… A finisher… ooooooooooooooooh man.
There will be considerably more rewards than that. But good sarcasm!
… A finisher… ooooooooooooooooh man.
There will be considerably more rewards than that. But good sarcasm!
3. The player must meet some form of minimum activity requirement or lose his registration for that season. (we can discuss what constitutes activity worthy of receiving the reward i guess.)
The season long reward will require you to complete the WvW season meta achievement. Which behaves much like the Living World achievements. The server for which you receive rewards will be the 1st server you log in on once the season starts. Any transfers after that will not change your rewards.
I’ve consistently said we are doing 2 leagues in NA and 3 in EU. The leagues will be broken up strictly by world rating at the conclusion of the matchup prior to the league start.
Your reward will be based on the server you log into the first time once the season starts. You can transfer as much as you like, but you will still get the reward from that first server.
Yes. Every new release will keep the previous Worlds.
Josh – I love what you said so much that I put it in a blog post on my comic’s site. Artists need to stand up for niche design!
http://mistergkids.com/2013/08/31/a-bit-of-validation-from-an-odd-source/
Awesome man. Great strip. You should sign up for next season’s Strip Search!
Well he said it may seem like bad game design. That means he’s one step closer to admitting that it is bad game design. We are getting somewhere…..
I’d never claim to be an amazing designer. Only that I do think carefully about the design choices I make. Any time an artist chooses to do something that will be less popular than an alternate choice they know that they will be called a bad artist by many. Goes with the territory. It’s like (and I’m not comparing myself here) film makers such as David Lynch and Kubrick who makes movies/shows with purposefully ambiguous symbology and unsatisfying endings, or musicians like Bjork who will randomly release a virtually acapella album. These decisions limit the audience and make a lot of people who do stumble across their media angry, disappointed, annoyed, etc. And then say “That was bad.” Again, I’m not saying that my work is anywhere in the same league as Bjork or Kubrick. Only that there is a common phenomenon where people who don’t like a particular style, or find something that doesn’t fit in the popular established mold tend to assume that it is therefore ‘bad’.
Hey, maybe my work IS bad. I’m just trying to make stuff that I personally love to play. and it seems like there are others like me. At least enough to keep my quirky little project going!
I’m looking forward to this but I think having a grind for continue coins is a mistake, and as others have said I hope we don’t have to go through that intro dialogue each time.
I remember back in the day grinding for gold in Final Fantasy 1 and Dragon Warrior 1 to be able to buy enough potions to beat the bosses and dungeons. That’s essentially what you’ll be doing. The time invested in doing so ratchets up the tension.
As for the intro cinematic, it’s only an issue in 1-1, but we did make a special TM short version.
So Josh is this kind of Limbo style? Where you just have to keep dying in order to get to the finish. If it is then I like it already!
Funny. I was literally just watching my son play Limbo. But yeah, like Limbo on steroids. And where the spiders dance.
Interesting. So TM is not really difficult but just time consuming?
If you play Cat Mario or IWTBTG you will understand that those games are half trial-and-error, and half precision platforming. Even when you know where all the traps are the routs are still difficult. There are a few sections that give me Ninja Gaiden/Ghosts’N’Goblins flashbacks. We have a particular enemy that appears from time to time in TM that is reminiscent of the infamous Red Arremer. http://youtu.be/IQ2kMK_4kHI?t=3m58s
Except that ours is completely invincible. So yeah, there will be plenty of places where you’ll know exactly where to go and what to do, and you’ll still be slamming your face on the keyboard after your 30th try.
And if that’s not enough to sell you on the idea that TM will be difficult, I’ll just leave you with this equation: Sliding Ice Platforms + Instant Kill Spikes = ?
I’m going to lay out the game philosophy behind how we decided to do Tribulation Mode because I think it’s going to be misunderstood by a lot of folks.
First, here’s a playthrough of two games that are in the style we are doing.
https://www.youtube.com/watch?v=22oTEDa2Rxk
https://www.youtube.com/watch?v=bAH2KMiscqY
Some people aren’t aware that this genre exists, and SAB TM may be their first exposure to it. We took a creative risk by going in this direction with it rather than the standard make-enemies-hit-harder-and-give-you-less-health approach that most games use to ramp up difficulty. That would have been very easy and very safe. (And probably more popular.) But we never do anything the easy or safe way.
