Here it is from Dulfy. Thank you Dulfy!
Really Anet this should be done by you guys. But I know you can be busy. I also read in another post someone saying that this should be done every 3 – 4 months I totally agree and this would go a long way to calming down the community in times of stress.
One thing that wasn’t discussed was once again a Trait Saving System.
Gaile. I’m not going ask you for an answer but perhaps you could go ask someone for us, if someone could provide us with new information about this highly requested feature. This request has been going on since launch. There was a poll by Anet what we wanted the most and Trait Saving was the most requested feature. Ive said this in other posts, it doesn’t need to have armor and weapons and trinkets to start with. Just the traits. Make it a creation that evolves over time.
Anyway on to the rest of the information via Dulfy.
Schedule
Next big quarterly update in April to reduce grind and improve rewards. After that we will do live beta tests of improvements to WvW
Raid Wing 3 will be launched in May or June and then LW3 and the next Quarterly update after.
120 devs working on live game, 70 devs on expansion 2, 30 devs on core teams that support both. With in the live release/expansion groups we have the PvP team, the WvW team, the Fractals team, the Raids team, the Living World team, the Legendaries team, and a couple others
We will ship things when they are done and polished rather than on a hard schedule.
There are a couple things we’re focusing on going forward. First of all, sustainability. We don’t want to shift back and forth, so we need to make sure Expac2 doesn’t need us to pull down Live devs and vice-versa. Second, quality. When we’re shipping every two weeks, we just have to ship. But going forward it’s much more important for us to be proud of everything we ship, and for you to be proud of everything we ship, than to hit a specific cadence.
We can’t get back to the 2-week cadence, not only because we’re also working on an expansion pack at the same time, but also because shipping every two weeks forces us to sacrifice quality. However we do love to sprinkle little bits of stuff in there between releases.
The Story Journal was created as a way to provide story content to players in a way that they could control the pace at which they choose to play. We’re definitely looking to continue with that.
New Eite specializations are part of expansion packs.
Hot Maps
Current Hot Maps seems to push players to just do group event content rather than free-form exploration. That is not our intention. When we make maps we try to make them great both group events and exploration.
It is not our intention to kick players off a map with progression to one with no progression and we are working on ways to fix it.
Players should not have to take part in multiple hour long zergs. There’s a lot of content in HoT and we’re trying to make it rewarding to play in a variety of play styles.
With HoT we leaned more heavily on the organized content unfortunately at the cost of more casual experience. This is something that we plan on making adjustments to and are taking into account as we develop maps in the future.
Availability of Adventures is absolutely something we are addressing for the April release!
HoT daily achievements were overlooked during development. Expect to find these and some of their friends in an upcoming release.
Items
Studio has regularly conversations about differences between male and female armors. Things like skimpy male armors are being discussed.
We are working on bringing the Apostle and Tribal armor Old PvP skins back into the game.
There are some improvements on obtaining the new HoT gear in the April update but it won’t resolve the issue of having some builds difficult to gear than others until Living World Season 3.
Armor sets are one of the most time consuming things we make for GW2. Each set has an incredible amount of detail and customization, and then has to be fit to very disparate rigs. That’s a big part of why we did the number we did for HoT.That being said, there are plans for more reward armor sets in the future
It take about ten times the dev effort to make an armor set as to make an outfit.
We believe that armor sets make great rewards and the best place for them is earned, in-game rewards.We designed the rewards for raids around the acquisition of Legendary Armor and have no alternate plans for getting them.
We are working towards completing the entire set of 16 HoT legendary weapons (sorry underwater). Of the 13 left, they are all in various stages of concept, modeling and design, but the two that are furthest along in development are the Short Bow and the Mace. We will be releasing them as they are ready with each of the packaged releases.
Legendary armor are still being released as part of raid rewards, that has not changed.
We have delinked Fractal backpieces from the leaderboards and can release it sooner. It took sometime to undo the link to Fractal leaderboards and now we are testing it to make sure everything works correctly.
Story/Living World S3
Living World should come back around the time of the July quarterly update.
Living World Season 3 will require players to have purchased HoT
The story will definitely pick up in Season 3 where we left off in HoT. You will certainly hear more about Rata Novus, the egg, etc and we always look for ways to put in bonus and optional story for the folks who really want it
As we continue, we will absolutely have epic events like the ones in LS1 as some of our broad story goals
Team loves weaving long established lore into our new story, and we’re excited about a lot of ways that we will be doing that in upcoming releases. Magic in Tyria is broader than dragons.
We have a long term plan for the story and not just brainstorming things along the way. That being said, there are many ways for us to get to the big milestones along the way, and with every new release/season/xpac, we always do a lot of brainstorming on the best ways to get us there
Expect to see permanent changes in the world, that can happen in new maps or old maps
We also love telling stories in open world. We’re definitely looking at all the ways we can tell our story in upcoming Living World releases.
Dungeons/Fractals
We’re continuing to focus on Fractals as our primary focus for 5-man content. However, given the reaction, we are taking a second look at the current dungeon rewards.
