Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
IIRC the rounding is only on the display side, when you buy, the correct amount is subtracted. Or that’s how it used to be.
Oh, that would be great, if it’s display and not functionality. If someone verifies that, could you please post? Thanks a bunch.
Hi All,
I am up to date. The discussion flow and focus is excellent.
I am super happy at how mature and productive everyone is being. Keep it up.
Chris
Lodius — thank you for asking. Please allow me a bit of time to investigate this and get you an answer.
One note: You would never want to ask for a user name — that’s the e-mail address used to log in to the game and it is part of an account’s credentials (which should never be made public). I believe you may have been referring to display name or character name, either of which is publicly viewable and would be equally useful as an identifier.
Questions that people may have include, “What if this isn’t legitimate?” or “What if I get scammed? Can I get a refund?” Customer Support informs me that they would investigate, but that their ability to resolve the issue would be limited to taking action against the person or persons involved and would not include making individual refunds to victims. (Gold would be traced and removed but it could not be individually replaced.)
Please know that I am not at all suggesting that this is a scam. However, I want to provide a generic indication of how situations are resolved when something is not operated with complete legitimacy.
I will respond when I have an answer, and if this is a “go” I will reopen the thread. Thanks for asking about this.
(edited by Gaile Gray.6029)
I will be sure to pass along your comments and I know a lot of the devs will see this thread and be glad to hear that you’re pleased with the changes.
Thanks for the insights!
(edited by Gaile Gray.6029)
I bolded a section of this that I wanted to inquire about. Do you think the fact the game has been live for over 2 years now change your thoughts on this? This is definitely a common occurrence with new MMO’s that launch with raiding, but what about a game that didn’t launch with raiding? Is there still an issue of players “rushing to 80” when a large percentage of the player base already has at least one 80? Thoughts?
Background: Long-time player in another MMO (the game-whose-name-cannot-be-said), with three fully-decked-out characters from top-level raids, raided 4-5 nights a week, was a raider from their original base game thru the expansion prior to “pandas.” I quit that game when “pandas” came out, a large part because of raiding.
Essentially, that game’s raids served to keep players playing with a gear treadmill. That is incompatible with a core GW2 philosophy.
If GW2 raids are a “must”, as in gear treadmill, I will leave the game and so will many people in my guild. Simple fact, not a threat, we just don’t want the “required” treadmill.
Now, if raids are parallel content to fractals, 5-man dungeons, and WvW, that’s great.
Just don’t make them mandatory for an even playing field with other parts of the game. Some unique raid-focused progression track is fine, like agony resistance for fractals.
Dungeons could give very unique visual rewards, too.
All classes must be usable in raids. No more developer-created elitism like in 5-man dungeons or “that other game’s” raids. Do not make certain classes “must have”. If anything, that’s where ANet fails on GW2 — poor balancing. I want to play the class I enjoy without gimping the party.
Raiding can be great fun; some of my fondest social gaming memories are from raids.
Don’t design a social activity around anti-social concepts.
I’m not the one who makes decisions on gear tiers, but it’s very unlikely raids will have a new gear tier with new stats. We would attempt to find other avenues to reward players, and create a sense of progression within the raids instead.
You mention a “raid-focused progression track”. What do you think that might look like?
The Currency Exchange was updated this morning to allow players to purchase gems or gold in increments of their choosing. Because of this, I believe this thread is moot, and therefore we’ll close it.
But to address some of the other comments I believe I see here:
If you are suggesting that the exchange rate was somehow tinkered with, that question has already been addressed in this thread and specifically in this post. Such conjecture has been reviewed and found to be completely inaccurate.
If you are suggesting that all new development of every kind — from convenience items to appearance options — should be offered for free, please reconsider that opinion. Much is offered for free, but we need financial support — as any business does — in order to continue to support the game and to offer expanded content such as our Living World episodes. Imagine any business, from a grocery store to a car manufacturer, offering everything they produce in the future on a no-cost basis. It’s not possible in the real world and it’s simply not possible in game development, either, and particularly in a game that does not charge a monthly fee. Voluntary, individual support of our Gem Store is an essential element that allows us to continue to support the game and to continue to offer expanded content, feature additions, and many other things on a free basis to every player.