The thing that makes this approach tricky is that on its surface, it seems to be bad design because it is intrinsically unfair. What fans of the genre understand is that there is a depth there that comes from a really interesting dynamic in the communication between the designer and the player that doesn’t exist in other games. It’s hard to articulate, but I would say it’s something like friendly pranking. There’s great pleasure to be had in finding ways to outwit a prankster. And that can’t happen unless you have a prankster. And that’s what the designer provides. People who don’t ‘get’ this kind of game see it like the designer is trolling out of cruelty, and so they read malicious intent into the invisible insta-kills. But that’s just not the case. It’s simply a specific kind of content made for a specific kind of player who wants in on the pranks. Yes, raging is part of the process. In fact, I rage at myself when I play TM all the time!
And the thing about how it is unfair: yes, it is. However there is a deep satisfaction to be had in overcoming in an unfair fight. In these games your only real power is tenacity. And besides, it’s only unfair in the short feedback loops. (Here’s some information on feedback loops in game design: ) http://www.jorisdormans.nl/machinations/wiki/index.php?title=Feedback_Analysis_and_Recurrent_Patterns
But the longer (and more substantive) feedback loop is a process of learning how the designer thinks. Discovering that style and finding how to navigate the level better as a result. The first lesson is this: the most obvious easy way will most likely kill you. The harder, more circuitous rout will probably be the way to go. This creates a joy of discovery and overcoming that few other genres can provide. But it is an acquired taste.
Another commonality among games in the genre (which I’m not aware of having a name yet… let me know if you’ve heard of one) is that lives are extremely cheap, and you blow through them. Lives are like HP in an RPG or ammo in an FPS. You go in EXPECTING to lose a LOT. If you interpret losing a life as “failure” then you will have a miserable time. It would be like feeling like you “fail” when you take damage in a turn based role playing game. Instead, if you see every death as another learning experience, you’ll have a much better time. Kind of like the way your armor rating increases when you take damage in Skyrim. So part of preparing for a TM run, you’ll be ‘leveling up’ your ‘life meter’ by collecting as many lives and Continue Coins as you can.
Yes, we are still subject to EU event inaccuracies until I get the dropped event update problem resolved.
Any recipe learned through an item will not be affected! Again, if you double-clicked an item to learn a recipe, that recipe unlock will NOT be reset. If you want to make something from one of the exotic recipes you had learned but it had been reset, simply put the ingredients into the discovery window and make it.
What Vince said. This will not affect any purchased recipes.
Sorry about the confusion folks! Curtis and I examined how everything is set up and the type of salvage kit does NOT affect the amount of Essence of Luck that you get. Please do enjoy your Copper-fed Salvage-O-Matic without any fears of it not giving you the standard amount of Essence of Luck that any salvage kit will produce!
As has been pointed out by other posters: The recipes for inscriptions are not impacted by this, you have to rediscover the weapon and then get XP from it. Example:
I can currently craft a Berserker’s Pearl Reaver. After the build, I will still know how to make the Inscription (which is the recipe), but i will need to put one of the Berserker’s Orichalcum Imbued Inscriptions, one Orichalcum Axe Blade and one Small Ancient Haft into the Discovery window and make it to be able to craft the axe again.
I believe she said ‘….i thiiink…’..
Quality of salvage kit does NOT matter for finding essence of luck.
we talked.. we’re sure now.
The Copper-fed Salvage-O-Matic will work just as well as any other kit for finding Essence of Luck
(edited by Curtis Johnson.8456)
And the blog post is live, enjoy reading!
https://www.guildwars2.com/en/news/economy-report-brace-yourself-disequilibrium-is-coming/
Thanks for the report, Mokuren.
This was likely due to an API outage we had which was related to the GW2 outage, resolved about an hour ago. I’m now seeing events updating on my end. Please let me know if you are still having problems.
Hi.
Still here, sort of. My family is in town and the fact is, my mother is quite demanding of my time (sorry if you’re reading this mum, I loves you).
The invitational is tomorrow. After that, I’ll be able to spend a bit more time on the forums. Also, I’ll talk to some devs about getting on here. Keep in mind though, any time that they spend posting on the forums takes away from the time that they are implementing. More posting = less features.
