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Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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*You may be right. I think it’s too early to tell. Some number of people hit a little resistance and quit and come to complain about it. And some number hit that same resistance and are inspired to overcome it and they are in the game right now doing that. I don’t have a good sense of those numbers are right now. I’m more than happy to adjust it when I have better data to work from. Thanks for your feedback.

You know, gonna be honest, this is a wee bit offensive.

After spending two hours of my time and losing fifty five lives in World 2 Zone 2, and not quitting because I wanted to beat SAB, I then came to World 2 Zone 3 and was met with the requirement of needing 400 baubles to buy the Torch which then also means I need to buy the wallet upgrade from the previous world (good thing I already had that!) and so I was forced to quit.

But you want to sit there and claim that people are angry at this ramp up in difficulty because they met a “little resistance” and then didn’t bother to overcome it?

I’m stunned.

No, really. I’m stunned.

I wouldn’t have quit if your SAB hadn’t been designed to force me to because I spent my baubles on getting continue coins so I could, you know, “overcome the resistance”.

Sorry to offend, but I think your offence is unwarranted. The reason I said ‘some’ is because I meant ‘not everyone’ You are clearly in that camp. You put in a lot of effort, therefore you are not in the group I was referencing. I think you’ll agree that there IS a group of SOME people who meet a little bit of resistance and give up, right? When this thread started yesterday morning and the content hadn’t been out more than a couple hours I had no idea how many people were in what group. 14 pages later I’m very clearly convinced that there’s a problem and I’m working very hard to fix it.

As an aside, there are several hundred baubles buried around the two Worlds, so getting those 400 was certainly possible. I don’t think you were completely blocked or forced to quit. But I understand that if you’re not having fun you won’t want to continue. So it’s on me to try to make it fun! Thanks for your feedback.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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The biggest fail of this SAB is that it’s too long.

Lesson learned. I get it.

I guess the first one was successful because it was new, innovative and they wanted to get it right. Now when they made the second one, they’re just throw in a bigger team, a bigger budget and demand lengthier contents and say yup, that’s what players want. Like the say, the sequels are always crap until the next fresh reboot.

Smaller team, actually. And the length was my own desire to get as many ideas as I could in there. I spent several months pulling 16 hour days and a couple weeks where I did a couple 36 hour stretches, went home, slept and came back and did it again. No one else wanted me to do that. In fact those sort of crazy hours are discouraged at ArenaNet. I did that because I freeking love what I do and wanted this release to be the best thing ever. Turns out I pushed too hard to get those new mechanics in there and I’m being told here over and over that all that work was wasted and it’s making people miserable. I’ve learned my lesson. Won’t happen again! And for that, my family thanks you!

End of world 4 Skin speculation

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Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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If you think about it, the colors are actually the “RARITY” of items in GW2. Starting with the Common Blue SAB weapons. World 1 = Green/Masterwork, World 2 = Yellow/Rare, World 3 = Red/Exotic, World 4 = Purple/Legendary. I wonder if this was intentional.

The weapon colors follow the color scheme of Baubles:

Blue (1)
Green (5)
Yellow (10)
Red (20)
Purple (50)

They DO line up well with rarity too!

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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Having finished a run through yesterday, I found it challenging but greatly rewarding for getting past some sections. Never had issues with bugs or hitting targets. Get better at the game and enjoy challenging content for once. If you are not good enough to do it, please don’t ruin it for the people who can by begging for it to be changed.

To be fair to most of the people complaining, most of the complaints are about random difficulty that I did not design, due to our engine limitations. Those are bugs I have to either work around or get rid of the offending mechanic altogether. I’ve said that I like the difficulty of the enemies because those can be approached with strategy and forethought. Getting randomly knocked of a geyser and rag dolled hundreds of feet downstream is not something that strategy and forethought can help you with.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

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Rather than decreasing the Baubles earned, increasing the prices would have been a better solution. Yes, it’s artificial, but it’s about the FEEL of earning more.

I think you’re right about this and I’m going to see what I can do.

Finished W2 Zone 3 TM. No Coin in Chest.

