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Elite Specializations & Hero Point Feedback [Merged]

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Hey folks,

Lots of passionate feedback and discussion in here on either side, and a friendly reminder that constructive feedback helps us make better games (please do keep it constructive!) We don’t always get every detail perfect the first time, but I like to think one of our strengths is we’re always open to and listening to feedback from our community and making good decisions based on that feedback.

Ultimately, we’re thrilled with the parts of HoT everyone is enjoying. Your passion is awesome, and it’s part of why we all love creating this game. In particular, in game we’ve seen a really positive reaction to the game from folks who are busy playing, which has been really cool to see.

While we never like to rush and make snap decisions, in particular with a game that’s basically been out less than three days; I think there are some fair points in here for us to discuss. Much like other feedback about HoT, we’ll be discussing this as well!

Thanks again!

Elite Specializations & Hero Point Feedback [Merged]

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Doesn’t matter what the rate is when you take into account you need every single point in the old maps as well. That x9 is too much.

Except you don’t! There are enough hero challenges in the jungle you don’t need to do any in the core tyrian world – those simply speed you up on day one if you already got them.

Elite Specializations & Hero Point Feedback [Merged]

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Unless I am mistaken just to unlock half of the training line, we need 212 hero points?

It’s 400 points total to unlock everything in an elite spec training line – I just can’t remember off hand how many points folks have currently if they have done all the existing ones, but it’s right around 200. The rest you’ll need to earn in jungle to unlock the deeper skills/traits/etc. in the training line.

You only need 60 hero points to begin using your elite spec, the points you spend after that continue to unlock more skills, traits, skins, etc.

Again, hero challenges are worth 10 points each in the jungle. So no you don’t need to go do 200-400 jungle challenges.

(edited by ColinJohanson.2394)

Elite Specializations & Hero Point Feedback [Merged]

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Unlocking your elite spec is a training line in your training panel that costs hero points. You do need to have trained all the existing training lines before you’re allowed to put hero points into your elite spec.

If you’ve got all the hero points in the existing game you’ll have enough to train about half the elite specialization training line on launch day. The rest you’ll need to earn in the jungle or via the new system Tyler outlined yesterday from WvW. The number of points to fully train your elite spec is higher than other training lines – but hero challenges in the jungle are worth 10 points each, so it’s not actually as big as it appears.

(edited by ColinJohanson.2394)

Handful of HoT Notes:

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Are there WvW guild missions that can possibly be completed in Edge of the mists at all?

Just double checked w/ the team on this – you cannot do these while in EoTM.

You can however have people in different worlds running missions simultaneously for the guild that all contribute. They simply only need to have 3 guild members participating in the specific event for it to count towards the mission – regardless of which world.

Handful of HoT Notes:

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One point of clarification: can the mission preference be set from the Guild Initiative or do you have to have a hall first?

This could have an impact on when we decide to do a hall capture. Though I guess you need favor first in order to do that…

You’ll set the preference in the guild mission panel itself – anyone with the appropriate permissions can do this from anywhere in the world.

Handful of HoT Notes:

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How will the rewards for guild missions work, for let’s say PvP and WvW missions? As to my understanding a PvP team excists of 5 players and quite a lot of guilds have members from different servers.

Can people from multiple servers contribute to one WvW mission and will they all get a reward, even if it gets completed on one server first? And will all players gain rewards for the PvP missions, even if they are spread out over multiple teams?

Correct yes – multiple teams can contribute simultaneously to one mission for PvP – a guild team requires 3 or more players from the team be actively playing to use the team name, and a guild can have multiple teams playing simultaneously.

For WvW multiple groups of players can contribute simultaneously for WvW as well yes – the requirement is three or more players from the guild must be there participating at an event for it to count towards the mission.

Handful of HoT Notes:

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Is it possible that you reroll this until you have a PvE, PvP & WvW mission (from what I understood there were three slots initially) considering we have no choice but to have a mix the first week. With only PvP & WvW missions I sorta feel like PvE guilds are getting the short end of the stick.

