Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
We can’t support GW1 style observer mode and recordings yet due to the fact we use Havok. The simulations are not deterministic so we have to figure out a way around that first. Basically, its way harder to do in GW2 than GW1.
I find it a bit curious that NOW you quote a forum post, being that is supports your position (even moderately at best). Yet, all the other posts (hello skyhammer and skyhammer farming threads) were thought of as not valid enough.
Pyriall, I don’t HAVE a position. If anything, my position tends to stand with the community. Sometimes, you guys send mixed messaging, which is what I am trying to understand. If I go back to the devs and tell them the feedback you give in this thread, then what should I say when they bring up the point I made?
I’m not going to get into detail on the Skyhammer point because I don’t want to derail this thread, but I will say that using Skyhammer to argue your point is backwards. The only reason I commented on that thread is because I needed to know what I was going to say when I went to the team and explained how the community feels it should be removed. It was literally the first issue I raised to the team the day I came back.
You act like it is ArenaNet vs. the community, and that is just wrong on so many levels. When you see me picking apart your arguments and pointing things out, it’s because I want to make sure you have thought everything through before I raise it to the team.
We all want the same thing. For GW2 to be the best it can be.
Now, back on topic. OE, I think your points are valid. I feel like your thread has mixed messaging in it, though. Correct me if I’m wrong, but you started this thread with the concern that we are removing a piece that you feel is tantamount to build diversity. Can you explain which builds you feel this will affect? I’m asking this because I am seeing posts from others that say it’s not really going to change much.
Everyone kept asking me “Is this patch going to shake up the meta?” and it always made me chuckle knowing what was coming. Given that we are changing so much, it will be a major shake-up for those of you that have known our game through it’s ups and downs. In that sense, it will be a big adjustment.
This is why I ask that you guys try things out before assuming this will hurt build diversity or the game in general. We are shaking things up and changing systems that we have not liked for a long time. Yes, it’s going to be a renaissance of GW2 PvP.
I’m just asking you guys to be open to it. If this goes out and it didn’t work out as we had planned, then we are open to change too.
Now, I won’t post for the rest of the weekend, but I had to get that off my chest. The movers are going to be here in 30 minutes so I need to go scramble to get things ready.
Just wanted to call some attention to this thread.
It is confusing for me to see this kind of mixed messaging. A ton of people agreed in that thread that there are too many moving parts in this game to balance it well enough. Now you guys are in here saying that removing jewels equates to dumbing the game down.
Can you guys do me a favor and try the game out after the features are in the game before assuming removing this is going to ruin everything?
I probably shouldn’t be reading the forums at 10:45 on a Friday night….but I am.
1) Thanks for talking about this in such a constructive manner. A lot of you guys are bringing up great points with highly cogent logic. I like. I like how you’re bringing up possible issues in multiple game types as well, kudos for espousing a holistic point of view.
2) There are going to be a lot of changes, as we’ve stated before on the 15th. The meta will probably shift a lot for many areas of the game, so we’ll have to see how things shake out.
3) Please keep the talking open, rational, and with as little salt as possible – you guys are rocking. We are listening, and I’ll check this thread next week to see how the conversation goes.
Thanks for keeping it civil.
/Chapout
Justin had the crux of the reasoning correct – it’s a small tweak to your build that a lot of players could do without. It’s a very small stat change in exchange for another aspect of a PvP build. By removing it, it’s one less thing a new player needs to learn. With runes, sigils, amulets, weapon skills, slotted skills, minor traits and major traits, making a build is a pretty hefty process. Jewels were a very, VERY small % of that overall build.
Trust me, doing focus tests and watching new players play the game, our builds can be very overwhelming. You guys are experts by now, but you have to keep in mind that other players are not as advanced as you are, and removing pieces to the builds allows us to slightly lower the barrier to entry.
How does streamlining it for new players when you can step into Pve/wvw and have tons of different options that dwarfs amulet + jewels.
The cost of mistakes are so much lower in PvE. Most PvP players are way more skilled than our AI, so you can get away with bad builds for much longer.
snip.
