Showing Posts Upvoted By Lukhas.1962:

Official state of skill lag and server optimizations

in Guild Wars 2 Discussion

Posted by: BillFreist

Previous

BillFreist

Gameplay Programmer

Part 1:

To clarify some common questions:

  • What does optimization mean in terms of the original post?
    • I’m working primarily on server-side (as mentioned in the title) optimizations. Not to say that this doesn’t have some smaller impact on the client, which I mentioned in posts elsewhere that there will some client-side gains as the changes rollout. Client-side changes are being worked on completely seperate and will release seperately and, sadly, slower. I’m not going to get into the client-side portion of our optimization initiative, because I’m not directly involved with what we have going on there.
  • What exactly do these server-side optimizations do?
    • As pointed out above, they will mostly be noticeable with latency in skill execution in heavy battles. I mentioned WvW being a benefactor because that has one of the most consistently dense battles going on. That’s not to say that this won’t be noticeable in other parts of the game; it most definitely will.
    • Though server CPU usage is the biggest factor here, there are other optimizations as part of the changes going on. Bandwidth is another thing that plagues players with slower internet connections. That is something that we’re actively rolling out changes for, with the next set of changes coming at the end of October.
    • Removes the bottleneck in almost all of the game systems. Most of what goes on in the game is processed on the server, including combat, skills and movement. When this bottleneck is relieved, the changes will pretty much speak for themselves. A common example goes back to skill usage where in heavy battles, you press and skill key, but that skill never fires or your auto-attack skill fires instead.

Race reroll?

in Suggestions

Posted by: CC Danicia.1394

Previous

CC Danicia.1394

Community Coordinator

Next

Yes! A petition sounds good

Actually, a petition sounds bad, as it violates our Forum Code of Conduct. You’re better off having a discussion about the suggestion, as that is what the Dev Teams read.

New Finisher : Nelson

in Suggestions

Posted by: Adine.2184

Adine.2184

Collaborative Development

in CDI

Posted by: Vayne.8563

Vayne.8563

This is basically what I’ve been saying all along. Instead of being rude, making up stuff, or using hyperbole (wild exaggeration) to try to make a point, if people stuck to facts and stated opinions in a non-derogatory way, those opinions would hold more traction.

The job that Anet devs have is impossible. Everyone wants to be listened to, but not everyone agrees. If they listen to group 1, then group 2 says Anet doesn’t listen to its fans. If they listen to group 2, then group 1 gets upset.

But so many come to these forums to deride the game, rather than help it grow…and that shouldn’t be acceptable to anyone.

So many people have called me on saying that the game is doing well, even when I’m only responding to a post that says the game is dying. We have about equal evidence, but apparently, people are willing to allow the dying post to go unmolested, while my response to that post gets attacked? Why? Because it’s fun to attack white knights…except it’s not about white knighting. It’s about keeping it honest.

The stuff Chris has said in this post, including how the living story is in its infancy and will need time to grow (I say the same thing about dungeons without the trinity)…it’s a learning curve for everyone…and a steep one.

Being respectful will make this community and these forums a more enjoyable place to post. If you just want to hate, you’re not helping anyone.

Too many people claim to say they post for the good of the game, but post in ways which can’t do anything but hurt the game.

Collaborative Development

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

Hi All,

I would like to thank everyone for their support toward the pioneering work we are doing, as we drive the world of Tyria forward.
The passion, and intelligence that our community devotes to making this game great is both humbling and essential.

Regarding our process in terms of forum usage as a development tool:

The reality is we do read our forums, and others, every single day. If you look over the last year, and cross reference with community feedback you will see many ideas actioned and many more not.

The communication pipeline in most part lacks one very important component. Specifically, ArenaNet having more time to feedback on your ideas, concerns and our own plans.

I am not one for excuses, but I do believe in being black and white. ArenaNet has been extremely busy of late listening to you all, evolving systems, providing ground breaking content, delivering adventures at a near real time pace, and tackling some very exciting problems.

We have, with your support, created a truly unique platform. One which is in its infancy, and one we build with the continued support, and collaboration of the community.

We do need to build out more time to be in dialog with you, specifically, following up on our own investigations of your suggestions and concerns.
We will work harder to achieves this.

We are also trying to forge a truly ‘Living World’. Therefore with your continued support, and patience we can continue to break new ground. Not just with world of Tyria, but with the method by which we build worlds ‘together’.

