Fractal work started back in August, which is when players first encountered Scarlet and around when the votes were tallied.
That makes sense…I suppose the story is among the first things to be developed and once it gets underway, ít’s basically too late to change things.
I’m curious though…has the player feedback regarding Scarlet affected your upcoming lore?
We look at as much feedback as we’re able and take it under consideration when planning our updates. Understand that what you’re seeing on live was under way four months prior.
85852 – Yahoo is having issues with our e-mails. I suggest you create an account with a different provider until those issues get ironed out. We want to help you, but can’t do that if we cannot converse with one another.
93917 – What a nice note! Thank you, and you’re very welcome for the help!
100959 – I just requested that an agent dive into this one and he is responding now.
Please do not file duplicate tickets — they slow down your resolution and everyone else’s. Submit ONE ticket and update it if necessary. Thank you.
Some tickets awaiting review are flagged either for “gold selling” or for “fraud.” These reviews take 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” it will not be reviewed again.
If your ticket is at least three days 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.
I just can’t believe they did it again…I know these things are in the works for months…but they’ve known the hatred of Scarlett for way longer…how could they do this to us….AGAIN!?! :‘( Another golden opportunity to give the community something its been begging for, for the better part of a year now….a good lore story. I doubt I’ll ever get my hopes up again.
Fractal work started back in August, which is when players first encountered Scarlet and around when the votes were tallied.
85852 – Yahoo is having issues with our e-mails. I suggest you create an account with a different provider until those issues get ironed out. We want to help you, but can’t do that if we cannot converse with one another.
93917 – What a nice note! Thank you, and you’re very welcome for the help!
100959 – I just requested that an agent dive into this one and he is responding now.
Most likely your posts were merged into other threads, as we have numerous threads about the same topic. You would have received a PM noting why/where your thread was moved. If it was a thread which was deleted, you would also receive a PM telling you why it was removed. If you have further questions, you can email forums@arena.net
I wanted to purchase the game for my girlfriend and myself. Everything went smooth for one copy of the game, however I always get “An error occurred finalizing your purchase.” message when I attempt to buy a second copy.
I’ve already submitted a support ticket (#108512), but wanted to know whether this is a common issue and how long does it usually take to resolve things (I’m worried the discount will be gone by the time this gets resolved as it’s been 12hours so far).
As one of our agents just responded to say, the ticket has been escalated to the Payments Team and they’ll review and get you both into the game ASAP.
If this problem was caused by something on our end, I feel sure we will be able to extend the sale price to you. But in fact I believe the issue will be resolved long before the sale ends.
We do review bot reports, but cannot take action on every report right away. I just spoke with a team member about possibly shifting resources to give more coverage to bot hunting and bot report responses, and hopefully we’ll be able to handle more — or handle them more quickly — in the future.
Did you receive the gift? If not, consider submitting a ticket. I don’t know of any issues related to birthday gift distribution, but if you are certain that you are checking the age of that character, if it is 365+ days old, if your mailbox is empty, if you are sure you did not delete the item, and if you never received the gift, you’re welcome to submit a ticket.
My highest was #2 in Solo Arena. Was before gwshack updated its site though so it’s not really logged. Guess it didn’t happen! I sat 100-200 most the time when I did get the chance to compete. Playing TC specs doesn’t help your rating however /excuses
I’ll be able to play more once the Dec update hits.
in-game alias: Powerr
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ
A report does not result in an account suspension or termination.
What a player does or says is what results in an account suspension or termination.
If a player or a group of players is found to engage in false reporting, their own account could be in jeopardy of account suspension or termination.
In other words:
Not Very Nice Player: “Let’s all report this guy because we don’t like the color of his gib. (Or he’s taking too long to move on the map, or we hope we’ll cripple the other WvW team, or other choices ‘reasons.’) Oh and guys, be sure to lie in your report and claims that he’s breaching the User Agreement by, say, ‘cheating!’ That’ll catch ArenaNet’s attention and they’ll be sure to ban that irritating person!”
I believe the charge is pending and not complete, isn’t that correct?
An agent is going to take a look at this ASAP and figure out what’s going on, help you get those gems! I’m sorry for the delay, but can’t analyze what’s causing it. They will be able to do that for you.