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Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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It worked that time. Got the coin.

I’m glad to hear you got your coin! I’m terribly sorry you didn’t get it the first time around; we’ll keep looking into what might have caused that.

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Posted by: Josh Foreman

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Josh Foreman

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I want to document instances that seemed a little funky, and figure out if they were player error, a bug, or just a quirk that we have to live with.

That’s great. I appreciate it. I’m hoping at some point I can get it so there aren’t any major quirks that just have to be lived with. At least none under my control. Option A is to adjust the prominence of a quirky mechanic. Make more work arounds, keep them separated, etc. If that doesn’t work there’s always the nuclear option of just dropping the mechanic all together. Of course the more we do that the fewer old-school mechanics we can evoke. It’s a balancing act we haven’t mastered yet.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

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My problems all stem from attempting it solo. Fighting assassins solo is a grinding experience. When I’m grouped up with guildies we can often kill them quickly, but when your fighting 2-3 of them alone its really hard to avoid taking damage.

It ends up being frustrating and tedious. With a group its much easier to deal with the assassin mobs.

This is as designed. Dungeons are designed for up to 5 people. If you choose to solo a dungeon you should expect this sort of thing. At leas that’s how I look at it. Maybe because SAB doesn’t look like a dungeon there are different expectations? We did clearly communicate when you enter a world that 5 are recommended.

Living Story Lore vehicle needed.

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Posted by: BobbyStein

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BobbyStein

Guild Wars 2 Narrative Lead

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Good suggestions, JayMack. Thanks for taking the time to share that here.

The scenes in outside of Ketto’s lab go into some of these details, but I agree that having additional, optional items that add more depth to the story is always a good thing. We sometimes include this type of content in our LW releases (Southsun had journals) and other times we rely on dialog. The more we can include, the more people can better understand the story.

I also agree that having lore-dump NPCs is rarely effective, and often annoying.

We’ll keep trying to improve with each release.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

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it’s not like SABW2 isn’r fun. It really is more like certain design decisions are acting like a focused spotlight that’s shining far too brightly on what GW2 can’t do well as a platform game as opposed to illuminating what it can do well.

That’s a really great way of putting it. I think because we tried to get all our new ideas and mechanics in there it’s hard to find a way to blend them into an organic experience. That’s going to be my top priority for W3. I’ve revised W2 for a new patch soon, and once I’m back on SAB I’ll do more comprehensive reconstructive surgery on it to try to make that spot light less bright.

Living Story Lore vehicle needed.

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Posted by: BobbyStein

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BobbyStein

Guild Wars 2 Narrative Lead

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@BobbyStein
Don’t be condescending.

I don’t believe I am. Please explain.

You accuse us of misunderstanding the purpose of the website stories while the in-game storytelling is so poor as to be nonexistent.

Who did I accuse? Some people have expressed confusion or anger over some supplemental short stories on the official Web site. I was merely responding to that. Also, while I appreciate your honest opinion, I should remind you that not everyone shares it. I know that may be hard to believe but it’s true.

Then you tell us that it would be better if we don’t read the web stories?!? If that’s going to be your attitude, why bother to even write them?

Because some people appreciate them. If you don’t, that’s fine. If that stresses you out, don’t read them. It’s OK. Seriously. This stuff is meant to be enjoyed, not to annoy anyone.

The in-game plot, what little there seems to be, is stretched so thin that we, the players, are forgetting the ‘tidbits’. Your ‘pacing’ is far too slow. You may eventually give us some answers but only after we have forgotten the questions. Where does a player have to go to understand what is happening in this game? Because the game itself isn’t providing any answers whatsoever.

Actually, there are a lot more details in the game than you realize. Either you’re not catching them because they are subtle, or you may have missed the content entirely. I’m not sure in your case because I have no idea what you’ve played, what you’ve seen, or what you remember.

Some people understand what’s going on, others don’t, and some of that is due to a distinct lack of direction in regards to experiencing the Living World story. We’ve been aware of that limitation since day one, and we’re currently working on a system to address that before the end of the year. I sympathize with that. Trust me.