I hear you. I think the things we’re doing to broaden the base will help with queue times. Won’t get into the specifics of balance though, not here anyways.
A Whack-a-Mole game, but instead called ‘Whack-an-OP’ class.
You had me until you said razors.
A flexible, intuitive, non intrusive, fast Dueling system (OUTSIDE arenas and even the lobby).
Definitely! I’d also like to see just some huge pit where it’s FFA.
Jumping Puzzles, Dueling, Moa Races(gambling in general), Zephyr Style Races.
I keep pushing for some gambling. I’d be up a lot of gold if we were betting during those bonus weekend matches. Never bet against the mesmer.
I can’t speak for the designers, but I see this change (and the runes change) as one with the goal of streamline builds. Removing unneeded complexity benefits the game by making it easier for new players to pickup, while also making it easier balance the game as a whole.
Sure more options mean more possible builds, and more ability to tailor to your exact play style, but it doesn’t necessarily mean better builds or a better game.
I know at first, when doing the mental math, it felt like a bit of a contradiction to add more complexity in one area (traits) while removing it from another (amulets). Again, not presuming to speak for the designers, but I think it makes sense when you consider the impact each area has. Amulets are raw stats so they have a much bigger impact on balance because they affect everything. Why wouldn’t they want to lock down the most highly variable aspect of balance? Having greater impact means the cost of complexity grows exponentially.
At the same time, I could see the change also giving the designers more flexibility to do even more with amulets because math. 10 amulets with 10 jewels is 100 possible combinations, right? Now they only have to worry about just 12 amulets… which means they have 88 more amulets to go before they reach the same level complexity.
I know some people will think the difference between ‘streamlining’ and ‘dumbing down’ is only semantic, but I think intent is very important when trying to project where the game is heading in the future. This is part of the reason I’m very optimistic about where we’re going, and I think you should be too.
What are your arguments for the fine-tuning approach that jewels give? What exactly did it open up? What is now going to disappear? I’m genuinely interested in both sides of this one.
Update: 28 March 2014
434729 – Resolved.
440775 – Resolved.
460472 – Resolved.
462231 – Resolved.
466647 – Resolved.
468067 – Please check your PMs for an altertive idea. I am truly sorry for all these delays!
48973 – GW2 ticket numbers are six digits. I looked but cannot find your ticket. Please post the full number.
486770 – We tried another fix as of 11:43 AM this morning (Pacific time). Can you confirm if you got the password reset?
485437 – Still under review. Thank you for thinking to send that extra info — I believe it will help get this resolved.
468921 – Verification questions sent on Tuesday. Once you respond we’ll be able to progress on this request.
453596 – We want to help, but your friend has not written back to verify his ownership of the account. Please have him respond to the e-mail of March 14th.
483871 – Multiple tickets. Please do not submit duplicate tickets. Many agents have reviewed your two terminated accounts and this is the final answer: This account is closed and will not be reinstated. We decline to provide the details you seek about our means of cheat detection, for security reasons.
If your ticket is at least three days (72 hours) old, and if you still need assistance, please post in the Tickets for Review – 3 Days and Older – Part 2 [merged] thread, which is here at the top of this forum.
Please do not submit duplicate tickets for the same situation. Please update your ticket by simply responding to the most recent e-mail with the ticket number in the subject line.
(edited by Gaile Gray.6029)
Update: 28 March 2014
434729 – Resolved.
440775 – Resolved.
460472 – Resolved.
462231 – Resolved.
466647 – Resolved.
468067 – Please check your PMs for an altertive idea. I am truly sorry for all these delays!
48973 – GW2 ticket numbers are six digits. I looked but cannot find your ticket. Please post the full number.
486770 – We tried another fix as of 11:43 AM this morning (Pacific time). Can you confirm if you got the password reset?
485437 – Still under review. Thank you for thinking to send that extra info — I believe it will help get this resolved.
468921 – Verification questions sent on Tuesday. Once you respond we’ll be able to progress on this request.