The Currency Exchange now offers players two choices: Gem packages and a fully-customizable option called Custom Exchange that will allow you to set gold or gem selections in virtually any denomination.
Please see today’s Update Notes for more information.
Release Notes
Wolfar,
I finally got off my kitten and read this guide. There is some magnificent material here. I’ll be testing some of this today. Say hi if you see me in game (mehenninger.2867).
does this mean it’ll get stickied, bout time engi forums had a sticked tutorial.
Heh, why not?
in Account & Technical Support
Posted by: Michael Henninger.7451
981933 Solved
986642 In Queue ( no dupe tickets, they slow things down )
981622 Won’t discuss here. Ticket is under review.
It’s because when I level up in real life, that happens.
(my shockwave is larger in real life though)
So, John, you mentioned before in the past that during Halloween 2013, you guys “made the sinks too difficult to interact with”. Now that Halloween 2014 is drawing to a close, are you more satisfied with how the sinks have worked for this year?
My personal feeling as a player is “Yes”. Supply has been massively increased, while the sink costs have been lowered, leading to the impression that “grind” has been reduced to a much more manageable level. At the same time, due to the wide variety of stuff that can be bought from the vendors, there’s a much higher chance for any individual player to have something that interests them, resulting in greater participation and thus more overall use of the Halloween mats and the Trading Post (of people buying and selling said mats and goodies).
I’m just curious to know if your internal metrics are bearing my impression out.
I’m very pleased with this year’s Halloween, and I get the general impression that the players agree as well.
Gah! Aren’t those bags a crazy-good deal? I’ve sunk sooo much time into getting them for alts. IC is right, pop in a ticket and we’ll fix a lost item for you.
Hi, I mentioned this in my first post a few moments ago. I could be out of date as well as this mind set that we were given early on…but isn’t the entire game ‘endgame’ ? Hop in, do whatever you want to do. No pressure, nada. Take your time, the whole thing is your oyster. When you start creating level 80 content only, ala raids, you segregate the playerbase much like other games where its then a rush to max level to do the raids. All of the gorgeous 1-80 content you have in this game becomes completely trivial and a stepping stone to the real game. You might as well just allow people to boost to 80 via potions or something and skip leveling all together because it becomes absolutely meaningless. A meaningless time sink. I didnt need 80 levels to learn my class. Maybe less than two dozen and I had it down. The rest was just enjoyment because the 1-80 content was nice. I leveled through it without any pressure. Put max level content in the game, and we will feel rushed to get to the real stuff. Its human nature.
For this reason, I do not think raids belong in GW2. But if they are to be implemented, I do have suggestions which I have shared
I bolded a section of this that I wanted to inquire about. Do you think the fact the game has been live for over 2 years now change your thoughts on this? This is definitely a common occurrence with new MMO’s that launch with raiding, but what about a game that didn’t launch with raiding? Is there still an issue of players “rushing to 80” when a large percentage of the player base already has at least one 80? Thoughts?
I love that you’re thinking about this, and offering suggestions on how to keep on our path of improved communications. (And <3 for noticing the recent increase in posts. It’s so nice that so many forum members are noticing our increased focus and efforts!)
Here are a few questions:
— simply to meet the bar?Anyway just some questions that occurred to me. Let’s continue the conversation!
While I am on the subject let’s also frame the discussion around 15 player’s with the ability to do encounters with less.
I don’t want to constrain us to much but I think this will be helpful.
ChrisWith that as a basis I would expect it to be composed of three parties of 5 players, preformed outside of the instance.
The three parties progress through the raid as a group for the most part with split points where each party is separated temporarily and has to survive some combat/puzzle/mini-boss , wiping of one group leads to failure of the condition for the other two groups.
I think this sort of splitting up is important in ensuring the content is difficult and that each player is competent. Additionally it allows for some interesting encounter mechanics, say pulling a leaver in your area has a effect on one of the other fights.I see the focal points for rewards and progression to be around bosses, The three parties fight them together, no hard seperation but their should likely be some form of “events” that encourage splitting up during the encounter. Bosses act as a gate to further into the area, one or two people had concerns over bosses being the focal point being too similar to other MMO’s but I think its still a good way to do it.