Can we improve on our storytelling or means of delivering plot? Sure. Who couldn’t! That’s why we appreciate honest, critical, and constructive feedback a lot more than rants or straight-up complaints.

Again, thanks for playing the game and taking the time to post. It means a lot to us.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

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Just did a rerun of W2Z2. The first time I did it took a long time and was frustrating and extremely challenging. However, the second time I’ve run it, no problem.
People complaining about enemies are probably not paying attention seeing as you can see most of them a mile off. Learning the correct tactic to taking them down is vital in staying alive and they are EASY (Dodge assassin attack, whip, 2 hits, dodge, 1 hit) against 2 foes you can do the same and even bait their attacks and side step at the last moment. Ranged assassins are even easier once you have the old glove of wisdom.
The puzzles rooms are still difficult (block room/gong room) but it’s a matter of paying attention to your surroundings and making sure the area is clear before attempting anything.

This is the kind of thing I was hoping to see more of. Tactical strategy. Stopping, observing, thinking, trying different plans, etc. Those are the memories I like most about old games. So while we’re going to be addressing the difficulty spikes related to jumping, check points, and water, I don’t want to adjust the enemies. I think people learn how to deal with them as demonstrated above.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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I re-ran some levels today, took me 3 hours again and 15 continue coins even though I knew what I was doing. Decided to photograph the perfectly visible clouds on a LED screen. It’s even worse on my BFs screen. The only way to get around invisible clouds is to turn gama to the lowest, but then the arrow traps are invisible. So I present to you the photo of “there are clouds out there!”

I’m putting in a rocky background there as part of a fix.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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To further illustrate the point : http://youtu.be/J9-aUFHIt7c

It’s not difficulty, it’s not even lag, it’s terrible detection. If Josh can watch this and claim everything is fine with the hit detection and the player was at fault in each case, then I really don’t know what to say.

No. That is clearly a terrible experience. Something is obviously terribly wrong there. If I saw anything like this during testing we would have reworked everything. I’ve never claimed anywhere that anyone’s poor experience is because it’s the player’s fault. I don’t think that way. I like to make people happy, believe it or not.

Is this issue (dying randomly and getting pushed off rocks constantly) happening to you? If so, is it happening as frequently as this video shows? If this is anything more than an edge case than we have a serious problem that will necessitate some serious solution. Thanks for pointing it out.

Living Story Lore vehicle needed.

in Living World

Posted by: BobbyStein

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BobbyStein

Guild Wars 2 Narrative Lead

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It seems like there’s some misunderstanding regarding the purpose of the short stories that we publish on the Web site. They are not meant to “write outside the game” such that the game is unplayable without them, nor are they meant to provide vital information to the in-game story for a particular Living World release. They are purely optional stories meant to provide additional context and lore for those who care. If we felt that the inclusion of this information was critical to understanding the plot or playing the content then we would put it inside the game, plain and simple.

On a related note, some of the lore stories use imagery or situations that would be more difficult, time consuming, or expensive to replicate in the game. Some wouldn’t add anything meaningful to gameplay. So if you’re finding it stressful that these optional pieces exist external to a Living World release, I suggest not reading them.

You also have to keep in mind that we’re pacing the Living World stories such that you may not understand the full picture inside a given release. For example, Scarlet made her first appearance in August but she was hinted at in prior months. Her story has not resolved at this time, therefore we haven’t divulged some significant details about her origins or motivations. It’s understandable why some people would be upset or impatient by not getting these details all at once, but rest assured that we’re not conveniently forgetting about these tidbits—we’re just saving them for later.

Regarding SAB World 2, there is a story that is presented in-game. To experience it, first you must beat World 2 and then preview World 3. I won’t spoil it, so I encourage you to figure out the rest.

Thanks, as always, for the feedback. We read as much as we can.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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I’m really curious if SAB was thoroughly tested with a Norn or big Charr. In fact, I think it would make sense to exclude Asura during the testing process. SAB is significantly easier when run through using an Asura.