That was my question when I heard this too! Sadly no, the concept of re-rolling these while seemingly a simple idea – is apparently a mess code wise and would take a really long time to sort out. On the good news side – guild missions reset 3 days after the launch of HoT, so at most you’re waiting 3 days if you’re not interested in doing the launch day missions. Just make sure to set your guilds preferences in those first 3 days!

Is it safe to do the current (PvE) guild missions before the launch, considering you have PvP & WvW rolled only atm? Will doing guild missions before the launch lock the ones that are available after the release?

It’s totally safe to do your guild missions before launch yes. The new guild mission system will activate on launch and offer a brand new set of missions that are not impacted by the ones you had before.

Handful of HoT Notes:

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The Fractal Backpiece was pretty much my main goal for the start of the expansion. Knowing which components I can work towards and which ones I can’t at the start would be really helpful in trying to divide my time amongst all the content.

You’ll be able to go through all the various steps (tiers 1-2-3) to build your new precursor backpack from day one w/ HoT, that’ll keep you busy for quite some time. The pieces to take your precursor to a legendary hopefully shouldn’t arrive too much further off than when you’re actually able to finish your precursor anyway.

Handful of HoT Notes:

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Hey folks,

Wanted to give you a quick heads up on a handful of notes relevant to Heart of Thorns launch in a few days:

Guild Missions: Week 1

With the new guild mission system (https://www.guildwars2.com/en/news/guild-mission-changes-and-improvements/), missions each week are randomly generated. There is a toggle you can use to allow your guild to select between PvE, PvP, WvW guild missions, or a mix of all three for more diverse guilds. When you make a change to the toggle, it’ll go into effect during the next week of missions. We’ve defaulted all guilds to the mix of all three mission options for week one, which means every guild will have the mix of missions option selected for week one.

The random roll for this week already happened and we’re seeing on our internal servers that week ones missions rolled a mix of PvP and WvW missions for the first three mission slots that guilds have unlocked once you’re able to access the expansion (as you unlock deeper into your guild hall, you’ll be able to unlock more mission slots). We wanted to make sure everyone knew this information ahead of time.

Combat Visibility

One change you’ll notice when the expansion goes live – a number of FX for skills have changed. We’ve tried to cut back some of the visual noise of some of the “noisiest” skills to make it easier to see what’s going on in combat with multiple players/mobs on screen. We’ve also made some skill FX end much faster to align with the length their actual combat effect happens in the world – previously some FX lingered much longer than the actual outcome of the skills combat interaction would occur. This is also to help make it easier to see what’s going on in combat.

Fractal Dungeon Leaderboards

Back when we announced all the updates to Fractals for Heart of Thorns – the announce blog also discussed more information coming before HoT about leaderboards for Fractals. Our team of folks working on Fractal dungeons kept iterating on this concept and ultimately we have decided to make it something more involved (re: exciting) than our original plans which will extend our development a bit more. This also means you’ll be able to earn the new fractal backpack precursor, but a few of the components for the new legendary will come with this expanded future fractals feature.

As always, we’ll discuss features once they’re far enough along to share development details on; our Fractal Dungeon team will be back with more updates about this and other plans for Fractal Dungeons in the future: when it’s ready™.

Engineer Profession Icon

We’ve had some issues over the years with folks being able to tell the difference between the Engineer and Elementalist profession icons, in particular when they are shrunk down to smaller sizes for party UI. This became even more apparent when we began testing our updated large squad UI. As a result, we’re going to be changing the engineer icon to better differentiate between the two. We’ve also done a bit of re-work to better differentiate the icons between Scrapper, Tempest, Engineer and Elementalist.

The Arena Wait Time and GvG

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tl;dr : I think that a long timegate on Guild Arenas will make them ineffective at addressing some of the concerns of players who are pushing for them the hardest, and I hope that we can find a smart way to address this before the expansion drops. Hopefully we can get a feedback thread started for ideas.

Really great feedback Benjenx – just want to take a moment and point out this exactly how feedback is best phrased. It’s constructive, thoughtful, and makes great points. This is exactly the kind of feedback we spend our time focusing on reading and listening to – so thank you!

