Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
Submitting a support ticket is the only practical way to get information on this incident, as posting in the forums does not put you in touch with those most familiar with the incident, that is, those charged with enforcing the UA, RoC, Naming Policy, and so forth.
According to CS, players should be aware — this has been communicated publicly — that they currently do not have a tool that allows them to change a guild tag. Therefore, if one is found to be offensive, the only option is to disband the guild. Longevity of use is no guarantee of continued use. This means if someone chooses an offensive character or guild name, or an offensive tag — in this case [FART] — it is irrelevant how long they use that name or tag, and action is taken as appropriate, when reported or observed. The key is to choose names with an eye to the Naming Policy and general standards, and not tread so close to the line that action is required.
(edited by Gaile Gray.6029)
Team ratings are absolutely more accurate than individual ratings. Seems like the best implementation of your suggestion would be actual teams with ratings.
Benefit of instanced that we could get in an open world system: Guild Halls are air ships that attach to places in the world improving that area for a while, but move around and have many attachment points. Access to the ship itself is controlled, but you still are in the open world.
Benefit of open world that we could get in an instanced system: Guild Halls are still halls but have functionality that lets guild create temporary content that attach to open world maps.:o Jon quoted my idea. Sweet. (Yes, I understand how unrealistic it is, but I still think it would be super awesome.)
Which of these do you think is unrealistic and why?
Hi Chris
I just have a small question.
Is there a possibility that we will see guild capes if guild halls is going to get introduced ingame?
From my point of view i think that Guild Halls personifies pride in your guild and that means any chance you get to where your colors is an opportunity for expression. So in my opinion it would be cool to have items that advertise your guild and status.
Chris
On the editing topic I’ve seen a few things listed.
Assuming everything has a cost:
Some questions with sample answers:
Q: what kind of thing would you be ok with static placement?
A: a giant stone carving of Colin.
Q: What kind of things do you think work fine with grid placement?
A: A theatre where my guild can roleplay how angry we are with the guild hall system in game.
Q: What stuff would you want to have free placement?
A: Statue of Chris Whiteside
Jon
The point of this question is to first generate wild ideas before discussing details of those designs and figuring out what problems/edge cases those details create that must be solved.
Jon
some fast brainstorming:
Guild leader option to buy a fraction of mist crystal to make a guild floating island, being the MIST a infinite world,:
Guild Research Tree – being asura, dregdge kodan human etc, and those tech’s would affect the guild , on PVE and WvW events guild’s could deploy some of their tech on the field.Brainstorm on your brainstorm, what if your guild can even befriend dredge/kodans/skritt and get them to accompany the guild on bounties and missions.
Lots of cool potential in both these responses.
What kind of tech would you want to deploy? In PvE? In WvW?
What unique benefits for bounties and missions could different NPCs give you that you could NOT get from just having another player?
- How could we get the benefits of open world guild halls in a system where guild halls are instanced?
This is probably where the Guild Hall Zones come into play again, given areas dedicated to Guild Halls makes it possible for players to explore these areas and thus see and experience the variety of different Guild Halls.
This is a rather biased statement but I still prefer my proposal of having primarily instanced Guild Halls but providing a set number of open world Guild Halls for guild to war over, that way the landscape isn’t cluttered and everyone still gets a Guild Hall.[/quote]
You say war over space so let’s talk about that a bit.
I agree there is still conflict here but the biggest piece is reduced by allowing any guild with 5 members on a map together to have a place of their own. This definitely is missing an element of persistence but retains a large element of the visibility while reducing a large portion of the conflict.
In this kind of system what sort of non persistent things would be compelling to you and your guild?
Jon
I wanted to dig into the instanced vs non-instanced debate a bit. Here are 4 questions I’ll pose:
- What do people see as the benefits of instanced?
- What do you see as the benefits of open world guild halls?
- How could we get the benefits of instanced guild halls in a system of open world guild halls?
- How could we get the benefits of open world guild halls in a system where guild halls are instanced?
Jon
Going to quote myself for some clarity here. I have some answers to these questions that I will try to get down here but see if you can be specific. I’ll try to give examples and I hope you understand that this is probably even more blue sky than what you are thinking but I want to set the bounds of how crazy a system COULD be, not what is technically feasible.
Benefit of instanced: Your guild could control permissions on the map.
Benefit of open world: Your guild could control and improve something in the world that benefits more than just its members.