To progress each individual player must kill the boss , to get to the next, this means that a player who has only ever killed the first boss cannot join a party at the 3rd boss, they must kill the second, this is a big part of what will help make Raids challenging, with no way to bypass their block they either have to improve or stop for the moment.
Very cool, good start.
How about we focus on progression later and start brainstorming the core activities and encounters.
i feel like I am already overly constraining so if this much guidance is to much then let me know.
Chris
What I would like to see is us taking the very best of the core of our game and then re-imagining what co-operative, strategic and challenging instanced content could be rather than retro fitting existing paradigms.
Some folks have been doing this, it would be great if we could all focus on this as the spring board for discussion.Chris
Sorry to get a little off-topic. I already posted most of my high-level preferences in a big double-post on page 7. I just wanted to reply to something I disagreed with.
By that do you mean you’re looking for more detailed concepts of what an individual raid could involve? For example suggestions / brainstorms for a particular encounter within a raid?
Well one way to approach to it would be to brainstorm what an encounter could be like based on our core combat and movement. What cool things could we do with dodge, the way we build our environments, bundles, combos, profession support, etc. How should enemies behave? How big a part should the environment play? etc.
This way we can start to build up a shared vision of just how cool the encounters could be and then build from there.
Chris
Personally I would also want to see raids as end game content and by that I mean level 80 only.
Chris
I suppose endgame isn’t the best word in the world to be using so liberally. It does usually mean content to play once at max level but for a lot of players, myself included, it has a lot of other implications as well.
When you start creating level 80 content only, ala raids, you segregate the playerbase much like other games where its then a rush to max level to do the raids. All of the gorgeous 1-80 content you have in this game becomes completely trivial and a stepping stone to the real game. You might as well just allow people to boost to 80 via potions or something and skip leveling all together because it becomes absolutely meaningless.
I remember it being stated how the whole game is end game content. At level 80 you can continue running through the world, exploring, completing dynamic events etc. But that’s not what i’ve been doing since I hit level 80 – I don’t know anybody who spends the majority of their time doing that after they have leveled up.
There are already dungeons and world bosses, sPvP and WvW. The idea that the addition of what would ultimately just be one more instanced type of content would cause the rest of the game to suddenly become devoid of players seems a little baseless. Sure I can imagine if the rewards were far too generous then farmers would flock to it. But can you really see a PvPer giving up on PvP forever just because they could be doing raids instead? What about a WvW player or a world boss enthusiast? If that were the case wouldn’t the explorable modes of Honor of the Waves, Crucible of Eternity and Arah along with Fractals already be doing this?
I was actually going to comment on the term Endgame in my post. My hope is that we can try to approach this discussion from the foundation of GW2 an not from expectations of what ‘Endgame’ means to different people.
What I would like to see is us taking the very best of the core of our game and then re-imagining what co-operative, strategic and challenging instanced content could be rather than retro fitting existing paradigms.
Some folks have been doing this, it would be great if we could all focus on this as the spring board for discussion.
While I am on the subject let’s also frame the discussion around 15 player’s with the ability to do encounters with less.
I don’t want to constrain us to much but I think this will be helpful.
Chris
I loved the Plains of Ashford one. When time expired I was underwater surrounded by sharks, but since I was a bad guy by that time they left me alone.
Professional courtesy. 
And hey, I loved that event, too!
Let’s assume that because raiding would be a very new type of content for the game that it’s possible for us to re-write the principles of the game that we have seen so far.
That’s a worrying statement. Basically, those principles you are saying might be re-written are the main reason lot of people came to this game in a first place. It’s the reason why lot of those people are still staying even if they are dissatisfied with some late design decisions. It’s also one of the very few things that make GW2 different from other MMORPGs.
GW2 has always been proud of inclusivity and general accessibility of its content to the whole player population. Do not change that.To be clear Crystal is simply engaging in brain storming. The foundation of GW2 as we know it is the core foundation that we should be building our proposal from. This said broadening our field of view outside of this is a good way of finding good ideas and then working to apply them to new areas.