Sadly that is the case with all jumping puzzles. Our QA embed plays as the largest fattest Norn possible with the crazy giant shoulder spikes. Generally when I test my JPs I rotate between all the races, and near the end I usually play as a giant Charr.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

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my old NES cart still has my original saves though I’m real sure the battery will die shortly.

That’s amazing. I remember reading the instruction manual as a kid and seeing that the battery life was supposed to be 5 years and being worried about losing my saves!

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

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Hey Josh, I’ve been following this thread for quite a while and I thought you might like some feedback.

Thanks for the quality feedback. I agree with most of what you say. One problem I’m realizing now is that when I first built 2-2 it was not a long level. I never changed the layout, but as we had more and more ideas for new mechanics they kept getting packed into that space. (and subsequently meant a bunch of 36 hour days for me and Lisa!) I’ve now come up with the ultimate idea: The Anti-Idea Helmet. (Please don’t steal this idea, I want to patent it.) It’s a helmet that the each member of the SAB team is given. Like a construction helmet, but it’s got brain reading electrodes or what-have-you that can sense when you start to get creative. At that point a spring loaded mallet pivots down from its mount on the top/front of the helmet, smacking you in the forehead, discouraging new ideas. With this invention I can guarantee that the next release for SAB will be shorter, less dense, and have fewer new mechanics. (and the subsequent bugs that accompany them)

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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Just that it’d be a nice convenience and its a shame it can’t be done, if I’m indeed reading into that correctly.

You’re reading it right. Can’t be done. Wish it could be.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

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Really? I accept that challenge. I play Zelda 1 100% through every November, takes me 6 hours. Game on. The last dungeon dungeon in Zelda 1 doesn’t require perscision perfect jumping for one thing and by then, you have a full complement of hearts plus a red potion plus the vest which cuts damage and the best sword in the game. I can clear that dungeon in 15 minutes tops, how does that even compare to laggy design, instant death, cheap enemies, messed up hit boxes, pixel perfect jumping and the heck I’ve heard others going through?

I will find a group to play world 2 with and we shall see if I clear it in under an hour then.

Awesome. You play through every year? That’s still my favorite game. It’s responsible for my career. I’m working on a re-make with my own high res graphics. Here’s some of the sculptures I’ve done for it so far.
http://scrybe.deviantart.com/gallery/?offset=24

As to my challenge…. all I know is that I run through SAB over and over constantly and find it very easy. But like I told someone above, I’m very used to the engine problems like camera, lag, weird hit detection, etc so I hardly notice them and have developed strategies for getting through the levels without running into most of the problems described by most. And I’m not a super great jumper. I don’t find the “pixel perfect jumps” accusations to be accurate at all. But I know last time I played through LoZ it took a long, loooong time. And some of those later dungeons were BRUTAL. The rooms with 8 darknuts you can only hit in the back? That seems WAY harder to me than SAB. But I see where you’re coming from. You’re super familiar with LoZ. I’m super familiar with SAB. I’m sure that plays into both our perceptions.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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Let me describe 2 specific instances in zone one where I feel a mechanic did not fit with normal mode.

At the geysers, if you are jumping off one as it disappears, it will knock you back mid air. For a long time, I thought it was the flying fish that I just couldn’t see, but after 20 or so tries, I figures out what the real issue was. Even after that getting the timing right felt really random. Something this unituitive i only expected to find in tribulation mode. If you could make it so the only time you get knocked back was when you hit the “groundlevel” water, not mid air as the geyser disappears, I believe that would eliviate most of the frustration with this part of zone one.

Second, the flowers. Specifically the one right before the final boss. I only died twice to the boss himself, both of those were simply learning that I couldn’t single dodge through his lazers – fair enough. I died at least 10 times to the flowers – jumping very consistanly, but being thrown too far or too short. I remember there was some to-do when this mechanic was introduced in the aetherblade jumping puzzle, and I was surprised to see it here. It’s an interesting idea, but any amount of lag makes it unbelievably frustrating. I don’t know if it will ever work well in this game engine.

Overall I enjoyed zone one, but those two aspects specifically really colored the experience for me.

