Dev Tracker

Re: Leavers

in PvP

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

Next

Thanks Lordrosicky.5813 for understanding.

Before you guys continue to react over this, please pay attention to the entire post.

“However, we are not where we need to be yet, so we are continuing to investigate other ways to handle this issue.”

This should mean something to you.

While the addition of something to reduce this is definitely appreciated it unfortunately doesn’t make the 4v5 matches that still fairly regularly occur any less disheartening.

Yes, I completely agree. I have experienced 4v5 (which turns into 3v5 because there’s always someone who doesn’t want to stick around at that point) and it’s definitely not fun. I’ve also been on the other end, on a team with the power play, and it’s not fun then either.

The best kind of game is one where each team has a fair shot, and it boils down to the skill and coordination of the players. We want to get to that point, but as Lord pointed out, we can’t control players from turning their computers off. We’ll do what we can to get there, though.

Re: Leavers

in PvP

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

Next

Just because it doesn’t come exactly when you want it, doesn’t mean we won’t do it, and it doesn’t mean we aren’t working on it!

Re: Leavers

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Thanks Lordrosicky.5813 for understanding.

Before you guys continue to react over this, please pay attention to the entire post.

“However, we are not where we need to be yet, so we are continuing to investigate other ways to handle this issue.”

This should mean something to you.

Re: Leavers

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Hey all! As promised, I’m here to give a little insight on the leavers topic.

We can’t completely stop leavers, because ultimately it is up to the player to honor their teammates by showing up to the match (or not leaving).

But, since we updated the dishonored system in December, we have been monitoring the situation and have seen a large reduction in the number of occurrences. However, we are not where we need to be yet, so we are continuing to investigate other ways to handle this issue.

Collaborative Development: Ladders & Seasons

in CDI

Posted by: John Corpening.9847

Previous

John Corpening.9847

Associate Game Director

Next

Thank you all for making this a great CDI. In this round we talked about league structure, season duration and rewards. There was also discussion on how to get more players involved and how to better incorporate guilds not just as participants but as fans and supporters of PvP.

Additional discussion came up on how to handle balance patches in conjunction with the season. There were also some great suggestions on including an end of season tournament as well as many other great ideas and suggestions.

The team has been following the thread and the ideas we have brainstormed here have become part of the discussion in the studio.

Thanks again for your participation in this CDI. I had fun bouncing these ideas around with you and I look forward to our future discussions.

John

Stuck in Reconnaissance

in Bugs: Game, Forum, Website

Posted by: Autumn Frazee.3158

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Autumn Frazee.3158

Living World QA Embed

Next

Reconnaissance should now be able to be completed, please update this thread is you see any further issues!

Game Update Notes – March 18, 2014

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

Next

LIVING WORLD
Battle for Lion’s Arch: Aftermath
Word of Scarlet’s demise has spread like wildfire throughout the wards of the city. With renewed vigor, the heroes of Lion’s Arch, the Lionguard, and Order forces have driven out the remainder of Scarlet’s armies, their morale and ranks shattered. Cheers and celebrations erupted at the refugee camps and nigh across all of Tyria. All the while, the Breachmaker—the enormous airship looming over Sanctum Harbor—continues to drill uncontrollably. As the city fires wane and smolder, the question that arises now is what will become of the once great city of Lion’s Arch?

Lion’s Arch
Upon entering the game, players who are level 30 and above will view a short cinematic based in the city. The smoking ruins of Lion’s Arch can be found where the city once stood. While Lionguard attempt to secure the remains, refugees take shelter at the relief camps at Vigil Keep, the Durmand Priory, and Stormbluff Isle. Vigil Keep remains as the temporary hub of services and asura gates.
Three makeshift bulletin boards now list the following:

  • The heroes who defended the city (at the former Gate Hub Plaza).
  • Those who are missing (just west of the Grand Piazza).
  • Those who lost their lives (at a new graveyard at White Crane Terrace).

At this time, the prospects of the city recovering from this devastating attack are uncertain at best.

Dead End Bar
Players will also receive mail from Lady Kasmeer inviting them to attend a gathering at the Dead End, the bar nestled in the Eastern Commons of Divinity’s Reach. Inside, players can join her and Marjory—as well as Rox, Braham, and Taimi—to discuss the ramifications of Scarlet’s attack as everyone takes a hard-earned rest over some drinks.