In regards to the time line for the Arena – we discussed as a team and ultimately agree it’s important this building be available early for guilds who really want to acquire it. The base arena building will be available within about two weeks of time after launch (based on aetherium and favor requirements) as long as the guild gets enough gold/materials/etc. acquired from game-play in that two week time to build the building. [TLDR; the fastest any guild could build the building will be about two weeks]

Thanks again for the feedback – we hope you enjoy the arena as much as we do!

Leagues

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The current system is making the player base smaller by the minute.

While I’ll let the PvP team respond to the other points here, I do want to take a moment and address this:

PvP has steadily grown in population and play hours going on nearly a year now. It’s sky-rocketed since the game went free, and the two weeks before this have been our best weeks literally since the week the game launched. We anticipate this week will be the best week login/play wise PvP has ever had in the history of Gw2.

I don’t want to trivialize your points – and our competitive team has some great reasons why things operate the way they do they’ll lay out and explain in relation to leagues soon: I do want to call out you’re using false population data to support your point.

From an ArenaNet perspective, PvP is the fastest growing part of Gw2 and had more success for us as a business in the last year than it’s had by far in the history of the Guild Wars franchise. Next year is going to be even bigger because of that success.

I’m really proud of the work the team has done and the work our amazing player community who has helped grow competitive PvP just as much as our dev team has and would hate to see that lost in this discussion.
-CJ

Guild Hall Level 40 System

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We’ll be covering a lot more info on guild halls and guilds in detail before launch, including some stuff details we haven’t announced yet about guild halls.

It’s also very likely we’re going to end up with more like 60-70 levels of guild halls in total rather than the 40 we originally announced due to all the hard work of the guild team.

Hold tight – your answer is coming!

Small Guilds earning Favor/GH in HoT

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Before we launch we’ll be covering a lot more in depth info on guild halls and guild progression, including a number of details we haven’t announced yet. Hang tight – your answers will come then!

masteries info on ign.com

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Also, I hope that collecting all of the masteries will actually take a little longer than originally leveling from 1 – 80, unless they are able to introduce new masteries a lot faster than when they expect players to be completing the original 7 masteries.

Not sure where this info came from on it taking the same amount of time as getting from levels 1-80 → but simply put it’s incorrect.

A) We haven’t decided how long it’ll take to earn them all, and are doing beta weekends to help decide a good time length.

B) Currently as timed in game today, it would take a good deal longer than that in total game hours to earn all the mastery lines.

Ultimately – check it out this weekend and let us know what you think!

[SUGGESTION] Hand health features

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Just saw this thread get bumped – missed it the first time a year ago – thanks all! Lots of great stuff in here. Some stuff already on our backlog, some new stuff we added after checking this out.

- CJ

First Beta Weekend

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I’m a bit sad to only have one slot. Now I have to choose whether to test one thing and advance its masteries enough to give feedback on higher tiers, or to smorgasbord the start of multiple things.

I think I’m leaning to testing Chronomancer in as much depth as I can.

You’ll be getting four beta character slots to play with – have fun!

Revenant Test Weekeend Questions

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I am just wondering if the revenants made will be instant level 80s or will we have to level them up. I can see a point in letting them level to test any problems with that, but that will make WvW or any high end PvE content unplayable unless we use consumables to level them. I’d rather not do that as I am saving the consumables for when HoT goes live.

They are instant level 80, fully geared, with an inventory full of other gear options you can swap in and play with.

Revenant Test Weekeend Questions

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https://www.guildwars2.com/en/news/announcing-the-guild-wars-2-revenant-and-stronghold-test-weekend/

Since this will be a test in the live-game world including WvW/PvP..

Will we be gaining currency and things for our live account? or will these still be ENTIRELY walled off characters?

You’ll have a beta character slot you can use to create a Revenant. When playing with a beta character: all progress, items, etc. you get will not be saved once the event is completed.

You can however use your existing characters to play Stronghold, and will continue to earn rewards/progress that is permanent on your account.

-CJ

[HELP] We don t want guild mission

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Any indication on group size required for capture mission?

Will they have to be in the guild to help?

We’re still debating minimum size, you can see a lot of discussion down in the guild CDI thread that’s helping us inform some of those decisions.