The 6/6 bonus on Runes of Perplexity now have a 8 second cooldown. This was excluded from the patch notes, but we’re in the process of getting them added.
A bunch of data behind the scenes resets on new builds (which occurred this morning) and takes a few minutes to get back to normal. This is the cause of the missing world names.
Things appear to be back to normal as I write this.
Thaumanova Reactor: Embark on a brand-new historical adventure, and travel to the ill-fated power facility moments before it explodes. As the fractal scale increases, more potential outcomes will unlock.
Molten Weapons Testing: Accompany Braham and Rox through this epic retelling of the Molten Facility dungeon.
Aetherblade Retreat: Join Ellen Kiel as she fights off Aetherblade pirates in a fragment of the Aetherblade Retreat dungeon.
Two boss-tier fractals:
Molten Retribution: Battle the legendary bosses from the Molten Facility dungeon in this boss-tier fractal.
Sky Pirates: Relive the challenge of Captain Mai Trin and First Mate Horrik.
Story
As promised during her campaign run for the Captain’s Council seat, Ellen Kiel has begun her investigation of the Thaumanova Reactor disaster in the Mistlock Observatory.
Players can complete the special story-mode version of this fractal when they enter the Fractals of the Mists for the first time during this release.
Mistlock Instabilities
Tampering with the Mistlock Observatory to target specific moments in time has destabilized the Mistlock process. Consequently, unique Mistlock Instabilities will begin occurring on fractal level 31.
Mistlock Instabilities are special modifiers that have various effects on players and their party’s journey through the fractals. These can be anything from simple conditions to insidious extra creature attacks.
Improvements to Agony Resistance/Infused Gear
All infused ascended equipment now has a special infusion slot for Agony Resistance infusions.
Agony Resistance infusions can be found in fractal reward chests.
All existing, infused ascended equipment has a +5 Agony Resistance infusion in the Agony Resistance slot by default, in place of the natural +5 Agony Resistance.
Agony Resistance infusions provide +1 or more Agony Resistance.
Artificers can combine two identical Agony Resistance infusions with a Thermocatalytic Reagent to create a single, more powerful Agony Resistance infusion.
Newly created or dropped infused ascended equipment will have empty Agony Resistance slots.
General Fractal Improvements
Fractal selection is now based on the number of fractals the party has completed on the current run. Longer, more difficult fractals are less likely to be selected as the first fractal of the level.
Every fractal level now ends with a boss-tier fractal. The Solid Ocean, Molten Retribution, and Sky Pirates fractals are all in this category.
Unshakable creatures will no longer receive more than 5 stacks of the defiance boon in the fractals.
The difficulty scaling for fractals has been adjusted. Enemy health, damage, and count now scale more gradually.
Agony damage has also been reduced at several levels.
Fractal level 50 is now possible, even with excessive agony damage. However, the fractals are temporarily capped at level 50. Additional levels will become available in the future.
Fractal progress is now account-wide.
Numerous bug fixes and balance changes have been made to previously available fractals.
Fractal Leaderboards
With this release, players will be able to track their progress on a new leaderboard that displays their fractal rank.
In the case of a tie, the first player to achieve that rank will be listed higher.
The leaderboard will be posted on GuildWars2.com once they have been populated with enough data.
Rewards
Daily coin rewards for fractal completion are now more consistent with other dungeons. There are now separate daily rewards per every ten levels of the fractals (1 – 10, 11 – 20, and so on).
The Fractal weapons have been converted to weapon skins.
Recipes for a new rune and a new sigil will now drop exclusively in the fractals:
Superior Rune of Resistance grants bonus toughness, a reduction in condition duration, and aegis upon using a signet.
Superior Sigil of Momentum grants a stacking toughness bonus on kills.
Completing the Fractured! meta-achievement awards the player a bag of ascended crafting materials.
Achievements
Completing a fractal will fulfill a daily achievement each day of the Fractured! release.
Each unique fractal completed during the Fractured! release will fulfill a corresponding Living World achievement.
The Fractured! meta-achievement requires players to complete a combination of 11 daily fractals and/or unique fractal achievements.
Exotic Drop
The Endless Fractal Tonic is an endless transformation tonic that allows players to temporarily appear to be various creatures from the Fractals of the Mists dungeons. The tonic is more likely to drop at higher fractal levels.