Hug it out
Are there different causes for lag server side? Can there be lag derived from map population (WvW or PvE) as well as lag from server population?
Strictly speaking the lag isn’t due to population per se, it is due to concentrated groups of players using skills on each other. The server calculates things every time a skill fires off and the more people it hits the more calculations it does. So if you get enough people fighting against one another, or even fighting with one another, you start to see server CPU problems.
You have to realize people making content such as new maps are totally different people from the ones doing the backend server architechture.
Tom is correct. This is not an either/or proposition. Working on a new map is entirely dependent on designers and artists. Working on skill lag is an issue for programmers. Working on one doesn’t prevent the other from being worked on.
Re-post with Official Dev Credentials:
The Tribulation Mode skins are color-shifted variants of the regular set. Each World has a color. Blue is the general SAB color (so not gained through Tribulation Mode), Green is World 1, Yellow World 2, Red World 3 and Purple World 4. This follows the Bauble value color scale. But don’t get your hopes up for getting the Tribulation color variants. Tribulation Mode is ridiculously difficult and time consuming. I don’t expect to see many green or yellow super skins out there. TM is there for a very small group of people who are into that sort of thing.
John, will there be a solo mode of the tribulation difficulty? I really hope so! If that is the case, I would hope the skins are not tradeable. If it’s a forced group setting, I hope they will be.
Like before you can go in with 1-5 players. I imagine most Tribulation Mode play will happen solo. We made it so everyone in the party has to make it to a checkpoint before it will activate so that no one can coat-tail along.
Josh, will those weapons from Tribulation Mode be tradeable?
They will be account bound until used then they are soul bound, like any other skin.
Anyway, the Tribulation weapons won’t drop from bosses, you still need to gather enough baubles of a colour. It seems very likely that Tribulation mode will be far, far harder to solo.
Each Tribulation Mode zone end chest will drop an item. You’ll need all three from a World, along with a weapon design purchased from Moto. Combine those in the Mystic Forge to create your Tribulation Mode colored weapon. Keep in mind we only have Worlds 1 and 2 right now, so the only colors available this release will be Green and Yellow.
Where does the difference between “in-game items” and “real-world cash” begin? c:
Is a gem store item bought (for personal use, or gifted) with gems purchased with real-world cash (gem card/or credit card) therefore treated as an equivalent to real-world cash, or an in-game item?
Specifically, would it be against the rules to gift gem store items via the gem store (purchased with gems acquired with a gem card) to another player in exchange for a character name?
I understand the risk of being scammed and stuff, that is not a concern c:
Thank you!
We are unable to sanction or grant permission for such a transaction. We’re also unable to help in any way if such a transaction goes wrong. That is to say, we cannot complete a transaction or reverse a scam.
For example: we could not remove items from one account and place them on another, but we would take appropriate action on someone we can establish is a scammer. Players do occasionally ask us to intervene in unfulfilled trades — “go take my item and give it to me!” — but we do not do that. Scam prevention is one of the key reasons the devs created the Trading Post, and we expect that players will use that feature.
I do not think this transaction would result in account action, but I want to be clear that that is not a legal position, simply an observation of the details as provided in this single case.
We do have a fix for this in the works, but I can’t give you a definite date yet on when it will be in.
Thank you for your patience!
We cannot change creation dates on characters. We do not change creation dates on characters. As far as I know there are no issues with character creation dates, only with player memories about when the character was actually created. For instance they might say, “I created Fred on Day 1. But I decided I liked Frederica better.” What they forget is that they deleted Fred and made Frederica two weeks afterwards, meaning that Frederica’s creation date is not, and cannot be, the same as that originally held by Fred.
I cannot speak for your individual situation, Nalora, and I do sympathize with your confusion. However, we really don’t fiddle with dates — we don’t even have the tools to do it (upon request or otherwise). You are welcome to contact Support by filing a ticket through the “Ask a Question” tab on that linked page but I am unsure that they will be able to assist you in this case, when the record keeping is, to my understanding, without issues or errors.
Oh please, you cannot misunderstand the blocking of that name.
Rename and move on.
Thank you.