453596 – We want to help, but your friend has not written back to verify his ownership of the account. Please have him respond to the e-mail of March 14th.
483871 – Multiple tickets. Please do not submit duplicate tickets. Many agents have reviewed your two terminated accounts and this is the final answer: This account is closed and will not be reinstated. We decline to provide the details you seek about our means of cheat detection, for security reasons.
(edited by Gaile Gray.6029)
I’d definitely like to see more things to do in the lobby, and I love jumping puzzles.
What other sorts of things would you guys like to see?
Some maths for errbody:
For a new player to get from 1→80 with the new numbers:
Fastest: 729 team arena wins with full time rewards.
Slowest: 5467 custom arena losses with full time rewards.
120825-005198 – We are not able to access tickets in our old system, which was closed on October 31, 2014. Please submit a new ticket and outline your request. Thanks.
should be October 31, 2013
;o)
I don’t know what you mean! That’s what’s there … ~~ whisper: after a speedy, super-secret edit. ~~
Thanks for the ability to practice my stealth editing skillz. 
This is fixed as of 5:41 PM today. We’re really sorry for the issue.
If you continue to have problems, please submit a ticket so we can look into the matter, but I think it’s fine now!
This is fixed as of 5:41 PM today. Yaay!
Now if you continue to have issues, just update this thread and I’ll let the team know. But from all reports, things are all spiffy now.
Dupes will do nothing more than a single wardrobe unlock. The transmutation charges you’ll get on April 15th will be based on your new PvP rank and not based on items.
Sorry you’re having this difficulty! The best way to get help, since this is an individual issue, is to submit a ticket by clicking “Support” at the top of this page and then clicking the “Submit a request” option. Please provide as much information as possible in the web form, because that will create a ticket within the support system. You are not required to provide all the information but may leave fields blank when you cannot accurately complete them. The team should be able to help you.
If you later need to update your ticket, simply reply to the e-mail associated with the ticket (with the 6-digit ticket number in the subject line) and provide any new information you wish to have added to your ticket.
Odd, that is the second time in a couple of days there has been a post about the birthdate being buggy.
Best bet is to contact CS. Top of Page – Support – Submit a Request. Good luck.
You may have posted when I was writing, but I’m looking into both of these. A support ticket never hurts, of course, but in this case, I’m actively pursuing the matter in the event we have a new bug we need to smite. 
I am looking into this. Thank you for your report. (Have you submitted a ticket, by chance?)
I am looking into this. We are sorry for the frustration and will try to get this analyzed ASAP.
(edited by Gaile Gray.6029)
The gem store interface in-game only keeps track of the last 8 or 10 things I bought. Since I purchased gems with actual money, surely there is a transaction history of everything I’ve purchased from the company, but it is not in my account information. Where is it?
Each transaction from our Gem Store results in an e-mailed transaction receipt. You may check your e-mails for those receipts. Alternately, you might check your credit card statement or PayPal account for information about past purchases.
Ok so I am a little confused and wondering can someone help me out?..
Well mainly I am wondering what will happen to say rank 45 and such? I know you said rank 50 and up will go to dragon does that Rank 40 will go to Phoenix or no? Are you just pushing up rank 50s and making the rest lvl like normal?
Some type of answer to this would really be helpful. Thanks in advance.
Rank ~45 will go to ~52. Ranks 39→54 got rebalanced to be linear 39→80.
Administrators never made it into custom arenas, sorry. Still planned for the future though!
The next few feature blog posts are titled “Facilitating Friendly Play.”
I really, really hope one of these will address this issue.
They will not. There just wasn’t enough time to get the back-end changes done. 
If you still need help, please post in the Tickets for Review thread above. That is the place to get a follow-up. We work as quickly as possible, but a lot of folks seek assistance so it may take a bit of time to respond.
Very common phishing attempt. Delete immediately and do not click any links.
If you are seeking a review of this situation, please post in the Tickets for Review thread and include your friend’s six-digit ticket number.
