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Chris Whiteside's Dog

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

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“Have you a dog in Heaven, Lord?
Is there room for just one more?
Cause my little dog died today;
he’ll be waiting at your door.

Please take him into Heaven, Lord.
And keep him there for me,
just feed him, pet him, love him, Lord,
that’s all he’ll ask of Thee."

-Unknown

Well that tipped me over the edge. Crying at work is not good (-:

Chris

CDI- Guilds- Guild Halls

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Morning All,

Due to recent events I must confess that I am only properly knowledgeable up to roughly page 12 but I want to jump in and start discussing things with you. I hope that is ok.

I want to emphasize that my questions, thoughts, and brain storming are theoretical and should not be taken as a given. With that said I want to start at the foundation.

Ok lets assume that in the world of the CDI Guild Halls have a lot of horizontal progression such as the ability to create buildings, upgrade them and customize the whole experience. What is the smallest guild size that this would be suitable for. Even more specifically is it ok to have a ton of progression in this Guild Hall example and have small guilds work through it.

An idea I wanted to throw into the mix would be could small guilds have a shared Guild Hall with an Alliance?

Chris

Chris Whiteside's Dog

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Here is a picture of him. He traveled all over the world with us. Wherever my career took me.

I do want to say though that many folks who are connected to Arena and Guild Wars have losses in their lives and whilst i so appreciate your care and suggestions I don’t think it is appropriate. There are folks in the community going through much more difficult things than I.

Chris

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Chris Whiteside's Dog

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Oh, we’re sorry for your fellow pet = (

I sent this to my wife thank you.

You are all going to make me start crying again )-:

Chris

Chris Whiteside's Dog

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Thank you all very much for your kind words and thoughts. That is more than enough for me. You are all awesome and mean a great deal to me so thank you for being so supportive.

Chris

CDI- Guilds- Guild Halls

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Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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[…]

Saved for later when we get a dungeon or raid CDI: I like the direction in which this suggestion is going but I would suggest another implementation.

Back to Guild Halls
One question I would like to have answered:
Guilds can hold up to 500 players. Normal maps can hold up to 100 – 150 (?) players.
How do you want to ensure that players don’t feel separated from each other, can you raise the player-cap for Guild Halls?
Do you have any other idea how to get around this issue?

As Chris would put it: Le Bump.
I would like to know how you want to get around the player cap.

I’ll chime in a bit here. It is a good question. I think there would be some conflict here but that there would also be some technical wiggle room. I think we can safely assume that 500 players from a guild being logged in is not the common case. What is a “reasonable” maximum # of members in the guild hall to you? 150? 200? 400?

Second suspension

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Gaile Gray

ArenaNet Communications Manager

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As suggested early on in this post, the forums community will not be able to answer such a question. If you truly want to know about your account situation, please submit a ticket.

As a general reminder, posting this sort of “I got banned” commentary is not a valuable forum contribution, and in fact it is not uncommon for a forum-based plea of innocence to be found, upon investigation, to be entirely without merit. I make no judgement on this thread, but again (1) these sorts of posts are without value and (2) only CS can answer about an account issue, and only then in a support ticket that the player submits.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

CDI- Guilds- Guild Halls

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Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Actually it hasn’t been talked about at all. I’ve seen a lot of basic suggestions, but what I am suggesting is that we flesh something out here in this thread. I’m choosing the upgrade system because someone actually started breaking it down. I think the first question(s) I have is:
Are the current upgrade categories the ones we would use or would we break it up differently? If not, how many categories would you think make sense? Specifically what would your categories be?

Jon

I find the current upgrade system quite stagnant and boring, you get your influence passively, click a button then wait a week.
(no offense intended to the creator of the system)
Maybe have the initial guild hall unlock under architecture say level 2/3 but past that an active system is needed.

On Categories for upgrades ,I’d see it breaking down something like this: (I may have what you meant by this wrong?)
Structures:
-Towers -halls -corridors -entry halls -Misc rooms
Defenses: (could be just graphical)
-Trebs -Cannons -Hot oil -Misc
Interior:
-Seating -Tables/cabinets -Rugs/banners/flags -Wallpapers/wall -statues/monuments -Misc
Exterior (wouldn’t actually limit it to placement outside as I’d like water features in the command room)
-Fountains -Trees -plants -training grounds -Livestock -Misc
NPCS
-Functional -Decorative -Alts
Glory or Rare category (this section would have limited placement (i.e once per guild hall or 10 per guild hall) basically the more prestige and high end stuff.
Limited Section for limited items i.e reward from once off events or competitions like a new Christmas tree each year.