Trading
Rumors tell of a merchant interested in items from major events in Tyria’s recent history, including Blade Shards. Players are encouraged to hold on to these items if they are interested in trading with her when she appears.

NEW FEATURES AND CONTENT
Structured Player vs. Player

  • Added small, medium, and large rank-up chests based on rank achieved.
  • Added the PvP-specific back pieces to the glory reward vendor.
  • Rank points have been increased across all Custom, Solo, and Team Arenas.
  • Rank points gained from win chests at the end of Solo and Team Arenas have been moved.
    • The rank points will now be completely rewarded at the end of the match.

World vs. World

  • Introducing WvW Spring Tournament 2014!
    • North America and Europe have been split into three leagues each: gold, silver, and bronze.
    • Starting March 28 and running through May 30, the worlds in each league will be matched up against one another.
    • The results of those matchups will contribute to each world’s Spring Tournament 2014 score.
    • Matchups will be determined based on performance during the tournament, with the higher-performing worlds matched against one another.
    • At the conclusion of the tournament, players who have completed the WvW Spring Tournament 2014 meta-achievement will receive a reward based on their world’s placement within their league.
    • A player’s world is considered the world on which they were most active during the tournament.
    • A new achievement category has been added to the Achievements panel for WvW tournament achievements.
      • Eighteen achievements have been added.
      • Completing 10 of the achievements will award players the WvW Spring Tournament 2014 Veteran meta-achievement, a title, and a chest of rewards for their world at the conclusion of the tournament.
      • Each reward chest will have a number of WvW tournament tickets based on the performance of the world during the tournament.
      • Every achievement has a reward chest containing a variety of items, including ascended crafting materials.
    • Transferring worlds during a tournament will prevent players from entering the Mist War for the duration of their current matchup and the following WvW matchup.
      • Players are still able to play in the Edge of the Mists during this period.
    • All spent World Ability Points will be refunded to all characters.

BALANCE, BUG-FIXING, POLISH
World Polish

  • Triple Trouble
    • Fixed an issue that was causing the Wurm Demolitionist achievement to stall out and prevent the meta-achievement from progressing correctly. The meta-achievement should repair itself when players log in if they meet the criteria for completion.
    • Fixed an issue that caused the event to stall out and fail if all three Wurms were decapitated at the exact same time.

Fractals of the Mists

  • Changes have been made to the daily reward chests for fractals of the Mists to improve ascended armor and weapon rewards.
    • Ascended armor and weapons now drop more often from all levels of fractals, particularly as the fractal level increases.
    • Ascended armor pieces will drop more often than ascended weapons.
    • Ascended armor pieces will now drop in the form of boxes that contain a selection of stat combinations for a single gear slot.
      • Example: Defender’s Chest of Ascended Boots contains a choice of one pair of boots from the following sets: Angchu, Beigarth’s, Leftpaw’s, Wei Qi’s, Zintl, or Wupwup.

Profession Skills
Thief

  • Trickery II—Instinctual Response: Fixed a bug that caused this trait to grant fury and vigor while on cooldown.

Structured Player vs. Player

  • Rank-up rewards have been changed.
    • Removed the PvP armor/weapon chests.
  • Glory boosters have been removed, and the ability to gain glory has been turned off.
  • Removed the chest rewards given at the end of competitive game modes (Solo and Team Arena).

