Dev Tracker

Collaborative Development: Ladders & Seasons

in CDI

Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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Excellent feedback on guild participation. I especially like the “map star” icon that Vamp Rock suggested and I really think that Phaeton hit it on the head when he talked about getting players outside of PvP involved through guild wide rewards.

The idea of an end of season tournament has popped up a couple of times. I wanted to get you guys to touch on that a bit. What would the structure for this be? How many teams? Is this where the top end rewards for the season come from or should these have a completely different rewards structure. For example, it could be that the top of ladder simply qualifies you for the end of season tournament and the true champions of the season are the tournament winners. Or, the ladder just ensures that we have the very best teams for a tournament that is apart from the season.

I’m also curious about how much time do you think you will need between the end of the season and the tournament start. For example, Let’s say the season goes for 8 weeks. Would you need a week from the end of the season to get ready for the tournament? Two weeks? A couple of days?

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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“Lore people” will play fractals once or twice and move on to roleplay in divinity’s reach while more dedicated players will get bored because it will lack any sort of challenge except bigger numbers.

What should be done is to severely decrease the number of scales, the difference between 1 and 9 is trivial. Introduce complex mechanics for higher tiers (not just numbers) and make those god kitten cinematics skippable. Obligatory reset included.

I am so tempted to be hyper critical on this post but I won’t, as it isn’t this single comment that has been frustrating but instead a culmination of posts in the CDI.

Suffice to say this post emphasizes why this CDI has been pretty good and not great. In my opinion there have been to many posts that have either not been well thought out or the poster has not taken the time to get educated in the discussion before putting pen to paper, and more specifically too insular in terms of goal resolution instead of thinking about the broader audience.

I will leave it at that.

I am still interested in continued discussion around your boss/encounter mechanic ideas, Rewards and ways in which the fractals could be evolved moving forward to provide new types of challenge.

Cheers,

Chris

(edited by Chris Whiteside.6102)

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Hi Folks,

The team is now up to date with the thread and we will be asking anymore questions we have in the next few days. Meanwhile if you have anymore comments or suggestions I would suggest putting them forward as I think we will close this CDI on Monday.

One final note is as I have said before that there is room for both Lore and challenging content it is all in the content and therefore any argument in this area is pointless. Specifically Star Aces points are particularly well made.

I will be putting a summary up of our discussion before we close the thread.

Thanks all for the insight, proposals and discussion. I think this particular CDI has been pretty useful.

Chris

Collaborative Development: Ladders & Seasons

in CDI

Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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A few of you guys have mentioned better incorporating guilds into the ladders. I’m curious what your thoughts are on how to achieve this? Would you let any member of your guild affect guild standing? If so how would you track ladder standing for the guild? Would you create one or more guild teams? If you could create teams within your guild what sort of functionality would you want or need to manage those teams? How many members would need to be present to represent? Would you allow alternates?

Do you envision any sort of guild wide reward for fielding a winning team or should only the team be rewarded? For example, if your guild has a PvP team and they come out on top of the ladder maybe they get some special reward for being the top team but the whole guild gets something for having the number one team. What could a reward like that be?

Collaborative Development: Edge of the Mists

in CDI

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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Firstly, I’d like to apologize for being out of this thread for so long, I’ve been reading your posts and think there are a lot of good points in here and just a lot of thoughtfulness in general. I do feel like the thread has kind of wound down, so I’d like to ask one more question and see if that brings up any more ideas.

Edge of the Mists has a whole host of differences from the WvW maps that we built before launch. One of those differences is the number of waypoints. Not only does each side only have 1 waypoint, but they can’t even capture and use the waypoints at enemy keeps. Do you think that the amount of travel that you have to put in makes the maps feel better? Does it feel like there is a consequence for dying and that you can whittle down an opposing force?

I’m curious what your thoughts are and if you think it would make the fighting better or worse in the borderlands and EB.

Reconnaissance Story Mission Bugged

in Bugs: Game, Forum, Website

Posted by: Jeffrey Vaughn

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Jeffrey Vaughn

Content Designer

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Change rank points required

in PvP

Posted by: Josh Davis.6015

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Josh Davis.6015

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We’ve mentioned a few times prior that we’re looking at rebalancing the top-end of ranks to make them more attainable. We came to this decision after player feedback persuaded us to leave ranks into the game, rather than cut them.