Benefit of instanced that we could get in an open world system: Guild Halls are air ships that attach to places in the world improving that area for a while, but move around and have many attachment points. Access to the ship itself is controlled, but you still are in the open world.
Benefit of open world that we could get in an instanced system: Guild Halls are still halls but have functionality that lets guild create temporary content that attach to open world maps.
The point of this question is to first generate wild ideas before discussing details of those designs and figuring out what problems/edge cases those details create that must be solved.
Jon
I wanted to dig into the instanced vs non-instanced debate a bit. Here are 4 questions I’ll pose:
Jon
Hi Chris,
I have a bit of a tangential question.How feasible would it be for Anet to develop an editor for players to develop their own guild hall layouts? Is it beyond the scope of things you want to consider?
What you expect to be able to edit?
No, nothing has changed. I’ll take a look at your data tomorrow to see if anything might have happened.
Hey there,
Glad to hear the client is now installing! Definitely keep us updated if you encounter any further issues.
in Account & Technical Support
Posted by: Ashley Segovia.8276
Hey there,
Have you tried running MSCONFIG? The KB article below should give you the instructions how to do so appropriate to your operating system (at the bottom of the article):
https://help.guildwars2.com/entries/27698133-Connectivity
in Account & Technical Support
Posted by: Ashley Segovia.8276
Hey there,
Do you have any security software enabled by chance? Sometimes certain applications and Guild Wars 2 don’t quite get along, security software being the usual culprit.
Also, what sort of system specs are you working with? Outdated drivers can sometimes cause this sort of issue to happen.
Hey there,
A repair is definitely a great place to start. Should that not resolve the issue for you, would you mind sharing your system specs? Also – at what point are you crashing in game? Is it during a particular instance? Is it after a certain amount of time? The more information that you’re able to provide the easier it will be to provide some suggestions for you.
I agree with you, it’s sort of wacky to be able to purchase when you cannot use it, trade it, sell it, give it away, etc.. But on the other hand, I don’t see a store telling me “You cannot buy more shoes, you don’t have room in your closet!” (Ok, ok, I’m just kidding there.
)
As BG said, a quick ticket to CS will get you a refund. I see your point about the system simply preventing the purchase, though, so I’ll pass along the idea. (Keep in mind, it could be much more complicated to program such a “cap” than it might appear, but it can’t hurt to ask about it.)
Hey there!
You might be able to find an answer here: https://guildwars2.zendesk.com/entries/99579946-Free-Trial
I think the point of her doing that was to make sure those who haven’t been following the thread closely know that there is some dev interaction/acknowledgement on the subject.
Yes!
Gaile’s comment makes it sound like the idea all along was that horizontal progression applied to those leveling – rather than at end game. That bothers me A LOT.
Perhaps you mean Jon’s comments? For I said nothing whatsoever about progression, horizontal or otherwise. Just want to make sure you didn’t read something into my words that reference leveling, progression, or anything of that sort. 
~~~
Anyway, thanks for the input added today. And I mean that, especially because I recognize some of you are irritated and would like to post like that one guy who shouted! 
The reason I re-posted Jon’s comments involves some level of confession: I saw this huge thread in the forums, kept reading across many sub-forums and posts that ArenaNet was being asked to provide some sort of response, wanted to get you some info (although I knew it wouldn’t be much at this point), sent an e-mail to some devs to ask about how we could respond, then met up with Jon who pointed out that he’d put up a pretty comprehensive post … that I had completely missed.
If I missed it, maybe someone late to the thread missed it, so hence the repeat or re-post. Not to say “share your ideas” if you already have! Not to give a placating “there there” or meaningless non-update. But because I honestly felt that some forum member may have missed the update and input request from the dev team and they may want to provide new feedback.
So you guys who posted last month or two weeks ago or when the thread started? You’re good. Got it, thank you, and really, thank you again if you patiently re-posted today. To you folks who are saying “You need to update that thread,” please note that right now, the only update we have available in the one that was offered – in detail and at length – when Jon last posted. He or another team member will update when they have more info, but do know this thread was and continues to be useful.
(edited by Gaile Gray.6029)
They do not have fixed the bug. If you have trait Flesh of the Master when you pass in the ruined state of the pets disappear.
That’s a (slightly) different issue, and I’ll have it looked into.
in Account & Technical Support
Posted by: Michael Henninger.7451
922988: Open since 09.27.14, no answer until now.