This is a great break down, but I was speaking more about categorizing guild upgrades. Let me give an example to help get things started:

  • WvW
  • PvP
  • Guild Missions
  • Dungeons

This would tie the upgrades more to game mode than to the current arbitrary categories.

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Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Jon-

As the leader of a smallish (5-15 active/day) guild, my primary concern would be gating off access to content or increased rewards. For example, it’s not a big deal if larger guilds have bigger, cooler guild halls. My members will be fine. But if guild halls bring extra/better buffs or rewards, that makes it harder to recruit and retain members.

I think the core functionality should be time-gated, higher-end cosmetics cost-gated and/or activity-gated.

Ok. I think as a good exercise, try and be more specific. If you give specific examples in each category it is a lot easier to extrapolate than if you try and generally describe the categories.

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JonPeters.5630

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On scaling of costs:

How do we keep it fair given that guilds change size? As Conski asks, would this system encourage people to make a small guild, create a huge hall, then invite in all the other members waiting?

I don’t want to limit small guilds, but with scaling it might be vital to have a hall size limit based on membership, so when you get more people in, you can build more space but at the increased costs. (And then we worry about inactive members bloating costs just as afkers scale up events). Contrariwise, guilds that downscale should not have their large space demolished. Remember my adamant stance against decay, here!

I think one solution to the scaling problems is to create different aspects that work on different scales. For example some aspects can be time gated and therefore don’t favor any size guild. Some can be based on straight up farming which favor larger guilds, and some could be driven by activity and favor guilds with active members. Think of it like the 3 branches of government, and the aspects within that. The senate favors states, the house favors population (or gerrymandering at least ), etc…

I think in that way the question that comes to mind is what parts of Guild Halls would you want to have work in what different ways so that we can reward big guilds for those areas but not punish small guilds for the things they really want…

Jon

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JonPeters.5630

Game Design Lead

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I don’t remember saying locked. I said how would you change some of the current functionality to be more integrated with guild halls? I don’t think functionality has to go away to do this and I’d like to see what value you all might envision a guild hall could bring to things like Guild Missions, the current Guild upgrade system, etc.

Jon

Let’s go all the way.

Your guild instance map is seperated into four sections: Politics, economics, art of war and architecture. As you upgrade these things through the I-VI lines, the sections will get grander; for example, if you have level 0 politics, you have no building on that section, if you have level 1, you have a basic lodge, all the way up to a palace at level 6.

The other smaller upgrades have smaller effects on the plot. For example, if you build a guild workshop, you have an actual workshop on your architecture plot. If you have Outsource Asuran Contracting, an Asura hangs out in your Politics building and you can talk to him. If those upgrades are actually doing something then they’re doing something in the guild hall; for example if you’re building something at the workshop, the machinery is running and you have a few NPCs running about working, if you have the Asuran Contractor working, he’s fiddling about on one of those computer things they have. Every upgrade should have something along these lines actually happening in the guild hall to correlate with it.

Also a few upgrades could have added functionality, or new upgrades that come out of them. For example, you can upgrade your Guild Workshop to have crafting tables.

This is a great start and since I said I would try and break down a single thing lets do it with this topic during the week. I think your proposal is great but it really only 1 step of the way. I hope we can take this a lot further and look forward to doing that on Monday.

Jon

This is the most basic idea of guild-halls. Taking it a lot further is what happened during the last 15 pages I would think?

Now about locking out content. You will be always locking something out for people who don’t join guilds as this is a guild-feature. What is important that guild off all sizes are able to participate. And that is give them things to do in the game.. Things that might not all be new or guild-related.

The examples of dungeons rewarding portals to city’s for example. The content ‘dungeons’ is already availing for people. Whats new is the reward and the ability to use that in the guild-hall.