Chris
Chris is correct, and I apologize if I came across as wanting to change the core principles of the game. I wanted to make sure I addressed Baltzenger’s comment on how his ideas on scaling contradict some of the principles of the game.
There are level 80 dungeons. I think what is meant by that statement is that there are multiple ways to go about leveling and few hindrances to your character throughout the process. While the trait and NPE changed this to a degree, there is still great freedom here. In WoW I had to do quests and kill to progress. While hearts/events and kills still achieve that here, I’m still progressing a bit just by exploring parts of the map, mining/logging/gathering, by crafting, vistas, etc. I don’t think endgame (in the sense that it is for lvl 80 “geared” characters) nullifies the greatness of the experience along the way. I still like doing map completion just to walk around again, despite the fact that I have no legendary plans. The key possibility excites me, but it’s hardly my goal. Endgame is just cool max level stuff to challenge groups of players. As long as there is no gear treadmill, I cannot see any reason to rush through what was otherwise a really enjoyable experience. I did it once per profession, and I’m sure others have leveled up way more than 8 characters to 80.
Yep good points to. We can discuss GW2 raiding without going into levels though and that was what I was responding to with Cesmode’s post.
Chris
So having said that where do you feel raiding falls (end game VS horizontal)?
I’d want to see Raids as end game content. Others are right in stating that other games have raids as end game content – it’s what they are normally categorised as. However I’m not sure I follow the logic where that therefore means they shouldn’t be end game content in GW2. It’s not like end game raids make a game worse or less appealing and I don’t want to be forced to go play a different game to play the type of content I like. It’s important to avoid getting hung up on whether GW2 should or shouldn’t be taking cues from other games and to focus on making raids they best they can be, regardless of where the ideas come from.
I’d like to see raids as end game content as challenging PVE content is something that is currently missing from the game and raids could the thing that fills the hole. It’s not as if end game raids make all other content redundant. In fact if they weren’t end game you could argue they could be so similar to other content such as dungeons or world bosses depending on their final form that they would start making other content redundant.
I suppose ultimately people want raids to be accessible. However if they are too easy they make the game as a whole less accessible. Those who want easier content, who already have a very diverse selection to choose from will get more, which is great for them. But those who want the challenging endgame PVE content that is currently lacking would be left out. In that sense by making raids more accessible, GW2 could potentially miss an opportunity to appeal to a wider audience.
Personally I would also want to see raids as end game content and by that I mean level 80 only.
Chris
Hi, I mentioned this in my first post a few moments ago. I could be out of date as well as this mind set that we were given early on…but isn’t the entire game ‘endgame’ ? Hop in, do whatever you want to do. No pressure, nada. Take your time, the whole thing is your oyster. When you start creating level 80 content only, ala raids, you segregate the playerbase much like other games where its then a rush to max level to do the raids. All of the gorgeous 1-80 content you have in this game becomes completely trivial and a stepping stone to the real game. You might as well just allow people to boost to 80 via potions or something and skip leveling all together because it becomes absolutely meaningless. A meaningless time sink. I didnt need 80 levels to learn my class. Maybe less than two dozen and I had it down. The rest was just enjoyment because the 1-80 content was nice. I leveled through it without any pressure. Put max level content in the game, and we will feel rushed to get to the real stuff. Its human nature.
For this reason, I do not think raids belong in GW2. But if they are to be implemented, I do have suggestions which I have shared
Yep this is an astute point. Let’s not worry about levels in this discussion then. However we should focus on the foundation of this content being challenging, requiring skill and strategic co-operation whilst being build around the core combat, movement and accessibility of GW2.
Chris
(edited by Chris Whiteside.6102)
I was reading about dodges and I can’t help to think of a perfect scenario where dodges are really useful: Twilight Arbor Aether, last boss – Clockheart.
If you go ranged, that fight touchs something that I can clearly say it’s one of the best things about GW2 combat system: Positional awareness. In that fight, the boss throws some gears that will always land on you. Your positional awareness is what will keep you alive, but a dodge to exit from a gear that will land on you in the last second is a really good concept. ¿Why? Because the damage will still be there after you dodge, you can’t just step back and stay where you were, that piece of land gets “corrupted” by the gear and you need to keep moving.