Did you already complete the PvE monthly? You only get laurels for completing one monthly, PvP or PvE.
Hello, could you please tell me if the nametags will be account bound or character bound? If I make a new character, will it be Legend or Invader?
Nametags are directly based on Rank. Post-April 15th, no matter which character you play with, every one of them will share your account’s single Rank/nametag. If your account is at Rank 120, you’re a Legend no matter which character you use.
Also, will we still get WXP Mini-Boosters for the first 4 ranks?
Yes. But, now you only go through the first 4 Ranks once. Even if you create a new character, they’ll still be at your account’s Rank, and rolling on the appropriate loot tables for higher-Ranked chests.
I mispoke about the achievements, they have been rebalanced as well.
Hugh, but if i unlock all story mode dng can i get progression on all dng bars at the same time or i can activate only 1 at time and doing my progression only in one?
I don’t know if i was clear enough lol.
I believe what you are asking is if you can progress all the reward tracks at the same time. You will only ever be able to progrekitteneward track at a time ever, but by unlocking the dungeon reward tracks you will have access to all the dungeon rewards on your account.
… store far less data inside templates when those happen.
THIS excites me
Are we going to be able to store templates? That would really be a big big step!
No ETA on templates. However, the new build tech brings us muuuuch closer than before.
Did it say in the ready up if the pvp armor and weapons being currently worn are converted too or do those also have to go in the locker?
Everything you’re wearing, have in your inventory, locker, and account bank will all be converted/removed.
You will only get a chest per rank to 81. You will not get more than (81 – current rank) chests.
(edited by Evan Lesh.3295)
We wanted to make build crafting much easier than it currently is on live. Part of this was removing underwater items from PvP. Only one map had underwater combat, but required you to consider up to 6 more build pieces (Helm, rune, 1-2 weapons + 1-2 sigils). Not only will the removal of Capricorn simplify build-making, it means that we have to store far less data inside templates when those happen.
All PvP items will be unlocked as skins in the wardrobe AND deleted.
Sorry we weren’t super clear on how this whole thing works so let me try and clear it up here!
The dungeon tracks are on a 2 week rotations and only 1 will be active if you don’t unlock them. When a track you were currently progress
So when the 4/15 build hits you will need to complete the story mode of the corresponding dungeon reward track you wish to unlock permanently on your account. By completing the story mode on any character you will be able to run the repeatable dungeon reward track whenever you so please forever.
Even if you have run the dungeon in the past you will need to run it again after 4/15 to unlock the reward track. The reason for this is to put both PvE and PvP players on the same level once the 4/15 build hits. So PvP only players wouldn’t be the only people that need to run the dungeons on 4/15.
You can unlock the dungeons at anytime AFTER 4/15 regardless of where it is in dungeon track rotation. So on 4/15 if you complete the story mode of all the dungeons you will have all 8 repeatable dungeon rewards tracks available to you day one.
I have awoken from a short sleep a bit groggy and Confused.
For some reason I wish to play Mesmer even more than before. . . My head was bleeding (possibly I was knocked out) Luckily the blood didn’t reach the text on my shirt “Berserker stance” it seemed to be immune. After wobbling around a bit I was able to keep myself from being knocked down due to my balanced stance. I feel like my dream was causing me a great deal of damage, but T. Bear taught me how to endure pain. I realized that this was all from the some clever Mesmer(possibly Fay my arch nemesis) trying to control my thoughts which caused me to go into a rampage. I was consoled quickly by the champion genius which calmed my mind and body like a healing surge. The genius whispered to me one thing and one thing only that I will take to my grave. . . . HHHHHHHHHHHHAAAAAAAAAMMMMMMMMMMMM/BBBBBBBBBBBOOOOOOOOOOWWWWWWWW!
The time is coming that my bow and hammer will crush many a foe, but who knows maybe I will dust off my Mace/Sword and Long Bow. Only time will tell. :P
I wanted to come in here and clear a few things up. We wanted to add this runeset because it will open up a lot of builds increasing build diversity. Keep in mind we will be adding more options over time to PvP, which currently are not available. We know perplexity is a touchy subject but it has been substantially nerfed. I’ll run through the changes with you guys so you can better understand what is different.
