What's the bottleneck for new content?
I don’t think any of us could accurately answer that question unless we were or had worked at A-net ourselves.
I don’t think it’s the weapons themselves, I think its the precursor journey collection thing that is taking up all the time. They should have just released new legendaries and scrapped the whole precursor journey process.
The problem is that they spent 3 years developing a legendary journey system that was inherently unsustainable. We asked for a way to CRAFT precursors, instead they gave us a convoluted mess that takes months and months to code, troubleshoot and QA.
If they had given us the crafting method they mentioned 3 years ago, they would have not been this problem.
For instance the model, effects and animations for the current 3 legendary weapons were developed over 2 years ago, and required no work for HoT. The journey and quests are the problem.
The problem is that they spent 3 years developing a legendary journey system that was inherently unsustainable. We asked for a way to CRAFT precursors, instead they gave us a convoluted mess that takes months and months to code, troubleshoot and QA.
If they had given us the crafting method they mentioned 3 years ago, they would have not been this problem.
For instance the model, effects and animations for the current 3 legendary weapons were developed over 2 years ago, and required no work for HoT. The journey and quests are the problem.
Ah, so the bottlenecks aren’t technical…that’s good to know.
I was going to say – if the issues are technical/graphical in nature, these developers should be fired for incompetency. But If the issue is deciding on how the “journey” or “crafting process” should be done, then its more understandable.
Iteration takes time.
Please give us a keyring…
I don’t think it’s the weapons themselves, I think its the precursor journey collection thing that is taking up all the time. They should have just released new legendaries and scrapped the whole precursor journey process.
This. If it’s the crafting/collection process that’s holding everything up, then they should have gone back to the whole precursor drops and you make the weapon like all the others in the MF system. It would be better than not giving players what they paid for and adding yet another unfinished project to the ever-growing scrap heap. I cannot imagine the disorganization that must exist behind the scenes for them to keep making mistakes like this. SMH
As already mentioned, the weapons itself are no problem, those could be easily added, but the collections tied to the precursor and legendary are the tricky part.
You can see from those 3 new weapons all the issues of events that bugs and block the progression of he journey, events that are chained to the failure of previous events, balance of required items and the impact in the economy, all that seems to be a huge problem with the apparent spaghetti code of the game where if a change in one thing can and probably will break other thing that seemed to have no relation.
(and the other 8 elite specs maxed too)
events that are chained to the failure of previous events
They didn’t have to do this. It never made any sense and I have no idea how they could have ever come up with this, anyway. It was a mistake that was completely avoidable, unlike a lot of the other bugs.
I guess it’s too much to design art for hundreds of random trophy icons? They have a basic outline of materials/cost from the ones already finished and can just base the rest off of that. They have to brainstorm all these trophy names and figure out where/how to randomly place them throughout the world. They already skip flavor text so that saves brain time… maybe there’s too much writer’s block if the collection is the main issue, idk. Hard to imagine just that being very long to complete.
As already mentioned, the weapons itself are no problem, those could be easily added, but the collections tied to the precursor and legendary are the tricky part.
You can see from those 3 new weapons all the issues of events that bugs and block the progression of he journey, events that are chained to the failure of previous events, balance of required items and the impact in the economy, all that seems to be a huge problem with the apparent spaghetti code of the game where if a change in one thing can and probably will break other thing that seemed to have no relation.
So the back end for GW2’s questing system is poorly design….oh dear.
(Not saying its an easy task to create a smooth API for integration….I understand that this is something that scales directly with available resources, which Anet doesn’t seem to have a ton to work with)
events that are chained to the failure of previous events
They didn’t have to do this. It never made any sense and I have no idea how they could have ever come up with this, anyway. It was a mistake that was completely avoidable, unlike a lot of the other bugs.
They probably just overlooked that, I strongly doubt they intended to add a collection progression behind the failure on an event.
I imagine they have a list of all the events of the game and they searched one that fits the collection theme, but they didn’t check what was the requirement to trigger that.