All of this said, I wanted to make it clear that whilst we avidly read our forums, we pay little, to no, attention to posts that are disrespectful to other members of our community or our development team. Our developers work very hard to listen to the community, and work tirelessly to create content and features that they hope the community will love. Likewise, the constructive members of our community work hard to provide our development team with feedback that abides with our collaborative standards and overall community philosophy of having a productive, welcoming, and friendly culture. This is a true partnership.

Our goal with Guild Wars 2 is to drive the creation of online worlds forward, thereby creating original, ‘stand-out’ content that pushes the boundaries of what it means to journey through a Living World. Any endeavor on this scale is going to have its challenges, and therefore as a team, we are fully prepared to make mistakes, learn from them, and make even better experiences as we move forward. We see problems not as failures but as opportunities, essentially a necessary part of Tyria’s and our Team’s evolution. It is with this understanding that we work with our community to move forward in the space and truly realize great things.

One key to understanding our philosophy to building worlds is that we don’t give more attention to feedback simply because it is the noisiest, most aggressive, or delivered in the most inflammatory way. We take on board all constructive feedback and actively discuss it, and then make a decision to backlog the item or move forward with it (the development of which can sometimes take longer than some give it credit for). Therefore do not expect feedback to be implemented just because it is something you feel very strongly about. We just don’t develop like that. We instead work with our community to help us navigate these uncharted waters, taking on board all advice and measuring them against the pillars of the Guild Wars 2 and the direction we ultimately want to move in as a whole.

Therefore you have to ask yourself: Is this a journey you want to take? Are you comfortable with expecting the unexpected, and ultimately working together in a positive and productive manner through thick and thin, to pioneer in a space that the team at ArenaNet feel is of huge importance? Many of you are not only comfortable with this paradigm but embrace it, and your contribution, as you know has already shaped Tyria immensely, for which we are extremely grateful and excited about.

Regardless of whether you wish to collaborate in the spirit outlined above or not, I ask that you remain respectful to your fellow man/woman, and be constructive in your approach to the development of the game, and understand Tyria is made up of communities and not individuals.

So thank you all so much for your support, passion and collaboration, and please understand that Arena is an amazing team with an amazing community. And together we build worlds!

Chris W

How much armor is too much?

in Warrior

Posted by: Scoobaniec.9561

Scoobaniec.9561

Take a look, its might help ya understand what im talking about.

Attachments:

Beta Deja Vu?

in Guild Wars 2 Discussion

Posted by: NoxInfernus.2361

NoxInfernus.2361

Welcome to Guild Wars 2.

Fixed it for you.

What a load of Carp (you know, the fish)
Almost every online game is improved and Quality of Life features are added as a game progresses.
I know you are trying to be funny, but targeting GW2 exclusively for this is not fair.

More Challenging:Yes More fun:No

in Tequatl Rising

Posted by: Killface.1896

Killface.1896

More Challenging:Yes
More fun:Yes
More rewarding;Yes
More team play: Yes
Big mindless zerg friendly:No

Awesome stuff keep it up Anet!!!!

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Further down the Road

  • We’re reworking the combat log to make it more easily used. This will involve help from a ton of departments, but it will help every player in the game. By providing you better combat information, you’ll be able to better make tweaks to your build, and you’ll be able to better adjust your play to deal with difficult encounters.
  • We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.
  • Runes/Sigils are also something the balance team wants to improve. We’d like to see cooler effects on some of the sets, so we’ll be working towards that. They also lead to a lot of build diversity, so we want more sets to be stronger so that it gives you guys more options in your builds.
  • The patch notes will be much bigger than this, but we just wanted to give you guys a little insight into what’s coming in the near future from the balance team!
  • Traits. We’re always looking at traits and trying to fix the traits that don’t seem as sweet as others.

So that’s pretty much it! Feel free to leave feedback and ideas/concerns and we’ll be watching to see what you guys come up with!


-Balance and skill team

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by Moderator)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Class balance:
Overall we’re looking to provide more builds for all classes, across all game types (PvE, PvP and WvW). We’re also looking to improve support potential for many classes. A lot of players have asked for this style of play to be stronger, so we’re looking to make it a more viable option.

These are some HIGH LEVEL previews, and you’ll still see number tweaks, trait fixes, and bug fixes for each class in the actual release notes, but we wanted you guys to have some transparency into the release:

Warrior
We’re looking to improve shouts so that support via shouts is more viable. This means moving Lung Capacity to Tier 1 so that you can take it along with Shrug it Off and Vigorous Shouts. The Warrior is in a pretty decent place overall right now, and sees play in many types of content, as well as in PvP/WvW.