Currently Live: Superior Rune of Perplexity
(1) +28 Condition Damage
(2) 15% Confusion Duration
(3) +55 Condition Damage
(4) 20% chance to cause 3 stacks of confusions for 5s on hit. 15 ICD
(5) +100 Condition Damage
(6) +15% Confusion duration; Causes 5 stacks of confusion for 10 seconds on interrupt. 8s ICD
New Version: Superior Rune of Perplexity
(1) +25 Condition Damage
(2) 10% Confusion Duration
(3) +50 Condition Damage
(4)) 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. 25s ICD
(5) +100 Condition Damage
(6) +20% confusion duration; when you interrupt a foe, cause 5 stacks of confusion for 8 seconds. 15s ICD.
Now here are the changes bonus by bonus
(1) -3 Condition Damage
(2) -5% Confusion Duration
(3) -5 Condition Damage
(4) +5% trigger chance, +10s ICD, changed the trigger from on hit to when you are struck
(5) no change
(6) +5% Confusion Duration, -2s confusion duration, +7s ICD
Granted a few of these changes were done for consistency to align with the entire rune balance pass such as pushing larger boosts towards the later bonuses, but the 4-piece and the 6-piece bonuses are the main areas to look at.
The 4-piece bonus which is changing from an offensive on hit trigger to a when struck trigger will make it much less offensive and controllable in many situations, especially larger team fights. This means it will be harder to ‘spike’ all of the confusion on one target. The ICD of the 4-piece also had 10 seconds added to it which is about a 66% increase in ICD.
The 6-piece bonus is going to have it’s confusion duration decreased by 20%. It also had around a 90% increase in ICD for the trigger as well.
While we do think this runeset is still good, we feel it is in a much better spot after a lot of internal playtesting and when comparing what other sets will now offer.There is a lot that is changing in this build and a lot of different pieces that intertwine together. I want to reiterate that every single runeset in the game has been changed and brought more in line with each other.
Does this new Valor grandmaster trait apply to the Guardian blocking as well?
Short answer: Communal Defenses will not grant aegis to the guardian that is blocking.
Here’s what was announced on stream today:
Pistol Whip: This ability has been split between PvP and PvE. The ability will now cost 6 initiative in PvP, while maintaining a 5 initiative cost in PvE/WvW.
Here’s some examples that should cover all questions. If I’ve missed anything, please do point it out. All characters listed in examples are shown as pre-April 15th. Resulting accounts are post-April 15th.
Example 1) WXP is summed, not Rank.
Character A
Rank 2 exactly
1,000 WXP
Character B
Rank 1 exactly
0 WXP
Resulting Account
Rank 2 exactly
1,000 WXP
Example 2) Remember that Ranks 1-5 are easier to acquire.
Character A
Rank 5 exactly
4,000 WXP
Character B
Rank 5 exactly
4,000 WXP
Resulting Account
Rank 5, with 4/5 progress to Rank 6 (5 -> 6 is 5,000 WXP)
8,000 WXP
Example 3) Rank 3 -> 4 now takes 1,000 WXP (used to be 2,000)
Character A
Rank 4 and 1,000 of 2,000 WXP progress to Rank 5
4,000 WXP
Resulting Account
Rank 5 exactly
4,000 WXP
Both pre- and post-April 15th, all characters have a number of World Ability Points to spend equal to their Rank. Post-April 15th, that Rank comes from the account’s total WXP instead of the character’s individual WXP. Spending one of these points on one character has zero effect on your other characters (same as pre-April 15th). So if your account is Rank 5, every character can spend its own 5 Points in any way you want.
For some interesting (I think), tangential insight on the account-bound WXP feature, read on.