The amount of rank points needed to hit 80 is too darn high.

Account Issue Follow-ups – Updated Regularly

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Update: 7 March 2014

418385 – Resolved
430413 – Please allow time for the team to help you.

  • Some tickets will require extra time because they are very complicated. Please continue to discuss these matters with the Support Team to reach the best resolution.
  • Please also note that botters and gold sellers (RMT workers) file appeals, too. We will not reinstate accounts found to be involved in these offenses. Those listed as “final response” or “final answer” it will not be reviewed again.

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 [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.

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

GW2 Tickets for Review (7 days & older)

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Update: 7 March 2014

418385 – Resolved
430413 – Please allow time for the team to help you.

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

GW2 Tickets for Review (7 days & older)

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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hello, I know it hasn’t been 3 days…

That’s right. The ticket is barely 24 hours old and that’s not what this thread is here to address. I’m sorry you’re having to wait — truly I am. But we can’t “jump the queue” because someone posted in the forums, so please, allow time for the team to help you!

Thanks for understanding.

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

How to reach support to reset my password

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Thank you Gaile.

I will send off a note to the e-mail you suggested with the subject line.

I am hoping they can help.

Thanks for understanding, and I am sorry for the delay in being able to help you. I just feel we’ll be able to get this all sorted for you with a bit of time!

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

Dye doesn't change color after dyed

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Could you please post this in the Bug Forum. First, I recommend you look for a thread, because if this is a known issue it likely will be posted in the Bug Forum and that will save you time.

This forum is for account issues, like access problems, password resets, things of that nature.

Thanks.

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

Non-response to help request 429032

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Agent Phanes sent you a real response — that’s not an auto-response.

If you have questions or concerns of any king, please update your ticket. Those comments will be read, again, by an agent who will give them the attention they require.

If you continue to need assistance after discusssing with the CS Team, and if at least three full days have elapsed (the ticket is dated yesterday), you may post in the Tickets for Review thread. But let’s give the team time to help you, after you’ve expressed your concerns to them in the ticket.

Thank you.

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

Common Phishing Attempts: E-mails & In-Game Mails

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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KNOWN PHISHING E-MAIL

Greetings!

It has come to our attention that your Guild Wars 2 account [EMAIL REDACTED] for engaging in or assisting wiht gold or item sales for real-world money, If this proves to be true, your account can and will be disabled.

It will be ongoing for further investigation by ArenaNet Entertainment’s employees. If you wish to not get your account suspended you should immediately verify your account ownership.

You can confirm that you are the original owner of the account to this secure website with:
[rediculously long website address]
We will investigate into this case through verifying the account’s ownership. If the verification goes through, we will cancel any restriction. If you ignore this mail your account can and will be closed permanently.

Thank you for your understanding in this matter and respecting our position and all statutes within the Guild Wars 2 Terms of Use.

Regards,

Kenrich
Guild Wars 2 Support Team

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

For Gaile: New phishing email

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Thanks, that appears slightly different than the ones I have in the “A Note about Phishing E-mail” thread.

Couple of questions about this:

“It has come to our attention that your Guild Wars 2 account [EMAIL REDACTED] for engaging in or assisting wiht gold or item sales for real-world money, If this proves to be true, your account can and will be disabled.”

  • Can you tell me if the typo in the first sentence is in that e-mail,m “assisting wiht gold?”
  • Is this sentence truly missing words, “…Guild Wars 2 account [EMAIL REDACTED] for engaging in…” or did you lose a bit when you redacted the e-mail address, such as “…Guild Wars 2 account [EMAIL REDACTED] {something missing here} for engaging in…”

Thanks.

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

(edited by Gaile Gray.6029)

Has my account been hacked?

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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I had the same problem today also. Also a new phone. I received an answer from Anet within 5 minutes of sending in my support ticket. That’s pretty speedy. They removed my authenticator for me.

I am glad you got this all sorted, and speedily, too!

manveruppd — I’ll pass that idea along.