And no – you don’t need people to be in your guild to help you capture it. Bring friendly guilds to help you out, ask nicely in Lion’s Arch, etc.

[HELP] We don t want guild mission

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Hi,

We are a guild of 3 guys . We love WWW.
With Guild halls , we will have to do guild missions.

So why we have to do puzzle jump and things like this , when in this game we just love killing people on the battlefield !

Why can t we play as we want .. ??

HoT will include a solution for this for both guilds that are WvW, and PvP oriented that want to build and expand their Guild Halls and need the favor generated by guild missions. Same goes for guilds that have a mix of players interested in all three. More info down the road a bit on how this will work once we’ve got it a little more solid on our end.

Edited to add: Everyone will have to do the actual mission to capture the guild hall once per hall though no matter what. If your group online is too small, you’ll need to invite friends (or pay/beg/sing-songs-to-woo peeps in Lion’s Arch!) to come with you and help you claim the guild hall to own one. Or you could always grow your guild

(edited by ColinJohanson.2394)

Skill points and Spirit Shards?

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A quick update on this one -> After feedback from presenting the original hero point count – we decided getting to level 80 will give you enough hero points to unlock all the core skills and traits entirely. Doing hero challenges (aka skill challenges) will simply allow you to earn all the skills/traits earlier before level 80. With the release of HoT, there will be options to spend the excess hero points earned from doing hero challenges in the world.

There are a number of other changes on 6/23 to make the experience from 1-80 more exciting, better-paced, rewarding, and fun as well after having the time to evaluate and player feedback from the updates last year.

-CJ

Ascended Gear - Anet please fix this.

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This is for weapon and armor currently – weapons use the same recipe as armor to stat change except they use inscriptions to allow you to change instead of insignias.

Alas yes it does destroy the runes and sigils in the item, the mystic forge doesn’t currently have a way to allow us to do this kind of stat changing without it working that way.

Also: Shout out to Matt P and Linsey who did all the hard work to make this possible

(edited by ColinJohanson.2394)

Ascended Gear - Anet please fix this.

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Just want to clarify since I saw this come up a couple of times in this thread and we haven’t actually released our full official patch notes for 6/23 yet….

Ascended Gear will be staying 5% better than Exotic Gear. Gear beyond the tiers we already have are not going to be added and our existing tiers won’t change, they won’t be our main end-game form of progression for your characters/account for all the reasons we’ve covered before – it isn’t what we think Gw2 is about.

Masteries is being added to PvE to help provide this system as our form of progression for PvE moving forward, and the WvW ability system exists for WvW and will be what we use to expand WvW in the future.

To more directly answer some of your point….We are adding a system that lets you change the stats for your ascended gear (weapons and armor) next Tuesday – which will cost a combination of 10 spirit shards, piece you don’t want anymore, 5 ectos, and an exotic insignia of the stats you want to convert to. Legendary Gear will remain the gear that can freely change stats any time.

-CJ
(Edited to clarify weapons and armor)

(edited by ColinJohanson.2394)

Where is promised challenging HOT content?

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Simply put: we haven’t announced it yet – when we’re ready to show everything about our plans for challenging content for HoT, we’ll announce it.

Though it isn’t the “challenging content” feature discussed in our announcement – I will add we want our open world content experience to be more challenging as well just in general. Though the AI was better in our CBT experience – we think we still have a lot of work to do to get our creatures and encounters even at the start of Verdant Brink up to where we want them to be. Our game has great combat, our creatures and encounters should challenge and require you to use that combat system.

More info “when it’s ready”.

First person camera coming?

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This is huge if true.

Confirmed yes! Our blog will be out shortly with more information.

You can also check out the Ready Up show tomorrow at noon pacific time to see some of the new camera stuff in action!

"No-grind philosophy"

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No matter what current method chosen, it is still light years away from your very comment that by level 80, players should have the best statistical loot in the game.

Yeah to be clear on that one, as we’ve said before: we made that statement before the game launched, ultimately realized we didn’t think it was the right decision for Gw2 – and changed our mind. I fully own making this statement, the day I said it was our plan – our lead designer decided it was the wrong direction for the game after we stated it, and we changed direction.