World vs. World

  • The Commander buff is now only displayed to friendly players.
  • Added a requirement for players to attain a rank of 14 in order to purchase the Gift of Battle.
    • Added a new NPC, the Battle Master, to sell the gift to players.
  • Added new Battle Historian NPCs to every WvW map to tell players their world’s status in current and future WvW tournaments.
  • Applied Strength and Applied Fortitude buffs are no longer removed on down, but they are still removed on death.
  • Updated the Burning Oil Mastery text to be more consistent.
  • Attacking the back inner gate of the Garrison on all the Borderlands maps will now start the repel events and contest the Garrison.
  • The back inner gate of the Garrison has had an increase in defense on all Borderlands maps.
  • Structural vulnerability is now correctly applied to the back inner gate of the Garrison on all Borderlands maps.
  • World bonuses obtained in WvW will once again apply in PvE. Additionally, they will now apply in overflows and while guesting (based on the player’s world).
  • Fixed an issue that caused a visual discrepancy in the map UI and the score UI.
  • Edge of the Mists:
    • Updated the team colors for each of the major regions. Overgrowth is now green; Frostreach is now blue; Badlands is now red.
    • Updated the art for the loading screen.
    • Reduced the spawn rate of Aetherblade pirates.
    • Fixed an issue that would sometimes allow Aetherblades to be worth double WXP.
    • Fixed an issue that was preventing the Statuary boss—the Grawl Stoneworker—from gaining Righteous Indignation.
    • Fixed an issue that was preventing one of the gates at Thunder Hollow from being repaired.
    • The Grawl Shaman will now use Swirling Winds totems slightly less often.
    • The max target cap has been increased on many boss skills.
    • Fixed an issue in which supply depots would sometimes appear to have supply when they were actually empty.
    • Fixed a Frostreach bell that wasn’t summoning a Spirit of Koda.
    • Mechanical devourers summoned by the Charr Mechanic will no longer grant experience or loot when killed.
    • Reduced the gold cost to start breakout events.
  • Eternal Battlegrounds:
    • Fixed the text for the Rogue’s Quarry point of interest.
    • Fixed incorrect interaction text on one of Veloka Tower’s walls.
    • Polished various markers and capture points for breakout events.
  • Borderlands:
    • The dolyak caravan traveling from the Lowlands camp to the Hills keep will now travel down the center of bridges, rather than along the railings.
    • Fixed an issue in which it was possible to teleport through the reinforced gate at Sunnyhill Tower.
    • Fixed some spawn inconsistencies between the Red World Borderlands and the Blue World and Green World Borderlands.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • Three new hairstyles have been added for every race and gender, and they are available exclusively in Total Makeover Kits and Self-Style Hair Kits, which can be purchased from the Services category of the Gem Store.
  • Collection Expanders can now be used up to 5 times per account, increasing the stack size in the Bank Collections tab to 1500! Collection Expanders can be found in the Upgrades category of the Gem Store for 800 gems each.
  • Minis 3-Pack (Set 3) is now available! Forty-nine all-new miniatures are available in random packs of 3 from the Toys category of the Gem Store for 300 gems per pack.
  • This is the last week to pick up the Thresher-Sickle 5000, a golem harvesting tool. Players can find it in the Special category of the Gem Store for 1000 gems.

Improvements

  • Drop rates for Mini Marjory Delaqua and Mini Mai Trin from Black Lion Chests have been reduced to maintain rarity.

Bug Fixes

  • Made a slight change to the Zodiac armor skins to make normal maps less defined on the chest portion.

Moderation Appreciation <3

in Guild Wars 2 Discussion

Posted by: AidanTaylor.3872

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AidanTaylor.3872

European Community Manager

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Just logged into Star Trek Online after ~10 months away… Zone chat was absolutely the worst I’ve seen in some time. I mean, terrible: sexism, racism, homophobia.

HEY! Yeah, you.

Whatever team is in charge of keeping this—my primary game—welcoming…thank you! Seriously, thank you, moderation team. Sometimes you don’t know what you have ‘till you don’t have it. <3 and cookies and stuff

You are quite welcome, I will make sure and pass on your appreciation to the teams concerned.

For the most part we wouldn’t be able to do anything if it wasn’t for the community itself, they, the denizens of the different home worlds are the source of welcoming warmth when you login. They look after their own little slice of Guild Wars 2 and we wouldn’t have it any other way.

At this rate Anet might delete PvP......

in PvP

Posted by: Justin ODell.9517

Previous

Justin ODell.9517

PvP Server Programmer

Next

Typically, there is a somewhat useful Blog Post before a huge change is rolled out, and the playerbase is free to discuss how that will affect the game for them! An example is the mention that ranks are intended to be removed when the new PvP progression system rolls out. This was super useful to mention – and the feedback given made this decision pull a complete 180’.

Currently, with this (hopefully) imminent PvP progression overhaul, things are locked up SO tight behind closed doors. I can only imagine one outcome, really.

We’ll have a lot to talk about, so be sure to catch the Ready Up this Friday.

Less talk, more action. Justin, when the patch rolls out, you get on your Mesmer and I will get on my lolwarrior and meet me on a 1v1 server. Then we will see how well this game was balanced over the past 5 months.

#gauntletThrown
#dropsTheMic

A good shatter mesmer should beat a good warrior in a 1v1 arena. :/

I’m not a good shatter mesmer!