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

How to reach support to reset my password

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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I believe I heard there was a small issue with GW support the other day. I think as a temporary measure you might send an e-mail to Support@GuildWars2.com and put in the subject line: “GW Support” or something of that nature.

It could take a bit of time to get this sorted, since you’re sort of coming in through the side door, but we’ll do our best to help!

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

Plea to Support

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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I understand your situation, Brother Grimm, and I am sorry that that happened to you. (Glad, too, that the account was intact. Well, glad and about 100% shocked, too — usually the RMTers that steal accounts strip them within minutes, so this was an exceptional case!) I also can see that your post was made with a true motivation of helping, not blaming anyone for the compromise incident and I thank you for that.

I have mixed feelings about your suggestion. I’ve actually taken this up with the team on several occasions, advocating just what you seek. However, the bottom line is, if you lose your e-mail account, you’re at risk of much worse things that the loss of a game account.

We could institute more checks, yes. But presenting everyone with hurdles to get access through the e-mail address directly tied to the account would inconvenience a bunch of people — hundreds a day, I’d imagine — as opposed to preventing a tiny number of situations like the one you found yourself in.

I like the ideas in this thread: We offer e-mail and mobile authentication. We give you the tools to protect your account, rather than trying to block someone on the other side of an e-mail account compromise. I think that’s a pretty good system and I encourage players to take advantage of one of the authentication options for that extra security it offers.

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

Game Update Notes - March 4, 2014

in Game Release Notes

Posted by: Martin Kerstein.3071

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Martin Kerstein.3071

Head of Global Community

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Bug Fixes:

  • As previously implied, each player who participated in any Assault Knight battle will receive a bonus reward chest when all 3 events complete as long as at least one Assault Knight has been defeated.
  • Fixed an issue in which the Assault Knight kill counter would reset incorrectly.
  • Fixed additional bugs related to the health regeneration issue with all Assault Knights.
  • Fixed an issue in which the “In Tune” and “No More Tricks, Scarlet” achievements were not being awarded if the player was downed or killed.
  • The “In Tune” and “No More Tricks, Scarlet” achievements are no longer awarded to players that leave the Prime Hologram encounter before it is completed.
  • Removed Assault Knight health bars from the meta-event UI to avoid confusion.
  • Scarlet has activated additional defenses on the Breachmaker during the Prime Hologram encounter. Thirty seconds into the battle, lasers will target the areas near the entrance portal and the elevator leading to the Breachmaker’s interior. Being hit by these attacks will count against the “No More Tricks, Scarlet” achievement.

Item recovery request

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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account id : newsai 1035
Accidently delete one of my lv1 character which contain three Experience Scroll which i received from my birth day gift. Can I have it back pls?

As mentioned by Ic, we cannot address individual requests of this nature in the forums, but will need you to submit a ticket.

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

Recovering CD Key for retail game-copies after loss?

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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The important thing to know is that the serial code is very seldom needed, so I believe you’ll be just fine. If you need support, we have other means to verify ownership in 99.999% of all cases.

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

Accidently deleted an item

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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There are two kinds of items. If you delete something you acquired in the Gem Store, the chances are pretty high that CS can help. If you deleted something acquired in the game, the chances are lower, but we try to help with significant items like Legendaries and such and may be able to help with other items.

You’re welcome to inquire through a ticket, if you wish.

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

Can't sign in on client

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Glad that got sorted for you. It’s good to have helpful forum members.

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

Phishing Scam

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Here’s the link to our core thread on this, the one that contains samples: https://forum-en.gw2archive.eu/forum/support/account/A-Note-about-Phishing-Emails-1/first#post2074388

Thanks.

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

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: Tyler Chapman.1832

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Tyler Chapman.1832

PvP and Balance QA Embed

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Thanks guys all these issues that are bugs have been investigated and logged. Some of these will be seen fixed as soon as the feature build, others, awhile longer. Won’t have much time to continually update this thread but thanks for the visibility and persistence!

/thumbs up
-Tyler

in-game alias: Powerr
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ

no politics in gw2 please

in Living World

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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As this thread is off topic for these forums, it is now closed.

Dolyak Express - March 7, 2014

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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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.