The original WXP-per-Rank table we shipped when WXP launched had a typo. Rank 2 -> 3 took 999 WXP, and Rank 3 -> 4 took 1,001 WXP. We’ve been careful to make this feature’s changes to the Live game in stages so correctness could be confirmed (as much as possible) in advance of the feature being released completely. That typo was already fixed for the Live game, but it means that anyone with exactly 1,999 WXP dropped from Rank 3 to Rank 2 with 1 WXP to go until being Rank 3 again.
Seems like a rare case, but with the sheer number of players in the Live game, there was one character who was not only at 1,999 WXP exactly, but they also encountered a bug. Remember way back when gaining a WvW Rank meant you had another Ability point to spend, and maybe a new title? Back before we gave chests whenever you gained a Rank. When Rank-gain chests were added, some extra logic was added with them to retro-actively give people a second Rank-gain chest whenever they gained a Rank, until they gained everything they should have. This way, those who already earned a bunch of Ranks didn’t miss out on the loot. I won’t go into great detail on the bug itself, but if a character was from before those Rank-gain chests were added and tried to enter the game, and they lost a Rank, that character wouldn’t be allowed into the game. Because of that WXP-per-Rank typo fix, it became possible in that one case to decrease in Rank— that was never possible before. Apologies to the asura that tried to play those handful of times one Sunday evening! After seeing those failed attempts, the bug was quickly fixed.
So, the point of the story is that even relatively “simple” changes (“sum some values and use that sum instead of a different value”) require a lot of testing. Even with that testing, we may not hit every possible case. However, the impressive force of tons of players all causing the code to run undoubtedly will.
Thanks everyone at GW2 for making a game so amazing and inclusive.
-Mac
Easter Seals Inc. Intern
On behalf of ANet as a whole, the Living World teams, and myself in particular: you’re welcome.
And thank you for posting such a moving account of your first encounter with Taimi. I’ve said it before, but it’s still true: this is the kind of reaction every storyteller hopes for when they put pen to paper (or fingers to keyboard).
We put a lot of thought and effort into Taimi, and we’re proud of the result…and prouder to have inspired such a positive reaction from players who identify with her.
Cheers!
Soooooo…
Are PvP rank finishers going away, or what?
I understand that everyone is gonna get boosted a few ranks up, but I’m not sure should I grind PvP to secure the next rank’s finisher or can I safely assume I’ll be able to get it (and further ones) after April 15
Clarification would be nice, since the blog post doesn’t explain skritt..
You’ll still get the rank emote unlocks.
You will need to run the dungeons in story mode AFTER the update to permanently unlock the tracks.
Player’s don’t need to do anything with their items. Everything in your equip slots, inventory, locker, and bank will all be stripped upon logging in and unlocked in the wardrobe.
what if i happen to have a greatsaw greatsword skin on my bank, will that be stripped and put into my locker so i cant sell it anymore?
i also would be very interested in an answer to this question. i seriously hope that sellable skins will not be put into the wardrobe. if so i might have to park everything in the tp for unreasonable prices.
PvP only items are the ones getting stripped. That means things in the locker, or any item obtained through PvP. None of those can be sold.
Player’s don’t need to do anything with their items. Everything in your equip slots, inventory, locker, and bank will all be stripped upon logging in and unlocked in the wardrobe.
Each character will have access to the total number of points you have on your account.
So, if you are rank 100, and have 10 characters. All ten characters will have 100 points to spend.
Greetings,
We are excited to bring you the Dolyak Express Community initiative! If you’re not familiar with the Dolyak Express, you can read the original post about it called Many Questions, So Dev. For the first batch of questions, the Community Team searched all four language forums for a variety of great questions. You can see the follow up with answers here!
We are maintaining an archive of all Dolyak Express Q&A sessions. The archive is a stickied post, and will be updated each time we post new topics.
For this round, our topic will be the upcoming Feature Pack. We will be collecting questions from this thread, as well as the various feedback threads covering the different upcoming features.
Please refer back to the Many Questions, So Dev post for guidelines on asking your questions.