TL;DR Dodge should be used to improve mobility, not to become inmune to all damage. Achieving that might be a programming nightmare, but that’s my feedback. That’s where dodges fit.
Definitely on track in terms of how we should approach the brain storm.
Chris
So having said that where do you feel raiding falls (end game VS horizontal)?
I’d want to see Raids as end game content. Others are right in stating that other games have raids as end game content – it’s what they are normally categorised as. However I’m not sure I follow the logic where that therefore means they shouldn’t be end game content in GW2. It’s not like end game raids make a game worse or less appealing and I don’t want to be forced to go play a different game to play the type of content I like. It’s important to avoid getting hung up on whether GW2 should or shouldn’t be taking cues from other games and to focus on making raids they best they can be, regardless of where the ideas come from.
I’d like to see raids as end game content as challenging PVE content is something that is currently missing from the game and raids could the thing that fills the hole. It’s not as if end game raids make all other content redundant. In fact if they weren’t end game you could argue they could be so similar to other content such as dungeons or world bosses depending on their final form that they would start making other content redundant.
I suppose ultimately people want raids to be accessible. However if they are too easy they make the game as a whole less accessible. Those who want easier content, who already have a very diverse selection to choose from will get more, which is great for them. But those who want the challenging endgame PVE content that is currently lacking would be left out. In that sense by making raids more accessible, GW2 could potentially miss an opportunity to appeal to a wider audience.
Personally I would also want to see raids as end game content and by that I mean level 80 only.
Chris
At my last counting, there are 4,194 actionable activities self-reported in this thread.
BUT… in the spirit of Halloween, we’re going to look the other way.
:D
Let’s assume that because raiding would be a very new type of content for the game that it’s possible for us to re-write the principles of the game that we have seen so far.
That’s a worrying statement. Basically, those principles you are saying might be re-written are the main reason lot of people came to this game in a first place. It’s the reason why lot of those people are still staying even if they are dissatisfied with some late design decisions. It’s also one of the very few things that make GW2 different from other MMORPGs.
GW2 has always been proud of inclusivity and general accessibility of its content to the whole player population. Do not change that.To be clear Crystal is simply engaging in brain storming. The foundation of GW2 as we know it is the core foundation that we should be building our proposal from. This said broadening our field of view outside of this is a good way of finding good ideas and then working to apply them to new areas.
Chris
Broadening the focus of the game is great, but at a practical level, there are certain steps and changes you cannot make without damaging (or at least changing) longstanding ideals and principles. The nature of end game and your approach to cooperative inclusive gameplay are near the top of that list for many of us.
I think what the responses to her post are trying to point out is that those principles are important to us and how we play the game. Yes, grow (broaden) the game – give us many many fun new things to do – but do so without compromising (ie changing) those core principles.
Yep agreed. Let’s make sure our discussion is is founded in the core principals of our game and the core mechanics of combat and accessibility. Sorry for any confusion.
Chris
Let’s assume that because raiding would be a very new type of content for the game that it’s possible for us to re-write the principles of the game that we have seen so far.
That’s a worrying statement. Basically, those principles you are saying might be re-written are the main reason lot of people came to this game in a first place. It’s the reason why lot of those people are still staying even if they are dissatisfied with some late design decisions. It’s also one of the very few things that make GW2 different from other MMORPGs.
GW2 has always been proud of inclusivity and general accessibility of its content to the whole player population. Do not change that.
To be clear Crystal is simply engaging in brain storming. The foundation of GW2 as we know it is the core foundation that we should be building our proposal from. This said broadening our field of view outside of this is a good way of finding good ideas and then working to apply them to new areas.
Chris
To round out this discussion:
I believe that Djinn hit the nail on the head: Disabling the animations globally took far less time than re-implementing them individually will require.
To answer Kolompi’s question (if I’m understanding it properly), designing, testing, and implementing new animations takes a long time. It was judged more prudent to disable the existing animations (and work on having them function selectively) than to reposition team members into the process of redesigning them.
And again, the animations will be back in the future.
No point in adding raids until the combat system actually feels finished.