In the future, we may pick questions again from our forums, but for most Dolyak Express Q&As, we’ll open them up to specific topics. We’re now opening up a thread for questions and here’s your topic: Working in the game industry

Have you ever wondered what it’s like to work at ArenaNet or how people get their start in the videogame industry? Now’s your chance to ask about it.

Please refer back to the Many Questions, So Dev post for guidelines on asking your questions.

Dolyak Express Feb 21, 2014

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Q: How big is the audio production team in total, and how do they keep up with the two week release cadence with all the voice overs in four different languages?

James Ackley: The team has grown over the near 6 years I’ve been here. When I started in 2008 there was no internal audio team, it was all outsourced. For the first 2-3 years it was mainly just Drew Cady and I doing the sounds, Jeremy Soule writing the music, Jim Boer programing the audio engine and tools with a couple of contract workers here and there. As we got closer to ship the team grew and grew, and now with our 2 week cadence we have quite a lot. In no particular order, we have Aaron McLeran working on the audio engine and some tools, Robert Gay also working on some tools and sound design/implementing, Cody Crichton as a Sound Designer/Implementer, Brecken Hipp on VO processing and import/export, Jerry Schroeder as a Sound Designer, Drew Cady as a Sound Designer, Keenan Sieg as our Audio QA, Maclaine Diemer on music, Amy Liu in audio production and myself as the Audio Director. We all do a lot and even though some may have specialties, we share the work and most of us have a few other roles as well.

Q: Who currently composes the music for GW2?

Maclaine Diemer: My name is Maclaine Diemer, and I am the in-house composer at ArenaNet. After Guild Wars 2 shipped in 2012, we contracted a composer named Stan LePard to write some music for our first few Living World releases (Halloween, Lost Shores, and Wintersday). I contributed some music to those releases as well. Since then, I have handled the majority of new music in support of the Living World releases, and I’ve had some additional help from one of our game designers, Leif Chappelle. Leif is a composer in his own right, and has helped me with music for Wintersday, Super Adventure Box, Bazaar of the Four Winds, and some future Living World content. We have lots of big music plans for 2014, so thanks for listening!

Q: Where do you look to hire voice actors?

Bobby Stein: We work almost exclusively with L.A. talent, though we have a few actors from other parts of the U.S. in our cast. Much of the casting organization is handled via Blindlight, our VO partner, and Eve on the Editing Team.

Q: How do you record all your audio files? Do you do this locally or do you travel a lot to find the perfect piece?
James: We still go off-site for a lot of our sounds and the location is usually depending on what we are recording. Most all of us take recorders with us any time we go on vacation or just leave it in the car, you never know when you’ll get something cool. We are also fortunate enough to have a nice quiet Foley room at ArenaNet that we use a lot as well.

Q: I loved some of the videos from way-back that showed how you recorded certain sounds. The swinging fireball comes to mind. Any chance you’ll do more of those in the future or give us a tour of a VO session?

James: Yeah, I loved doing those videos and yes, we plan on doing more. It’s just time sure is hard to find lately. We did a VO video a while ago, before we shipped, I’m not sure if we’ll do another one of those, but you never know.

Q: If you would introduce a new monster, and you would like to make it sound very new and very exciting, would you take archived assets and remix existing sound pieces, or would you start recording something new that fits your expectations?

James: There have been times in the past where we look at old assets and maybe use those as guides but I’d like to think each new creature needs a new sound set. Jerry has been hitting a lot of our big bosses lately and I think he’s done an amazing job working with and expanding the technical limitations while creating new sounds. The marionette is a perfect example. She was definitely a full new set of sounds and even a new way to play those sounds. Sometimes we record animals, people, and machines with the intent to use on a creature. Sometimes they work, and sometimes they don’t. It’s hard to know until it’s in the game. I may be jinxing myself here, but I’ve been dreaming of recording a “Jake Brake” from a big rig truck and using that as a creature sound for a long time. In my mind, they could sound like a huge creature with very little processing, but I won’t know until I get out and record one and see if it works. Maybe that will be our next video…

Q: Living World has a unique and high cadence in video game industry. How does it work for sound production in this regard? How did you manage to make the updates release pace work together with the character voiceover (since the persons giving their voices to the characters must not be available at all times)?