I’m looking into why your ticket hasn’t been seen yet. It’s not lost in the abyss – we’ll get this asap.
in Account & Technical Support
Posted by: Michael Henninger.7451
913929 We will not be discussing this account further.
928960 Our hacked restoration tickets are the one area we are behind on. It’s there and waiting for that team.
925216 This got escalated because the tool we normally use was just updated. I’m sorry about the delay but we’re going to look at this for you. =)
This thread is very large and has a lot of great feedback and input within it. But because it’s so long, some participants may have missed a very informative post by Game Design Lead Jon Peters.
To help you help us with a topic that the devs feel is very valuable, I’ll repeat Jon’s post:
Hey all,
I see a lot of people talking but with a thread this long the details are often muddied by a large number of similar but differing opinions. I want to address some of the more straightforward stuff.
Trait Tier level increase. We made this change because despite what the more hardcore players like myself want, most players need to be introduced to systems more slowly so that they don’t get lost. Every time we overwhelm new players that is an opportunity for them to stop playing the game. Every time that happens it becomes harder and harder for new players to develop into longtime players. Without more longtime players it becomes hard for you and your current guilds to meet and find people to replace those who inevitably will be pulled away by real life from time to time.
Unlocking traits. We talked about this a bunch in the horizontal progression CDI and it came to our attention that many players were not learning about traits, how they worked, or understanding the options. When we talked through unlocking traits via activities it led us in the direction we have currently. Unfortunately, unlocking traits in the open world generally causes one of the #1 things we never wanted in the game which is players in conflict. You want might the Balthazar trait but someone is about to complete the chain and leave you waiting. This is bad for the game, but I think right now only occurs this dramatically for a few of the traits.
If you all list out the most offensive ones here we would be happy to look into changes given that we have already done so in the past when we switch many of the poorly placed map complete adept tier traits among a few other changes. Here is a list of those changes:
• Profession Trait 13: This trait is now awarded upon preventing the Statue of Lyssa from being re-taken by the Risen, as well as defeating the corrupted high priestess of Lyssa.
• Precision Adept Trait 5: This trait has been moved from Bloodtide Coast map completion to the defeat of Sharky the Destroyer in Arca Lake of the Harathi Hinterlands.
• Precision Adept Trait 6: This trait has been moved from Fireheart Rise map completion, to the defeat of Captain Jayne in the Brigantine Isles of the Gendarran Fields.
• Toughness Adept Trait 6: This trait has been moved from Iron Marches map completion, to the defeat of the Giant Blood Ooze in the Challdar Gorges of the Bloodtide Coast.
• Vitality Adept Trait 5: This trait has been moved from Timberline Falls map completion, to the defeat of Gargantula, the spider broodmother in the Wynchona Woods of Harathi Hinterlands.
• Vitality Adept Trait 6: This trait has been moved from Mount Maelstrom Map Completion, to the defeat of the Krait Witch in Timberline Falls.
• Profession line Adept Trait 5: This trait has been moved from Sparkfly Fen map completion, to the defeat of the Champion Ice Wurm in Lornar’s Pass.
• Profession line Adept Trait 6: This trait has been moved from Frostgorge Sound map completion, to the defeat of Lord Ignius the Eternal of Lornar’s Pass.
At the end of the day this system has helped spread out the teaching of the system and the feeling of accomplishment through acquisition, but it has done it in ways that are sometimes counterproductive and still not nearly visible enough to impact as many players as it could.
Guild Wars 2 is a game that is going to continue to evolve and it will be because of your feedback and our efforts so do not get discouraged from posting feedback and be patient with change and I hope we will reward that patience.
TLDR;
We added this system as a direct result from the horizontal progression CDI. We are always reading your feedback, however, we don’t always have time to respond right away or action it quickly. We updated some trait unlocks in the past but we can do more. How can you help?
1) Give us a list of the most offensive trait unlock locations.
2) Keep giving feedback and be patient as this is a big ship and it takes time to steer it.
~~~~~
Jon also wrote later than he would need to be a bit less active on the forums but he explained that this meant he was actively working on making the game better.
So as Jon asked, please keep your feedback coming with our thanks for your efforts to also make the game better! Please note that as Jon points out, changing systems or making adjustments takes time and careful review, but you are being heard and your input is valuable to us.
(edited by Gaile Gray.6029)
Hi Chris,
I have a bit of a tangential question.How feasible would it be for Anet to develop an editor for players to develop their own guild hall layouts? Is it beyond the scope of things you want to consider?
Hi Tor,
This is beyond scope but thanks for asking. This said players should absolutely be able to customize their Guilds Hall.