Alas, the gauntlet has been thrown, honor demands I rise to the challenge.

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

(edited by Justin ODell.9517)

At this rate Anet might delete PvP......

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Countless,

Yes, I did say that. I also said in that post that we are investigating ways that we can get proper metrics to reflect the majority of the playerbase. If you knew the amount of players that actually played PvP in our game, then you would understand why a strawpoll with 300 votes is not sufficient.

That’s not to say that we don’t talk about it internally. We talk about it quite a lot.

If the issue was as simple as me making a strawpoll, I’d do it; but it’s not. A very, very small percentage of our playerbase even visit these forums, let alone vote on a poll.

At this rate Anet might delete PvP......

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Stop acting like you people do stuff based on player feedback,its BULL.If it is so,we would have proper game modes for pvp by now,balanced pvp and more maps instead of stuff being stripped from pvp.

Yes! Genie, make it so!

In all seriousness… We DO listen to you guys. We can’t snap our fingers and have it all done. That’s just not how game development works, unfortunately.

These things take time. We need to flesh out ideas, brainstorm, iterate, code, script, document, etc. Not all in the order, but you get the idea. There is a process. One that takes time.

We’re not like the sims, where you can just fast forward to the results. We have put a lot of features in this game as a direct result from player feedback.

Attachments:

At this rate Anet might delete PvP......

in PvP

Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

Next

Justin, you might be happy to know I’m reinstalling GW2 against my better judgement.

More or less, it’s difficult watching a game I loved die a slow and painful death.

I hope you hear you shout-casting soon then. ^____________________^

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

My body is ready

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

We’re changing it so that the salvage kits will cost 96 copper tomorrow. Tyler Chapman posted about that here: https://forum-en.gw2archive.eu/forum/pvp/pvp/Opening-Chests-after-March-18th/3754797

At this rate Anet might delete PvP......

in PvP

Posted by: Justin ODell.9517

Previous

Justin ODell.9517

PvP Server Programmer

Next

Typically, there is a somewhat useful Blog Post before a huge change is rolled out, and the playerbase is free to discuss how that will affect the game for them! An example is the mention that ranks are intended to be removed when the new PvP progression system rolls out. This was super useful to mention – and the feedback given made this decision pull a complete 180’.

Currently, with this (hopefully) imminent PvP progression overhaul, things are locked up SO tight behind closed doors. I can only imagine one outcome, really.

We’ll have a lot to talk about, so be sure to catch the Ready Up this Friday.

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

My body is ready

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

My finger hurts just looking at that xD

At this rate Anet might delete PvP......

in PvP

Posted by: Justin ODell.9517

Previous

Justin ODell.9517

PvP Server Programmer

Next

I can’t wait to delete the old PvP servers!

Chaith.8256 is right though, a lot of those changes were in response to what the playerbase wanted at the time.

lilz shorty.1879, I respect your critical approach to the subject, but I have to disagree. As a counter-argument, consider the reverse. Would you prefer we remain more (or completely) static and not respond to changes and player feedback? Yes, being agile can have its downsides, I believe (and hope you will soon™ agree) the benefits greatly outweigh the costs.

Really DoYourBestBear.6810, really? It’s not funny when you do it. :P

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

kissing should of been left out

in Battle for Lion’s Arch - Aftermath

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

There have been many threads already on this topic, and judging by the first post, there is little room in this thread for polite, respectful discourse. Therefore, this thread is now closed.

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.
- Clearer communication/info i needed around the Fractal Weapon boxes.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

8: Accessibility:
- Think of ways to make it easier to get player’s into the Fractals, especially friends of existing players, specifically in regard to AR.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

Bump with additions.

Chris

Final bump and closing the thread.

Thanks all for your contribution and hard work. We all really appreciate it.

Chris

Scam mails?

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

As the OP’s concern has been addressed, this thread is now closed.

Account Hacked

in Account & Technical Support

Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Next

If your email was hacked, change your email associated with your account before doing a restore. They only allow 1 restore for the life of the account so you want to make sure it is completely secure before you restore it.

Correct. Please contact Support through a completely new e-mail address and reference your old ticket. Make it clear what happened in your new ticket and the team will do their best to help. Sorry you’ve had all that happen!

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

Collaborative Development: Ranger Profession

in CDI

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Hey everyone!