Actually it hasn’t been talked about at all. I’ve seen a lot of basic suggestions, but what I am suggesting is that we flesh something out here in this thread. I’m choosing the upgrade system because someone actually started breaking it down. I think the first question(s) I have is:
Are the current upgrade categories the ones we would use or would we break it up differently? If not, how many categories would you think make sense? Specifically what would your categories be?

Jon

Servers dropped?

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Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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I’m not aware of any plans to do this. Will take a look when I get into the office.

Thanks for the heads up.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

CDI- Guilds- Guild Halls

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

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Thanks for your kind words all. And sorry to hear about your losses to.

Chris

Update on Ticket

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Posted by: GM Talon.8726

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GM Talon.8726

Lead Game Master

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It looks like the ticket had been misrouted, which caused the delay. An agent should reply soon.

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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I will be in the discussion tomorrow.

Chris

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Hi All,

I was going to jump in today but this morning I took our Golden Retriever to the vets this morning and he had to be put down.

We are all very upset and i need to spend time with my family. Hopefully this will be the end o the issues we are facing and I will be able to give you my full attention.

Sorry,

Chris

(edited by Chris Whiteside.6102)

Credit Card Fraud Policies

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Posted by: GM Talon.8726

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GM Talon.8726

Lead Game Master

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A chargeback will result in the permanent closure of an account and it will be ineligible for reinstatement. This has not changed.

my account will be closed with in 72hrs. help

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Posted by: GM Talon.8726

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GM Talon.8726

Lead Game Master

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The e-mail address on phishing e-mails is spoofed, which is why it appears to be from us (you can typically see this in the e-mail header). That is not an e-mail from us. We will never proactively send an e-mail stating that your account will be closed unless you log in.

Login screen shows wrong PW?

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Posted by: GM Talon.8726

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GM Talon.8726

Lead Game Master

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This display was a recent change actually and is not a bug.

Gem Purchase Error

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Posted by: GM Talon.8726

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GM Talon.8726

Lead Game Master

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I’m currently having trouble purchasing gems through paypal. I get as far as Paypal should open in another browser and then nothing happens. It skips to the end as though I have completed a transaction and wants me to select done. I’ve sent two tickets and haven’t really seen anything in the forums about a current issue. I would prefer not pay by credit card so I guess my best option is by a gem card from Amazon or Target.

Never make duplicate tickets because it puts you at the back of the queue again when you make another one. Wait for CS to respond, if it’s been 3 days or more and you have not received a response you can post it in the appropriate sticky thread.

Does CS ever respond to tickets? I sent one last week and never heard back from them. Do I need to just skip the in-game ticket and go straight to the forums? What exactly is the protocol for problems with the game? How long should I wait before I get a response to the sticky before I should move on to the next contact option? What is the next contact option? I haven’t had to contact CS in about two years and it shouldn’t be this complicated or take this long to help me with my problem.

I see that the ticket you submitted yesterday received a reply the same day. That is also the only ticket that we have on file for you; I do not see any tickets from the e-mail address associated with your Guild Wars 2 account other than this one. Please ensure that you only submit tickets using the support interface, which can be reached by the link at the top of the page labeled, “Support.”

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Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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I don’t remember saying locked. I said how would you change some of the current functionality to be more integrated with guild halls? I don’t think functionality has to go away to do this and I’d like to see what value you all might envision a guild hall could bring to things like Guild Missions, the current Guild upgrade system, etc.

Jon

Let’s go all the way.

Your guild instance map is seperated into four sections: Politics, economics, art of war and architecture. As you upgrade these things through the I-VI lines, the sections will get grander; for example, if you have level 0 politics, you have no building on that section, if you have level 1, you have a basic lodge, all the way up to a palace at level 6.

The other smaller upgrades have smaller effects on the plot. For example, if you build a guild workshop, you have an actual workshop on your architecture plot. If you have Outsource Asuran Contracting, an Asura hangs out in your Politics building and you can talk to him. If those upgrades are actually doing something then they’re doing something in the guild hall; for example if you’re building something at the workshop, the machinery is running and you have a few NPCs running about working, if you have the Asuran Contractor working, he’s fiddling about on one of those computer things they have. Every upgrade should have something along these lines actually happening in the guild hall to correlate with it.