Chris
And that is then considered a editor? Having a grid where you can place ‘blocks’ in (blocks being models to whatever degree or detail) maybe with some logic as to how these ‘blocks’ would fit together. Is that also then considered an ‘editor’.
No not in the way I am thinking of it.
Chris
Ohh, tell us more!
Please!
Really though, that you’re considering something gives me hope.
I am going to dive into the discussion this weekend for sure.
I don’t want to ‘pollute’ folks ideas with mine just yet. And i also want to continue to see everyone elses ideas as they will impact mine.
Chris
Hi Chris,
I have a bit of a tangential question.How feasible would it be for Anet to develop an editor for players to develop their own guild hall layouts? Is it beyond the scope of things you want to consider?
Hi Tor,
This is beyond scope but thanks for asking. This said players should absolutely be able to customize their Guilds Hall.
Chris
That’s a shame. It would have made a nice way for Anet to get assets out of the community.
On a similar note, do we know the amount of detail that is going to be customizable for Guild Halls? Stuff like prop positioning and texture packs. I think it could help narrow discussion and spark a few ideas.
We are just brainstorming here so nothing is a given. I was just giving Dev my personal opinion.
Chris
Hi Chris,
I have a bit of a tangential question.How feasible would it be for Anet to develop an editor for players to develop their own guild hall layouts? Is it beyond the scope of things you want to consider?
Hi Tor,
This is beyond scope but thanks for asking. This said players should absolutely be able to customize their Guilds Hall.
Chris
And that is then considered a editor? Having a grid where you can place ‘blocks’ in (blocks being models to whatever degree or detail) maybe with some logic as to how these ‘blocks’ would fit together. Is that also then considered an ‘editor’.
No not in the way I am thinking of it.
Chris
Ok that is great to hear. Thnx.
No problem Devata. Thanks for asking.
Chris
I think this behavior is caused by a setting in the Request Filtering module (http://www.iis.net/configreference/system.webserver/security/requestfiltering). The article perfectly matches the behavior that I’m seeing.
When request filtering blocks an HTTP request, IIS 7 will return an HTTP 404 error to the client and log the HTTP status with a unique substatus that identifies the reason that the request was denied.
So, to disable the filter:
- Open IIS Manager and connect to the gateway server that routes the requests
- Click the root node of the server in the “Connections” panel
- Double click “Request filtering” in the “Features View” panel
- Click “Edit Feature Settings…” in the “Actions” panel
- Change the maximum URL and query string length to 4294967295 (max), or something more sensible than 2048/4096
The defaults are sensible and we aren’t going to change them for now. Don’t request 500 IDs at once, especially since the max we’ll return to you is 200.
(edited by Pat Cavit.9234)
Hi Chris,
I have a bit of a tangential question.How feasible would it be for Anet to develop an editor for players to develop their own guild hall layouts? Is it beyond the scope of things you want to consider?
Hi Tor,
This is beyond scope but thanks for asking. This said players should absolutely be able to customize their Guilds Hall.
Chris
And that is then considered a editor? Having a grid where you can place ‘blocks’ in (blocks being models to whatever degree or detail) maybe with some logic as to how these ‘blocks’ would fit together. Is that also then considered an ‘editor’.
No not in the way I am thinking of it.
Chris
Hi Chris,
I have a bit of a tangential question.How feasible would it be for Anet to develop an editor for players to develop their own guild hall layouts? Is it beyond the scope of things you want to consider?
Hi Tor,
This is beyond scope but thanks for asking. This said players should absolutely be able to customize their Guilds Hall.
Chris
Hi All,
Just to let you know that I am up to date and that I will probably dive into the discussion at the weekend.
A few folks have asked how long we will stay in the proposal and discussion phase. The answer is as long as there are new ideas and discussion pretty much.
After that we will pick our top 3, and then discuss those before I do the summary. I have never been a fan of rushing any CDI so please take your time and enjoy the design work and discussion.
Chris
Awesome Guide! Thanks for taking the time to write this up.
uh oh… I don’t think our guild will meet those request. lol sorry John
Let me be more precise: we (obviously) would not want to use any part of the video where there’s swearing and if there is too much we’d probably not use anyway. For the rest, we’ll judge the footage for its merits.