1. Fix the dodge system, there is no point in investing anything in defensive stats or the majority of the games defensive mechanics. And there is no chance at ever having build diversity so long as dodge trumps every single player, mob, and boss mechanic. It either needs to be reigned in as a part of the stat system, or it needs to be more rigidly limited as something entirely removed from the stat system. For the record, the former is a better idea in my opinion. Dodge could add to build diversity rather than subtract from it.
2. Make conditions a viable secondary damage source, make critical a less dependent secondary damage source. Conditions and critical damage are in seriously weird places, they are both supposed to be ‘sub-damage’ stats; sort of like healing is a sub-defense stat. Yet one is powerful enough to stand alone as a primary damage source, but only if you are literally alone and usually playing certain classes, and the other is viable in any play for any class but only when heavily parented by a primary stat. Conditions are largely a mechanical problem which I can’t say how to fix, critical on the other hand I can. Make critical damage a stand alone stat, no longer dependent on power, it builds up on its own, to be a viable damage source somewhat less powerful and consistent than power damage, similar to conditions. Additionally, like conditions, make it immune to armor as a secondary damage source should be.
3. Assuming those two ever get fixed, rework mobs and bosses to where they better take advantage of those mechanics. Less mechanics which one-shot in spite of your build and more which aim for certain players depending on their build, basically giving AI a strategy against players, this would particularly affect bosses but would slightly affect mobs as well.
Concerning raiding, to be honest, this is the first MMO where I have been able to stand maxing a character, and now I have five. So I have never participated in raid content. But this game really is awesome and if I would like to see such content anywhere it would be here. But GW2s most basic mechanics are still not ready for higher tier content, wurm and tequatl both proved that. If they add raids, just for them to be more boring, off scaled, defensive phase/burn phase DPS races endlessly repeated the same because of limiting combat mechanics, they’ll just be ignored like much of the existing content already is.
Hi Conncept,
Thanks for posting.
Your comments highlight what we are actually trying to achieve with this Raiding CDI.
We should not be designing a system that is the same as other games, we should instead be playing to the strengths of our own game where for example raid encounters can be designed around how our own combat system works which will create forcing functions that diversify player activities and encounters.
Let’s start with the core of control and combat of our game and build on that foundation rather than trying to take existing systems from elsewhere and retrofit them.
Chris
I have a question for you.
When designing our proposals, should we think of raiding as an endgame type of content, or a more horizontal type of content (available for all kinds of players)?
This is a good question. This is really more of a personal question and the answer is going to differ quite a bit between individuals.
If you want my personal take on this… Raiding for me is a type of end game content I like to partake in with a group of like minded individuals that requires us to master both our classes and the mechanics in the encounter. Nothing in an MMO is more exciting to me than killing a boss we have spent weeks and dozens (if not hundreds) of attempts mastering.
Remember this is just my personal opinion. There are going to be differing opinions in this thread. We want to hear all of them, and not discourage anyone from posting if they think we are going in a direction that is not for them.
So to get back to your question… Let’s assume that because raiding would be a very new type of content for the game that it’s possible for us to re-write the principles of the game that we have seen so far. So having said that where do you feel raiding falls (end game VS horizontal)?
in Account & Technical Support
Posted by: Michael Henninger.7451
ticket number 983270, just posting for a friend wondering why he got banned and how long till the ban is lifted
The ticket has been replied to. =)
in Account & Technical Support
Posted by: Michael Henninger.7451
980355 Known issue, support can’t help. =/
Sorry to follow up, but does that mean my account can never get the Achievement, Meta-Achievement, Achievement Points, and Rewards?
Not at all. When we send out the known issue response it means that the appropriate team is aware of the problem. If the team doesn’t know about the issue we would instead ask you to submit a bug report to put it on radar.
It is, however, impossible for support to give a time frame for fixes. Many factors go into fixing an issue including whether or not it will break something else if changed (bugs beget bugs, and all that).
I’d hang tight and I sincerely hope you get your AP (very) soon.
Thanks for your post Terrorsquad.
I very recently (like yesterday) fixed this in the server that manages pvp. It will go live at a yet-to-be-determined time.