Thanks everybody for being patient for the extra week while we rounded up answers from our programming, art, writing and HR teams. From those teams respectively, we have Lead Gameplay Programmer Braeden Shosa, Lead Server Programmer Susan Thayer, Environment Art Lead Dave Beetlestone, Lead Writer Bobby Stein and Head of Recruiting Thomas Abrams.
Q: You had once talked about the iterative aspect of the game development. Are you still using this method considering the time restrictions that come with a two-week cadence?
Braeden Shosa: Yep! Keep in mind, living world updates are worked on for a few months before you see them roll out in bi-weekly releases. By the time one of those updates ship, we’ve played the heck out of it to find the fun and stabilize it for release.
Q: What is the day to day routine like for a developer at ArenaNet?
Braeden:
Q: How would you compare working at ArenaNet as opposed to past companies you’ve worked for?
Braeden: Working at ArenaNet is orders of magnitude better than working at Domino’s. Seriously, it was my first gig in the industry and I’ve been here for ten years as of this week. So I can’t compare it to other studios for you from personal experience, but I hear it’s pretty good in comparison.
Dave Beetlestone: The fact that I’ve been at ArenaNet for more than 10 years definitely speaks to how I’d compare it to past companies. This is my 20th year in the industry and I’ve had the chance to work at 5 different studios during that time. Each company definitely had its own strengths, but when I compare them side by side to ArenaNet… they don’t come close.
Q: Do you rigidly follow any sort of software engineering pipeline for efficiency? In the end, they’re organizational methods, but it would be neat to hear if/how they’re used in the Living Story release schedule.
Braeden: We borrow from agile development practices only to the extent that they are demonstrably beneficial to a given team or project. We don’t employ a one-size-fits-all approach. For example, many teams don’t have a fixed schedule like the living world teams, so they’ll employ the development practices that work best for them. GW2 Development Director, Kristen Bornemann, just gave a great talk at GDC precisely about this topic if you want to check it out.
Q: How complex are the programs used for making Guild Wars 2 compared to Guild Wars 1 or other games?
Braeden: As a programmer, I spend most of my time in Microsoft Visual Studio 2012 which is an industry standard IDE especially for Windows game development. It’s a very powerful tool for coding and debugging, but I wouldn’t say it’s complex, as the UI does a great job of showing you only what you need. If you’re curious, you can experiment with Visual Studio Express for free.
Q: What specially-made programs does ArenaNet use, and what are they used for?
Braeden: We have a ton of in-house tools. We make tools all the time! Some of our big ones include Duo, our content authoring tool primarily used by designers to make everything you’re playing in GW2, and MapEdit, our awesome environment editor used for creating those beautiful maps you’re running around in, there’s also ViewModel which allows us to check out our models after they’ve been exported from Maya and before they’re in game. We also have tools that live within third-party tools—like our plugins for Maya. There are also lots of little tools you’ll never hear about that all serve important roles in various processes here, including the build process. You can get a glimpse of some more of our tools in this ArenaNet GDC presentation.
Q: Do great ideas ever spring up from a night out at the pub with fellow coworkers drinking beer?
Susan Thayer: Yes, but it’s usually Scotch whisky and only occasionally beer.
Q: For those who live on the East Coast of the US, I’m always a bit leery applying for a position on the West coast, due to the possibility of an interview face to face. So, has ArenaNet, or anyone else that you heard of, performed a Skype interview? Or does the applicant have to bite the bullet and spend money to fly out?
Thomas Abrams: We Skype interview all the time. It’s a part of our process for candidates that are out of state. Also we pay for candidates to fly out after our Skype interviews. We would never ask a candidate to pay for flights to come interview for us.
Q: What background do most coders/programmers come from at ArenaNet?
Thomas: We have programmers from all sorts of backgrounds. We are always just looking for talented programmers. You don’t have to have worked for a gaming company in order for us to hire you. Make sure that you do have code samples that highlight your programming skills. Potential employers will ask for it, but make sure it’s your best current work!