Those are both getting changed soon. Thanks for the specific and calm feedback.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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especially since Josh did seem to initially think the complaint (particularly about the size of the levels) was a complaint about the amount of content.

Yeah, I was too flippant in my response to that. Having read every post on this thread I understand what the real issue is. Personally I love long epic slogs. Long movies, long songs, long levels. I felt like I was going the extra mile making these levels so huge. I spent SO many all-nighters crafting these levels… and then I’m told it’s too much. Hahaha…. oh… …

Anyway, I get it now. Not everyone can dedicate the time and energy to this scale of epic. However, as a caveat, I will say that once people find the dig spots and Shorcut Eagle they will be able to tailor their experience in 2-2 quite a bit more.

Each level is very long, especially on first run, with no real way to hop out and come back later mid level. I realize that, sure, in old school games there often wasn’t a save mechanism at all but that’s one aspect of design that has certainly improved over the decades.

The way things work in SAB is, like the engine compromises, are not the way I would design this thing if it wasn’t part of GW2. There are so many issues that come with building this in an MMO, the amount of logistics we have to deal with is a nightmare. I would love nothing more than to let you go back to your last check point.

At the same time, however, I wouldn’t want to lose the vastness of how the stages actually feel so I can’t really advocate something like breaking the existing stages up into 2-1 through 2-6 instead of 2-3 through 2-3 (or just opting for smaller/shorter levels next time around).

I feel the same way.

My personal recommendation would be a revision of the checkpoint system to include hard checkpoints like we have now and soft checkpoints sort of like what is in the Tribultion Mode. Have soft checkpoints in places right before or after notably tough sections,

Interesting idea.

Is it too hard? Respect the awesome work

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Posted by: Josh Foreman

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Josh Foreman

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Reading the comments, I"m afraid it’ll get dumbed down. World 2 has a steeper learning curve, but it’s fun. It took me 5 hours to complete both zone 1 and 2. I’ll be able to do it much faster as I know what I need to get from shops and know the zones.

Please don’t nerf it. Fix the bugs and it’ll be better already.

Here’s the thing. Most of the difficulty being reported is not designer intent. It’s the tricks we’re doing to try to simulate old games. Moving platforms, conveyor belts (that what we WANTED the rapids to be like) etc. They are all wonky work-arounds we are doing to fool our MMO engine into acting like a platform engine. So that KIND of difficulty is NOT the kind of difficulty I want in SAB. As a designer I want to be the one to determine what’s hard. Not an engine freaking out because we’re manipulating it into doing things it was never intended to do. Most of the fixes I am working on involve removing the elements that just aren’t reliable enough. We’re flying a little too close to the sun and the wax on our wings is melting. So we need to find a lower altitude I guess.

Become the master bugged

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Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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We’ll check into this, Mirta. Thanks for letting us know.

How do you get to the top...

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Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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To go up, you must first go down.

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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The difficulty leap, in the curve was totally crazy. It doesn’t feel like a World 2, at all, to me, it feels like another game entirely, or a final world.

You are right. I agree. It was unintentional. We’re working on a fix.

Firstly, I’d like to talk about Area 1. The lack of music was disturbing, but not really had any impact on gameplay.

This is a bug we are trying to track down. Do you happen to know what your audio settings are at?

My next concern is about the croc’s and turtle’kittenboxes. Back then, the river area didn’t caused much problems to me. Nowaday, I just can’t seem to reach most of theirs.

It’s interesting, because I added about 50 new rocks to make hitting these guys easier. We made their hit-boxes almost 4 times bigger. If you look at the Crocodiles hit-box you could fit three of them inside it. Refer to to my post above about how we have to compromise how we would LIKE to make things, with what our engine is being tricked into doing. I’ll add even more rocks.

The only way I can think of getting the achievement, now, would be to be a five man party and praying not to be the focus of the assassins’ wrath… This is not a very staisfying way to get an achievement, to me.

Try whipping the first assassin and keeping him stun-locked the whole ride. No more will spawn.

Thanks for your feedback.

World1 Zone1 Tribulation Mode Chest Problem

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Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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The token should have been immediately added to your inventory. Look for a green coin.