The bug actually has to do with the number of maps in rotation. You may be able to work around the issue by increasing/decreasing the number of maps. For example, if you have 4 maps in rotation add a map to make it 5.
I hope that helps!
Thanks,
Ray
Wolfar,
I finally got off my kitten and read this guide. There is some magnificent material here. I’ll be testing some of this today. Say hi if you see me in game (mehenninger.2867).
Controversal Topics that I see around this thread.
- Scaling- Should Raids be rigid to make balancing easier or, should Raids be very flexible so that all guilds can be more inclusive to their members?
- Difficulty- Should Raids be easy enough for casual players, or should raids be difficult so it requires skill on the risk of excluding casual player.
- Stacking- What steps should be taken to remove stacking or should it even be removed at all?
- AI- What AI should be in place?
- Rewards- How rewarding should Raids be?
- Punishment- How punishing should failing a raid be? How punishing should dying be?
These are all really excellent questions! I would love to see some drilling down into these specifics with your proposals.
We aren’t going to change this behavior right now, I’m sorry you find it confusing but it’s not something we can easily workaround given that /v2/items and /v2/commerce/prices are going against different systems that have different ideas on what valid items are.
I’m not comfortable with special casing the commerce APIs right now, so they will continue to return the standard error.
We’re really excited that we were able to partner up with the crew at ESL on this project. Hope to see you guys out there this weekend.
Morning All,
First of all awesome job. This CDI is going great with some great collaboration and some really good ideas.
I am going to continue reading this discussion before asking a few questions to help guide us. So keep it up and thanks for taking the time to be a member of the CDI.
Chris
Hi guys!
I thought I’d swing by and leave a quick introduction as I’ll be working with Chris to monitor this thread (and because I don’t post nearly as much as he does on the forums so most of you are unfamiliar with me in these CDI discussions).
I previously worked on some of the Fractals, Tequatl/Triple Trouble, and the Boss Blitz. Much like you all, I have an invested interest in raiding and I’m extremely excited to discuss what that could mean in Guild Wars 2!
There are already some really great discussions going on! I’m trying to get caught up on everything now and looking forward to reading more of your ideas.
Hey Crytsal.
Chris
in Account & Technical Support
Posted by: Michael Henninger.7451
977966 Solved
980300 In Queue
982628 In Queue
980413 No compromise found so ticket has been escalated for review
968126 I can’t discuss another account with you, but suffice it to say that he wasn’t banned for a TP-UI. Decision is final.
980355 Known issue, support can’t help. =/
- EPIC BOSS ENCOUNTER
Tribulation mode SAB jumping WHILE fighting Lupicus WHILE dodging the laser grid from CoE WHILE avoiding the wind mechanic from personal story priory where you have to time your running when you see the wind stop blowing the flag WHILE Liadri spams AoE and clones hunt you down
My brain. ;_;
Chris, can you provide a baseline definition of “raid”? What exactly is the intention behind creating “raid” content that cannot already be expressed in terms of existing dungeons or fractals? Is it about creating another category of content that is gated to guilds?
Here you go:
‘…instanced co-operative group based ‘challenging’ content…’
Chris
This seems to conflict with the title of the thread, which implies “instanced co-operative guild based ‘challenging’ content…”
I would just like clarification on that.
Should raids be restricted to the guild level that require some form of guild activity/currency to activate/enter, or should they be accessible by anyone? What are your thoughts on that specific?
Hi guys!
I thought I’d swing by and leave a quick introduction as I’ll be working with Chris to monitor this thread (and because I don’t post nearly as much as he does on the forums so most of you are unfamiliar with me in these CDI discussions).
I previously worked on some of the Fractals, Tequatl/Triple Trouble, and the Boss Blitz. Much like you all, I have an invested interest in raiding and I’m extremely excited to discuss what that could mean in Guild Wars 2!
There are already some really great discussions going on! I’m trying to get caught up on everything now and looking forward to reading more of your ideas.
I’m going to go ahead and lock this thread, at this point, further discussion on anything other than bearbow math isn’t really important and can happen on another thread if needed.
Truth be told, using bearbow math (an unproven system that may or may not lead to random photobombs…see below) isn’t always going to be exact. However, this player did not need to use bearbow math as they violated the laws of bearbow science and used a 3rd party program which is not allowed. Thats why they were banned, not because they were bad at bearbow math.