You have all provided some amazing feedback. We’ve started to notice that some of the feedback has just been repeat posts, so I’m thinking we’re at the end of this CDI.

Thank you all so much for taking the time to share your feedback and be so constructive at the same time. The team has a lot to think about, and we will for sure be referencing this CDI in our coming design meetings!

Fastest 'free' way to level currently?

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

Because this thread has veered off topic, and people are now attacking each others’ play-styles, this thread is now closed.

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Thanks for taking the time to share your thoughts, MonMalthias.4763! This post is exactly what we talk about when we mention formatting and concise feedback. Even though it’s a lot to take in, you do a great job of separating the ideas and making it easy to navigate.

I will be passing this on to the team to think about!

The Allie needs to get past r12 Thread

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Hmm, isn’t it better to wait for the march 18th patch before further increasing your rank? You’ll be missing some new rewards this way.

There was rank + glory bonus this weekend!

Lag or Bug?

in PvP

Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

Next

Sometimes when I am stomping people my animation does not go all the way through.

I don’t know if it’s because I was interrupted but my last stand trait kicked in? Or maybe I was immobilized which didn’t stop the stomp?

But I’ve only noticed it on my warrior and thought somehow the stomp was interrupted, but then eventually my hand went up and they were stomped.

This is another animation bug that can happen with quickness. You’ll start stomping with quickness on, so the entire animation plays quickly, but the quickness wears off halfway through so the actual cast time extends beyond the animation.

I am aware of quickness but I do not have any traits or skills that would give me quickness. Literally the entire stomp animation stopped happening and I was just standing there for a few seconds and then all the sudden I stomped him.

It’s happened more than once and always when I was taking fire from other enemies. My guess is I was immobilized or the last stand trait kicked in on a millisecond delay after the interrupt had hit me.

Sounds like skill lag could manifest in that way also. Finishers are a ‘skill’ as far as the game is concerned. Were you getting any other skill lag?

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

Lag or Bug?

in PvP

Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

Next

But Evan, is this intended or are you planning to fix this? Or it’s an extremely hard issue to fix?

At some point. Somewhat.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.
- Clearer communication/info i needed around the Fractal Weapon boxes.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

8: Accessibility:
- Think of ways to make it easier to get player’s into the Fractals, especially friends of existing players, specifically in regard to AR.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

Bump with additions.

Chris

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

The Fractal Weapon Boxes still have not been addressed. They were used as a bullet point in the release of the “Fractured” Update and still are not in months after release. I try to not press stuff that is in the works because I know you all don’t like talking about stuff til it’s ready, but these were listed as being in and then were not and that is frustrating as a player and doubly frustrating when there is no update as to when they are going to be in. I hate being the “Negative Nancy” here, but it’s hard to want to discuss future things when things that are supposed to be currently in the game are not and have not been addressed as to why they aren’t. Sure, this goes with the rewards section of your summary, but my feelings on it are that they should be added post haste before discussing future implementations or at least addressed to the community as to why they aren’t in the game right now.

Thanks for all your hard work Chris and ArenaNet. It’s really and truly appreciated.

Noted (-: Thanks for raising it again though and your contribution.

Chris

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

Thank you for understanding and including #4. I know it doesn’t mean that they won’t do it, but I’m so extremely glad that at least you see that we all need to hear that the consensus is it wasn’t a good idea.

Also, Colesy told me to read this post while in game, and said I might start fangasming while reading, and he’s right. Thank you Chris.

Thanks to everyone who contributed and for sharing your proposals and opinions.

Chris

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

8: Accessibility:
- Think of ways to make it easier to get player’s into the Fractals, especially friends of existing players, specifically in regard to AR.
Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

Added accessibility.

Chris

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.
- Clearer communication/info i needed around the Fractal Weapon boxes.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

8: Accessibility:
- Think of ways to make it easier to get player’s into the Fractals, especially friends of existing players, specifically in regard to AR.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

(edited by Chris Whiteside.6102)

The Allie needs to get past r12 Thread

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Hit r20 this weekend.

Thanks for the help from Rezz & company!

Btw Rezz, there’s no way I’m hitting r30 by the end of the week. I’m going to be frantically packing to move and working on some big announcements all week. I appreciate the confidence though!

Connection Error(s)

in Account & Technical Support

Posted by: Ashley Segovia.8276

Previous

Ashley Segovia.8276

Technical Support

Next

Hi there,

This seems to be a regional issue for some players but the general cause of this issue is security software conflicting with the client. In addition to this, you’ll also want to be sure that you don’t have any Firewalls conflicting with the client and that you’re playing with a broadband Internet connection.