The Nightmares Within Rewards
The Tri-key Chest has been updated to include more loot bags, more Dragonite Ore, and a chance at Scrolls of Knowledge and Tomes of Knowledge.
The Toxic Hybrid will now drop a piece of the Tricolor Key every time he is defeated.
Sergeant Walters, located in the base of the Tower of Nightmares, will now accept players’ Pristine Toxic Spore Samples for the Toxic Spore Sampler achievement. She will accept extra Pristine Toxic Spore Samples as trade for various new crafting recipes, Tricolor Key pieces, and the Antitoxin Spray healing skill.
NEW FEATURES AND CONTENT World vs. World
A new area has been added to the Obsidian Sanctum jumping puzzle!
The Borderlands Bloodlust effect has been disabled in Obsidian Sanctum.
Players can now enter Obsidian Sanctum directly from the drop-down menu of the WvW panel.
Items
Additional recipes for ascended back-item pieces have been added to the Mystic Forge for players who don’t play the fractals.
All of the ascended back-item pieces that required 1 vial of Condensed Mists Essence can now be forged with Bloodstone Dust instead.
A total of eight recipes have been added.
BALANCE, BUG-FIXING, POLISH General
Sylvari cultural armor updates—light tier 1 (female only), light tier 3, medium tier 2, and medium tier 3: textures, specularity, and dye channels have been predominantly restored to the state before the last update, while balancing them to work with the glow material.
For the medium tier 2 leggings, the dye-to-skin area was largely combined to a supporting channel to give full texture and glow-color control. The armor-glow shader has been tweaked to allow full saturation range of the glow color, as will be dictated by the saturation of the texture. This shader affects all plantlike sylvari armors that have glow: sylvari cultural, Nightmare Court, and sylvari town clothes.
Items
Gathering tools can no longer be unequipped while gathering.
Profession Skills Elementalist
Fire Shield: The aura of this skill now applies to 5 targets when traited with Powerful Aura, up from 4.
Shocking Aura: The aura of this skill now applies to 5 targets when traited with Powerful Aura, down from 6.
Zephyr’s Speed: This trait now always grants movement speed while attuned to air and also functions with Lingering Elements.
Stone Flesh: This trait now always grants toughness while attuned to earth and also functions with Lingering Elements.
Signet of Air: The tooltip now displays the proper movement-speed increase of the boon when this skill has been activated while traited with Written in Stone.
Stop, Drop, and Roll: This trait will now only go on cooldown when burning or chilled is removed.
Soothing Mist: Updated the skill fact to indicate the correct rate at which Soothing Mist is applied.
Healing Ripple: This trait now indicates the correct healing amount when in a PvP map.
Ether Renewal: Adjusted the skill fact to better describe the functionality of this skill.
Engineer
Tool Kit
Throw Wrench: Removed the healing functionality from this skill. It now applies 2 stacks of vulnerability each time it hits an enemy.
Smack: Added a turret-healing fact.
Whack: Added a turret-healing fact.
Thwack: Added a turret-healing fact.
Power Wrench: Updated the description and skill fact to indicate the actual functionality of this skill.
Poison Grenade: These grenades now display a red ring for enemies and a combo ring for allies.
Grenade Barrage: This skill now launches 7 grenades when traited with Grenadier, instead of having a 50% chance to launch 6 or 8 grenades. These grenades now display a red ring for enemies and a white ring for allies.
Autotool Installation: Updated the trait fact to indicate the correct amount of health restored to turrets.
Automated Medical Response: This trait now recharges Antitoxin Spray, the human racial skill Prayer to Dwayna, and the sylvari racial skill Healing Seed.
Rifled Turret Barrels: The range bonus has been increased to 50%. Several turret abilities have been modified to reflect this change.
Rifle Turret: The range has been increased from 1400 to 1500 when traited with Rifled Turret Barrels.
Automatic Fire: This skill is now affected by Rifled Turret Barrels.
Harpoon Turret: The range has been increased from 1400 to 1500 when traited with Rifled Turret Barrels.
Automatic Fire: This skill is now affected by Rifled Turret Barrels.