First, welcome to Guild Wars 2! If you continue to have difficulty, please 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.
Please 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.
We don’t randomly move people, so you really need to discuss this with Support. Contact Support by filing a ticket through the “Ask a Question” tab on that linked page. Thanks.
This is not the place to debate support decisions. Nor should you feel it’s appropriate to submit a ticket and immediately post on the forums. The team will review and make a decision.
Locked.
We are aware of this, but it is a non-trivial fix. We are hoping to make changes to this by the end of the year.
Not really something to fix. Of all the things that could be implemented in WvW, this is the low to no priority category.
When I said we, I meant ArenaNet in general, I will not have anything to do with the change other than to make sure it plays well with WvW.
@DevonCarter for this https://forum-en.gw2archive.eu/forum/wuv/wuv/WvW-news-at-the-GW2-Anniversary-Bash-Panel/first#post2728316
Do you have a time when you will be having this WvW announcement or what panel event it is before or after? I plan to watch the whole panel but some may only have time to just catch your announcement.
It will be at the top of the panel, so nominally 3:30, but it will depend on when it actually starts. But it should be basically the first thing that happens at the panel.
Do you love WvW?
Do you want to show everyone your world is truly the best of them all?
Then you should watch or attend the Guild Wars 2 Anniversary Bash Panel for a special WvW announcement that we are extremely excited about. The panel will be live-streamed and I’ll be leading the whole thing off with some very cool WvW news. Don’t miss it!
What’s happening? They realized WvW is part of the game ?
Good one!
I think you just did this to add another red topic to the front page….
I see through you.
I’m going to assume that is a comment on my skin pigment and that is offensive!
We definitely don’t want to go to the level of fragmenting the game to the extent that we have PvP, WvW, and PvE versions of all the skills as that creates a disconnect with the characters we want you to use in all those places. That said, we are certainly discussing the idea of adding skills that would have a WvW focus. But they are just on the discussion level.
Hi guys,
The Queen’s Jubilee Daily will return on the next daily reset.
Sorry for the inconvenience.
Hi guys,
The Queen’s Jubilee Daily will return on the next daily reset.
Sorry for the inconvenience.
I stopped bothering to listen to him a while back as there is nothing of worth to gather from the words he is permitted to say to us. Kinda like the words of a fortune being meaningless as they are so generalized that they may apply to anything.
Yup, precisely. John is barely allowed to tell us anything and when he does it’s so vague and cryptic that it’s essentially worthless.
I can think of absolutely no reason why the player base shouldn’t be permitted access to basic information about the economy. His remark about the median returns from gauntlet farming is a perfect example. The median alone tells us almost nothing. What was the mean? What about gold earned by the top quintiles or deciles and the population statistics to match?
https://forum-en.gw2archive.eu/forum/game/bltc/Economy-concerns/page/3#post2642294
Other then physically destroying currencies, in real life there’s no “money” sink, as mostly everything ends up having value and no money is physically removed from the economy (except the money destroyed, as I referenced above).
This game, anything bought at a vendor, anything traded on the trading post, anything that involves trading currency with an NPC is a subtraction of the currency from the economy. This means that it’s gone, it’s literally out of the flow.
If we ignore credit (which is a huge oversimplification in the real world) this is more or less correct.
In both cases the rates are related by a simple relationship:
Accumulation = Generation – Destruction
In the real world economies, as you pointed out, the rate of currency destruction is low. That means to keep accumulation low, generation must also be low.
In GW2, generation is enormous – just look at the amount of raw gold created every time you go out to play. This means that destruction must also be enormous if accumulation is to be kept in check.
The strength of GW2’s money sinks rests on the 15% TP fee – because it scales up with the amount of money in the economy. Even T3 cultural armor is only a one time sink, and only pulls a flat amount of money out. The TP fee takes 15% over and over and over again – the game cannot generate more money than the TP fee can sink.
Secondly, as player base increases, wouldn’t inflation go down as the money is spreading out.
If the amount of money in the economy was fixed that would absolutely be the case.
It isn’t fixed, though: the rate of gold generation scales with the number of players (more players farming = more players generating gold). So if you doubled the number of players, you’d also double the rate of gold generation, and double the rate of gold destruction, and with the way these things scale you’d have roughly double the amount of money sitting around in the economy.