Also a few upgrades could have added functionality, or new upgrades that come out of them. For example, you can upgrade your Guild Workshop to have crafting tables.

This is a great start and since I said I would try and break down a single thing lets do it with this topic during the week. I think your proposal is great but it really only 1 step of the way. I hope we can take this a lot further and look forward to doing that on Monday.

Jon

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JonPeters.5630

Game Design Lead

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I think the only good assumption here is that we are talking about to bring up the positives and negatives of a system. What are the benefits to guild halls having a large cost? What are the drawbacks? I’m saying this because I think it has both and am wondering what your take is.

My take is no matter what you do, the forums will be on fire afterwards about how the decision is obviously wrong and ANet is “once again out of touch with what players want”.

There isn’t a way to do any of this which is going to get a 100% approval rating, no matter what you read here in the forums. I’ve inferred such to Chris several times before we started down these CDIs.

And so, I’m trying to think around that particular blocking thought – because it’s become an increasingly stressful problem on trying to come up with anything useful.

What i’ve seen with these CDI’s in general, is the basic fact that we as players don’t really know what our constraints are, so we make all these elaborate proposals and brainstorm around them. Which works amazingly well when you know what is technically feasible. So we get a lot of great ideas floating around, and people say “wow” that’s great, but then we get either a shell of the idea or something radically different.

It’s definitely a bonus to “think outside the box”, yet if you don’t know how big the box is, it’s very difficult to think outside of it. I know it’s their goal to build off the elaborate discussions we have in these, it just seems to typically lead to additions or changes that end up being more frustrating than fun. Add to that the rule of what’s discussed here is just for the sake of it, really doesn’t give anyone a clear design goal.

I got the concept behind all this, but they really need to be more open and focused with us than just have us run with wild ideas. I mean we are going to get those anyway, even when we have a tighter constraints. That’s just how discussion among a large group tend to go.

this is a great point. I have not explicitly said what the box is on purpose but I’m happy next week to take an idea and really ask all the hard questions to try to boil it down more so that you can all see how this works more clearly on our end. One thing is the constraints we have are rarely what you all imagine they might be so I think it will be good to break down an actual problem that way.

Jon

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JonPeters.5630

Game Design Lead

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Ok all. I’m done for the night. Got a busy day tomorrow so see you back on Monday likely.

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Posted by: JonPeters.5630

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JonPeters.5630

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  • What makes you think Guild Halls are difficult to acquire?
  • Try to brainstorm ways in which Guild Hall acquisition could be fun.
  • Think about some rewards a physical Guild Hall might give you that couldn’t be done without it and how the ability to give those rewards could create a version of an improvement to a system that previously was considered impossible and is now instead very simple, clear, and compelling?

Responding to #1 – I think the assumption is going to be “guild halls are limited by cost or number” until otherwise stated to be not the case.

I’ll respond to the other two as I think on it a little more tonight.

I think the only good assumption here is that we are talking about to bring up the positives and negatives of a system. What are the benefits to guild halls having a large cost? What are the drawbacks? I’m saying this because I think it has both and am wondering what your take is.

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JonPeters.5630

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I don’t remember saying locked. I said how would you change some of the current functionality to be more integrated with guild halls? I don’t think functionality has to go away to do this and I’d like to see what value you all might envision a guild hall could bring to things like Guild Missions, the current Guild upgrade system, etc.

Jon

If you think of an improvement to something like Guild Missions, fine. Go for it. I’m sure a lot of guilds will thank you for it.

But, if you need to have a Guild Hall to get that improvement, then there’s a problem. Make it work with guild halls? Fine. But it needs to have a non-guild hall way to work for the other guilds. Otherwise that improvement IS locked behind a guild hall.

Let’s take an example: Guild vs Guild. A lot of people seem to want this to involve Guild Halls. Fine, but it also needs to work for those that don’t have a Guild Hall. Maybe, if one’s required for you to defend, then a guild without one is given a generic hall to defend for the duration of the match. That way, even guilds without a hall are not locked out of GvG.

Do you see what I’m saying? Any changes or improvements need to stand on their own, and then they can be integrated into Guild Halls.