Sometimes plans will change, I can assure you it’s never our intention to intentionally mislead/trick anyone, that’s simply the nature of development: from time to time things we say at one point later have to change.

"No-grind philosophy"

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And now the post is up in the trait thread specifically to answer that point specifically. I’ll say by our definition of grind because you can purchase traits for skill points and gold which you can earn from different types of content and game modes OR play the content, this would not be considered a “grindy” system by our definition – but that doesn’t mean it’s right for Gw2’s future.

Game Updates: Traits

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Hey folks,

Now that the HOT is out of the bag, we’re able to update this thread with more details. With the introduction of the new account based mastery system for end-game progression and growth in PvE, we’ll also be re-evaluating our other systems of character progression to ensure they match our over-all pillars and goals for Gw2.

In doing so: we’re going to be removing the current trait unlocking system currently on live and replacing it with a more simplified system that supports where skills-traits-specializations are going in the future. We’ll go into more details between now and the release of HOT on how skills, traits, and specializations will work in the new Gw2 world.

Thank you for all your passionate feedback on this topic – it not only helped our dev team lead to this decision, but has played a large role in helping us define how to build our exciting new account based mastery system for end-game progression in PvE as well.

"No-grind philosophy"

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Hey folks,

I just want to take a second to address this topic, because it’s something we state as one of our key philosophies – but don’t often clarify exactly what we mean we say it. And because everyone and their mother has their own unique interpretation of what grind can mean, it’s very simple for this to feel like we’re not following our own guidelines when we build and implement content.

When our company president said we have an anti-grind philosophy way back before Gw2 shipped, and when it has been repeatedly reinforced since then, our statement is simply: “We don’t think you should need to grind to get the best gear and stats in Guild Wars 2”.

So what exactly does that mean:

- The best gear/stats: This means to have statistically the best abilities in the game, you shouldn’t need to, by our definition of the word, grind. This goes for leveling and getting top gear (by our definition that’s ascended gear, legendary being an optional extra thing you can do, but don’t need to do.)

- Grind: To us, grind means being required to do the same boring activity over and over again. In particular, the biggest reference we’re talking about here in traditional MMO’s is having to kill the same creatures over and over again to farm for levels or gear. In Gw2, you can gain exp and levels from a massive variety of game play, game modes, and content types. Same goes for the ability to acquire the gear to build up your characters. Similarly, ascended mats can be acquired from a wide variety of content types and game modes to allow you choice and options so you don’t need to grind to complete those goals. Our new mastery system continues to this promise as well, which we’ll go into more detail on soon.

There are certainly optional activities in the game players can embark on that I think we’d openly accept fall into the category of our definition of more “grindy”. Earning certain unique skins, and in particular some titles absolutely qualify as things we’d put on this list. Legendary weapons have components to them that fall into this category, though we’ll be doing work in HOT to make this much less the case. We feel these are optional choices players don’t need to do, but can if they want, and because they are optional are acceptable within our statement that “Gw2 doesn’t make you grind to have the best gear/stats”. That doesn’t mean we can’t make those activities more fun as well, but when we say “no grind philosophy” we’re not including optional things you can do, but don’t need to do, in our definition.

Hope that helps a bit, that’s our philosophy and definition we’re going by when we make those statements. They may not align to your definition of grind, and that’s ok – we’re fine with that! It’s just important you know what we mean when we make that statement so you can make decisions about how you view Gw2 and judge us by our actions/words.

Thanks again for being so passionate about this topic and the game which ever side of the discussion you fall on. It’s something incredibly important to modern MMO’s and gamers in general, and we truly appreciate the dialogue you all are having on topics like this. It’s what makes better games for all of us.

Upcoming Daily/Monthly changes 12/10/14

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Does this mean that we only have until Tuesday to finish our monthly?

You will have till the end of December as normal to complete this months before the monthly system is retired.

Royal Club????

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Colin, I’m going to be a jerk about this (but I mean no ill will), and perhaps its just the English language, but it sounds like you are leaving an opening.