Guardian
We increased the power of many support skills which weren’t seeing much play. We reworked Purging Flames: it now removes three conditions from allies in an area effect around the guardian on cast while still burning enemies (enemies that enter or exit the flames are still burned). Once the skill has been cast, it then reduces condition duration for allies who remain in the consecration’s area. It’s hawt. Literally. All meditation utility skills are now instant, and Focused Mind now grants fury on meditation use.

Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.

To help Rangers support allies, we increased the ability ranger pets have to support allies. For instance, the Bear condition removal isn’t strong enough, so we’ll be improving that. Moas and Fern Hound will also be improved.

There will also be # changes to some of the Ranger weapons.

Thief
Venomous Aura was very difficult to use, as the radius was fairly tight. We’ve now increased that radius a bit, so that it’s easier to share venoms with allies without huddling closely together.

We’re also looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.

Also, pistol main hand may see one of its skills reworked to better support allies. We have multiple prototypes that we’re trying out, so we’ll have to see which we settle on by the next release.

Engineer
We did some reworks on the Elixir toolbelt (f-bar) skills. These just didn’t have enough cool play to them, and we wanted to improve them. Like:

  • Elixir S toolbelt is now guaranteed stealth.
  • Elixir B toolbelt now guarantees Stability along with the random current effect. Base recharge increased to 30 seconds.

We also did QoL (quality of life) improvements to skills that saw little play.

And finally, Engineer turrets will attack the Engineer’s target. They still take time to rotate to face the target, and they still have their respective cooldowns when firing. But this means the Engineer can focus damage on a single target by using their turrets.

Elementalist
We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.

We also increased the healing on Water Blast, the radius on Geyser and we reworked
Unsteady Ground to make it function more like line of warding.

Mes
To stay in line with the support theme, we wanted to find ways the Mesmer could support allies. We looked at Mantras, and just didn’t feel they were quite strong enough to do this, so we made some improvements.

Power Cleanse: We wanted to add some condition support, and made it so that this skill can remove 2 conditions from 5 allies.

Power Break also saw an improvement, as it now grants stability to nearby allies.

Nec
The Blood line underwent some tweaks, as it’s something that Necromancer players often feel is a lacking trait line. Vampiric Precision, Vampiric Rituals, Vampiric Master have all seen improvements.

For QoL (again, quality of life) we also improved the Life Force meter to show the actual bar better (moved slightly so it’s not competing with the skill icon for UI space), and the bar now shows your current Life Force amount, and the tooltip also shows current/max Life Force available. It makes it much easier to see how much Life Force you have, and lets you plan your engagements better.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Hey guys, here are some of the improvements you can expect to see for the October 15th release. Let us know what you think about them and we’ll take this into consideration. Some of these may not make it in for that release, but I wanted to give you guys a high level preview of what we’re working on and give you an opportunity to give us your feedback.

Trait tooltips
Traits will now have tooltips in the same way that skills do. This means that you’ll be able to see EXACTLY how long an effect lasts, what its cooldown is, etc. We want this system to be as transparent as possible for our players, so that they can make the best decisions when creating their profession builds.

Skill tooltips as they pertain to traits
As traits impact a skill, we’ve also made it so that as skills are impacted by a trait, the skill’s tooltips adjust accordingly. Again, we want players to be able to see these details in their builds, so that they can build their characters exactly the way they want! We’ll be using different colors to show this so that it’s easier for players to see!

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else
  • Deselecting your target now resets tab selection history (aka, you’ll start tabbing through from the beginning if you deselect)
  • Can now tab target if your character can see the target (Was dependent on camera before)

Floater Improvements:
When you cause condition damage, all damage of a given type (burning, bleed, poison, etc.) will be grouped into a single # with an icon, making them much easier to read. This also allows players suffering from these conditions to more easily see them, and know when they should use condition removal. Note that this is an option, so that you can disable it if you want to (and return to the old system).

Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.

  1. Double tap to cast
  2. Press the button to cast
  3. Release the button to cast
    SO GET YO CAST ON!

Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.

Launch will now be stun breakable
We felt it made it sense to let stun breakers also help you when you are launched, since this is consistent with how stun breakers respond to other control effects.

/end of post 1

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

So......where's the grind?

in Guild Wars 2 Discussion

Posted by: Xae Isareth.1364

Xae Isareth.1364

Well, simce apart from crafting, everything you need for Ascended items are from playing content in the game, none of which are gear-gear gated. So, does that mean you just don’t like the game then?

Maybe some people don’t like pressing 1 together with 100 other people? Check how you can acquire Dragonite Ores.

At least you can press alt-tab and still got full reward.