Flame Turret: The base range has been increased from 450 to 500. The range has been increased from 600 to 750 when traited with Rifled Turret Barrels.
Smoke Screen: This skill now functions with Rifled Turret Barrels, increasing its radius from 240 to 360.
Net Turret—Electrified Net: This skill now functions with Rifled Turret Barrels, launching at foes up to a 900 range (previously 600) when traited.
Rocket Turret: The base range has been lowered from 1200 to 1000. The range when traited with Rifled Turret Barrels remains at 1500.
Explosive Rockets: This skill now functions with Rifled Turret Barrels, increasing its range from 1000 to 1500.
Thumper Turret—Thump: This skill now functions with Rifled Turret Barrels, increasing its radius from 240 to 360.
Guardian
Symbol of Protection: This symbol now has the appropriate duration increase when traited with Writ of Persistence.
Purging Flames: Updated the skill fact to show the correct condition duration reduction (33%).
“Stand Your Ground!”: Added a skill fact for number of targets.
Binding Jeopardy: Facts from this trait will now show up on skills that immobilize.
Ring of Warding: Added a skill fact for the light field generated by this skill.
Mesmer
Phantasmal Warden: This phantasm will now properly try to enter the attack range of its target before using its skill.
Imbued Diversion: Added a radius trait fact.
Empowered Illusions: This trait now indicates a damage increase for phantasms.
Illusionary Duelist: This skill no longer indicates a loss of damage when traited with Empowered Illusions.
Vortex: Updated the range indicator to use the proper range. Added a radius skill fact. Added a skill fact for initial pull radius.
Necromancer
Putrid Mark: Changed the description to match the actual functionality of this skill.
Marks: Fixed an issue that caused staff marks to go on full cooldown when aborted/interrupted.
Shadow Fiend—Haunt: Updated the blind skill fact to display the proper duration.
Ranger
Kick: Adjusted the range fact on this skill to match the proper attack range.
Frost Spirit: Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Stone Spirit: Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Storm Spirit: Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Sun Spirit: Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Spirit of Nature: Added radius and time-interval skill facts. Decreased the hit-point value of the underwater version of this spirit to be consistent with the land version. Summoning the spirit will now put its activated skill on a 1-second cooldown; this will fix an issue that caused the skill to begin recharging without firing when activated immediately.
Signet of the Wild: Rangers will now be able to interact with objects when they use the active portion of the signet and have Signet of the Beastmaster traited.
Mercy Shot: Fixed an issue with the trait fact that caused multiple damage facts of the same type to appear.
Eagle Eye: This trait now indicates the damage increase in its facts.
Sharpened Edges: Fixed a bug that caused this trait to display an incorrect chance on critical hit.
Intimidation Training: Updated this trait to display on the activated abilities for the Jungle Spider and Black Widow pets.
Hide in Plain Sight: Added a camouflage trait fact.
Thief
Basilisk Venom: This stun will now apply after a strike, instead of on a strike, to prevent crowd-control attacks (like Headshot) from overriding the stun.
Cluster Bomb: The bleeding skill fact now displays the proper bleed stack and duration. Added a radius skill fact.
Fire Cluster Bomb: Added skill facts to describe the functionality of this skill.
Smoke Bomb: Removed the old shadowstep fact.
Fleet of Foot: The conditions will now be removed at the beginning of the dodge roll instead of at the end. This trait will now only go on cooldown when crippled or weakness is removed.
Potent Poison: Updated the thief skills that caused poison to reflect the extended duration that this trait applies.
Warrior
“Fear Me!”: Replaced the range fact with a radius fact.
“For Great Justice!”: Replaced the range fact with a radius fact.
“Shake It Off!”: Replaced the range fact with a radius fact. Added a skill fact for removed conditions.
“On My Mark!”: This skill will now properly use a 1200 range.
Vigorous Focus: Fixed a bug that was granting 8 seconds of vigor on stance use instead of the intended 6 seconds. Skills affected: Balanced Stance, Endure Pain, and Berserker’s Stance.
Fast Hands: This trait will no longer trigger a 5-second recharge when swapping to or from bundles.
Earthshaker: Fixed a bug where this skill would occasionally fail to consume adrenaline.
World vs. World
Borderlands Bloodlust no longer applies to NPCs.
