type shape would behave correctly. I haven't ever used unity, and so don't know of any nuances to their collision detection. =/

Comment

Pretty fun. Nice job. I liked that I could easily control and direct the rebound direction; it made it pretty easy to plan and execute my bounces.

One note though, I got in a state where the ball was on the far right edge of the screen, and would only bounce directly up. I couldn't get it to hit the right side of the screen and ricochet back into the game play area. At first, I assumed I would be able to time my cloud's movement, and slam into the ball, from the left, right as it was about to cause a fail case. I had hoped that would push the ball into the right side of wall and get me my needed ricochet. No luck :( I ended up seeing no other choice but to just let the ball fall and start over. Maybe that means your cloud's collision volume is a rect? If that is the case, maybe consider putting some banked corners on the top right and top left.

Either way, nice job :)


04 Jan

Comment

Originally posted by Kitstheshouter

We went for a Taco bell run. If you asked was it worth it yes and no. Yes being that I love Taco Bell. No because I didn't even get to enjoy the crunch wrap. That my humor to this whole thing. I feel like a million yaks trample all over my body. As for the drunk driver, I'm angry he drank and drove. Though in my heart I'm sad he pass away.
Thank you for the thoughts and I hope this even post. The hospital wifi is not so great. Now I'm going to enjoy these drugs and rest some more. I'm doing this off my cellphone. -Waves-

Glad to hear you and your friend are ok.