We know that they’re revamping the world bosses, and for Temples, spamming 1 is what makes everyone rage at you. At Lyssa yesterday that’s exactly what happened, 75% of the people just refused to stop looking at her or dodge and just kept spamming 1, the fight took 5 times longer than it should have.

So......where's the grind?

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

I am looking at the big picture. You don’t play an MMO for 2 weeks. You play it for months, maybe years. The whole idea is to give people stuff to do. You may not personally need that but a whole lot of people seem to.

Now you got it, that’s the only sense of ascended items…to keep the people busy.

No thanks, I’m here for a fun game not a second job.

Busy doesn’t have to mean a job. Television keeps people busy too…but it’s not a job. Themepark MMOs have always been nothing more than a list of things to do. Whether it’s the next level, the next quest, the next item of gear, the next achievement, it’s the nature of the game.

Sounds to me like you’re looking for a sandbox MMO.

So......where's the grind?

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

But people want to play the way they want…meaning doing the absolutely minimum they can to get the absolute best pay off. What’s the point of even playing at all.

There is definitely an element of grind in the new weapons, OP, but like everything else in this game, just by playing you’ll eventually get it.

The grind is only a grind people people want stuff now.

So......where's the grind?

in Guild Wars 2 Discussion

Posted by: Xae Isareth.1364

Xae Isareth.1364

So ever since Ascended stuff came out everyone’s been screaming that the game turned into a huge grind. So…… where is that grind?

On paper, Ascended stuff looks like a hugeass list of mats to put on your to-grind list but if you just look at what it actually is, it’s basically stuff you get from playing any of the major contents of the game. Comparing it to a grind is like saying every Zelda game is a grind for pieces of the Triforce/whatever else is in its place.

There is a very subtle difference between a grind and not giving it to you on a silver platter.

Besides, when was the last tone you saw half the Temples in Orr actually uncontested before this update?

Why 80 players?

in Guild Wars 2 Discussion

Posted by: ColinJohanson.2394

Previous

ColinJohanson.2394

Game Director

Next

I’m willing to bet someday when people get really good at him, less than 80 people will be able to pull it off, that tends to be how anything works in an MMO. It’s balanced for 80 average players though though and scales up into the hundreds because we want to make epic, large scale encounters available to players out in the open world. We’ll have a mix of a lot of different types of encounters as we continue to update our boss and world encounters, but Tequatl specifically is intended to go for the epic scale.

The idea is we’re going to make him hard, and require a lot of players, he needs to have rewards that make that time worthwhile. In the next update the same philosophy will apply to the karka queen, who will get a bump to her rewards as well given her difficulty; her base line player number is much lower than 80.

Extra bonus info: The highest chance of having a rare chance ascended weapon for you is on Tequatl’s daily bonus chest if you defeat him: game on.

No Grind -- The Quote

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

The funny bit is, you did have to grind to get the most power out of your skills in Guild Wars 1. They’ve changed it more recently after Guild Wars 2 was released, presumably because most people no longer play Guild Wars 1 to play Guild Wars 1. They play it to get cool stuff for Guild Wars 2.

But yeah, there was a ton of grind. People forget.

Ok – see the winky face on my post? On my planet, that usually means someone is joking. Calm down.

On the subject of grinding in GW1, maybe I am mis-remembering, but wasn’t all the grind cosmetic? Sure, they introduced the EotN titles that gave you a damage boost against certain beasties – but if I remember rightly they changed that after a massive outcry from the community?

Again, I’m probably looking back with rose-tinted specs, but I don’t remember a GW1 grind that wasn’t cosmetic or title related…no performance benefit, just pure kitten.

…which is why I loved the game. I have no strong ragey feelings about the grind for gear in GW2, other than a profound sense of disappointment.

Guild Wars 1 had skill grind. Every time a new product game out, there were new skills to acquire. Take the skill Save Yourselves. A perfectly innocuous skill, until you realized that your paragon imbagon build was completely dependent upon it and that you couldn’t get into a DOA group if it wasn’t high enough.

That was a Luxon/Kurzick skill which had 12 ranks. Look up FFF in the Guild Wars 1 wiki for instructions on how to fast faction farm. People farmed those points forever, to get skills like that up.

The necromancer skill necrosis from NF was also like that. You want that skill more powerful you have to grind Sunspear points. Technobabble, pain inverter, the sin skill which the permasin build depended on, the norn skill ursan, which people wanted you to have rank 8 or higher in their norn title track.

It’s the same thing here. Do you NEED ascended gear to play this game? No. You don’t. And those skills were so kitten powerful they changed the balance of PvE completely. I mean a lot. Far more than ascended gear will affect this game.