Town clothes and toys have been disabled in WvW.
Fixed a bug preventing some players from unlocking the WvW Dawn of the Season achievement.
Structured Player vs. Player
The ratings for matchmaking and leaderboard standings in PvP have been reset.
BLACK LION TRADING COMPANY GEM STORE New Items and Promotions
Flamekissed light-armor skins, Flamewalker medium-armor skins, and Flamewrath heavy-armor skins are now available in the Style category of the Gem Store. These fiery armor skins can be purchased for 800 gems each.
WXP Boosters continue to be 10% off until the end of WvW season 1. WXP Boosters can be purchased from the Gem Store in the Boosts category for 135 gems each or 495 gems for a pack of 5.
‘Sounds like we want devs to pick topics based on a short vote during the CDI process evolution phase.
I vote at this time that we discuss Commander functionality next as it also impacts PVE. This topic however would be discussed in the WvW forums.
Regarding your question Cactus i will ask DC to do a summary of valuable points garnered from the discussion. He is however away for the holiday so we should be patient in that regard in terms of a reply.
Chris’
Sounds like we want devs to pick topics based on a short vote during the CDI process evolution phase.
I vote at this time that we discuss Commander functionality next as it also impacts PVE. This topic however would be discussed in the WvW forums.
Regarding your question Cactus i will ask DC to do a summary of valuable points garnered from the discussion. He is however away for the holiday so we should be patient in that regard in terms of a reply.
Hello all. We do not mind the feedback, positive & negative. Please do not insult or personally attack other members of the community. If they were being rude to you, or insulting you, please report the post instead of replying in kind.
In the case of slow paced story release, I feel it would help considerably if we were able to revisit past story(living story instances) at will.
I can always catch an episodes of a show I missed or want to re-watch at a later date, why can’t this be the case for the LS instances?
Same can be said for personal story missions.
We’ve heard this request a lot over the past year and are evaluating our options. We’ll share more details when we’re able.
You know they don’t have an outline on Scarlet’s plans, and will just shoehorn our ideas (even the bad ones), so it would be less work for them…… “Just kidding” as Scarlet would say.
We have to plan out our releases months in advance. Sure, some of the details may change along the way but the major plot points have been locked in for some time now.
Also, as an aside, we really are taking the collaborative development stuff to heart. After we release our next PvP blog post we’re going to follow-up immediately with a preview of what we have going in before the end of the year. After that we’re going to run streams on a consistent basis to keep you guys informed of progress and preview stuff we have in development.
Think SotG, but much more official.
So looking forward to this.
I’m also planning on doing a blog post on the matchmaking changes coming next year and we’ll be following that up with a discussion thread on the topic so we can respond feedback on the proposed changes. This is one of those topics that I believe should be as transparent as possible to ensure players understand and trust the way it works.
Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir
@BobbyStein: I’m rather shocked to see red in this thread. Curious as to how this is the first thread you commented on for “sharing thoughts” though. I find that there are many more – and far older – theorycrafting about! Hmm, probably because it’s about Scarlet.
Truth be known, devs don’t generally have a lot of spare time to comb the forums. I’ve been making more of an effort to check in on a daily basis, though. I’m also a lot more responsive to constructive threads than overly negative ones.
Also, as an aside, we really are taking the collaborative development stuff to heart. After we release our next PvP blog post we’re going to follow-up immediately with a preview of what we have going in before the end of the year. After that we’re going to run streams on a consistent basis to keep you guys informed of progress and preview stuff we have in development.
‘Do the other Devs share your passion for CDI, or will this become part of their job description?’
I think so yes, however i think they are still anxious around entering into the public arena (they are after all human and have emotions) and are still finding their feet like everyone else is in this new initiative.
Chris
Awww. I hope they will find the overall experience to be positive.
I think the majority of the posts, in both this and the Living Stoty topic, have been constructive so far.
If each area (WvW, PvP, PvE) has their own ‘owner’ and set of Devs, why must each area wait to have topics (only one area active at a time)?
Will CDI threads be closed once the week (or whatever time alloted to each) is over? (The Living World/Story thread is still open.) If not, will there still be collaboration in said threads? If so, again, why no overlapping threads? If not, I am unsure how much collaborating might go on in the thread.