Easy mode 31/33?

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Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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We’re tracking this issue. Thanks for the info.

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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sofar these devs have been nothing but rude kittenbags to the playerbase. Great customer service you have going on here

Howso? I apologize if I’ve come off as rude. I was using the ‘protip’ line a couple times, but I apologized for that and explained that I forgot it’s used to insult people. I was actually trying to be funny and reference the era of gaming SAB is referencing. I really do appreciate the feedback I’m getting here and want to encourage people to share their opinions. That’s how I grow as a designer.

The feedback I like the least is the accusations that I’m basically trying to sell stuff. Since it’s not true it’s not helpful to me. But stuff about difficulty spikes, specific mechanics problems, etc. Those are very helpful.

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Posted by: Josh Foreman

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Josh Foreman

Environment Design Specialist

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W1 was a fun, colorful lighthearted and challenging homage. W2 could be but isn’t.
W2 suffers from the “Lets make it as hard as we remember those games being when we were five and sucked at playing video games.”

I’ve said it several times in this thread so far but I’ll keep repeating it since I don’t expect anyone to read the whole thing. The design intent was NOT to make Normal Mode as hard as it is. There are a combination of factors that are making it so, and we’re currently working on a fix. We want W2 Normal Mode to be slightly more challenging than W1. There are several obvious difficulty spikes that we are addressing by adding check points, removing the buggy waterspouts, making dart traps easier to spot, removing some of them, etc.

All the complaints about the randomness of the rapids, floaty platforming, camera issues, etc. are things I would literally pay a thousand dollars to fix. Maybe even two. I’d cut my salary if we had a way to fix them. We hate them as much as you do. We simply accept the pain of these engine limitations because we feel like the overall content is worth it. I totally understand if other’s find them too annoying to be able to enjoy the content.
I said earlier, we have a great engine for GW2. But making it do platforming stuff is like getting a powerful heavy elephant to win a horse race. It’s not always pretty. Finding the sweet spot between pushing the boundaries of the engine to create new old-school mechanics and keeping the gameplay perfectly smooth is a constant game of compromise. I’m not claiming we’re perfect at it. But we’re trying. Check back after we get the changes in and see if we addressed most of the difficulty spikes.
I’m really appreciative to have this interchange with you guys. Some of your ideas are going directly into our fix. Though most of the warranted complaints are just a limitation of what we can and can’t do with our engine. (Like making the dart traps knock back instead of kill. That was our initial intent, but there’s no way to make it work.)

Private Messages: A Personal Request

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Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Another week, another 50 PMs.

Please remember that forum posts help every player and posts are usually the best way to get help!

The only exception I can think of is letting me know about an exploit that would be dangerous if posted. Otherwise, please use the forums as intended.

Thank you!

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

e-Mail from "ArenaNet?" Please read! [merged]

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Thanks for continuing to make us aware of the phishing attempts, but do note that there are a number of samples in the A Note About Phishing Emails thread. If you see the email you received in that thread, you don’t need to post in this thread, as well. Inclusion in the official “Note about Phishing” thread means that other players can see the samples, and it means we’re aware of it, as well.

Also, if you do include an email that you have received, please take care to NOT post the link in the email. You could post a portion of the link, remove a piece, and put [REDACTED] in the link, if you wish. We want to be very cautious about including links so that someone doesn’t inadvertently have difficulties with having the full thing posted.

Thanks.

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

(edited by Gaile Gray.6029)

Customer service

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Wetpaw (a name I love, btw ) It’s very kind of you to post, and we definitely do not have a rule prohibiting this sort of post. This particular sub-forum gets a lot of activity, and most of the people posting have problems, concerns, or issues. So it’s very nice for our players to see “Hey, I was helped, and quickly, too!” In most cases, folks are helped quickly and with entirely positive outcomes, and your post helps confirm that.

So thanks, on behalf of the players, and thanks, too, from the team!

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

scholar achievement bugged

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Are you waiting for the timer to complete, and do you stay near the chest when the level completes?