(and the other 8 elite specs maxed too)
(edited by Belzebu.3912)
Honestly the bottleneck is their own corporate culture they’ve built up that says its ok to let small teams screw off for 8-12 months without any tangible progress.
Seriously how long have they been saying “Oh yeah, the Tribal armor. We sure do want to get that back in the game…”
These are the people who dream themselves a relevant competitor on the E-sports scene and yet haven’t noticed their successful role-models deliver meaningful balance adjustments on a two week cycle not a ’we might address that maybe in the next SIX MONTHS" cycle.
Their internal accountability to deadlines is in shambles.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
There was a time when Anet had a passion to create and develop. Just wind back up the clock a bit and look at the original game which came out in 2005. Observe how quickly we always got updates and new contents. In a short period of time we got Factions and Nightfall, both bringing 4 new classes, tons of new armors, regular updates and new features. It closed down with EoTN.
When GW2 launched we got a smaller explorable world than the original game and had to wait 3 years before getting an expansion. But the word “expansion” in ANet’s dictionary had a different meaning in GW2 compared to what it meant in the original game. We didn’t get a new continent but 4 small maps, one of which only fully opens during a meta. The other 3 are vertical in a design that’s far from being popular. We got lots of unfulfilled promises and quite a few unhappy players. In another thread I joked that ANet had becomed “Valved”; from the company that used to make incredible games but now just makes money. What’s missing is a clear layout, a precise blueprint to create what lays ahead. Ressources seem to be horribly mis-distributed and there’s definitly a lack of guidance. If Anet has trouble getting its stuff together than perhaps they should explore a method of production called the Critical Path method (https://en.wikipedia.org/wiki/Critical_path_method).
When GW2 launched we got a smaller explorable world than the original game.
What? No, no, no, no. GW2’s core world is far, far larger than the actual gameworld in GW1. It’s just more spread out.
Nope. Same size. Check this comparative map.
Honestly? ANet made a Mythic mistake. They listened to the loudest and most vocal voices to derail what made their game successful: casual content with constant updates that kept the masses coming back.
There’s a belief that an expansion would include massive amounts of content.
In other words, people wanted less finger food from Living World, and more of a banquet from an expansion ala Heart of Thorns.
I think we know how that worked out . . . and thus your bottleneck.
Apparently the bottleneck was that six individuals were working on legendary weapons. But don’t worry, now that these six people have been moved, the game is saved!
Sarcasm aside, I’d guess that the bottleneck is probably related to abysmal project management.
Nope. Same size. Check this comparative map.
That one doesn’t show map areas on my iPad. Here’s another, same source.
ANet may give it to you.
Nope. Same size. Check this comparative map.
That one doesn’t show map areas on my iPad. Here’s another, same source.
That one is even better.
If it isn’t the corporate structure, then it is one of two things.
#1: Conceptualization of the new weapons. Yes, we talk about black lion skins being released, but that’s basically a single weapon aesthetic stretched into 12 different shapes. Hard part about coming up with legendary weapons is going to be… coming up with them. Finding new ways to be flashy and have unique special effects. Half the legendarys we have now are joke weapons. “Hey, lets put a disco ball on a stick!”: moot. “Hey, lets put a planetarium on a stick!”: meteorologicus.
#2: The collection system itself. I haven’t done a legendary weapon collection myself, but from what I hear they can be pretty involved. The collections basically involve re-coding a lot of legacy content with new flags and drops, and given the scale of how many legendarys are yet to come, they basically have to re-code the entirety of core Tyria. Then you have to do so every legendary weapon has some kind of story or theme. Worst of all, the collection system is extremely buggy and prone to bricking, resulting in each legendary weapon being a massive amount of programming work to get fixed.
Either way, Anet dug themselves kitten.
That one doesn’t show map areas on my iPad.
TIL part of Tyria is on Just a fleshwound’s iPad.