Are you, Chris, the owner of each area’s thread? If so, I can understand why only one area’s thread is open at a time, but, unless I misunderstood, I thought each area (WvW, PvP, PvE) has their own ‘owners’ and associated Dev team. If you are the ‘owner’ of all, I think that is a lot on your plate. Thank you for your dedication to this project. =)
Do the other Devs share your passion for CDI, or will this become part of their job description? Does everyone have enough time to keep up with (possibly) hundreds of posts about hot topics?
Just a few of the questions that have occured to me about this process.
Again, thank you for your time. =)
And thanks for your time to Inc we appreciate it.
A quick answer to your question here:
‘Do the other Devs share your passion for CDI, or will this become part of their job description?’
I think so yes, however i think they are still anxious around entering into the public arena (they are after all human and have emotions) and are still finding their feet like everyone else is in this new initiative. There is no concern however about the team wanting to build a better and more productive relationship with the community to enable us to continue to pioneer with GW2 with a better understanding of how we are progressing and where we are going as a group.
If each area (WvW, PvP, PvE) has their own ‘owner’ and set of Devs, why must each area wait to have topics (only one area active at a time)?
Will CDI threads be closed once the week (or whatever time alloted to each) is over? (The Living World/Story thread is still open.) If not, will there still be collaboration in said threads? If so, again, why no overlapping threads? If not, I am unsure how much collaborating might go on in the thread.
Are you, Chris, the owner of each area’s thread? If so, I can understand why only one area’s thread is open at a time, but, unless I misunderstood, I thought each area (WvW, PvP, PvE) has their own ‘owners’ and associated Dev team. If you are the ‘owner’ of all, I think that is a lot on your plate. Thank you for your dedication to this project. =)
Do the other Devs share your passion for CDI, or will this become part of their job description? Does everyone have enough time to keep up with (possibly) hundreds of posts about hot topics?
Just a few of the questions that have occured to me about this process.
Again, thank you for your time. =)
Hi Inculpatus,
I think under this proposal i would own each of the threads from a topic management standpoint and that the devs in each area would then have more time to contribute. This would allow me to handle the logistics side of the threads and the devs to concentrate on the fun stuff (collaborating with you guys).
Another reason i like this idea is that it would be give me time to read up on all the different areas of discussion and thus be better informed.
‘Is it possible to add a second thread during the 3 day CDI process evolution to “vote” on potential topic?’
Yes i think that would be a good idea. Many have said that they would like us to pass on skill lag with the next in the list being Commander functionality. If we went with this then after the 3 area topics close and we do the next Process Evolution we could vote again.
However it was also put forward by quite a few people that the Dev team should choose the topics for each area, specifically in regard to the most pressing topics for us in terms of working together through the CDI.
Personally i think their are pros and cons with both options but i would like us to make a decision about that action following the decision around area topic cadence.
I have asked the PVE thread if they want to move ahead with the proposal of 1 topic running at a time with a week of conversation around it. Once 3 topics have concluded (1 for each area) then we would have say 3 days of a single CDI process evolution thread and then back to the next topic.
Do we feel like this is a good cadence to move forward with?
Note this should accelerate our combined experience with the CDI and thus does not preclude us all deciding to change the model should we find that we are at a point to do so.
Chris
Also note that i think if we move forward with this proposal that the first area topic would be in WvW, then PvP and then back to PVE.
I have asked the PVE thread if they want to move ahead with the proposal of 1 topic running at a time with a week of conversation around it. Once 3 topics have concluded (1 for each area) then we would have say 3 days of a single CDI process evolution thread and then back to the next topic.
Do we feel like this is a good cadence to move forward with?
Note this should accelerate our combined experience with the CDI and thus does not preclude us all deciding to change the model should we find that we are at a point to do so.
Once we reach a conclusion on CDI topic cadence i will put a summary up of actions i think we should take to evolve the process based on our conversations and then move on.
So one topic per week with a process evolution thread at the end of a 3 topic cycle?
Chris
Some think like that, yes.
I don’t think the one topic at a time necessarily has to be set in stone forever.
However, I think this initiative of yours is so promising and that the collaboration aspect of it means a lot. Especially where we are right now (in the early stage).
By that I mean: I think it is important that you can focus on one topic at a time.
