ArenaNetAnthony

ArenaNetAnthony



23 May

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Originally posted by [deleted]

[deleted]

Gilscale Pond is the hub after all ;)

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Originally posted by SirMaster

Can we just appreciate for a moment how much time and effort has gone into the game on ANet's part to program all these dynamic event chains.

All the script writing, recorded dialog between NPCs, all the AI pathing and event triggers and everything.

You can play this game for years and still find events that you have never played before, especially ones deep into event chains based on succeed/fail statuses.

Dynamic events certainly can be complicated. I've been building these things off and on over the past 5 years or so. A lot of these bright red spots represent large amounts of time and effort. A good number strongly correlate to specific phases in both my personal and professional life. I've seen heatmaps before, but never of the whole world at once. Let's just say it brings back a lot of fond memories. Thanks to /u/that_shaman for posting this.


21 Mar

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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.

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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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22 Nov

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Originally posted by Peachy88

What about Logan? Is self-loathing and intense angst just a guardian thing now?

I bet Logan has a huge Enya collection.

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Originally posted by [deleted]

[deleted]

Ah. You shouldn't be able to pick up another player's torch but unfortunately there's currently a bug that allows it. This will likely be fixed tomorrow but the workaround would be to select the Ice Wall and then press F. Sorry about that.


21 Nov

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Originally posted by MuppetHunter01

The change you suggest would prevent new players from enjoying the old content.

I think we could do it in a new map beyond the borders of Cursed Shore. Not saying that's in the works, but that's how I've imagined it would go down.

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Originally posted by [deleted]

[deleted]

You don't need the mastery. You can pick up the torch as soon as you're on the right story step.

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Originally posted by BobHogan

I was pleasantly surprised to see thermal tubes make a comback in the new map. Does this mean that we can expect thermal tubes and even the new mastery (kodan's flames?) to be on each new map that is released with LWS3? If so it really makes the masteries much more meaningful as they aren't one off things that we use once and never again (cough exalted mastery line cough)

One of the design goals for a new mastery is to create it in such a way that it can be reasonably utilized in other future content drops, particularly within the same system. What you're seeing with the thermal tubes is an active effort to reward you guys for playing earlier episodes.

That said, as a designer I know how easy it is for them to get passed up especially as we continue to add more and more abilities. I can easily imagine spending a lot of time working in the older masteries. So it's a balancing act, really, between make sure we touch on the old ones while creating new masteries for you to unlock (and make them interesting). I think Koda's Flame is generalized enough to be used in the future, but it's hard to know exactly how well it will work with new designs.

Comment

Originally posted by Coffee4cr

/u/LinseyMurdock and /u/ArenaNetAnthony

Hi, I run weekly exploration events, and on December 1st we will be running the new map.

I was wondering if you guys would be interested to join. Send me a pm on reddit

PM'd. I usually show up to community events when i happen to notice them and also have the free time. I can't guarantee the free time but if you reach out it'll greatly help with the first part.

Comment

Originally posted by SylasDevale

How much Evanescence has Braham been listening to lately?

He's more of a Paramore guy I think.

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I looked into this earlier and it sounds like what's happening to most people is that instead of interacting with the wall you're picking up other people's torches (that seem to get dropped when they travel to the new map).

That means the moving away from the mass of torches (to the sides like others have mentioned) will probably help. You can also simply select the wall with your mouse and press F. The good news is that you shouldn't have to do this when you come back.

I think we'll probably do a fix that makes it so you can only picked up your (edit: own) dropped torch. That was how it was supposed to be implemented anyway.


18 Oct

Comment

Originally posted by Delsea

It wasn't a joke. Anthony Ordon seemed to genuinely want to convey his desire to work on more of these, but he does not control which projects he is assigned to. If you watch the entire segment in context, it's clearer that the laughter was because Rubi's phrasing asked if he personally had added more over time here and there, to which he said no. Really, she was fishing for the answer to if ArenaNet ("we") had added more. There had been previous banter about taking credit for the work of people not present.

However, only two missions for guilds have been added since Anthony stopped working on them: the two guild hall capture instances. These aren't easily repeatable, but deserve to be counted. Heart of Thorns also came with PvP and WvW missions, but these are just incentives to play those game modes rather than the unique specially-designed objectives found in PvE missions. No new missions have been added to the rotation.

I'm guilty of wanting to work on everything honestly. I'll probably be saying I wish I could have added more guild missions when I'm 60 years old. I've greatly enjoyed recently contributing to living world and current events as well (where I can also envision endless possibilities). Fortunately ArenaNet has been great in that there's always been a ton of flexibility when it comes to projects. Various leads will probably roll their eyes when I admit to encountering some difficulty deciding over the years.

I do distinctly remember volunteering to stay behind to finish up those mission 'booster packs' when the time came for everyone to help out on other things. Guild missions have their ups and downs but I still really like them as a format for large-scale coordination challenges. One of the hardest things about working on a live game is that you can always add more. It's almost like working on anything means leaving something else behind. Another big part is that it usually ...

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24 Aug

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Originally posted by AldroVanda

I wonder if /u/ArenaNetAnthony intended for this to be a sort of nod to the Pact's Cats, or even as a memorial for the Marshall himself..

Nope, but certainly Pact Cat could be a possibility...

Also I can't take much credit for this. :) But the devs that are putting these in have my kudos.


11 Aug

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Originally posted by Pipsimouse

Harr harr.

Found it. I think.

http://imgur.com/a/Sv9sv

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Originally posted by Khezekiah

a damn good try but you messed up the shadow of the building on the building behind the anomaly with the edit

Oh, I did a lot more than that. Mwhahaha.


10 Aug

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Still nothing for me… http://imgur.com/a/JowEt

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Originally posted by Royal_Dolphin

Oh I found one too, it appeared and then disappeared about 2 seconds later http://imgur.com/a/U5HkA

I don't see it all ¯_(ツ)_/¯ http://imgur.com/a/eSYQ8

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Originally posted by Dialuca01

Saw one in Diessa Plateau, was talking about it with plenty of others and I just saw it while I cleared a hill. Got a pic and it disappeared literally 2 seconds later. http://imgur.com/a/wcHTW

Still not seeing it on my end. http://imgur.com/a/1GSfG

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Originally posted by Lishtenbird

I do see the work of PHTSH-08 golem though.

Ran the image through some filters to confirm this. I think I can see the anomaly now. Weird. http://imgur.com/a/bToJA