Can someone correct me here if I’m wrong? as I understand it, unless core components of the economy change (TP fee, where the money goes when buying from a vendor), all inflation is temporary.
You’re right that all inflation is temporary – in the real world central bankers work really hard to balance money flows to keep inflation within an acceptable range. Since WWII they’ve done a pretty remarkable job of keeping inflation in a controlled range, enough so that most people kind of understand slow, stable inflation to be ‘normal’.
But it’s all temporary. In reality there are a bunch of different market forces pulling on supply and demand on a large scale, and those are all changing over time – not just when something big changes, but as people accumulate wealth and their goals and farming patterns change. Big bursts of inflation, or deflation, in the economy these days are going to be from something changing – and recently we’ve had a lot of big changes.
This is a great post.
Hugh, wear body Armour, carry a bazooka , buy some ear-plugs, tuck some whiskey in your vest, bring a bottle of valium and most importantly, hire 14 bodyguards.
I agree with all of this except the Whiskey, I would take hard water instead.
Hard Water = Water with no ice.
I love our fans and can’t wait to meet as many of you as I can! I will have my vigor buff on just in case I do need to do some dodge rolling though. :P
The trait itself is working correctly – it applies 150 toughness.
The bug is on the tool-tip itself, and we have that in the tracker.
Thanks for the report!
This thread has by now probably covered all possible conspiracy theories.
It is true, Rob is no longer with us, and we wish him all the best for his future endeavors. And that is all that needs to be said, the personal life of existing or former employees does not belong here.
To clarify, Hugh will be out and about during PAX, not on panels. So you should absolutely feel free to ask him questions and test his evasion skills. :P Seriously though, we love talking to all of you face to face, so never be afraid to come up and talk to us.
We are aware of this, but it is a non-trivial fix. We are hoping to make changes to this by the end of the year.
What’s happening? They realized WvW is part of the game ?
Good one!
See above quote.
Update: 28 August 2013
130705-000302 Resolved
130807-001101 Resolved as confirmed by customer on 8/26.
Animosity.3069 Resolved. Never got the ticket number, but I’m glad this is ok.
130823-000810 Agent resolved with a reset on 8/24. Please update the ticket if you did not get that response.
130825-000859; 130825-000890 We do understand the issues: You made errors and want them reversed. Unfortunately, we do not have the tools to do that. I am sorry that you are unhappy, but we are not able to help you, it’s really that simple.
130624-002583 As explained, we cannot verify, despite several tries, that you had the item in question. Therefore, we are not able to assist you with this item replacement request.
130814-002128 Prioritized for tomorrow
130807-000572 Prioritized for tomorrow
130811-002448 Prioritized for tomorrow
130811-000585 Prioritized for tomorrow
Notes:
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.
If you are in the most recent list, please do not post again immediately asking for assistance. Allow at least 24 hours to allow things to progress before you ask for another review.
Update No. 2: 28 August 2013
Ticket Numbers
130814-002128
130807-000572
130811-002448
130811-000585
I want you to know that we all agree that this is a long-term issue that we need to address. If you answered the questions in the ticket sent to you on 20 August, we will make resolution of these issues a priority and hope to have each of them resolved in the very near future.
If you did not respond to that ticket, or if you can provide more information, please update your ticket. That will not lose your place in the queue.
We apologize for the delay in addressing this issue (which for those of you not involved is tied to a rare issue with in-game mail deliveries) and we are making this a priority tomorrow morning!
Update No. 1: 28 August 2013
130705-000302 Resolved
130807-001101 Resolved as confirmed by customer on 8/26.
Animosity.3069 Resolved. Never got the ticket number, but I’m glad this is ok.
130823-000810 Agent resolved with a reset on 8/24. Please update the ticket if you did not get that response.
130825-000859; 130825-000890 We do understand the issues: You made errors and want them reversed. Unfortunately, we do not have the tools to do that. I am sorry that you are unhappy, but we are not able to help you, it’s really that simple.
130624-002583 As explained, we cannot verify, despite several tries, that you had the item in question. Therefore, we are not able to assist you with this item replacement request.
(edited by Gaile Gray.6029)
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