You mentioned earlier that you were struggling for time and saw some interesting thoughts in one topic but didn’t have the time to dive deeper into the discussion.
Maybe it becomes easier over time as both players and developers gets more experience with collaborative development topics: Maybe then it becomes easier to have several topics running at the same time. Time will tell.
And yes to the process evolution thread at the end of a 3 topic cycle as well
Some great points thanks Reesha, especially the point about the CDI evolving to the point it becomes easier through our combined experiences with it.
Therefore i think this proposal is sound and i would like to hear any further arguments against it in case we may have missed anything?
Might want to fix the above THEN reset leaderboard as the post reset will be just as big of a joke as the old.
Evan and I are currently in the middle of a very significant restructuring of code. When this is ready, it will go a long way toward helping many of those issues, and allow us to make changes and react to issues quicker.
As I’ve mentioned in another thread, this reset is being done for two reasons.
1. The recent matchmaking changes were very significant and we can’t trust the MMR that resulted from previous matchmaking is an accurate measure of skill.
2. We want to see how ratings recover and are distributed over time, which will aid decision making regarding future resets, if any.
Reason #2 will make more sense next week.
Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir
Regarding the discussion about one thread at a time. The advantage for us currently is that the team could concentrate on one topic at a time rather than having three threads to keep up with and therefore have more time to get involved. It would also allow me to enter the discussion of the threads in different areas. Note i am still undecided about this particular discussion. I to am very worried about the time it would take to rotate between topics and for this reason alone that could be a big enough con to not move forward with the above proposal.
Since I suggested the one topic at a time back at page 3 somewhere, I still strongly believe that the pros, of only having one topic up at a time, outweighs the cons greatly.
Would it maybe be an idea to limit the period of time in which the specified topic is open?
I mean, the living story is an ongoing topic still. Last post was around 5 hours ago and the topic opened 28 days ago. With more focus on one area only, from both players and developers, would 2 weeks not be a realistic goal?
I can only speak for myself off course, but:
If one collaborate topic is open in either PVE, PVP or WvW for a 2 week period and if I only wish to comment on PVE: Then I never have to wait more than a month for a collaborate topic in the PVE section. To me, that would be more than acceptable.
Hi Reesha,
So one topic per week with a process evolution thread at the end of a 3 topic cycle?
As for posting frequency, it is always the case that our first responsibility is to the game and the continued production of the features and content.
I just think its odd that you are the only busy person at anet. While you where doing a terrible job here there was a active and productive discussion going on in pve and pvp and in each and every class forum. Unless you are saying that everyone else in the company has tons of free time and you alone don’t you probably owe us a better explanation.
Simply put Devon has been extremely busy of late (Edge of Mists etc) and you will note that many of my posts have been outside of work hours. This is my choice and not something i ask of my design team.
We are working to improve the time we can dedicate to the CDI and if we feel that we can’t appropriate more then it may be best to move to 1 CDI thread at a time.
Regarding the discussion about one thread at a time. The advantage for us currently is that the team could concentrate on one topic at a time rather than having three threads to keep up with and therefore have more time to get involved. It would also allow me to enter the discussion of the threads in different areas. Note i am still undecided about this particular discussion. I to am very worried about the time it would take to rotate between topics and for this reason alone that could be a big enough con to not move forward with the above proposal.
about those threads and how you should approach them (1 week pve, 1 wvw, 1 pvp or whatever you end up with): are we talking about only discussing one specific area at a time or does it mean you are discussing AND developing only one area for that specific time?
i believe it’s about discussion only, but just to be sure
i think the cons on 1 by 1 are legit, but the pro is so uber (plus the bonus pro of having an amazing discussion leader) that i’m voting for the one after another version.
another argument are ‘multi area players’ – they are also able to focus on one discussion and maybe some of ‘the others’ will join the discussion which they won’t have done in the other way and may come up with good suggestions.
Hi Kito,
In this proposal it would mean 1 discussion at a time in a rotating cycle.
Just to be clear, neither of the folks talking about being “permanently banned” was, in fact, permanently banned.
Johmel — I don’t think you need to worry about the transfer, but certainly you can take some of the tips that players have suggested if you would feel more secure in handling this transaction.
93917 – Resolved
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