Actually I’m not sure I see what you are saying. By inherently adding Guild Halls to a game that becomes a core piece of guilds where it not only makes the system more integrated and potentially more interesting through how these pieces of systems interact, but also is likely to make things more clear by physically representing what is happening to players.

  • What makes you think Guild Halls are difficult to acquire?
  • Try to brainstorm ways in which Guild Hall acquisition could be fun.
  • Think about some rewards a physical Guild Hall might give you that couldn’t be done without it and how the ability to give those rewards could create a version of an improvement to a system that previously was considered impossible and is now instead very simple, clear, and compelling?

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JonPeters.5630

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What current aspects of guilds would you change to integrate them more with guild halls? If you would change something, how would you change it to work more with a physical Guild Hall?

Jon

I think guild halls should only add, not take away. I think that they might become a more convenient place to access guild features like guild bank and guild NPCs, but the existing ones should all remain in place for guilds without a hall.

Do you mean some form of Guild Crafting? How would you expect that to work?

I think it would be fine if Guild Halls could unlock permanent crafting stations so that members could have access to them without leaving the hall, but I am VERY opposed to any ideas that would involve making guilded crafters better at crafting than non-guilded ones, such as having unique recipes that can only be unlocked through the guild system, or bonuses to crafting speed or something. A member of the biggest guild in the game, standing in front of his guild hall Weaponsmithing station, should not be in any way better off than an unguilded player standing in front of one of the ones in LA.

One way to change something is to add to it. Also for example the method for something could change it strictly for the better. i.e. when we made WvW progression account bound and spent on character instead of character bound.

One version of Guild Crafting is some way for your guild to craft stuff, as a Guild, not people crafting in your guild hall but some sort of guild factory. Could influence or merits or other aspects of guilds be improved by integrating with this “factory?”

I see this kind of response a lot and for this and future CDIs, I want to quote a wise person I work with, who will remain anonymous. When you are commenting on someones suggestion, start by thinking of the coolest possible version of it that they “must” be thinking of in their head, not the crappy “first implementation that pops into my head” version of it.

This is one of the best golden lessons about both game design and collaboration.

Jon

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JonPeters.5630

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Something I haven’t seen much discussion on that I thought would be interesting. Not saying you have to go this way but.

What current aspects of guilds would you change to integrate them more with guild halls? If you would change something, how would you change it to work more with a physical Guild Hall?

Jon

NOTHING!

Again, I repeat, other things should not become locked behind guild halls. Not everyone will want to mess with them. Making a guild work differently in expectation of a guild hall is just asking for problems.

I don’t remember saying locked. I said how would you change some of the current functionality to be more integrated with guild halls? I don’t think functionality has to go away to do this and I’d like to see what value you all might envision a guild hall could bring to things like Guild Missions, the current Guild upgrade system, etc.

Jon

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Posted by: JonPeters.5630

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JonPeters.5630

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Guild Halls and Housing would be good in the game maybe getting some crafting going with it

Do you mean some form of Guild Crafting? How would you expect that to work?

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JonPeters.5630

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Something I haven’t seen much discussion on that I thought would be interesting. Not saying you have to go this way but.

What current aspects of guilds would you change to integrate them more with guild halls? If you would change something, how would you change it to work more with a physical Guild Hall?

Jon

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JonPeters.5630

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Each type of mob in each dungeon is given 4 abilities. Whenever a group enters the dungeon and the instance is spawned, each of the mob types is randomly assigned 2 of the 4 abilities. Further, there are walls that prevent players from skipping past many sections. For the players to continue, they must kill the mobs present.

Now, the mobs have say, knock-downs and AOE bleeds. Maybe instead, it’s poison and boon corruption. Always something new. Sometimes, 5 zerks work. Sometimes they don’t.

I don’t want to derail the entire thread, but this is a collaborative environment. Let me ask you some of the questions I would ask one of our designers if they proposed such a thing.