Bobby: We sometimes write and record ahead of schedule, though sometimes those scenes don’t make it into the game where/when we originally intended. So far we’ve been pretty lucky regarding actor availability.
James: The two week cadence has been a learning process for us all. We definitely couldn’t do it without people like Amy Liu making sure all the disciplines that affect audio (which is all of them) give us enough time to do our job. Communication is key. Talking with the teams early and continued tracking while the development is going is what seems to be working for us. If we can meet early and get an idea of what’s coming, and keep up to date as work is being completed then we have a better chance of getting our job done.

Q: What would you say is the most complicated sound effect/track in the game, and why?

Robert Gay: Amazingly, one of our most complex tracks in the game is what sonically is considered by most to be our simplest, our ambience. But it’s just a few birds and wind right? Well, what kind of wind? Cavernous wind, city wind, interior wind, forest wind, alpine wind… and birds only occupy a subset of regions in Tyria, not to mention the variety therein! Jokes aside considering the vast variety of source material and sounds themselves, when designing an audible world, ambience can be vastly understated.

It has to match the physical world it embodies feeling mechanical where fitting and organically semi-random where nature takes its course. Tyria has over 8,500 ambient audio zones and sources, all intermingling and layered in different ways. The world utilizes a plethora of game state information to breathe life into this crucial segment of sound design, including time-of-day, combatant activity, event state, boss health, and player location to name just a few. From the creaks under foot when mastering that jumping puzzle to the screams and moans of distant ghosts while exploring ancient catacombs, inhabiting a living world only works if the bed of sound it provides is believable. And if you are not listening too actively to it by default, then that’s usually a good sign we’re doing our job right!

Q: How do you go about deciding how many variations of a sound to have for an event or action?

James: We try to think about how much the player will hear the sounds and if they are something that could get fatiguing over long hours of play. Some sounds may be able to have only a few variations and be fine, but some are very unique sounding or get heard a lot and those are the ones we work on more to give variation to, either through more sound files, or random runtime dsp, or both.

Q: I have noticed some pretty special and cool sound effects during the living story. How does this work? For example, the sound of a twisted nightmare. Are the sound effects recorded after the creature and animations are done, or is it actually a part of the development process?

James: This was a perfect example of us getting a heads-up before the creature was ready for sounds. We met with the designers early and talked about what the plan was and what the lore of the creature would be. Then as the model, FX and animation were being created we were able to see and adapt our sounds. We set up a few Foley sessions, worked with the animation and FX teams to build the implementation strategies and tried our best to line up our work flow with theirs.

Q: Have you ever considered expanding the dialogue for player characters, or adding different-voice options to be purchased for further customization (giving your character a totally new voice, both for yourself and for other players to hear)?

Bobby: We’re getting a programmer to look at PC voice outside cinematics. If that works, we’ll also update/expand current PC chatter.

James: We have a lot of dreams and ideas for this and I really hope we get time to do half of what we want.

Q: How much post-processing goes into the charr voices? It’s clear that many of them are pitch-shifted and have some snarl sound effects layered in – how much work and how many effects go into this process?

James: The VO process is a lot more complex that you might think. This one could get really long, I’ll try to keep it short enough that you still want to read it. We started using the standard batch processing in Sound Forge and even built some fairly complex plug-in chains, but were never really happy. Fortunately we are lucky enough to have Drew Cady and he took it upon himself to create a custom Reaktor plug-in so we could use Nuendo for all our VO processing. Nuendo had just updated to being able to batch export from markers so we wanted to take advantage of that. So, with the help of Rob we now have this process for all our processed Voice in the game, which is a lot. Here’s an abbreviated list of what happens.

  • We get the files back from the studio already named and cropped.
  • We use an internal tool to import the files which also creates a concatenated file of each set of sounds that need processing. For example, the Charr will get huge Concat file(s) exported at the same time that it’s imported, and then we import into Nuendo.
  • Along with the concatenated wav files, we also get and import a CSV file that holds all the file names, actors, file lengths, etc.
  • The custom Reaktor plug-in then uses the wave file(s) as a guide to modify any number of other plug-ins like pitch, volume, reverb, etc. Those values get sent out as Midi controls. We can for example have pitch that modifies along with or against the pitch of the stock sound or the volume, or whatever.