But that was okay because that was skill grind, not gear grind.

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Sync/CC/The community at large
These guys were awesome. I just wanted to say a quick thank you to the teams (Car Crash and Sync, you guys are amazing), and everyone else who was involved with the tournament (thanks for the help Supcutie!). Everyone who helped with Mist League. Everyone who helps w/ all the podcasts and state of the game. I’d also like to thank all 64 teams that came out for the tournament.

Our game isn’t perfect. There will always be something we want to change, or we want to improve. Contrary to what you hear on the forums, the #’s for the PvP game is actually steadily growing. Some players are learning, but a lot of new players are coming into the game. We’re going to keep working to make the game the best it can be, and you guys have already demonstrated your great love and passion for the game. I know you guys get frustrated and feel the need to vent on the forums. I can see that. As a player of many competitive games, I get that. But we’re going to keep pushing.

We know we wouldn’t be here without you. We know we’re going to need your help and support as we get ready to climb the next mountain. We’ve heard a lot of your ideas and concerns.

  • We are reworking rewards for PvP.
  • We’re working on new game types.
  • We’re planning more tournaments and working with a lot of well-known entities in order to help the game grow.
  • We’re working to improve the teaching aspects of the game, and to make the game more easily understood.

When I see you guys posting on the forums about how upset you are about X or Y, I know that deep down most of you are saying: “Kitten dang it, this game could be good. There are just these things that are holding it back, fix this stuff please so that this game we love can grow!“

We feel your passion and frustration. We share it. So the next time you make a post and get kitten ed off that a dev doesn’t post, just remember that a lot of times, we’re talking about it at our desks, or in a meeting room, or on our way to lunch. We can’t fix things instantly, but we’re doing as much as we can, as efficiently as we can, with the time and resources we have. At the end of the day, all you can do is all you can do.

I can remember being a kid, sitting in my father’s study, going through his books, trying to understand what he saw in them. On his wall, next to the window which overlooked our back yard, was a framed picture, with this caption below it:

“God, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.”

I get it now. And, older than I was then, I realize how little time we have on this planet. So now I’ve learned to pick my battles, and invest my time only in things that I feel, after careful consideration, warrant the coin of my life – my time. (“Time is the coin of your life. It is the only coin you have, and only you can determine how it will be spent. Be careful lest you let other people spend it for you.” -Carl Sandburg)

I think Guild Wars 2 is worth my passion, and that’s why I, like my fellow devs, work so kitten something that isn’t perfect. It’s still a work in progress, there are still SO many things we want to do with this game, and places we want to take it.

So if you get frustrated at the pace we’re making, or if you just need to take a break so you can try another game, or if you wait on something to be fixed the way you want it, that’s fine. We’ll keep working with our heads down, our minds churning, and our ears open, trying to make GW2 the best game it can be.

And we’ll be here when you get back.

-Chap

PS – Watch “The Wire”.

Notes:

  • Suggested music while reading http://www.youtube.com/watch?v=kPWvpDm076o
  • TL:DR – We love this game. We’re listening to you. We don’t post in every thread because we’re busy. Thank you for being so passionate about our game. Life is short – enjoy it. And you should watch “The Wire”.
  • This post was written while taking breaks to cut up proxies and sleeve them for a Legacy storm deck (ANT storm), so I can practice for SCG Legacy Seattle.
  • This post was written while under the effects of Radiohead and tea, earl grey, hot.
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

The 3 different game types and splitting skills. Splitting skills between all 3 of our game types (PvE, PvP, WvW) is very costly – it takes more time to split the skills, and then upkeep the split skills. Instead of upkeeping 1 version of a skill, whenever you make future changes, you now have to make sure all 3 are appropriately balanced for their respective game types. This is very powerful, and something we did in GW1 when we felt we needed it. We just need to be careful not to do it too much, or it means the balance team is literally balancing 3 entire games. As Freamon (from “The Wire”, btw if you haven’t seen “The Wire”, stop whatever it is you’re doing and go watch it. Unless you’re giving birth. In that case…wait until you’re done, then watch it immediately afterwards. Oh, and get your new son/daughter to watch it when they’re old enough.) usually reminded the other members of the cast, “All the pieces matter.” The different pieces of GW2 all impact the other pieces, and it’s something we must always bear in mind.

Chap’s woefully ill-conceived attempt at a metaphor on why we don’t spilt all skills off the bat: Imagine you’re in school, and in order to make sure you learn languages at an even pace, you have to split everything you do into 3 languages. For me, let’s say it’s English, Japanese and Latin (No, Greek, I liked learning Greek more than Latin). You start off answering a question on a test in 3 different languages. You rock. But then you do it more and more often. For every note you take in a lecture, you have to write it in 3 different languages. For every paper you write, you have to write it in 3 languages. For all homework, you have to do it in 3 languages. Every test. Every quiz. It may seem small at first, but if you’re not careful, you’re doing three times the work as normal.

Game types
So a lot of you want new game types. We’ve heard you. We’re prototyping more of them right now. But, as Colin said at the panel, we have to be careful. We learned a lot from GW1. We learned that having too many game types can split up the player base. But, if you’re not careful, just having 1 game type may not be enough variety. You’ve got to find that perfect spot.

Deathmatch. I like DM, but I’m much more interested in objective based DM. “Go in a room and kill a dude” was fun when I was playing Doom/Quake/Unreal, but even those, as simple games, still had map control and buff/armor control. Just giving two players the same guns/armors, putting them in a room, and saying “Ok go” just isn’t as fun to play. Those other elements add a lot to the game. The most competitive/successful games in recent history all share these “secondary” objectives as well (they aren’t STRICTLY Deathmatch):

  • In CS, that was the bomb/hostages. CoD (and similar games) still retain similar objectives to this day. Killing your opponent is still integral, but the secondary objectives “force” action.
  • In RTS, it’s the resources (micro arena is fun, but it’s not nearly as fun to play or watch as having to also manage resources/scout/build the right tech, etc.). The resources force action.
  • In Mobas, it’s all about controlling lanes, pushing towers, and controlling the jungle. It’s not just “go in a room and shoot a dude with your skills”. That’s fun, but I think the other elements add more strategy and tactics to the game, and make them more fun to play.

So for us, when we’re designing game types, we’re thinking about these things. DM is still a fun and exciting part of conquest, but I know you guys want more – we’re working on it.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Balance
So during the shoutcast, Grouch and I kept joking about the “petting zoo”. It was funny. A lot of people laughed. But in the back of my mind, I knew we already had some balance changes coming to address it (you’ll see those tomorrow). My mentality was: let’s just have fun, and make it as enjoyable as possible for the viewers. I’ve seen posts saying we like that style of play, we want to have tons of AI builds in the meta, and we don’t care at all about balance or how the game looks/plays. I’ve seen posts stating that I think the petting zoo is funny and that we want nothing but AI driven-builds to be played in the meta (or some other crazy stuff). That’s simply untrue.

So the Ranger will be seeing some changes to the spirit build. We’re being very mindful to carefully shave it so that:

  1. We don’t hurt other areas of the game where the build may not be a problem, as it is in PvP, and
  2. We’ve already seen counters to this build showing up (there’s a thread talking about the Warrior countering this build, and to what degree) in the meta.

So, we will be “shaving” the build a little (we don’t want to over-correct the issue) and seeing how the meta adapts.

Here are some other things we keep in mind as we’re balancing things:

Perception of balance. Perception (there’s that pesky word again) of balance is very important. The last major update saw the Warrior getting some tools that we, the balance team, perceived to be enough to warrant their inclusion in the current meta. At first, a lot of people felt they still weren’t good enough. But now, with no other balance work, people are starting to figure out that the Warrior DOES have the tools to help a team, even in a heavy condition meta. The perception of the Warrior changed. This is why we try not to “whack a mole” balance – we like to give you guys time for your perceptions to mature in any given meta, rather than over balancing the game. Are we perfect? Hell no. We try our best to predict where our changes will take the metagame, and then let you guys flow with the game as the meta evolves.

“Bad for the player, but good for the game”. Alright. Story time. The game dev community is a pretty small place, and a lot of devs know one another. We are lucky enough to have game nights with guys from WOTC (they make Magic:TG) and I got into a great conversation with one of their devs. I was talking about balancing an MMO vs a CCG, and we were swapping lessons/ideas back and forth on the things we’ve learned. I asked him about the mana system, mulligans, and how much I hated them as a player. I hate winning because my opponent mulligans, and I hate losing because of them. I asked him what he thought about that. His answer, in a word, was amazing. He said (paraphrasing), “Ya, that random sucks. Mulligans, mana floods (getting too much mana, but not enough “action” cards) and mana screws (not getting enough mana) all suck. But they add this element where anyone has a shot in any game. Basically, those things are bad for the player, but they’re good for the game.” I thought it was a great way of summing up what happens when we, as devs, have to balance various classes in an MMO. It may suck to have YOUR build and YOUR class slightly brought down in power, but, here’s the thing, it’s good for the game at large. So don’t think that we hate X class. We love all the classes. But sometimes we need to adjust a few things in order to protect the health of the overall game.