Details about the Guild Wars 2 First Birthday Gift

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Astral Projections.7320

Ty for the tip. I did go and look at the very first Chr i made. it says 360,, so i will wait 5 days to see if i get a gift. though i was part of beta and head start.

Ty A Net for moving quickly to fix the “glitch”

I feel sure you’ll get your gift very soon.

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

my account is hacked

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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There is a lot of valuable info in this article by ArenaNet President Mike O’Brien: https://forum-en.gw2archive.eu/forum/support/account/Mike-O-Brien-s-Article-on-Account-Security

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

Can't Complete Associate of Baubles

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Are you guys finishing the Zone? Bauble achievements aren’t awarded until you kill the Cage Boss and wait out the Zone timer.

I lost update mails please help!

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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I am unsure that the team will be able to help with this, but you may contact Support by filing a ticket through the “Ask a Question” tab on that linked page. They will be able to assist you.

For tips on what information to provide in a ticket, please read this post.

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

Gem store issues [merged]

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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The team CAN help you. (And thank you for your support of our game!)

I really encourage you to contact Support by filing a ticket through the “Ask a Question” tab on that linked page. They will be able to assist you.

For tips on what information to provide in a ticket, please read this post.

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

Big thanks to the support team!

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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Thank you for your considerate post.

I am glad that the team is continuing to work with you. I wonder — have you considered the suggestions in this thread?

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

Finished W2 Zone 3 TM. No Coin in Chest.

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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We’re looking into it, Arys. Thanks for the heads up.

my account is hacked

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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As suggested above, you should contact Support by filing a ticket through the “Ask a Question” tab on that linked page. They will be able to assist you.

For tips on what information to provide in a ticket, please read this post.

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

Suspended for a few days?

in Account & Technical Support

Posted by: Gaile Gray

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Gaile Gray

ArenaNet Communications Manager

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I think you’re given a reason either with an e-mail, or a message screen when you attempt to log into the game.

Yes, an explanation generally is given when trying to logged into a suspended or terminated account.

Hunter — Questions may be addressed to Support by filing a ticket through the “Ask a Question” tab on that linked page. .

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

W2Z3 icicle

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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Icicles have multiple cracks, as well; you’ll need to hit all of the cracks before it will fall.

Addressing Moderation Concerns

in PvP

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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Just touching base again. We thank you all for the great feedback, including those which came in privately via our Appeals Process. Hopefully, this will have given you a better understanding of our Moderation & Community Processes.

As posted earlier, we’ll close this thread. If you still have questions or concerns, you can submit them to forums@arena.net

Cheers!

Yesterday's Patch and Sound optimization

in Audio

Posted by: Cody Crichton.7516

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Cody Crichton.7516

Sound Designer

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Thank you for your feedback. We’re always looking to optimize the audio engine and improve upon performance as well as the listening experience. We’re glad to hear that the latest changes are a step in the right direction.

As always, come on down to the audio forums if you encounter any issues with sounds suddenly dropping out and other audio performance quirks. The more details you bring with you, the more likely we can get issues sorted out quickly.

Finished W2 Zone 3 TM. No Coin in Chest.

in Super Adventure Box: Back to School

Posted by: Vince Ste Marie.2081

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Vince Ste Marie.2081

Super Adventure Vince

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This is just a sanity check for our end, Arys:

Had you already run through 2-3 Hard Mode earlier? The chests are account daily, and the daily resets at 5PM Pacific.

Addressing Moderation Concerns

in PvP

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Like I said earlier, provide discussion points in the post and not just a link to the video and yes, it can stay in the PvP forum.

If all you want to do is toss up a link and “discuss!” it will be moved.

Tough Customer, World 1. 10/11

in Bugs: Game, Forum, Website

Posted by: Josh Davis.6015

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Josh Davis.6015

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We are currently tracking this issue.

Thanks for the report!

Addressing Moderation Concerns

in PvP

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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delete this thread! it’s not constructive anymore cuz ppl are arguing! don’t just close it, delete it like you always do! delete all the thoughtful criticism! flush all of it! i hope danicia made a backup!

I come from the IT world before my 6 years of game industry. I always have back ups. And back ups of back ups.