Q: From what I’ve researched, it’s notoriously difficult to get into the games industry without networking/connections with other people in the industry. Do you have any suggestions on how to build up a network and meet different people working in the industry?
Thomas: LinkedIn is a big networking tool. It’s your live resume and a way for people to connect and network with you. Also, there are a ton of industry meet ups that you can attend in your local areas. GDC is one of the biggest networking events to attend. Make sure you get out there and network.
Q: What do you look for in an artist’s portfolio, both in size and scope?
Thomas: I always encourage candidates to pick out their top 5 studios that they would love to get a job at. Now your portfolio should mirror their style of characters, animation, or concept. Our leads want to be able to see something in your work that can relate to ours. I’m not saying that you should mirror our work; I’m saying that the style should be similar. But make sure your best work in your portfolio. Have your friends and others critique it before making it public. It is hard to break into games and especially the art side of the business. So it’s important that whatever work you put in front of future employers is your best work and relevant to their style.
Q: What is it like working in-house as opposed to freelance in the game industry?
Dave: I’ve only done a limited amount of contract work in the industry, but for my taste, it doesn’t come close to working in-house as a full time member of a development team. The creative collaboration that happens all throughout the day and the sense of accomplishment when all the hard work finally makes it into the hands of the player is something that’s tough to describe unless you’ve been through it. Contract work typically pays a bit more because of the “gun for hire” approach, but I still don’t think it compares to the feeling of being a full time member of a team.
Q: What is the learning curve if one already has extensive knowledge of Zbrush and Mudbox, Maya, AfterEffects, Photoshop, and the smaller 3D design aid tools such as nDo2, UVLayout, and WorldMachine for one to find ease of access with the in-house proprietary software, and how long does it usually take for a new hire to learn said software?
Dave: We require artists to have extensive knowledge in many of the standard tools (Max, Maya, Photoshop, Zbrush etc.) because it definitely helps artists to hit the ground running. That being said, we also have some very powerful proprietary tools that are used differently across the art department and each tool has a different amount of ramp up time. The Character and Creature artists use very specific materials and methods that are quite different from the standard workflow on the Environment team and since we’re all responsible for the overall frame rate, we have to go about creating models and using our tools in many different ways. If I had to guess, the longest ramp-up time for proprietary software would probably be our world building tools. Our map editor is about as complex as any of the standard tools on the market and although it has an intuitive approach to creating environments, the amount of complex nuances in the program is staggering. An artist may be able to create something that looks decent in only a couple of weeks, but to create something amazing it would take at least 6 months to begin to learn how to fine tune the details.
Q: As concept art mostly seems to be made on the computer, is it actively discouraged to use traditional media, or is it rather a choice that most concept artists make?
Dave: Although I’m not a concept artist, I’m confident in saying that we don’t “actively discourage” the use of traditional media. I watch almost the entire concept team get up every Thursday to attend life drawing sessions and I see sketchbooks, pads of paper and whiteboard sketches all around the office – many of which are scanned in and used digitally in one way or another.
Q: As a writer, how hard is it to break into the video game industry? What’s the best way, if any at all, to go about it, or something to focus on to improve the resume?
Bobby Stein: This, like many “breaking in” topics, is broader than is suited for forums but I’ll give you a summary. It’s difficult to break into games writing because there is no established, clear path to employment. Not many companies employ full-time writers, though that’s starting to change. Focus on putting together a solid portfolio consisting of screenplays, short stories, outlines, and game narratives. If you can bring your ideas to life in a mod or indie game, all the better. Of course, relevant experience in television, film, or print publications can often make it easier to get your foot in the door (especially if you have a passion and deep understanding of the medium).
Q: For writers wanting to go into the game industry, what are some suggestions to go about doing so? What kind of things would be good looking on a resume or in a portfolio? How hard is it to do so?
Bobby: Write often. Build a portfolio. Get published online or in print, or make an indie game or mod that demonstrates you not only have good ideas but can execute on them in a team environment.
Catch me at a convention and I’d be glad to discuss in greater detail.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.