We didn’t need to nerf dungeons like that. But we also don’t have a dungeons team to keep dungeons updates. So that’s the dilemma. We have no current plan to staff a dungeons team; no free developers to staff one with.
No new dungeons. Just Raids and Fractals for the foreseeable future.
Development on Fractal Leaderboards has been suspended. The more we worked on Fractal Leaderboards the more we realized it just wouldn’t work with Fractals as they are right now.
We did come up with something else entirely that we really do like as an alternative, but that would take a lot of development work and we just have too many problems with Fractals in their current state before we can devote those kind of resources to a project like that.
We’re working on some new Fractals right now and also looking into making improvements to Fractals as a game mode. We can’t commit to a specific date, but we would really like to get some of these changes in for the next quarterly update, New fractals are still in early prototype state and won’t be ready for Q2.
We’re looking into making certain existing encounters into fractal content, and have found one that seems promising. Claw Island would be fun. Maybe at some point? Mechanically though, if we convert existing content into Fractals going forward they will definitely need a mechanical tune-up. What works well for a Living World instance doesn’t necessarily make a good Fractal.
New Fractals would replace existing levels.We don’t really want to add more levels past 100, because that opens up a whole new can of worms. For much, much later on, at some point I think we will need to simply change how Fractal Scales work. Maybe instead of having scales at all, you would just play Core Molten Duo or Casual Jade Maw or something like that, instead of Scale 40 and Scale 20.
To make high level fractals more challenging, we’re borrowing a page from Raids here with things like phase transitions and different attacks, which will then become more challenging at higher scales (e.g. larger AoEs, shorter breakbar windows, more punishing attacks when you fail to dodge, etc.) We are looking at both doing this for new Fractals and reworking old Fractals to incorporate these things as well. It will take us some time to get to all the old Fractals though.
Instabilities are one of the things we’re working on. We’re absolutely working on new Instabilities. We agree than many of the ones live right now are more frustrating than anything else. We really want Instabilities to be something that mixes up gameplay at higher scales and become something players need to interact or react to, and not just something which passively makes the Fractal harder.
As we develop new, better Instabilities we do plan on phasing out the old ones. We’ll likely end up with a mix of new and old Instabilities for a period though, at least until we develop enough new ones.
We are currently reworking Fractal instabilities, though we’re still in the very early stages of development on those.
We want to incentivize players to play all of our Fractals, not just the shortest/easiest ones. We have several ideas on how to tackle this, starting with changing how the Daily Achievements work
Random fractals like before were not accessible to everyone as you needed 1-2 hrs to sink into fractals. We want to make Fractals more accessible to new players and make sure it’s something that is easy to just pick up and play.
There are plans to increased Ascended drop rate.
We do want to rework how Agony and Agony Resistance works, but those are plans for far in the future, as we have other more pressing issues we need to work on first.
We really want to add more incentives to play a wider variety of different Fractals, though we do know there are some people who do enjoy it so we don’t want to nerf Swamp/Duo directly.
The primary goal for HoT fractal changes was to make them more accessible to new players. This was partially successful, but I think it came at too high a cost to players who loved Fractals as they were. In the future we want to make sure we can have Fractals that appeal to both crowds.
Ad Infinitum was held back because we were trying to work it into Fractal Leaderboards. The problem is Fractal Leaderboards, as a feature, ended up evolving into something else entirely that was taking way more development time than originally intended.
Raids
Raid teams are smaller than teams for Living World releases. For example, with Salvation Pass, we had only about 5-6 people working on it full time for 4 months.
Raids had always planned for 3 wings to encompass the first raid. So we had some stuff and ideas in progress before we ever shipped the first release. While it seems like it’s the priority over smaller group content, that is definitely not the case. We just got a head start is all.
Raid in MMOs are high-end content designed for the more hardcore player. However, from an analytics standpoint, the participation is higher than other games we’ve seen. This is likely due to the nature of our progression system in GW2.
We have multiple teams working on different types of content for Guild Wars 2 and raid content is just one of them. Expect to find a variety of content types of varying difficulty in future releases of Living World and Expansions.
Living World Season 3 should open some avenues for non-raiders to gear up with ascended equipment. This should also allow non-raiders to get the gear/stat combinations that are currently only available in the raids, like jewelry with the new HoT combinations.
One of the things you’ll see in Salvation Pass are some new achievements that force you to play the encounter differently. It’s one of the ways we are slowly exploring making encounters with opt in extra difficulty.
There will be variances between the raid releases regarding the number of encounters / bosses depending on complexity of development and design. Most raids will try to be of a consistent size.
There are no plans for a final boss that is only accessible after you cleared all 3 wings.
You will need one Gift of Craftsmanship to upgrade each piece of the final set of precursor armor to legendary. I’m still working on balancing the number of legendary insights you will need, though if you raid regularly and successfully, you should have enough to complete your armor without having to go back and grind more insights.We’re looking at making the provisioners easier to access to make it less of a hassle.
No plans for 5 man version of the raid or easier mode of the raid. We are working on solutions for finding raid groups such as adding raids to the LFG tool.
We’ve slowly started talks about what the raid after Forsaken Thicket is and where it will take place, but that’s the extent.
(edited by Firebird Gomer.9563)