1) What makes a creature interesting and challenging? Is it their skills, and would a combination of two random skills be balanced, rewarding, challenging?
1a) How do you make sure that all 6 combinations of skills are similarly balanced, create a variety of tactics, work together, get used in a way that makes their synergy work. Don’t create problems of triviality or difficulty when combined with a different creatures randomly chosen combination of skills?
2) One thing that makes difficult content satisfying is mastery. How does this system allow players to develop a sense of mastery?
2a) How do we develop a clear visual language for 4 skills and how they combine into 6 patterns for creatures using the already limited set of creature animations and effects?
3) Many of the dungeons already have walls, and requirements for completion that players have found workarounds in the system to get past. How does your system actually solve those problems?
4) You suggest some aspects of skill ideas, namely the outcome but you do not discuss what the player experience is in getting to that outcome. How do you propose to build those creature skills in a way that allows players to use a variety of tools to gain mastery over them? How do they force the players to use strategies that enforce what we think are the important pillars of GW2 combat. For reference a small sample of those include:

  • Synergy in using your own skills
  • Making tactical positioning decisions mid combat.
  • Finding interesting ways to deliver your tools to creatures who have counter measures to those tools.
  • Being able to understand clearly what a creature is doing and make adjustments to that.
  • Finding versatile ways to use the same skills to solve different encounters

Jon

Raids are coming to GW2!

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Hi All,

Just wanted to let you know that we will be discussing raiding in the next phase of the Guild CDI. Feel free to carry on discussing here, and just wanted to let you know that i am reading this thread.

Chris

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Hi Collaborators,

Once again congrats on what is probably the most professional, and collaborative CDI to date. It is an absolute pleasure to read and the discussion and team approach to problem solving is frankly on par with many design team’s best working practices that I have experienced in the past.

I am up to page 11 and have skimmed through the rest. There is clearly still a lot of discussion to be had and frankly when a CDI is this good there is no point rushing things.

I am going out with my family today and will be joining the discussion tomorrow.

Meanwhile here are some articles about the fine work you are doing:

http://massively.joystiq.com/2014/10/03/guild-wars-2-requests-input-on-guild-halls/

http://www.tentonhammer.com/editorial/guild-wars-2-may-finally-get-guild-halls

I hope you are all having a lovely weekend and I am looking forward to chatting with you all tomorrow.

Chris

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In my opinion, content should be designed for everyone, not just those who “you think will be potentially interested on it”, at least speaking of MMOs.

When you do that, later, you suffer from splitting your playerbase, specially when the game ages and you need to shift populations toward certain game types. Maybe Holly Homemakers should be taken into consideration when making the core of the system, but the guy that only plays fractals, will actually never try anything else, because the content will be designed to be “not for him”.

I probably didn’t explain myself well enough. If you design Guild Halls in the context we are talking about(free form object placement/design options etc.) for the person that is gonna want to spend 90% of their time in the Guild Hall then it will be for everyone because it will have more options than the person who doesn’t really care(Fractals guy) will ever use. If you design it for Fractals guy only, then the person that really cares about design gets left out.

This is precisely why the things we build take time. Someone earlier suggested to just list things that were seemingly easy so that maybe this could be a reality. I would suggest that the more innovative and compelling your ideas are the more likely they are to drive development because that is what we pride ourselves on.

Mr. Peters, I have to categorically disagree with you here. Guild Halls cannot be a bandaid for you guys. They simply can’t. You’re bleeding players and we both know it (NA and EU). If you burn massive amounts of development time on things that will be interesting for a couple of weeks and neglect the vast majority of other areas of your game, you will continue to bleed players. You’ll get the initial spike of everyone coming back to check things out, they’ll be excited for 2-3 weeks, and then the forum posts start and players start to leave again. I speak as though this is fact because by looking at the past, we can accurately predict the future. No more bandaid patches.

I’m suggesting that Guild Halls are a glue that not only ties game modes together, but would also have ways to occupy a player’s time unique to Guild Halls. Abandon spending any time on trying to make players see them from the game world, or having some scavenger hunt for GH unlocks that requires loot tables coded in and other nonsense. Unnecessary man hours, just keep it simple.

They’re airships (seems to be the consensus). They’re customizable (also unanimous). Beyond this, it gets rocky.

You know what, if I’m going to tell you to stray from this idea, I’ll give you things that will not only get players to come back to your game, but keep them as well. Just remember this when you’re looking at my resume for the designer position you have listed.