Saying “currently running” sounds like “not the exact system as china will come over from china, but we may implement a different one”

As we’ve said before: The royal system will not be coming to NA/EU, period.

There ya go

Royal Club????

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As we’ve said before, the royal club system currently running in China will not be coming to the NA/EU version of the game.

Oki doki new game mode - dev confirmed false

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That was poor wording in the press release, there is no “new game mode” in the traditional sense we’d think of (new map/ new rules) being released in this update, though our competitive team continues to work on new game mode options as we speak. As with all things, they’ll give details on this when it’s far enough along we’re able to talk about it.

The reference to “mode” is talking about how players will be organized in PvP games, details later this week.

[Suggestion] Currencies & The Wallet

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Right now we’re sort of splitting out things you can “spend” between three different places: Your inventory, your bank, and your wallet.

At its core, we need to decide on one of these to compliment your inventory and call it good. As we’re continuing to introduce more items like the geodes and bandit “hello my name is” crests, this has obviously become even more of an issue

Ultimately, we either need to let you spend materials from your bank directly at vendors so you don’t need to keep them in your inventory (and then make geodes/crests materials) OR continue to make the wallet larger and larger. Or option #3 we haven’t considered yet you might think of in this suggestion forum!

Either way, we’re aware of the need and will address it “when it’s ready™”.

Not under my command: Solo?

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We’re looking into this one, looks like it’s not working properly, thanks folks!

CDI-Guilds- Raiding

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Lots of great concepts here already, great job folks. I’ll echo that this discussion is most helpful if we consider what the concept of guild raids in Guild Wars 2 could be, rather than attempting to limit to what “raids” in other games have been.

Think outside the box and ask yourself what other “raid” type systems don’t do well, and consider proposals that you think both make best use of what Guild Wars does well; it’s a similar process we use when evaluating any system or feature for Gw2 in general.

Look forward to reading more of your ideas!

Farewell Chap

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Hears to epic company of heroes battles during crunch, basketball shoot outs, hearthstone deck tips, late night philosophy, german beer, [Ni]’s attempts to climb the Gw1 ladder, and Jon destroying your fan.

Good luck chasing your dreams Chap!

Adopt-a-Dev for the WvW Fall Tournament

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We missed you tonight! We were on for some hours. See you tomorrow night Colin!

We got a nice little EB [GAF] group going for a bit tonight, DR had no idea what hit them when we snagged their SM and threw all our stuff in the mystic forge.

Look forward to seeing the big crew tomorrow Ash!

Adopt-a-Dev for the WvW Fall Tournament

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I’ll be (staying) adopted by my fine friends at [GAF] over on SBI, see you all soon!

Misconceptions regarding Level gating.

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Colin, just clear up one thing – There is 0% chance EU/NA GW2 gets a VIP system?

We’re absolutely not bringing the China VIP system to NA/EU, correct.

Misconceptions regarding Level gating.

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snip

Exactly how much of this was influenced from KongZhong? Because by the looks of it, the direction you are taking this game is being HEAVILY influenced by metrics from CHINA GW2….

Testing was done predominantly in the west focused on players who played guild wars 2 today, people who played gw2 at launch and left, people who heavily play other MMORPG’s, and people who heavily play RPG’s. We did all of this testing ourselves in the west, I’ll just kill right now that this is a system developed for China. It’s a system developed for the global game, period, because retaining new users at early levels wasn’t just a china problem we needed to solve, it’s a problem in the west too.

Our friends over in China did their own tests as well and saw nearly identical results to us in retention differences when testing our old systems to the new. And as I said, if we find on live all our testing was wrong, we’re not going to let it sit there, our goal is to teach and excite better at low levels to keep more players, not the other way around!

I’d also be very careful attempting to apply stereotypes to western or eastern gamers and attempting to lump them all into one pile. Just like we have a very diverse community of western gamers who play and enjoy games in different ways you’ll find in the east the same is also true.

As for content for level 80 people, I agree, we need more awesome stuff there too. However if you don’t keep people at early levels, you don’t have level 80 players to ship content to, and our development team was asked to fix the very clear issue of early player retention. Anyway as for level 80 this is a post about new player experience specifically, not level 80 stuff. There is a great CDI going on right now about guilds in (and more coming soon) where you can help give feedback on what you’d like to see the level 80 guild experience be in particular!

