Guild Wars 2

Guild Wars 2 Dev Tracker




13 Sep

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Nice work on the video. Sometimes I like to pretend I'm good...and then I see humbling videos like this that remind me I'm bad. :P


12 Sep

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Originally posted by DragonSquid

How do you handle Bugs that the Tracker claims to have fixed yet are not. The Known Issue Tracker stated that the Items: 20 Slot Pact bags are Soulbound on creation was Solved on 2016-06-13

I created one the next week and it is still soul bound.

Thanks for the heads up! It could be that it's by design, or it could be that we thought it was fixed and it isn't. I'll look into it and let you know.

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Originally posted by enthormw

Thanks for the info, and responding to my question! I had thought that something like this was the case: the work to find/review/investigate bugs being done by the team, but the outwards-facing Known Issue Tracker being aggregated by you (and soon to be others as well!).

It seemed that many people (OP included) weren't aware that the tracker was a side project on your own time to help communicate with the wider community, and that a lot of noise about 'broken promises' and 'they said so on the site' was being made by those who are wont to complain.

Case in point, the post below that stated

that [weekly] standard is not being maintained. We're just asking for them to abide by their own rules.

where your desire for weekly updates has somehow been transformed into a "rule" that the company has committed itself to--at least in the minds of the poster.

That being said, I'm sure it'll smooth over a lot of ruffled feathers...

Read more

Well, it's a fair criticism if we say we'll update it weekly and then we don't. When I first started this project, that was a reasonable target. Then I got busi(er) and transitioned the project over to someone else, and it was a reasonable target for him for a while, but then he got promoted and now also no longer has time. Hence training several more people this week.

While this did start out as a side project, after seeing the response and how helpful it's been for players, I'm not willing to let it die. Even if I don't have the time to do everything myself, I'll make sure someone gets it done.

And as discussed elsewhere, I still want to automate more of it. It's more automated now than it was at the beginning, but there's a lot more that can be done.

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Originally posted by EagleDelta1

I'm curious, why no Automation around the Known Issues Tracker pulling issues/bugs from the database?

Also, do you really have a team that manually goes through and enters the bugs/issues into the database or are you simplifying the description?

I.E. Our team uses Gitlab's Issue Tracker to enter and track Puppet code bugs/features/enhancements/etc and soon I will be working with our ServiceNow admin to utilize the API for both Systems to allow our general users to create requests and reports in ServiceNow that are then auto-generated within Gitlab for our Team.

There's definitely some automation. The manual part is to determine what gets tagged for inclusion (filtering out the kinds of bugs I described above). Once something is tagged, it's status updates get automated. We still have to manually copy/paste the automatically updated stuff, but hopefully Soon(TM) when we update the Support site, we can automate that part, too.

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Originally posted by SerialLain

The community is doing some of that work for you, the wiki lists over 1000 bugs and counting by now: https://wiki.guildwars2.com/wiki/Category:Bugs (once you click an article, scroll down to the notes section. Bug is there.)

Especially in all those cases where a skill description says something different (for example different amount of damage) than what the ability actually does the wiki is especially helpful.

It may be worth anet's time to go through that list of bugs, since most of these are just minor things, like some text being off, and should be trivial to fix - but it will lessen the confusion/frustration about some things massively.

Plus (I know you can't really be expected to do that), it would be super awesome if you would edit the bug section out of each article when you're done.

I didn't know about that wiki feature, that's awesome! I definitely don't have time to comb through these right now, but I'll put it on the radar of our QA team so they can have a look. Thanks!

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Originally posted by enthormw

Out of curiosity, I seem to recall a post that made it seem like the known issue tracker was a side project that you had worked on outside of your normal ANET responsibilities--was this the case?

Or were other people involved in it and you were just the most visible one updating it?

Both are true, sort of. I'm making use of the work of lots of people by pulling these bugs from our internal database. We have a bunch of folks who find them (by testing, reviewing in-game reports, investigating reports in Support tickets, and combing the forums and Reddit) and enter them into that database. Then someone (formerly just me, going forward me or one of the people I'm training) chooses the most commonly reported and game-breaking bugs, flags them for inclusion, and updates the tracker. There is also some leg work to screen out things like bugs on unreleased content, weird technical stuff that would make no sense to players, and bugs that could be exploited.