Here is a way to revamp all dungeons, make them replayable with endless variety, challenging enough to break the “zerker meta” yet not bring the “trinity” into the game AND do it all with minimal development hours:

Each type of mob in each dungeon is given 4 abilities. Whenever a group enters the dungeon and the instance is spawned, each of the mob types is randomly assigned 2 of the 4 abilities. Further, there are walls that prevent players from skipping past many sections. For the players to continue, they must kill the mobs present.

Now, the mobs have say, knock-downs and AOE bleeds. Maybe instead, it’s poison and boon corruption. Always something new. Sometimes, 5 zerks work. Sometimes they don’t.

To prevent frustration from the added time now needed to complete a dungeon, these much more difficult mobs now drop a silver each. There you go, it’s rewarding, challenging and infinitely replayable because it’s always something different to prepare for. These are what dev time needs to be spent on, not a massive scavenger hunt for GH unlocks that is a temporary time-sink designed to mask the problems that the game suffers from.

(P.S. To prevent players from killing mobs near the dungeon over and over and not killing a boss to allow themselves to farm high cash dropping mobs over and over, make mobs deeper in the dungeon, near the end drop 3-4 silver per mob (with great loot tables) and the ones by the door drop 25 coppers etc.)

Hi Rambo,

Not sure how you took Jon’s comments as a band aid. I think he pretty clearly stated that he believes that anyone taking on a task like this must exceed expectations.

Unless I missed something.

Chris

CDI- Guilds- Guild Halls

in CDI

Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

Next

Hmm.. CDI for GUILD HALLS…. when is the expected release date? How long does Anet usually take for this?

At least 6 months out. If they come anywhere close to implementing some of the larger ideas here then more likely 12-18 months. But that is my personal estimate. I have no inside knowledge of Anet’s development schedule or manpower.

That’s even assuming they implement guild halls at all.

As stated many, many times before, absolutely nothing in the CDI’s should be taken as a promise of any feature to come. These are simply here for us to talk with the developers over ideas we have for the game, nothing more.

So, don’t expect guild halls just because we’re having the discussion. Of course, it will be a nice surprise when/if they show up, but just having the discussion does not automatically mean they will be implemented.

As stated many, many times before, absolutely nothing in the CDI’s should be taken as a promise of any feature to come. These are simply here for us to talk with the developers over ideas we have for the game, nothing more.

Correct Inquisitor

Chris

Please advertise the tournaments

in PvP

Posted by: Josh Davis.6015

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Josh Davis.6015

Next

Here’s also a snippet from the latest WTS blog we released:

On October 11-12, and then again on October 25-26, we will be granting all players 10% increased PvP rank point gain, +15% reward track progress, and an extra 100% magic find while inside PvP maps. (And yes, magic find works on PvP reward boxes.) Check out the Maguuma Wastes Reward Track to work towards the geodes and ambrite fossils needed for the Ambrite weapons, or just snag a few Zephyrite Keys for your adventures in Dry Top. If that isn’t your cup of tea, you can always work towards the PvP-exclusive Glorious Armor, available only in the Glorious Reward Track.

This will pair with our first jump into in-game messaging.

Please advertise the tournaments

in PvP

Posted by: Josh Davis.6015

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Josh Davis.6015

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Because ToG/ToL is open enrollment, the qualifier games tend to result in one-sided blowouts, especially in the early rounds – not exactly the best viewing experience. A lot of what you described above is already done for the finals that happen next weekend.

Good luck in the finals, Eura.

CDI- Guilds- Guild Halls

in CDI

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Would also be nice if, within the Guild Halls, players could buy private chambers for themselves. No need to add a physical space for them in the guild hall either, a door titled Private Chambers would lead players to their own Private Chamber Instance. They could also invite maybe a miax 8-10 players to their own PC instances.

What would you want to be able to do in there?

Or perhaps what happens in private chambers stays in private chambers?

CDI- Guilds- Guild Halls

in CDI

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

In my opinion, content should be designed for everyone, not just those who “you think will be potentially interested on it”, at least speaking of MMOs.

When you do that, later, you suffer from splitting your playerbase, specially when the game ages and you need to shift populations toward certain game types. Maybe Holly Homemakers should be taken into consideration when making the core of the system, but the guy that only plays fractals, will actually never try anything else, because the content will be designed to be “not for him”.