Misconceptions regarding Level gating.

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Hey folks,

Wanted to pop by and give another update on where we stand, as well as to help provide some information on some of the more common misconceptions we’ve seen floating around as well:

- There are bugs! We’ve seen the content direction system (the little arrow) pointing people at super high level maps when it shouldn’t, some systems/features not unlocking as intended for all characters on your account once your first learns them, some systems level gated that aren’t intended to be, balance issues where certain levels appear to be very out of whack, etc. As I mentioned earlier in this thread, our team is working to figure out what happened here and fix these as quickly as possible.

- There is misinformation: Numerous systems that show up in the level up guide that teaches you about things in the game when you gain levels are not locked out, the system simply tells you they exist in the game to help give you a better list of things you can do. Just because it’s included in the level up guide, doesn’t mean it’s actually locked out. You can dodge from level one, jumping puzzle from level one, etc. There also appear to be a lot of folks chiming in who haven’t actually played with any of the system, and are making claims that aren’t remotely true.

- There are some things happening at the wrong levels. Things like utility skills and elites are intended to come at approx. the same time they used to in actual game time, we sped up leveling for levels 1-15 and had them slide back in levels a bit to offset that pacing, they are not currently where we want them to be in the level up system. This was an oversight, and will absolutely be fixed.

- Not all of these changes were made as ways to teach the game, some of them are to provide a better sense of pacing, reward and progression. Early on we want to give a sense that you’re rapidly gaining new abilities, rewards, and learning new things as you level up. We added the level up reward messages, and the actual rewards themselves, and took abilities you’d usually use around that point in total game hours and presented them as unlocks (or things we teach that are already unlocked) to help give a better sense of pacing and progression.

With the addition of the new rewards, messaging, and level up screen to make leveling more exciting: we also wanted to make sure you had that feeling of excitement more often early on in the game, and presented new learning on a more regular cadence. So we greatly sped up leveling from levels 1-15. Many of the things unlocked at later levels are earned at about the same time period you used to start using them in the old system in actual real game time, we just staggered them out across the levels since we sped up leveling to make the game feel more rewarding early on.

- In general, this system is intended to be not only better for new players, but our hope is by the time it’s all in place you’ll find via the better rewards from levels 1-80 via the level up guide, the better rewards from personal story, the faster leveling from 1-15, and the ability to toggle the content direction system to help you with map complete will make this a better for experienced players as well.

- Over a years worth of testing with new players found we were absolutely able to keep them both more engaged, and more likely to return to keep playing Gw2 as a result of the intended system. That is at the end of the day, a win for all of us since all of you need more people to play with! However: if we find in the live environment that isn’t true and we’re not retaining new users better, we’ll absolutely both share that information with you, and continue to iterate to make it better. We keep very real time metrics of player retention for new users, and we’ll know very quickly how effective the work we’ve done is. I want to make it clear: what we used to have absolutely wasn’t good enough for our standards of retaining new users. Before we do some of the other things we want to do with Gw2, we had to fix this, period.

- Finally, I want to add that a few things (hello traits!) are things that can be improved for players who make multiple alts, we’re aware of this, and though company policy prevents us from discussing what’s in development: I can say we know Gw2 can be an even better game for people who love making alts in the long run, more info: when it’s ready™.

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I just want to quickly add, there are some errors on this chart of how stuff is unlocking, as well as 1st character vs. account unlocks when some of these systems were carried between regions. We’re trying to identify what happened and repair those things assigned the wrong account/character fields, as well as levels.

Wait.. You can't DODGE?!

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Correct me if I’m wrong… But people are saying that you can’t dodge with low level characters anymore. Is this ACTUALLY true?

This is incorrect, you should be able to absolutely dodge at any level. There is a lot of misinformation (and some bugs) going around about systems the game teaches you about, but are totally available from level 1 if you want to go do them. The level many of the things the new level up system tells you about doesn’t mean they are unlocked at that level, it simply exists as a reminder if you haven’t learned it by then. Feel free to dodge away! You can also go do jumping puzzles any time you want for example, the game just gives you a heads up they exist at level 21 if you haven’t found one by then, etc.