We can also set the volumes on tracks to come on/off based on any of these values as well. An easy example of this is the slurps at the end of some of the charr lines. Sometimes that was the actor and sometimes it’s us. We have a track full of snarly-slurpy-slobber sounds that get turned up for a moment if the last part of the stock sound is loud enough and quick enough to make room for our sfx. We can also do things like set the pitch to climb or drop based on volume, so if someone yells maybe the pitch goes up, or if they whisper we bring in some buzzy robot sounds like on the Golem. Basically, we track the live performance to modify a lot of post processing so it’s not just a blanket batch process that always sounds the same. This gives us a lot of creative freedom, but comes with a bit of a time price. Since the “midiyoke” we use to route internal midi doesn’t run on export, we have to record real time track of all the VO we are going to export, then use the CSV to export the files. Most of the time this is fine, it’s just a double time pass, but for characters like the charr that have a lot of lines, it can take a while. Let’s just say I’ve run more than my share of 14-hour recording sessions.

R70 vs R1 , nice matchmaking

in PvP

Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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snip

Rank does not necessary correlate to skill, it is most closely correlated with time invested in the game. Time spent correlates with skill, but it has diminishing returns.

Roster shuffling, to be consistent with matchmaking, currently only uses MMR and ignores rank.

This will be changing, but we aren’t ready to talk about the details. I will say that we have definitely included a lot community feedback from past threads, and I believe it’s a substantial improvement. I’m definitely looking forward to another round of community collaboration.

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

(edited by Justin ODell.9517)

No gems for me..

in Black Lion Trading Co

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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As this thread has turned away from respectful, polite discourse, it will now be closed.

(edited by Mark Katzbach.9084)

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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I look at Fractals as a means for the Dev team to play. They do not have to follow lore exactly, it doesn’t even really have to make sense. Fractals are kind of an open sandbox for the dev team and I think they should embrace that….make some truly cool and unique fractals.

Its all about replayability and fun with fractals.

Examples of some interesting things that could be done with fractals: (remember, you can get wild).

A falling fractal: You’re falling, dodge the floating islands on your way down or go splat. Make sure you have a ranged weapon equipped since you will need to shoot at wyverns and eagles that are swooping in at you. Final fight is against a dragon which you have to destroy before successfully landing yourself in a pool of water.

A timed lava fractal. You are taking constant damage since you are in a volcano, run like heck to the other side while dodging the falling rocks. Make sure you grab the healing spheres as you go (provided by Dessa to help) to keep your health up…defeat the destroyer on the other end for an achievement and an extra chest (difficult to do with the constant lava damage).

I’ve listed others before (utilizing zephyrite skills, low-gravity fractal, etc etc.)

’I look at Fractals as a means for the Dev team to play. ’

Virtual high five!

Chris

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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The regular and loyal fractal players are not in it for one time lore stories and easy dailies and that means they are in it for fun, challenging, rewarding and replayable content.

Quoted for truth ! Lore can be nice, but the most important thing if you want fractals to stay active is replayability, and for this you need balance, rewards, and challenge.

Lore is an important part of the fractals and will continue to be. Replayability, balance, rewards and challenge in no way exclude the ability to continue to tell exciting and meaningful stories in Fractals.

Chris

Note: Just got back from hospital and going to bed.

What to do with 4250 Blade Shards?

in Battle for Lion’s Arch - Aftermath

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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Please don’t delete them!

You can hold on to your extra blade shards, as the team will be adding something later which will allow you to convert the shards to something of value. Dev will be announcing more on that later. Thanks!

wvW Transfers

in WvW

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

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Hey,

Sorry for any confusion, looks like the number was wrong on the table. It should be updated now.

https://www.guildwars2.com/en/news/get-ready-for-wvw-spring-tournament-2014/

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Autumn Frazee.3158

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Autumn Frazee.3158

Living World QA Embed

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Thank you for your continued reports, I’d like to update that we are currently working on issues with:

  • The ‘In Tune’ achievement
  • The map wide Health Display for the three Assault Knights
  • The ‘Six Minutes to Knightfall’ achievement
  • Assault Knight rewards

Polished Content?

in Battle for Lion’s Arch - Aftermath

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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Hello all,

Please remember to be respectful towards our staff while giving your feedback. You can be critcal and offer your opinions & suggestions, but we ask that you keep the rude & insulting comments out of your feedback. Thank you.