OK, so I have some footage of Hugh running around with CERN last reset (not much). Here’s the catch. You seem to be asking for the actual video file and no music. It is a confusing request. Are you asking for the raw video file or the edited and rendered video file that I upload to YouTube? The raw files are unedited and include an audio track. That means it would be up to you guys to strip that out when you edit the footage. A rendered video file means some quality is lost but I can strip out the music/audio for you.
Which file do you really want?
I’m asking “no music” because WvW players usually add copyrighted music to their video and we would never use that footage. So whatever file has the game footage plus any additional content that is “relevant” (e.g. TeamSpeak) is acceptable. Obviously raw footage is ok, rendered video is acceptable if it contains bits we can reuse (so they’d have to have devs, not have copyrighted material or swearing, etc.).
Technical quality is important but if your additions enhance the video we may consider them. It has to look professional, so no flurry of video effects etc. We’ll be watching the footage for “interesting bits” to resuse anyway, so I hope this provide some guidance.
They’re also asking for no swearing in mapchat. I highly suspect they’re asking for a rendered video file. Which leads to another question: which render settings do they want the files in? I can strip the audio out and cover up the chat box. The render settings I use for YouTube though produce a lower quality product than if I just re-render at a higher quality and upload that to Google Drive.
Covering the chat box is probably not a bad idea but it’s something we’ll be able to do if needed
Higher quality footage is preferable.
Thanks all for considering to help us!
With the number of ballistas that have been thrown on my dead body, I expect someone to send a video of it!
(edited by Chris Cleary.8017)
Hi everyone,
We’re working on a cool project related to the Adopt-A-Dev program and we need your help! No, it has nothing to do with killing devs or Dolyaks
We’d like your Adopt-A-Dev video footage, if you have any!
We’re looking for high quality footage of any guild that adopted an ArenaNet dev, the requirements are:
Thanks a lot for your help with this, and have fun in the mists!
I’m not sure if this is even worth looking at, but there’s still that bug where IIS crashes with a text/html response when the parameter list gets too big. Probably because IIS/ARR and the private API do not agree on the maximum URL length.
Example: http://pastebin.com/nXSR8kSb
Garbage in, garbage out!
Not a lot we can easily do about that right now.
Here’s an update:
We’re sorry for any confusion related to the in-game mail messaging and want to let you know the dev team is aware that all in-game mails from another account presently display this warning, even if they come from an ArenaNet employee account.
How I see this proposal after this discussion:
Guild Halls
What are they?
They can be either a building on a floating island, an airship, a building on an separate instance, or a building on a main map instance (building plots idea).How are they?
The wish of many, as stated in posts, is that guild halls should be customizable. We don’t know the extent of possibility for customization, but it ranges from being able to “upgrade” your guild hall through various methods, to completly build it “block by block”.What is certain, is that we want this to be a new form of progress for guilds, that should be attainable by various methods, and very diverse, just as how diverse guilds can be (from small to big guilds, from pve focused to pvp focused guilds).
Who should be able to acquire one of those?
The opinions vary a lot in this matter, some, I believe, thinking about small guilds, want Guild Halls to be tax free, with no maintenance cost, or without a cost on merits. Others want this to be a long term, organized effort to achieve, with things like having to gather resources from different places and gamemodes (like the idea of using pvp reward tracks to gather resources), should have a maintenance cost and be a way to show others the power, organization and dedication of a guild. Guild Halls could also be prestige things.
I personally believe that the range, and the idea of progression for Guild Halls could embrace all that was stated before, ranging from “easy-to-obtain”, “small” guild halls, to hard to get, more advanced and costly ones.What else should Guild Halls add to the game?
What is more commonly stated, is that Guild Halls should add convenience apart from the idea of a meeting place, adding things like a guild bank access, armorers, repair, etc. Some doubt that GH should have crafting stations, because we want to avoid the risk of depopulating major cities, so some services should remain exclusive to those places.
There is also the idea of adding more complex systems, like arenas for duels, mini games, new guild activities related to Guild Halls. And that the addition to this systems, should be optional, taking into account that guilds are different, and have different needs.
This is awesome Balt and therefore I am bumping your summary.
Chris
I’ll have Dredge Commissar looked at as well. It’s still best to report issues in separate threads for extra visibility.
We are currently investigating issues in this meta chain.
Thanks for the report!
It’s with the correct team at the moment. There’s a bit of a bit back up at the moment, hence the delay in the reply. Apologies for the length of time it’s taken thus far.
Well Chris was supposed to provide a list (10 items I think?) that came about because of the CDIs, but he’s been busy and had some kind of family issue so he hasn’t gotten to it yet.