Because the tracker lives on the Support site, I'm ostensibly in charge of it and I've been the one visibly talking to the community about it. But the work is a big team effort.

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Originally posted by choco-muffin

Shouldn't the list of known issues get smaller?

edit: /s

It tends to cycle: old issues get fixed, new content gets introduced which comes with its own shiny new bugs. In the ideal world of unicorns and rainbows, we'd ship everything bug-free, but the reality is that as the code changes it breaks in new and interesting ways.

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You guys are right that it hasn’t been getting updated as often as it should lately. Several months ago I took on more responsibilities and haven’t had as much time to devote to investigating bugs as I used to. The silver lining is that I’ve trained another person on how to add bugs to the tracker, and today will be training 3 more. You should see the list grow significantly this week, and going forward it should be back to getting updated weekly (if not more often).


09 Sep

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Originally posted by seganku

I've been getting this error for more than 20 minutes, while guildies are in WvW and EotM having the time of their lives. A client restart had no effect.

World vs. World is unavailable while matches are being updated. Please try again in a few minutes. (Code=1068:9:17:4740:101)

Woe.

One source of this error message is when your client isn't in the build that's active for WvW. The error text doesn't communicate that possible cause well. In this case, WvW was still in 66,537, while some clients were in 66,577.

This has been fixed. Thanks for the report!

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Originally posted by [deleted]

Is it intentional that US's PotM bonuses have reset? I wrote a thread on the forums before noticing this post and I feel like a bit of a dickhead :(

The display for PotM bonuses in the WvW dialog's second tab is incorrectly showing what bonus would be present with the War Score from only the current Skirmish.

The tooltip on the WvW button in the quicklaunch bar along the upper-left of your screen still shows the real PotM bonus you're currently receiving behind the scenes.

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Originally posted by fishlock

Is there any reward for winning a skirmish?

Right now, skirmishes are in a first-phase test to see how they're received.

If skirmishes are liked and stay around, we expect to do more with them.

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Originally posted by Despondent_in_WI

Is this removing the WvW-granted Artisan and Gatherer bonuses (which I believe was discussed previously)?

The WvW-granted "world bonus" buffs are still there right now, using the week-long War Score that's still being accumulated in the background.

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From https://forum-en.guildwars2.com/forum/game/wuv/Reminder-Skirmish-beta-beginning-soon

Skirmish scoring will go into effect in about 15 minutes (near 18:00Z), with the EU reset.

NA players: while you’ll immediately see the new skirmish data in the WvW dialog, this week’s match will still have its end result scored in the old War Score-only style, ignoring Victory Points from skirmishes.

Sites that use our API for WvW will still display the “vanilla” War Score that accumulates over the week.

External link →

06 Sep

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The name tag makes it so adorable!!

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Awesome content! I appreciate the build notes in the beginning and the skill cards you flash when doing something very high level. That bait with the Moa was sick. :)

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Originally posted by NEM3S1S

Fairly certain it'd just be an unranked map. They took Skyhammer out of beta and still haven't put it into rotation, so I can't see them putting a brand-new map into it without at least giving it a season of testing (or as I call it, giving it seasoning).

ayyy

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Originally posted by Imanrkngel

  • New Map: Ember Bay, part of Ring of Fire islands
  • New Jumping Puzzle by Josh Foreman
  • New SPvP Conquest Map: The Eternal Coliseum
  • Release: Sept. 20th

Does this mean the new spvp map will be put straight into rotation without testing?

It will be similar to Revenge of the Capricorn. It will go into unranked rotation on release day, but we'll hold-off on putting it into ranked until we see how it plays on Live servers. This gives us some time to make any tweaks that might be needed.

You'll be able to see an in-depth preview of the map on Sept 17 during the World Championship.


03 Sep

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Awesome meeting you! Glad you had fun. :)