We’re also seeing a lot of bugs, and unintended functionality folks are reporting in a number of the threads on the new player experience that don’t align with what we announced the system to be. We’re working on identifying and resolving all of these issues as quickly as possible, some of the absolutely legitimate concerns folks are bringing up (like some of the bigger issues with alts) are not intended and appear to have been flagged incorrectly when they moved between development regions. Fixes incoming soon as we can identify everything.

Please continue to give feedback and suggestions, we very much appreciate it as it’s allowed us to identify a lot of not intended issues, as well as bugs.

Thanks!

Brainstorm: Key Discussion Points

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Very much appreciate the feedback, suggestions and ideas from those who are staying on topic. I’ll continue to monitor this thread and discuss options and your feedback with the community team.

Keep it up!

Brainstorm: Key Discussion Points

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Too many times have these ‘CDIs’ or developer discussion threads turned into us talking to a brick wall. In fact, the majority of the people who would probably have incredible input to give you have either been banned from the forums or simply don’t bother anymore. If you want us to put the effort in and engage in the sorts of discussions you’re proposing, you need to show us you can acknowledge public sentiment and comment on it, even if you don’t bend to it.

Thanks fadeaway, I want to be clear this isn’t a discussion initiative. As stated back in my first post, the concept here is to simply provide more visibility by providing a list of top tier game areas we’re aware of or concerned about so it’s visible to players.

CDI is intended to be a discussion initiative, if you have feedback on that or how it (or other discussion initiatives) work please make sure to put those in the CDI thread. If your feedback is something like what I’ve proposed isn’t useful and you’d prefer more discussion initiatives, that’d be totally valid in this thread as well.

Brainstorm: Key Discussion Points

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You know Colin there is such a thing as giving people hope, without giving any specifics or dates or talk of new continents, that thing is called a pic.
You devs used to do this very thing a lot before launch. Artist like Daniel Dociu for example who has been missing in action since March 11th 2011.
Simply post future in game pics from time to time and let the player base speculate on it. It can even be a painting that has been included in the future development of the game which would give us only a vague look into the future. Don’t do it so much for me but for the rest of the player base since the silence treatment has already killed the game for me. The last L.S chapter I did Divinity’s Reach and didn’t bother finishing the rest. Since then all I do is only daily then I log out. I got all professions at 80 and all fully mapped but now the motivation to stay online is all but gone. Even for me pics would give me something to look forward to besides the usual rumor of a 2015 expansion which I simply do not believe in anymore.
Best regards an ex full time player and supporter who’s already contributed to more than 10 expansions which we have yet to hear about. I don’t regret my gems contribution they added to my enjoyment, but it’s all water under the bridge.
Make no mistake about this silence can also kill a game it has for me.

Just wanted to take a moment and say thank you for supporting Guild Wars for so long. Hopefully someday we’ll be able to tell you about things that re-ignite that excitement for you! Pictures say a thousand words, certainly an interesting idea indeed.

Brainstorm: Key Discussion Points

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Hey folks just to be clear, this isn’t a thread where you list all the stuff you’d like to see in the game (we have plenty of those!)

This is a thread to discuss the idea of adding a sticky to the top of each of the big forum threads (PvP, dungeons, WvW, General discussions, etc.) where we help provide a very high level list of stuff the Gw2 Dev team is aware of with the game, and what questions/thoughts we’re giving those areas to help guide your discussions – and provide visibility into the very top tier stuff we’re aware of.

Feedback on just the idea itself as a concept please, thank you!

Brainstorm: Key Discussion Points

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Kool I appreciate it but will we be seeing these types of threads turned into stickies on essential topics like?:

#Condition damage stacking issues in open world
#Rewards system revamp and the removal of systems like DR/RNG
#Diversity in PVE (which includes weapon choices, locations/types of traits)

I think that’d certainly be one potential option, this thread is brainstorm exactly those kind of ideas if we do indeed think this concept would be useful.