I probably didn’t explain myself well enough. If you design Guild Halls in the context we are talking about(free form object placement/design options etc.) for the person that is gonna want to spend 90% of their time in the Guild Hall then it will be for everyone because it will have more options than the person who doesn’t really care(Fractals guy) will ever use. If you design it for Fractals guy only, then the person that really cares about design gets left out.

This is precisely why the things we build take time. Someone earlier suggested to just list things that were seemingly easy so that maybe this could be a reality. I would suggest that the more innovative and compelling your ideas are the more likely they are to drive development because that is what we pride ourselves on.

Has Something Changed...

in PvP

Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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@audkyrie.5096
I took a look at your history but couldn’t find anything out of place. I definitely saw the 10 losses (11, actually) in a row, but there were no unusually MMR shifts that would explain the trend. On the bright side, it looks like you’ve been on a roll and have already made up the difference.

I’ll keep an eye on your account for a while longer, just in case.

@tanztante.6532
Your data looks good, nothing out of place. Let me know if you do see anything strange though.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

Solution to fix the population imbalance

in WvW

Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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Hey guys,

It’s been an incredibly busy week for me and I’m not fully caught up yet but I am noticing patterns in the posts that I have been able to read. A lot of people are also saying that they can’t keep up so I think it is a good time to close this discussion out.

I think we have some good general ideas for me to take back to the team and discuss their feasibility. Thanks again for another constructive discussion. This has been incredibly informative!

I agree with those of you who have pointed out that population imbalance is just one aspect that needs to be adjusted and that the overall solution isn’t just in one area. So I’d like to kick off a discussion on scoring next week.

See you then!

John

Flagged as a bot?

in Black Lion Trading Co

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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This e-mail and I’m flagging this one only it not a phishing attempt. It’s a legitimate e-mail from one of our CS Agents. Please continue the discussion in the e-mail, as this is not a suitable topic for the forums (for your privacy if for no other reason).

Thanks.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Living World Season 2 Music

in Audio

Posted by: Maclaine Diemer

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Maclaine Diemer

Composer

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Thank you, Sebalon. There will be more new music in the future, so keep your ears open.

Microsoft Website Insted Of Trading Post

in Bugs: Game, Forum, Website

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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I really think these comments need to go into the Black Lion Trading Company forum. Would you mind sharing there? Thank you.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Liberation Quest

in Bugs: Game, Forum, Website

Posted by: Jeffrey Vaughn

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Jeffrey Vaughn

Content Designer

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I’m saying, I believe the mail will arrive when you hit L30.

Liberation Quest

in Bugs: Game, Forum, Website

Posted by: Jeffrey Vaughn

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Jeffrey Vaughn

Content Designer

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What level are you? If you’re under L30, the next chapter is locked. On hitting 30, I suspect everything will work correctly again.

Client crashes during heavy graphic fights

in Account & Technical Support

Posted by: Gavian Whishaw

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Gavian Whishaw

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This is all good thank you. We continue to test against this. Are we getting closer? I think we are but I have nothing exciting to report.

New bug after Sep

in Account & Technical Support

Posted by: Gavian Whishaw

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Gavian Whishaw

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Hi, it’s Friday, I’m here again to say we are aware of this issue and it is currently in testing. I will update this forum when we think we have it fixed. Thanks.

Is this FAKE GW2 site? (attachments)

in Forum and Website Bugs

Posted by: Pat Cavit.9234

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Pat Cavit.9234

Web Programming Lead

Next

https://help.guildwars2.com is the real support site. You can click the padlock icon in the URL bar & open up the certificate details to verify.

As for the wonky favicon, I dunno. I didn’t have much to do w/ the set up of that site.

The TP and vendor prices

in Black Lion Trading Co

Posted by: Pat Cavit.9234

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Pat Cavit.9234

Web Programming Lead

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There was a bug around launch that allowed below-vendor buy orders on items. It was fixed but not before a bunch of automated buy orders for nonsense were put in.

We were discussing ways to clean this up relatively recently and think we have a plan, though the complexity of the operation means we’re not going to rush to do it.

Please Close

in Guild Wars 2 Discussion

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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We have a thread about this issue in Technical Support, and I think it would be helpful if you posted there. Alternately, please do feel free to submit a ticket.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet