“Life’s a journey, not a destination.”
“Life’s a journey, not a destination.”
I don’t get how do people with every update find the topic to cry about.
Another anti thief QQ thread? We have many threads about stealth already.
This isnt about any specific class, just stealth in general and those few classes that have it.
there, answered your question.
Legendary SoloQ
This isnt about any specific class, just stealth in general and those few classes that have it.
Plain and simple. Having stealth should be the “reward”. What do I mean by this?
Well, usually, in most balanced games, having stealth is in and for itself pretty darn good. But here not only do you not put handicaps and ways to counter it, but encourage the unlimited use of it, and if you think that wasnt enough, give certain class for free one of the highest damage spell that has absolutely no risk and cant be countered not even with blocks (which doesnt reveal said class) but also give them boons while in stealth.
In most games having stealth is already awesome, to countrest this you have handicaps like :
- Slow movement speed
- Means to reveal them
- CC reveals them (roots do not count as CC)
- Damage Reveals them
- Certain damage threshold reveals them
- Chance to see them
- Damage penalty
- Cant heal or put boons for a bit
- Cant reset fights at will every 4 seconds, usually have to burn a PRETTY LENGHTY cooldown to get out of combat when things go awry.
- Take 100% more or even more damage while stealthed.
But here? Spam it, make it annoying, uncounterable, give them boons, free uncounterable damage spells, all that while having all the benefices that come from stealth.
I believe Stealth should be good enough, no need to give it so many good things on top of that while not having ANY way of dealing with it other than swinging your sword in the air (if you have a ranged weapon you are screwed) and wasting all CDs in the hope that something, just something will connect, and even if it does, you wont know, and it will for sure not be 8k damage, which would only be fair considering certain classes free access to it every 4 seconds.
Legendary SoloQ
(edited by Fortus.6175)
Shall we give Kits to all other professions so they can properly utilize Rune of the Engineer?
Personally only a fraction of the people dislike Scarlet. but those are, as always the people who speak out on the forums. I absolutly love the character and think she is truly a job well done.
So definitely not signed.
Arise, opressed of Tyria!
Hi, everyone. Just wanted to pass on some comments from Angel herself:
Angel McCoy, Narrative DesignerHi, everybody!
I thought I’d drop in under a flag of sincerity and respond to some of the comments I’m seeing here. You all are so passionate about both Guild Wars and GW2 lore: it does my heart good. Thanks for being so completely awesome and for putting so much of yourselves into your discussions of the lore.
To better frame my comments and because many of you aren’t familiar with me: I’ve been working on GW2 for 5 years and 9 months. Prior to my employment, I was a GW player for several years. I did some freelance at that time for ArenaNet to help write a GW atlas that never actually got published, but it meant that I spent a lot of time learning the world. My point is that I love Tyria every bit as much as you do, and I’ve dedicated almost as much time as many of you have to it.
I completely understand the outrage some of you feel, thinking that I’ve retconned things in a vacuum. I’d like to give you some peace of mind. Prior to my sending it off, the interview you read received a thumbs up from Bobby Stein, Ree Soesbee, Jeff Grubb, and Scott McGough. I do not work in a bubble, and if I’m releasing that much lore, then I’m going to do my best to ensure I’m getting it right. And it definitely feels like I’m sticking my neck out in the effort.No pressure. Hehe.
When you are working in a world that is as huge as Tyria and that has had as many lore creators as Tyria has, it can be difficult to make all the pieces fit perfectly together. And yet, we do the best we can.
————-
So, let me explain where some of these lore decisions came from. They and many others are based on the following needs:
1. The fact that GW2 takes place 250 years in the future after GW.
2. The added complications that come with GW2 being non-human-centric. We’re no longer telling a human story, but a multiracial story, and that means only one of five races have the “gods” as part of their world construct. The lore needs to not only make sense for all races, but actually be relevant to them.
3. We want to evolve the lore, not rewrite it, but not just recycle what was already there either. We want to reveal new layers in the onion and expose secrets that even GW players didn’t know.
————-When you think of the history of Tyria from a non-human standpoint or, broader still, from a pan-racial standpoint, you begin to realize that not everything the people of Tyria believed 250 years ago is actually the whole truth. Just like I was taught in grade school (not quite 250 years ago—hehe) that Christopher Columbus discovered America and Thanksgiving was all about the Pilgrims having turkey dinner with the Native Americans. Just like that, the people of Tyria may have had only a partial or biased view of historic events. Some Tyrian historians might have gotten it wrong. Others might have recorded things in a manner that suited their agenda. Thus, when you quote a scholar from that era, it’s not unlike quoting pre-Socratic scholars in the real world who believed the Earth was flat. At some point, a Durmand Priory scholar or an asuran researcher questioned whether these historians were right or not. Sometimes they were; sometimes they weren’t. Sometimes, they only knew part of the story. We want to give you more of the story.
There is a stream of truth that runs through all previous GW lore, and that stream is what we hope to tap. We are not going to throw away huge bundles of GW lore. Events happened. What you may find evolving, however, are the explanations for why and what exactly did happen. We will NOT handle the lore with cavalier carelessness, I promise you. On the contrary, we spend a great deal of time studying old lore so we can base our expanded lore on it.
Now, let me give you a few confirmations on some of the things you’ve been saying:
> The Seers created the first Bloodstone to set some magic aside during the last rise of the Elder Dragons. They didn’t want to see it all consumed.
> Magic existed long before the first Bloodstone. It has always been a force in the Eternal Alchemy. It was not created by the humans’ gods, no matter what priest or priestess preaches thakittenwas. How you choose to roleplay your character’s beliefs is entirely up to you.![]()
> Humans (including Canthan humans) were brought to Tyria (from…no spoilers!). They are not native to Tyria and did not come with much magic of their own. From a human perspective and oral tradition (that can get warped over time), they say the gods were giving them magic, but the reality was that the dragons had gone back to sleep, and the gods felt it was safe to begin returning magic stored in the Bloodstone to Tyria. The gods (not only Abaddon) “unsealed” the Bloodstone and magic flowed back into the world. Humans and other sentient races of the time began using it.
> Over the course of hundreds of years, wars broke out. King Doric begged the gods to slow the flow of magic back into Tyria and the gods granted his wish by shattering the Bloodstone into pieces and limiting their use. Abaddon was annoyed by this.
For many of us players, it’s only been a couple years since Abaddon’s tantrum, but for Tyrians, it’s been much longer. The gods have been gone. Generations have lived and died. The world’s understanding and control of magic has grown and improved. The understanding of the cosmos (the Eternal Alchemy) has improved. And yet, there’s still so much the people of Tyria don’t know.![]()
250 years ago in our real world, it was 1763. It would be another 12 years before the American Revolution even started. Compare the scientific/medical knowledge and industrial level of the time with how it is today, and you’ll see just how much progress can be made in 250 years. Of course, Tyria hasn’t advanced as quickly as we have. They don’t have cars or Internet or Post-It™ notes. But, their cultures have evolved. They have a greater understanding of how the world works. And, they have better means of communication and travel across long distances. Thus, we can now write more intricate and bigger stories for them.
I wish I could answer each of your questions and concerns, but the reality is that I need to work on the next GW2 Living World release. We’re cruising at 200mph on these releases (to quote Stephen Clarke-Willson).I hope this explanation of our lore philosophy and where our thinking is will help you when you go back and review the pieces of your discussion. Thank you again for your passion! Know that we do pay attention, even if we can’t always take the time to respond to forum discussions like this.
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
@Darnis: No, I’m Swiss. But your comment just shows the problem we would get with such finishers, and that’s why I really do not want to see something like such finishers.
Personally, I think we can get there.
It’s awesome that each day I get to help move things a little bit closer to that goal than the day before.
Isle of Janthir: Flux, Latch, Aegir
Hey Felivear, thanks for the post!
We knew for a while that Warriors were stronger than the meta seemed to indicate at one point, and we knew a fix for the sigil was coming.
Sometimes it just takes a while ( IN ANY GAME ) for people to try all builds, all combinations of strategies, all options, etc.
That’s why we want to see what today’s improvements do to the game, especially to support meta. I ran into a VERY strong staff Elementalist earlier on live, and was excited to see it when I did.
It normally takes a few days/weeks for builds to assimilate new changes into their kitten nals.
Due to that, we’ll be watching the meta to see where it goes and then make more changes in future updates.
The Sigil of Paralyzation was making Warriors (who used it to great effect) very strong, so went ahead and fixed it with this update. We have plans to rework all sigils/runes, but that Sigil, we felt, was so important that we had to fix it now, before we did a large balance pass on the sigils/runes.
We have to make sure we aren’t making you guys download new clients all the time for fixes. We knew the sigil of paralyzation was strong, but we also knew our fix was coming in today’s update.
Hope this makes sense and thanks for the post!
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
Move along. There’s nothing to see here.
We increased the range of the POI so world completion is still possible
However deleting OPINIONS will not communicate what people think
If they are angry, they are angry for a reason
You can be angry. You can state your opinions. You can say how frustrated you are. We ask that you are respectful towards each other, as well as our staff.
Our Moderation Team removed content which was off-topic to the thread. We’d like to keep this open for discussion, but we would also like it to stay on-topic.
The topic being how best to observe that the new policy is draconian and delivered in threatening/amateurish tone without ever implying that the people who would initiate such a policy are by extension draconian or threating/amateurish.
Its like waltzing in a minefield
.
To be fair to everyone, the only thing which has changed in our policy is the insulting of our staff.
Be respectful, be critical. Don’t be rude = Normal forum rules we already have in place.
Name-calling, threats (via forums/PMs/appeals tickets) = 2 week suspension for first offense, permanent ban for the second offense.
It was off-topic, and according to the new rules, I’m guessing it was insulting and a personal attack on that particular person.
Nope, just plain ol’ off-topic. No infractions were given; the team simply cleaned up the off-topic like we normally do.
We absolutely allow constructive criticism.
So, basically, negative criticism isn’t allowed anymore?
^ This is what I call disguised trolling.
If this update serves to remove “smart trolling” like this from this board I welcome it.
Constructive criticism has never been punished on this forum.
Some guidance to make a constructive critic:
- Don’t bash anyone or anything; even game features are still work of some people and it is offensive to them to call features as garbage because you don’t like them.
- Entitled statements i.e. “this thing sucks/fails because..”; just because something isn’t of your taste it doesn’t mean it fails in general and it is pretty insulting toward who worked for it.
- Acting like you speak for someone else beside you is also irritating; every single poster represents himself only.
Anything can be made constructive really, there is no excuse.
I can take a flaming complaint like this:
Omg sPvP sucks! Anet really? How haven’t you added more modes yet and the whole rock-paper-scissor garbage is totally stupid
And turn it into constructive criticism:
I feel that sPvP could use some more developing. It lacks variety as it only has one mode so far and I feel that the current system of bunker/roamer/bunker-killer could be improved into something more articulated.
Really easy.
All it takes is a breath of fresh air before posting.
You did not answer the overall question. Profanity, name-calling pretty easy to define. The issue is the vagueness of the term ‘personal attack’ in light of the fact that the moderation team has a rather…. random approach to moderation.
Also for the record ‘you have been warned’ comment makes people take the official post…. probably in a different direction than intended.
We’re definitely working on retooling and improving Moderation and messaging.
Using locoman.1974’s post to reiterate:
Constructive:
“I don’t like the way Anet is handling the game”
“I find this new dungeon path boring because XXXX”
“I think these armor/weapon designs are ugly”
Insulting & non-constructive:
“Anet isn’t competent enough with this game”
“Anet lied to us”
“Fire whoever designed this dungeon/weapon/armor”
“whoever designes this dungeon/weapon/armor clearly has no clue”
You can discuss things we’ve said (manifesto, dev posts, blog posts, interviews) and disagree with them or even criticize. We’re okay with that. When it crosses over to insults is where we draw the line.
Now that the negative faction has had their say, let me give you the other side of the story OP.
Particularly for a person who doesn’t like traditional MMOs (like me), this game is a godsend.
Is it perfect? Not by a long shot. There are plenty of flaws in the game. And with all those flaws, even after a year, it’s still more fun for me than any other MMO I’ve played.
Don’t let the naysayers get you down.
First of all, yes, there’s a lot of grind in this game. I don’t really have issues with what the OP is saying in regards to problems with rewards, and I’m not going to discuss that here.
I’ll say only this: I don’t care how bad you think a design decision is, that is completely 100% irrelevant to being rude or offensive. They’re not related. And it’s not acceptable. Even if they were related, two wrongs don’t make a right.
So devs put something in the game you don’t like…are you telling me there’s no way to let them know you don’t like it without being offensive?
By all means, express your dissatisfaction but do it in a civilized manner. Because being offensive is simply wrong.
Hey guys, Josh (of SAB fame) offered some really good tips in another sub-forum. Since they were buried on page 20 I figured it would be a good idea to post a link to them here.
https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development/page/20#post3007420
Does anyone else have any similar advice for us developers? What ways we can make collaborating easier for you? What things are we already doing that you enjoy? What would you like to see more of?
Isle of Janthir: Flux, Latch, Aegir
As Devon mentioned, it won’t be released until it’s ready—and this includes information about it. Features are prone to change during development and that means that time estimates may change during the course of creating, iterating, and testing on that feature. If a time estimate were to be given now, it’s likely it would change—which would disappoint some and prompt others to accuse us of of “lying” or “broken promises.” We know some people are looking forward to this feature and learning more, and you’ll know more about it when we have that info to share.
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
(edited by Regina Buenaobra.6193)
Greetings,
We’ve recently begun work on finding a reasonable space to accommodate the desires of players in World vs. World who wish to participate in organized, large-scale battles. We have decided to add an area to the Obsidian Sanctum jumping puzzle that is large enough to fit the fights and is removed from the entrances to facilitate some of the basic rules that are used during these fights. In addition, we will be disabling the borderlands bloodlust buff inside the map so that the players will be on a relatively even playing field. Finally, to make it easier to get to the map, we’ll be adding the map to the dropdown menu of WvW maps, allowing you to enter it from anywhere in the game. The space being added is really amazing and I think you are all going to enjoy battling it out in there if it is your preferred way to play. We decided to put this area in the jumping puzzle with the hopes of providing a space for people who wish to play the game this way to be able to do so without causing friction between them and other players who wish to focus on the other aspects of the game in WvW.
Guild vs. Guild is a gametype that has a lot of potential and one that we would never do anything but the best possible version of. That version, if it comes, will have to wait until the resources are available to build it. This change is an attempt to provide a workable solution in a timely manner, one that will ease some of the conflict that we have seen arise on the forums and in the game. WvW is an incredibly successful and engaging part of our game. It will continue to be a major focus for us as a studio and we will continue to put our effort into changes that are in the best interests of WvW as a gametype and the WvW community as a whole.
As is our practice, we won’t be releasing this until it is ready to go.
Devon Carver
WvW Coordinator
Hi everybody! Chris is encouraging a new era of developer/player interaction which I’m pretty excited about. So I’ll add my 2 cents to this thread. I don’t speak for all devs, but here’s what I personally would find most helpful…
Josh Foreman’s Tips for Constructive Feedback:
1. It’s most helpful if you state your request or actionable item at the top. Then your reasons below. This helps us find and reference your post, pass it around for discussion, etc.
2. Don’t assume the reason that things are the way they are due to developer incompetence, laziness, apathy, stubbornness, greed, selfishness, lust or any of the other deadly sins. There are other possibilities beside developer personal defects. “Just” changing one thing usually has ramifications on other things that are hard to anticipate. An MMO is an incredibly complex web of interdependencies, and tweaking any individual part runs the risk of breaking many other parts. That’s why we don’t typically jump to instant ‘fixes’ (even though it’s tempting!) and why things that seem like obvious problems can take a lot longer to address than many would intuitively think they should. There is no MAKE IT WORK button that we refuse to push out of spite. Even if that were the case, it just doesn’t make sense to insult the party you are requesting something from. In what part of the real world does that ever work? No one wants to ‘slap you in the face’ or make the game less fun. We love you guys, and are thrilled that people play our game!
3. Don’t assume that we can just rearrange resources to work on your particular issue. Most of our teams are very specialized. It takes a long time to build the experience necessary to be a good productive member of the PvP, Story, Systems, or any other team. Just because we have X programmers working on bug fixes and Y working on Gameplay improvements, doesn’t mean we can arbitrarily move those numbers around. It’s just not that simple.
4. Please stop calling us liars when we fail to implement something we intended to months ago, but for some technical, balance, or other reason found it to be untenable. We can’t be very open about our plans if every word we say is taken as a contractual obligation. Imagine if every word you said to your friends were recorded and played back at the most inopportune time in order to make you look like a fool. You’d probably clam up pretty quickly. Making an MMO, especially one as experimental as GW2 requires… experimenting. Requires making plans, following through, finding dead ends, back-tracking and trying something else. Sometimes that means that we will state a clear goal, test it internally and find out it just won’t work. The idea that this means we don’t have a clear vision is wrong. There is a difference between a core vision for our design principles, and the implementation of specific systems. We are very clear about the mountain we want to scale, but whether we do it in 4×4, on foot, with a grappling hook, or a hot air balloon are all contingent on the terrain we discover as we progress.
5. You are not “all players”. Please stop saying “Players want X” just because you want X. The fact is that players want X, Y, Z, and the rest of the alphabet, and most of those desires conflict with each other. And I guarantee you, anything that the vast majority of the players want, we (as players of our own game) also want. If you don’t understand why something the vast majority of players and the devs want is not implemented, see the above points 2-4. I have a people-pleaser mentality, so this is one of the hardest pills for me to swallow as a developer. I want EVERYONE to be happy. Unfortunately, the rules of the real world make that impossible.
So there you go. That’s my advice. I really believe that devs and players can work together in a healthy way. And this is my advice for making that a reality. Thanks for reading!
I’d like to create a central place for you all to get the current state of where we stand on optimizing the servers and relieving what most of you have come to know as “skill lag”.
Over the past several months we’ve had a small team working on ways to relieve some of the load from the game server while there are large concentrations of players. Most of the work thus far has gone pretty much unnoticed from the player’s perspective, but there have been pretty large steps made towards the issue. This continues to be a large and high priority issue for us so we can continue to make improvements to make this a thing of the past.
The various teams, or as we call internally “Feature Teams”, are now subject to performance reviews both client and server before they can ship. This is one of the many things we’ve put in place to stop the bleeding. Preventing further issues has been the main focus up to this point to ensure we aren’t introducing new issues and constantly cleaning up behind them. Now that we’re to a point where we’re confident that we’ve plugged the holes, larger strides to actually make noticeable optimizations are in the works.
I mentioned sometime last month that I’d like to be more transparent about what steps we’re taking to address the issue. To give you more of an insight of where we stand, we’re starting with taking the bull by the horns. We’ll be going through almost every skill in the game over the coming months and optimizing them one-by-one. This in itself will make an extremely large difference, that when that patch note comes through, expect a very different WvW experience.
I’m going to leave this thread open for discussion, but I urge you to be respectful of one another and keep things civil, otherwise I’ll be forced to lock it.
-Bill
Part 3:
So what am I working on besides ensuring player skills are efficient? Well with our two week release cadence, I work along-side our shiny new Technical Design team and Living World teams to ensure their content is efficient. I’m also constantly exploring other ways to improve the game, which led me to something that I literally just finished wrapping up today. This change will go directly into testing early next week, which will then help us determine how significant it is and when we are comfortable enough to push it to the Live game. I’m really optimistic about this change in particular; seeing massive drops in server load .
In closing, I want to let you guys know what the release plans are for optimizing the game server. To put it simply, the plan is changing almost every day. We have the ability to ship changes whenever they’re ready. And because of our current release cadence, that means that we can literally get these changes out to you guys in a matter of 2 weeks. That being said, optimization is dangerous, especially to a live game. Ideally I will continue to sneak in changes every 6 weeks or so, and when there are changes that players will notice, by all means there will be a release note to call them out.
-Bill
Part 2:
Moving onto a few specific questions:
Q: My 1st question is : Can you be more specific of what “optimization” means and will it affect the skills as we know it by any negative way ?
A: These changes will go unnoticed functionality-wise. The only changes will be positive in that skill usage will be constantly more responsive.
Q: My Second question is : Wasn’t all these problems caused because you have to broadcast every single condition/buff to everyone which is currently pushing your systems and servers/internet to its limits ?
A: This is a good question. Buffs are a large part of Guild Wars 2 and at first glance you’d definitely think that telling everyone about them would be really expensive. In reality, this is only a hit with server->client traffic, which has been significantly improved with the handful of bandwidth optimizations that have already gone out. As far as server processing, its pretty minuscule (thankfully).
Q: My 3rd question is :If you ever have a solution to this are there any plans to lift the AoE Limit for both WvW/PvE/PvP because thats why this AoE limit exist in 1st place Isn’t skill delay in big battles (WvW or PvE like Taco) a direct result of those?
A: <<< The AoE hit limits exist for more than just performance reasons. We already have a lot of places in the game where AoE limits are extremely high (WvW siege) or uncapped (monster skills). The last thing we want to do is relieve one problem only to introduce it somewhere else.
Q: When you say “optimization”, do you mean making your engine more compatible for multi-core systems? Right now your game’s engine runs primarily on single-thread, which Intel CPU’s seem to thrive on; while at the same time your game’s engine is poorly designed for multi-thread CPU’s, which AMD is best at.
A: As I outlined above, this is mostly server changes that I’m involved with, but there are client optimizations in the works, but we don’t know when those will go out. Optimizing is extremely dangerous and requires a lot of testing. The server side changes are more controlled in the sense that we don’t have to worry about testing on different hardware configurations like with the client. Its unfortunate, but necessary to ensure that the changes don’t end up doing more harm than good.
The engine isn’t as single-threaded as you might think. It will only use as many threads as your machine can support. if you have a 4 core processor, you may only get 2 threads plus an additional 2 worker threads for processing things like animation. Though I we are definitely looking at other ways to improve other game systems to take better advantage of using multiple threads while they’re not in use.
Q: You said that when that patch note comes through, expect a very different WvW experience. should we expect to see these optimization on 15th October? or was that just writer’s freedom of speech?
A: I Apologize for any misunderstanding here. But the answer to this is no, there isn’t really anything of note coming next week. Though I did I have large hand in the skill and combat related changes coming in that release . We definitely do have a few things that’ll help, but most likely won’t be noticeable.
Q: Thank you but what about client side optimizations? We were promised some major engine/client side optimizations to improve our fps in WvW 6~ months ago, has this project been dropped because I haven’t seen anything regarding client performance since then
A: Again, like I mentioned above we are working on client changes, but they are on a much slower release cadence and have to go through a rigorous test cycle before ever being on deck for release. Patrick, the slayer of culling, is a large part of these changes that’re being cooked up.
To respond to the large response by Demosthene.2195:
The idea for having some sort of central location or “issue tracker” as you mentioned, I think there’s definitely something there. I think that central location would make sense to be on the Guild Wars 2 launcher itself, which from what I understand is going through a makeover. I think that’s definitely something for the Community team to investigate.
The rest of your post starting going off-topic. I will say that I want to make sure that people realize that we don’t always have the time to respond to every question, concern and issue that arises, even though we would love to. I constantly say how I try to be more involved and transparent with you guys, but obviously I don’t have the ability to spend time on the forums every day. We love our player-base and appreciate how passionate they are. Your feedback doesn’t go unnoticed, even if it seems like it does.
Also, thanks for the links, that’s really cool to see other developers be so open with their player-base about issues.