Collaborative Development: Ranger Profession

in CDI

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

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Also, you guys can’t see this due to the limitations of formatting on our forums, but a lot of these points were made by many of you guys. As such, they are much more emphasized in the email threads and discussions we have internally.

First, thank you for your summary. What I think got missed in the pile was the idea that pet damage should be rebalanced so that they no longer draw 30% of our damage from us in the first place. All other classes core mechanics add to base damage where as rangers loose almost a third of our player damage in order to have an AI run around with us. If our pets hit every time and are never dead, we just get to 100% base damage of every other class capping us at 100% a warrior hits 115% with his/her core mechanic.

This does not take into account the loss of gear stats on the pet which is significant.

this is completely false, all classes are balanced with their class mechanics in mind.
A mesmer isnt doing high level dmg competitive with other dps classes without phantasms or conditions without its clones. Necro base power on skills is lower even on its dps skills because they consider condition/minions in their max dps. Elementalists skills are tied to swapping elements, and they specifically place finishers and AOE in different places to promote swapping. Theif inititative totally changes how and what skills get dmg, and its generally balanced around initiative costs. Every classes mechanic is figured into their DPS.

Also, what this guy said ^

Collaborative Development: Ranger Profession

in CDI

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

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Also, you guys can’t see this due to the limitations of formatting on our forums, but a lot of these points were made by many of you guys. As such, they are much more emphasized in the email threads and discussions we have internally.

First, thank you for your summary. What I think got missed in the pile was the idea that pet damage should be rebalanced so that they no longer draw 30% of our damage from us in the first place. All other classes core mechanics add to base damage where as rangers loose almost a third of our player damage in order to have an AI run around with us. If our pets hit every time and are never dead, we just get to 100% base damage of every other class capping us at 100% a warrior hits 115% with his/her core mechanic.

This does not take into account the loss of gear stats on the pet which is significant.

I’m not saying this isn’t possible, but I want you to understand exactly what that suggestion means. It would mean completely rebalancing the Ranger.

The Ranger is designed to have a pet. If the pet was taken away or didn’t do damage, then it wouldn’t be a Ranger anymore. Does that make sense?

The only reason Rangers lose damage is because the AI is not currently what it ought to be. That doesn’t necessarily mean that we should completely redesign the Ranger and get rid of the pet.

Think of it this way: You’re building a house and a 2×4 breaks while you’re trying to screw it in to something. Do you scrap the house and completely rebuild it because that one piece broke, or do you grab a new 2×4 and use that instead? Which do you think would be more efficient?

What I’ve been seeing a lot of is that you guys don’t necessarily dislike pets. What you dislike is how they act and how they are controlled. It seems to me that these are feelings that have been built up over time, and have culminated into “pets have to go” because you guys haven’t seen the improvements that should be made to pets to make them desirable. I certainly don’t blame you for getting to this point, but I do want to know the core of the problem before we start talking about rebalancing an entire class.

Collaborative Development: Ranger Profession

in CDI

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

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So, it looks like some of you have already pointed out that not all the feedback was added to that summary.

Of course not. The thread’s 40+ pages, after all . Its just worrisome that the criteria for inclusion in the summary hints that its a head-count of repetitive posts instead of a reflection of what resonated for the developers.

Please read the first part of my post and note that I said this is only part of what has been going around, and not all of the information we have gotten out of this thread. We have been reading, after all.

Then I’ll just ask you to take a quick look at~

Sharing Consumables with Pets
Ascended Stats for Pets
Pets that can Dodge
Concentrating Pet Traits in the Beastmaster Line

~and see if anything there makes the grade for the next summary .

It’s not a reflection of what resonated from the devs. It’s what I sent to them. I send them the high level. They have been discussing other ideas too.

