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Fragmented Anomaly

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Matthew Pennebaker

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yay! Glad it worked out. Thanks to everyone for helping us sort this issue out.

Fragmented Anomaly

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Would it still occur if people let the fragments move slightly from their spawns before perma stunning?

We haven’t had a chance to fully check all the edge cases, but right now it seems like once they start moving they can be safely locked down.

Fragmented Anomaly

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The initial 10 stacks don’t matter to the achievement. Also, only fragments matter for this achievement, coalescences (the orange bar) have no impact.

Fragmented Anomaly

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Posted by: Matthew Pennebaker

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Matthew Pennebaker

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I wanted to give an update. Fix still hasn’t been found, in large part because we just figured out how to reproduce it (which I’ll explain in a moment). I do want to clarify some points about how the achievement is scripted.

  • When the anomaly spawns into the map it sets a flag that says “I haven’t absorbed any fragments.”
  • When the fragments spawn in, they path to the anomaly, if they get to it, they apply the Leyline Accumulation Buff, unset the flag, and destroy themselves. (this is the only thing that unsets the flag)
  • If the event succeeds, and that flag is still set, everyone who participated in the event gets the achievement.
    My suspicion had always been around the pathing of the fragments to the anomaly. As you may have seen in our game, sometimes when NPC can’t get where it is trying to go it just teleports there. It turns out this is sort of what is happening here (and thanks to our QA representative Brett for actually finding this).

The actual bug is: if the fragments get stunned immediately when they appear, and stay stun locked for too long, they will just teleport to the anomaly and finish up their scripting.
We’re still trying to figure out why they are doing that, or at the very least, how to prevent them from doing that. I’ll update again as soon as I have more info.

Fragmented Anomaly

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Posted by: Matthew Pennebaker

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hey all, wanted to let you know we are investigating this issue. It seems to be working when tested locally, and we have reports of some players having earned it, so it is possible. Due to the random nature of this event it’s very difficult to track down exactly what’s happening here. We’ll update when we have more information.

Bloodstone Visage

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The responses were pretty clearly in favor of changing the art. Thanks for your feedback everyone. We will go ahead with updating the art so it doesn’t show through the back of the head any more. This should be out in the next update.
As for the first-person camera bug, that turned out to be a much deeper problem, but it is being worked on.

Bloodstone Visage

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Posted by: Matthew Pennebaker

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Hello all,
I wanted to talk about the Bloodstone Visage helm skin. When it went out in august there was a bug that allowed it to show through the back of the head. To be clear, this wasn’t the intended look of it. Unfortunately, with attentions being divided between other living world content, we weren’t able to get a fix for it ready until very recently. But, before pushing this change through I wanted to check with you, the community, to gauge your thoughts on the skin. Many of you have earned it, and we want to make sure the general sentiment is that you’d prefer to see it changed before we do anything with it.
Thanks for your time and consideration.

Can we get a nicer bow string for Kudzu?

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It’s being worked on!

Dragon Ball Bugfest Extravaganza

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Thanks! That is exactly what I needed.

Dragon event full bugged

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if someone could post the full error message it gives you it would really help us track down the issue. Thanks!

Preserved Queen Bee

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Unfortunately there really isn’t a way to not fix it for everyone (sorry for the double-negative). That being said, knowing the icy mist effect is something people want, we could look in to ways to get it into the game in another manner later down the road.

Preserved Queen Bee

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hey all. I’ve been digging in to this issue this morning. I have a fix for the effect part submitted. Unfortunately I don’t think I can get the fix out to the live game before the next release (scheduled for 1/26). When the fix goes out the icy effect should just go away and you’ll be back to your normal (hah!) bee-covered self.

As for the account-bound status issue, that’s a little bit trickier. We’ll be trying to sort that out as well, but I don’t have a solution for it yet.

Legendary Weapon Bugs

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I’ve been working out a few bugs for the legendary collections, and just wanted to let you all know how things stand. Assuming everything goes as scheduled, when Wintersday turns off (1/12) the following things will be in:

  • Dwarven Spell Trap: if you have collected all of the magics, but it hasn’t “charged” you can double-click it to charge it
  • Temple of Dwayna: there are 2 collectibles for capturing the temple of Dwayna, Malchor’s Notes (Bolt I) and Malchor’s Demise (Twilight I). Defending the temple will also grant these items.
  • Magnification Lens: Defending the “Gates of Arah” will also grant this collectible
  • Any collectible where you need to charge something at a place of power will now give priority to that over charging quartz. This wasn’t really a blocker, but it was pretty annoying.

Here are some things that I’m working on, but didn’t feel comfortable with my changes until I can get someone else to look at them. It has been a few years since I worked on events, so in the spirit of not messing up other people’s work, I’d like to get another set of eyes. There is a chance that can happen soon, and if so we could see these as soon as 1/12, otherwise it will take a little longer:

  • Branded Siege Devourer: it will take me much longer to untangle this event chain and figure out why it is stalling, but what I’d like to do in the mean time is add the drop to the Giant Branded Devourer in Fields of Ruin. Unfortunately, as I was getting that worked out I noticed that event only starts on another event failing. I’m reworking the chain slightly, but I need someone else to double-check and make sure I’m not breaking something else.
  • Hope IV: Risen Crystalline Phial: what I’m trying to do is make the wraith spawn more reliably, and without having to stall the event for a long time. Again, I just need a second set of eyes to make sure I’m not introducing new bugs.

Here are a couple of player questions with answers:

Can you please look at the Dune Soarer? This mob is a rare spawn in Dry Top, and its drop is required for the Kraitkin I collection. I have camped there for a long time (2h+) on multiple occasions next to its spawn point and have yet to encounter it a single time.
I looked into this! It does spawn every time, but not always in the same location. That being the case I’m not going to muck around with it at this time. If this continues to be a problem, or there is more to it I’ll take another look, but at least for the 1/12 release nothing will change.

Although I appreciate you looking into this. What about the numerous other instances in the game which have the same problem? Such as breaking the (almost never appearing) crystal prisons of the Shatterer.
Well, certain things take very little time to figure out and fix (like this issue) and I can squeeze it in between other things I’m working on. The Lyssa temple stuff is an example of a thing that will take me a considerable amount more time to fix, so I can’t just fit it in. The shatterer stuff is a further wrinkle, because anything I do could conflict or interfere with something that someone else is working on, but the crystal thing is getting fixed. I just can’t say for certain when the fix will be out.

Soft wood planks now require 2 logs

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Posted by: Matthew Pennebaker

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Hey all. Just wanted pop in give some insight on this change. First off, sorry for the undocumented change. It is always our goal to get everything in the release notes, in spite of what the last few updates may have led you to believe
Now, this reduction in refinement is one of a few different options we were looking at to bring the cost of wood back in line, but it wasn’t actually intended to ship yet. Since it is out there now, enjoy! But we will be keeping an eye on the economy of this and other common materials. If in the future things crash or explode (that’s economy talk for “crash” or “explode”) the refinement recipes are one area we can adjust to keep things stable.
Merry Wintersday!

Hover Wallet Missing

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Hey all, didn’t want to leave this discussion hanging. Losing the hover list was a needed concession because of the fact that the currency list is growing and would potentially become unusable. We’ve been talking about ways we could have kept it, and things we might do in the future to bring it back, but time constraints kept us from being able to implement any of them for the 6/23 release. We are still looking at it and considering our options though.