Beyond this, I’d highly advise creating a support ticket for this issue so we can collect some more information from you in order to investigate this issue.

Sigh, again lag on Temple

in PvP

Posted by: Justin ODell.9517

Previous

Justin ODell.9517

PvP Server Programmer

Next

Can you be more specific? Also, can you follow the instructs here? This will help me pinpoint where the problem may be.

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

Lag or Bug?

in PvP

Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

Next

Sometimes when I am stomping people my animation does not go all the way through.

I don’t know if it’s because I was interrupted but my last stand trait kicked in? Or maybe I was immobilized which didn’t stop the stomp?

But I’ve only noticed it on my warrior and thought somehow the stomp was interrupted, but then eventually my hand went up and they were stomped.

This is another animation bug that can happen with quickness. You’ll start stomping with quickness on, so the entire animation plays quickly, but the quickness wears off halfway through so the actual cast time extends beyond the animation.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

Frequent crashing

in Account & Technical Support

Posted by: Ashley Segovia.8276

Previous

Ashley Segovia.8276

Technical Support

Next

Hey there,

I’d advise starting with a clean installation of your video card drivers since the fault module “nvd3dum.dll” does point to video card drivers. You may also want to consider updating your motherboard drivers as well.

My game client has encountered an error.

in Account & Technical Support

Posted by: Ashley Segovia.8276

Previous

Ashley Segovia.8276

Technical Support

Next

Hi there,

Unfortunately I wasn’t able to see past your router on the traceroutes in the Game Advisor report as they may be blocked by your ISP. To start though, I’d recommend bypassing your router and connecting directly to your modem first.

Next, I’d also advise trying the Windows command MSCONFIG (be sure you select “Hide all Microsoft Services” as this is imperative to doing this correctly) as you have quite a few applications running in the background and it’s best to rule out conflicting apps from the get go.

Beyond this, I’d advise creating a support ticket so we can gather some more information from you in order to better narrow down the cause of this issue.

Will there be guild halls/islands in future?

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

Because this thread is over a year old, and most of the recent posts made are off topic, this thread is now closed.

Repeatedly crashing

in Account & Technical Support

Posted by: Ashley Segovia.8276

Previous

Ashley Segovia.8276

Technical Support

Next

Hello Kazren,

What sort of system specs are you working with and what sort of troubleshooting have you already tried?

Lag or Bug?

in PvP

Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

Next

If someone begins finishing while stealthed, they will start the animation when they reveal regardless of how far into the cast time.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

Communication in game

in PvP

Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

Next

I’d like to bring up one problem that always arises when we talk about these kinds of features. How would these systems work across different game modes? Either the functionality has to be generic enough for multiple game modes, or have specifics for each map type (which can be harder to learn).

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

Communication in game

in PvP

Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

Next

  • Mini map that actually shows a player dead. It shows player down, but when they actually die its like they are still alive again.

This was a bug introduced with the ‘Force-Respawn’ feature. It will be fixed in the feature patch. My bad.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

18. March Glory Question

in PvP

Posted by: John Corpening.9847

Previous

John Corpening.9847

Associate Game Director

Next

You will keep already earned glory and pvp crafting materials for now. You simply won’t be able to earn additional glory.

The Allie needs to get past r12 Thread

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Thanks Sondergaard.8469!

Communication in game

in PvP

Posted by: John Corpening.9847

Previous

John Corpening.9847

Associate Game Director

Next

In the “Competitive Casual Gameplay Options” thread a really great discussion got started about improving communication in game. This topic became big enough that I really felt it deserved its own thread. The topic was started especially regarding Solo Arena but we can open it up to other areas of PvP here.

This is just a discussion to kick around some ideas on ways the game could improve communication.

So, here are a couple of questions.

What can the game do to improve communication between teammates in-game through the UI?

How much of an impact do you think the mini-map overhaul we did last year had on communication in game?

"Competitive Casual" Gameplay Options

in PvP

Posted by: John Corpening.9847

Previous

John Corpening.9847

Associate Game Director

Next

Great discussion guys. There were some particularly good points made. Regarding building the base, Pixels, infintrydiv and a couple of others are really right on. It’s important to the game as a whole to bring new players into it. Even if someone starts off in PvP just getting their dailies, at least they are playing PvP, learning the basics and seeing the differences between how to play in PvP vs. PvE and even WvW. It’s a different skill set and takes some getting used to.