Shaving vs Whack a mole. We want to “shave” as much as possible, and not do massive improvements/reductions to classes. This means making slight tweaks to classes, rather than massive changes which can upset the balance of the game. A lot of times we use spreadsheets, generate the baselines for a given type of skill, and then bring the outliers up or down, depending on where they hit. Sometimes very slight tweaks can have massive implications.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

“Our life always expresses the result of our dominant thoughts.” -Soren Kierkegaard

Sup! + Pax
Thanks to everyone who was able to make it to the Pax finals!! It was a blast and getting to meet both of the teams (and a ton of other players) was really fun! It was a lot of work, but the program went pretty well overall. Sorry to both of the teams about the tech issues we were having/sound issues. Those things happen, but I’m still sorry about them.

There’s been a lot of…”fire/passion” on the forums lately so I wanted to take some time to address some things. As I’ve stated before, we’re usually really busy trying to get things (like Pax) to happen, but we love to post when we’re able. We read MOST of what’s on the forums, but we seldom have time to reply to each individual thread.

So, I thought I’d try something. I’m gonna try to address a multitude of issues that have been raised on the forums in this post, rather than responding to each of the threads individually. As you can imagine, it’s much easier to respond to everything in one post/thread, rather than trying to keep up with multiple threads.

I’ll break it up into sections so it’s easier to read, as walls of text have a habit of not being very reader friendly.

LESSGO!

For the love of the game
Some have said that we (the devs) just don’t care about the game. This, I can tell you, could not be further from the truth. We LOVE this game like crazy. You guys may be frustrated that a feature isn’t in, or that something’s not perfect, but it DRIVES US NUTS. It keeps us up at night. We wake up thinking about them and writing “to do” lists in our heads as we drive to work every day.

Unfortunately we can’t just snap our fingers and fix everything. We have to take all known issues, prioritize them, and then start dealing with them an issue at a time. That process looks something like this: we do a design of the feature, requisite resources are requested, the feature is implemented, iterated upon, tested, polished, and then released. For a game the size of an MMO, these things take time. We’re not a small game that can move/change/adapt quickly. An MMO is more like a massive ship – it takes time to change direction. Many systems/pieces/features in the game also impact one another, so we have to be very careful in what we change and how.

We’re very passionate about the game, and we want it to be the best game possible. We love the players and we love the game. Just because you don’t get what you want, right when you want it, doesn’t mean we don’t care. We’re just very busy doing a LOT of things, because a TON has to happen behind the scenes to get an MMO built and updated.

Sometimes it may seem like we aren’t listening, or we don’t respond to your posts. But a TON of things could be at work. Don’t assume that just because we don’t change things exactly when you want them changed that we’re ignoring you or don’t care about your opinions and thoughts.

We aren’t Data
We get tired. Emotional. Fatigued. Excited. You name it. Ask any dev from any game, and they’ll tell you – they’ve been through it all in order to ship a game. And just like you (who are also not robots), we take vacations. We hit caps where we’re just so tired that we need to back off, recharge, take a vacation, and then come back to the project.

We have tough skin when it comes to taking criticism, but an overabundance of negativity on the forums can still take a toll on anyone. This is simply natural. It’s the same for the president (who I’m sure hears a TON of opinions about how he’s doing his job), any athlete who plays in the public eye, any artist, any performer. You want criticism so that you can improve, but you also have to develop a tough skin so that negative feedback doesn’t keep you from being functional. Sometimes this means you take a break from negative sources of feedback.

The Pax event took a TON of time/planning/prep from many people, and due to that, a lot of us are taking slight breaks right now. If you don’t see as much activity on the forums for a bit, that’s why!

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Martin Kerstein.3071

Martin Kerstein.3071

Head of Global Community

Next

Hey all, no worries, we got you covered.

Weapons, armor and trinkets with magic find will become account bound, lose their current stats and will gain the ability to be double-clicked to select one of several stat options depending on the item.

For example, if you have an Explorer’s Pearl Staff, you can now double-click it to change it to any other crafting stat.

We will have a blog post about it with more extensive information as well, keep an eye on the website.

I am NOT a Hero

in Guild Wars 2 Discussion

Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

I am one of many that has stood strong against the darkness, knowing that had I stood alone I’d have perished….

I am fearless in my pursuit of cleaning the undead out of what once was a beautiful land…

I am the helping hand that jumps in, heedless of my own safety, to help those I care about or those simply in need….

