Guild Wars 2

Guild Wars 2 Dev Tracker




05 May

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This bug is literally the worst. To fix and totally quash it is not an insignificant amount of work. When an engineer says it is not a small amount of work you know it is serious.

It bothers me a lot toooooooooooo... so ocd...


03 May

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Originally posted by Ben-Z-S

I've spotted Gaile at one and Linsey at another...I'm on to you! -_-

snicker heheheheh

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Originally posted by Regina_B

Not very long at all.

We're proud of y'all for finding it so quickly. :D

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Originally posted by [deleted]

Go back to your meeting, you murderous snowball! D:

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Originally posted by Artharia

New event popped up. Link!

edit: After it second event popped up to defeat big ley line something... edit2: For a moment someone from Arenanet popped up... Strange [EU]

More!

Snowden!

Ew... More Branded stuff

Arenanet! Is that a... Watchwork?

edit: Deleted small evidence... Youknownothing!

Hey you found me! :P

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Originally posted by Dlax8

Thank you for the response, I know this thread is full of people hailing this as a great return for WvW fighting, people truly hate the environmental hazards in the Desert BL, Rocks from nowhere, blinding sand, etc. However it raises issues among the lesser heard minority who want real competition and strategy in their match ups. The ones who aren't arguing Fights > all are usually drowned out I feel.

The ending of the match and beginning of a new one will probably be a big issue later on, when people know that capping won't matter as much they just wont play or nothing will be capped and massive bloodbaths will ensue (which might be a good thing.)

I am hopeful that you will be able to swap the maps at reset instead of on a Tuesday, as it is probably the best solution.

We're much more likely to-- but I'm not promising this-- work on the ability to change maps without ending the week's round early than we are to work on changing maps dynamically at reset without a game build. "Just" maintaining matchup and score is still technically problematic, but much less work.

Keeping matchup and score: a couple of us can fairly easily see what and where would need to change. Likely has a few gotchas we'll have to watch out for.

Changing maps without a game build: lots of work going against some old code and tools.

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There's a tech limitation right now such that changing maps also requires us to end the running match (updating Glicko), and begin a new one.

This is something we'd like to fix in the future.

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Originally posted by Dlax8

I asked this further down in the thread but got downvoted by circlejerkers (DAE think Alpine >>>> Desert (I do, but that's not the point)).

What is the reasoning behind doing this mid week and not on reset. It just seems odd that you are interrupting such an already time dependent game mode and making massive changes halfway through a match. If it is a tech issue of switching over the maps that's fine, but some insight would be greatly appreciated about why right now and not on Reset.

Would it not make more sense to allow a match to play out fully on one map and swap to the next on reset night?

Sorry if you're not the correct person to ask or should i ask /u/AnetChrisB?

The WvW maps can only be switched with a significant game update. Dynamically changing which map data, "parchment" for the world map, etc. is used was never a part of the original intent of various areas of code involved (as far as I know / can tell).

It would be very nice to have that ability someday; to change maps with a WvW round's end instead of a build. Implementing that is almost certainly very involved. Until then, changing maps involves a lot of manual work and has to happen in sync with a game update.

Currently that also includes ending the running match (updating Glicko) and beginning a new one.

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Originally posted by TremblesWithBeer

The one with water in the middle or without?

The version with the ruins objectives in the middle. And Borderlands Bloodlust.


29 Apr

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Originally posted by smitske

Any reason there is no automated testing for UI things? I mean sure not everything can be tested automatically but there do seem to be some alternatives, you can use stuff like Selenium to do certain actions without depending on the graphical place of objects and use stories tondo it easily even as a non programmer. Setting it up though does take quite some time and messing around with the UI, the stories can also only be used if in the background the used keywords are defined.

Yeah there are several reasons. Selenium is a cool framework for some situations, but if you've ever used it, you know how much of a terror it, and its associated services/drivers, are to maintain.

Our UI layer is also not a standard framework you pull off a shelf, and it's implemented as multiple frameworks that support different interaction paradigms.

UI automation is also more like a 'last resort' for when your development team builds things so poorly that nothing else works. Proper implementation of MVC/MVVM patterns allow for test injection just below the view layer, meaning automation doesn't need to care about how it looks (which it can't possibly validate anyways).

That said, Gw2 was instrumented for test automation after the game released. While we are driving most of the game just under the UI with our automation, there's still some older UI that owns business logic that it shouldn't.

Rather than working around those decisions...

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Originally posted by smitske

So no shorts allowed? YOU MONSTER!

You can wear whatever you like once you're hired as long as you follow the 2 dress code rules:

  • don't be offensive
  • don't be stinky
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Originally posted by smitske

Wel technically it can but its a pain sometimes and does require you to build a lot around it, also many of the technologies arent completely on point yet. That being said I do not know for example how easy it would be to adapt certain things to gw2. But I take it your team doesnt actually do testing by writing test code for example, but rather that is done by another team?

Yep. My team is the black box team, we have another team that does test scripts and code. Both teams work together pretty closely.

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Originally posted by Kalamestari

In Path of Exile you can assign your MTX minis to your hideout. It'd be nice to see something like that in GW2.

YES!

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Originally posted by AlliedKhajiit

No kidding. I'd imagine all the downvotes are from anonymous players who want to keep it hidden so they actually CAN sell their tiger cubs

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Originally posted by Zaybiel

Hypothetical question. Let's say I was a tester and had 2 zodiac skins I was keeping with the intent to sell later to make money. What would have been expected of me in regard to those 2 skins upon learning that they were going to drop from black lion chests?

What Lauren said. Also, there are multitudes of logs. It's pretty easy to tell how and when someone is storing something for later and if its for a nefarious purpose by checking the timestamps. ;)

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Originally posted by Zaybiel

Hypothetical question. Let's say I was a tester and had 2 zodiac skins I was keeping with the intent to sell later to make money. What would have been expected of me in regard to those 2 skins upon learning that they were going to drop from black lion chests?

If you are playing the market with the intent to make 1000s or 10000s of gold that would be frowned on. It would be a case by case basis, but it wouldn't hurt for you to ask your lead what could get you into trouble. Usually asking absolves all guilt.

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Originally posted by smitske

Any reason there is no automated testing for UI things? I mean sure not everything can be tested automatically but there do seem to be some alternatives, you can use stuff like Selenium to do certain actions without depending on the graphical place of objects and use stories tondo it easily even as a non programmer. Setting it up though does take quite some time and messing around with the UI, the stories can also only be used if in the background the used keywords are defined.

The why's would be a better question for our engineers and QA Engineers, however I accept that UI can't be hooked into and automated and roll with it. :)

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Originally posted by Merus

I don't know if your third party contractor is as good as you seem to think. (about halfway down)

Also well worth a read for everyone else, in case you were wondering why QA seemed to take a big dip a while back, and also if you think that the games industry might be a fun place to work.

We outsourced because we no longer wanted to take breaks in contract employment, it was causing a drain on our department. We also didn't have enough space. Yes we could have gone with the India solution or the cattle call show up at 8am and see if you have a job solution where I would have no idea if the people testing GW2 had been trained to test GW2. There are many options in the industry and I am happy with the one I have. Could it be better in many ways in regards to how testers are treated and feel? Absolutely.

I don't deny that QA testing is the low rung on the totem pole, the pay is bad and the hours are also bad. I hated working 80 hour weeks when I did them. I didn't like being called in on a weekend when I hadn't had a day off in over a month. I currently don't enjoy being on call every night and weekend but this is my job.

A lot of people think it's QA's fault when the game takes a dip or there's a bug. QA has little to say in the development process. ...

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