Hotjoins were meant to be the starting point to get your feet wet. They are chaotic and they don’t really teach you very much about teamwork but they do provide a way to experiment with your skills, and learn the layout and mechanics of the maps without thrusting players into an environment where the other players have a lot of expectations of your ability. It’s also a great place to chill out and let off some steam without too much pressure.

As garethh pointed out though, the end goal is to play as a team. This is something we don’t really get out of Hotjoin. The question was whether Solo Arena takes players a meaningful step closer to Team Arena or not?

Solo Arena was not part of our original plan, it is something we added directly due to feedback from the community. There were a couple of big reasons for it, one is that matchmaking doesn’t take into account the size of the groups involved. The other is that a lot of players asked for a format closer to Team Arena than Hotjoin that they could do when the rest of their team is offline.

What seems to have happened is that for a lot of players Solo Arena became a way to never have to think about making a team. This is in large part because a player could gain some fame from the SA leaderboard. As a result, a lot of highly competitive players did not move on to Team Arena and as teams inevitably broke apart many of those players drifted back to SA and made it their thing. So this area that was meant to be the next step for potential new hardcore players became the end goal for many existing hard core players.

This leads to infintrydiv’s post. The competitive casual group is a very important, and very large, part of the PvP ecosystem. They are the people who have taken or want to take that step out of Hotjoins but are not ready to be running the meta builds, to be looking for animation ques, or take on specific roles on a cohesive team comp, etc.. Most of them want a more competitive atmosphere but really want to keep it just for fun. Some of them will develop further and will become the next group of top tier players.

The problem is that they step out of Hotjoins and enter a highly competitive SA environment or they solo queue into TA to potentially face premades. From my experiences as a player, the latter option tends to be a better choice. I have often found groups grateful to pick up a fifth, willing to offer guidance on what they want me to do given my build and accepting that I’m a pug and probably not very good anyway. The attitude I often see in SA is that if everyone in this random group of pugs isn’t top notch then RAGE!.

There needs to be a safe place for the competitive casuals to develop by playing the game. I think infintrydiv and the rest of you have provided some really excellent suggestions on this.

One question I have for you as a discussion topic, if the system did better at matching similar sized teams with each other, would there be a need for SA at all? We couldn’t guarantee perfect matchups all the time so let’s also say that if it was detected that the matchup wasn’t good enough that the team at a disadvantage got a bonus for trying or at the very least was not penalized for trying? Keep in mind that we are just kicking around ideas here.

There was also some really great feedback on the topic of communication in the game. This discussion is big enough that it deserves its own thread. I’ll start that up shortly so we can brainstorm on that for a bit. Thanks to you guys who provided such great feedback on the topic of communication.

The Allie needs to get past r12 Thread

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

That’s just not true.

The Allie needs to get past r12 Thread

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

We do experience the issues first hand. We do play the game. That was my point, which you cropped out in the quote.

“we do it anyway because we’re so passionate about this game.”

The Allie needs to get past r12 Thread

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Implying they aren’t getting paid to do it <.< it is their job you know they dont run a charity. But Go ahead delete this post too, them forum skillz

Can’t leave this one, sorry.

This is a very unfair expectation. If you were working a full-time or even temporary full-time job, would you do it at home too, in your free time?

People act like working in game development isn’t like a regular job, but that is very much not true. We have process, we have rules, we have many of the things one would expect to see in any software development company.

When we play the game, we have rules too. Every time I get in game, I get PMs from players talking about how something is broken, or trying to coordinate events with me. Every time I get in game, I should be prepared to work. Being in-game for us is not the same as being in-game for you.

I know it’s hard to empathize over the internet, but try to imagine the millions of jobs that don’t require people to do that, and then imagine that we do it anyway because we’re so passionate about this game.

Please do not belittle that.

(edited by Allie Murdock.8152)

gemstore skins after pvp/pve patch

in Black Lion Trading Co

Posted by: John Corpening.9847

Previous

John Corpening.9847

Associate Game Director

Next

We are not yet ready to discuss the details of the system but when we said that you can carry your looks across all game types we did mean all looks. So you should be ok to do what you are saying.

Thanks for the question!