Like I said, the summary does not reflect every single thing we’ve talked about. If it did, it’d mean I’d have to be monitoring every discussion among the balance team members. They told me they have been reading and keeping up with the thread and discussing these things.

R70 vs R1 , nice matchmaking

in PvP

Posted by: Allie Murdock

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Allie Murdock

Community Coordinator

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MMR is a different team. Justin works on MMR as a server programmer, while designers and artists work on new game modes.

Re: low pop
Reward changes and a few other things coming in the feature build should help with that.

(edited by Allie Murdock.8152)

No tickets for servers below 9? [Answered]

in WvW

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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There will be the same three leagues as previously. No world can be lower than 9th place in a league. Everyone gets tickets.

Time to adress bannering of dead NPC's?

in WvW

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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We’ve been discussing this a lot recently and we agree that something needs to change. When we have a change that we are ready to talk about we’ll make sure to make it known to everyone.

Private Messages Suggestion

in Forum and Website Bugs

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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These are things we would love to have and are on our list.

GW2 and eso poll results are in.

in WvW

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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As this topic is off-topic for this forum, this thread is now closed.

"Less than a minute from now."

in Forum and Website Bugs

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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The forums look at the time registered in the database for a post and compare it with your computer clock to identify how long ago a post was made. If the two are out of sync it will read as if the post you are reading was made in the future.

R70 vs R1 , nice matchmaking

in PvP

Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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We can’t do roster shuffling in Team Arena, so lopsided matches like this can and do happen.

This likely happened because 1) rank isn’t factored into MM at all, 2) the players on the red team had an MMR near the default MMR , 3) blue team doesn’t have a very high MMR despite of having very high ranks, and/or they had been waiting in the queue long enough for their MMR range to expand enough to encompass the MMR of the red team.

We have been actively working to MM more intelligent, but those changes are not yet ready for testing. We will have more news about the MM changes as we get closer to releasing them.

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

CDI- Fractal Evolution

in CDI

Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Just a quick procedural question.

When will this CDI thread cycle end, and when will the next thread to discuss the CDI process start?

That a good question. I am really enjoying the current conversation and ideas so I think until at least Wednesday next week and then the process evolution will follow shortly after.

Roughly two weeks then. With CDIs a bit more in the public eye compared to over the holidays, that’s seeming more and more like a sound window of opportunity.

I am going to be afk for a few days from tomorrow morning as I will be in hospital but as soon as I start feeling better and more awake I will catch up again on the thread.

Ooof. Rest up. And as always, thank you for posting a note saying you’ll be stepping out for a bit. It helps calm our nerves .

((Don’t eat the lime Jell-O while you’re on the inside. Just don’t .))

Having just left a 4 day stay in the hospital….

I LOVED THE LIME-JELL-O!! Best thing they had. Oh and Chris ALWAYS ask for the salt and pepper packets (they don’t give you them unless you ask). Everything is way too bland otherwise.

Hi Moshari,

Thanks for the advice (-: and I hope you are feeling better.

Chris

Game Update Notes - March 4, 2014

in Game Release Notes

Posted by: Regina Buenaobra

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Regina Buenaobra

Content Marketing Lead

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Bug Fixes:

  • Fixed a bug that prevented players from receiving loot from the Assault Knights. A reward chest will now be awarded after all three Assault Knight events have finished, and will be given to the corresponding participants even if only one Assault Knight was defeated.
  • To encourage players to split up, the boon from the associated Attunement Pool will now be required in order to damage each Assault Knight, and only 50 players can have the attunement for each color simultaneously.
  • Fixed a server crash during the Prime Hologram encounter.
  • Fixed an issue in which the Synergetic Assault Knight could be pulled into the water.
Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

100 Map Completion and no gift

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Like the idea, but like you said, naaah.

Glad you got your gifts, sin!

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

100 Map Completion and no gift

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Update 6 March 2014 5:30 PM Pacific Time: Some of you may have noticed that you received your gifts. If you do not have your gifts now, we ask that you please submit a ticket or update your existing ticket. To do the latter, simply respond to any e-mail with the ticket number in the subject line and update to say you checked your account, made sure you did not have 10 or more mails, and you definitely did not receive the distribution mail.

Upon verification of eligibility, the Gifts will be sent to you.

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