(edited by Chris Cleary.8017)
Chris, can you provide a baseline definition of “raid”? What exactly is the intention behind creating “raid” content that cannot already be expressed in terms of existing dungeons or fractals? Is it about creating another category of content that is gated to guilds?
Here you go:
‘…instanced co-operative group based ‘challenging’ content…’
Chris
On scaling: it is true that we have a certain amount of “magic” scaling in the game, commonly seen in dynamic events. The intent of that system is to keep difficulty consistent across a variety of player counts. The sticking point for myself on raids and scaling is that while we can scale enemies, it is far more difficult to meaningfully scale objectives.
To elaborate, in a 10-player raid, each player is responsible for approximately 1/10 of challenge. As you add players, that challenge share diminishes, so in a 20-player raid, the individual role is about half as important as it would have been with 10 players (challenges of coordination aside).
Of course, group content is rarely so singular and for a good reason. If we have 3 objectives, we divide the focus of the group and your ownership of a 20-player challenge goes from 1/20 to 1/6ish.
Is it possible, then, to just scale objectives along with the player counts? Perhaps. But it seems that would equate to just making many tiers of the content which, to me, sounds like a good way to diminish the total amount of content we could build. What do you guys think?
A few have asked what we should start with. To re-iterate we should start by discussing what raiding could be in GW2 with the foundation based on the core pillars of our game.
So think about accessibility, how our combat works, how our progression works, and so on.
Thanks,
Chris
the more i think about the candy corn gobbler, the more ingenious i think its design is. whos responsible for it? can you comment on it at all? i kinda have the feeling that specifics like its 2 tiers of use, its gem price, its intended audience, how much corn you estimate it will gobble in a year, and such are all things you cant really talk about but are really interesting… pls john pls
Gobbler was a group idea, with many brilliant people all contributing. 
I haven’t checked any data on how much gobbling has occurred, it’s a bit too soon to tell anyway. There is a LOT of gobbling material available though so my gut reaction is a lot, how ever much you’re thinking multiply it times 10.
I appreciate the value of constructive feedback but the online GW2 community just seems so ungrateful and unappreciative
Just think of the negative image you are portraying for new/potential players. I think more people should know how great this game really is.
If I was Anet and I read all the crap people complain about I would find it a little disheartening. So I’m posting for the first and only time to say the following:
Anet, I love this game and I think you guys have done a fantastic job. Thank you for all your hard work! Dont forget there are people that really appreciate this game and work thats gone in to it.
New & Potential players, come and give this game a shot and decide for yourself if you like it
Don’t get caught up in the negativity of some people . The complainers are the loudest voices but there is a great community in this game if you give it a try.
-happy GW2 player
Thank you. I think it’s a wonderful game, and I’m proud to be involved with the team.
Hey, is there any reason why raids wouldn’t just scale to your size? So like… 5-20 man, bring what you can, and it scales.
Very hard to get the balance we would want from this kind of content.
The experience we are looking for would also be diluted the more players you have in an instanced raid.
This said, let’s say the number was ten. We shouldn’t top folks from trying to beat content with 5 for example.
Chris
I agree, but I’d kinda hope that a raid wouldn’t be so easy that you could do it with half the numbers (I.E I’d expect it to be an accomplishment to 9 man a 10 man raid, not like soloing a dungeon like we have now).
It’s worth noting while I wouldn’t exclude players from attempting to do the content I would not expect someone to be able to just grab a pug and go successfully. The variability and risk should be too high to even attempt that along with poor coordination, you should know your teams strengths and weaknesses which is not clear with a pug.
‘Regarding’:
‘I agree, but I’d kinda hope that a raid wouldn’t be so easy that you could do it with half the numbers (I.E I’d expect it to be an accomplishment to 9 man a 10 man raid, not like soloing a dungeon like we have now)..’
Knowledge>Skill>Numbers (-:
So in my mind anyway I think it is fair to assume that once a team understands how to take down content and that they get better at playing together that they will not need as many to beat said content as time goes on (-:
Chris
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