Ah, I just came back to the forums to see if that had been posted (was half expecting that to be a blog post on the main site).
Is he still planning on doing this does anyone know? Seems a bit odd if it’s just been quietly dropped by him.
I don’t know. I hope they release some statement about it though. It will either confirm the importance and effectiveness of the CDI or show that is is just lip service. If the latter is true then I doubt we ever see a post on it. If the former then it should calm the community down a bit and at least give people something to hope for during the CDIs.
Hi,
I just want to be clear again the CDI is not an exercise in marketing. I am a game designer and secondly the CDI is not designed to calm a community down. The latest CDI is probably the best one we have done so far in terms of collaboration, maturity and the group working together to solve problems and design impressive features and content. I raise this because it exemplifies what the CDI is all about.
Thanks for giving me the opportunity to reinforce this point.
Chris
Hi All,
I have been very busy of late both at work and at home and I have enough time to keep up to date with the CDI but not much time for any other forum related communication.
So I have quest for all of you and especially CDI members, and that is why don’t all those who know exactly how the CDI has impacted the game put up your 3 favorite evolutions. Here are mine, and I want to say a big thanks to the CDI group for working with us to get these in the game:
1: Permanent Content
2: Much improved storytelling and pacing in LW from the beginning of this year.
3: Wardrobe Design
This is a very small list of the impacts. Looking forward to reading your insights.
Chris
“Maybe have a reward track to collect resources to contribute towards building the guild hall”.
This is an outstanding idea!
This gets my stamp of approval to.
The more customization and progression the better.
Chris
Yumiko, are you speaking about in-game message or mails? The warning is included only in mails, so conversations continue as always.
Thanks for this feedback, it’s very informative!
No, the changes we made to fix this were ~10-12 hours after the build went out. The WvW/World Boss large battles are still going to have lag across the entire map, so i don’t expect that to go away, but hopefully improve.
-Bill
Apparently it was a guild related issue – but nothing from my side. Still sounds a bit hilarious and odd and not exactly sure what it was, but oh well. I did get a heroic chest tho .. not that I would really like the skins but at least I got a new armorset unlocked without using gems for it
Hey, I want to personally thank you for tracking down that it was something with your character. I noticed an issue with a map you were in and literally minutes later someone pointed me to your post. I tracked it down to it being an issue with some data in your Guild being out of sync with one of your characters, and it also helped us find that several hundred other Guilds were also affected by this issue. We fixed these other guilds after we fixed yours, which should (hopefully) fix lag issues for hundreds, if not thousands of other players.
This bug has been around for quite some time, so it could have been causing people grief for the past year. It also can be less noticeable for some, and much worse for others (which you found out). Sorry about the inconvenience!
Thanks again,
-Bill
Were you playing on a Pvp, Wvw or Pve map?
Curious to see if people are seeing server lag in the past couple hours. We made some backend changes this evening and it should solve a lot of the really long lag issues people were seeing, including an issue that came up where certain players would cause any map they join to lag.
-Bill
Hi Cerbeius,
First off, thanks for listening to Maklain’s “singing” so closely.
You’ve made me realize that I made a mistake in putting together the file that I uploaded to Soundcloud. In the original Halloween event in 2012, the third verse of Maklain had two different versions. The first had the following line:
“After so many years, he might finally appear…”
It played for the first few days of the event. Then, when the Mad King escaped from his realm and destroyed the fountain in Lion’s Arch, the line changed to this:
“After so many years, he’s finally appeared…”
But, taking after my minstrel counterpart, when I put together the file to upload to Soundcloud, I made a mistake and included the two versions of the third verse and left out the second verse. Whoops! I’ll fix this very soon and upload the proper version. I’ll announce it in this thread when I do.
Thanks again for pointing it out!
(edited by Maclaine Diemer.7693)
The way I’m looking at it, this CDI is for brainstorming. It may transpire that some of the ideas are too grandiose or infeasible but that doesn’t mean they shouldn’t be discussed. Even if an idea is too much to implement, it may spark creativity on a smaller scale or inspire a spin-off concept that turns out to be wonderful.
Generally the devs running the thread come back after the initial brainstorms have died down and ask for more focused discussion on certain points. We’re not far enough in yet for that phase, imo.
Absolutely correct Donari.
Hi All,
Just wanted to let you know I am up to date and that is one of the best CDIs to date in terms of superb proposals, brainstorming and problem solving.
Chris
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