I am mortal in my need to sometimes step back and take a break from my efforts, chilling out with humorous things like local festivals and obscure tasks….

I have grown in strength and cunning in my travels, made friends and even a few enemies…

I am simply ‘me.’

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.

I am NOT a Hero

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

I don’t know. I’ve been a hero. Last month I solved a murder mystery while fighting off sky pirates.

Oh, you mean you’re not a hero today.

Seems to me that even in Guild Wars 1, after you finished the content, you weren’t a hero either. Take Nightfall. Komir becomes a God and you’ve one. It’s over. Much like this story.

Except Trahearne actually doesn’t take credit for slaying Zhaitan in fact, he wasn’t even there. He says at the end he wishes he was and how you’re a hero and how you’ve earned a break.

I’m not sure what kind of games that you guys are playing where you’re a hero every day 24/7.

Since that time we’ve fought off the Karka invasion, we’ve stopped the dredge and flame legion from cementing an alliance…oh right.

Maybe you guys aren’t paying attention.

Rght On

So all things I do on a daily basis in WoW, except on a much smaller scale? Okay In WoW, you actually make a difference. You’re on a major boss fight and your tank disconnects, oh man, this isn’t Guild Wars 2 and we can’t replace him with a random nobody that has no idea what they’re doing. We need an experienced tank that has done this multiple times. Maybe he’ll even give us some insight as to how we can better defeat the boss.

Everybody counts in a raid/dungeon/event in WoW. You lose one player and you lose a valuable role.

Guild Wars 2 mentality: Group member disconnects “Replace him with anyone, it doesn’t matter who we pick.”

At Jormag: “Oh, a player disconnected? Big whoop, he wasn’t valuable.”

I definitely don’t feel like a hero at all when I can be replaced by someone who has no clue as to what they’re doing.

And to answer you, I suppose that most people feel that they’re solving petty crimes that don’t matter at all in the big picture. Oh my gosh, an entire ship full of sky pirates is about to attack an entire freaking city. Whatever are we going to do when they land? Oh, let’s just get 1,000 people from the city and beat them into submission. You see, it doesn’t feel as epic as an “entire fleet of enemy ships with the intent to take over Lions Arch and all major cities all over Tyria.”

When people play other games, the above event is what they experience. An entire fleet of enemies coming at them and hopeless odds that they could never deal with, but find a way to overcome. Then they come to Guild Wars 2 and a single ship is flying at them. Big deal, my Night Elf Druid in WoW could take on 10 of those ships with a taco in his hand.

The point this is that you should feel like a hero every day. You deserve to with all the quests you complete. Instead, you feel like a common peasant most days and then rise to the high ranking status of a peasant warrior every two weeks.

I don’t know I remember running a whole lot of bullkitten quests in WoW. And in a five man party in WoW, the healer has a role, the tank has a role and 3/5 of the people are replacable canon fodder than no one cares about. 3/5s of your party are meaningless.

When I play Guild Wars 2 with a guild, we know who the good guys in the guild are. We know who is more of a team player and helps keep people alive. It’s not as obvious, but one of my guildies plays an ele and when he’s in the party, we know he’s popping heals, removing conditions, rezzing and generally helping out…the difference is it’s not limited to two guys.

I can go rez someone, I can heal, remove conditions, or generally help anyone WHILE DPSing. This is something that some people can’t seem to get their head around.

If all you do is pug and you think that’s the game, then that’s your game…it’s sure not mine.

And in WoW, I didn’t feel like a hero, because there was no immediacy to anything I did. No real reaction. I sat and used the same skills in the same order to maximize my damage. My son used to tank while eating dinner and playing another game on his phone at the same time.

If you think the Claw of Jormag is what Guild Wars 2 is about, I don’t really know what to say to you.

I am NOT a Hero

in Guild Wars 2 Discussion

Posted by: Leo G.4501

Leo G.4501

I don’t know. I’ve been a hero. Last month I solved a murder mystery while fighting off sky pirates.

Oh, you mean you’re not a hero today.

Seems to me that even in Guild Wars 1, after you finished the content, you weren’t a hero either. Take Nightfall. Komir becomes a God and you’ve one. It’s over. Much like this story.

Except Trahearne actually doesn’t take credit for slaying Zhaitan in fact, he wasn’t even there. He says at the end he wishes he was and how you’re a hero and how you’ve earned a break.

I’m not sure what kind of games that you guys are playing where you’re a hero every day 24/7.

Since that time we’ve fought off the Karka invasion, we’ve stopped the dredge and flame legion from cementing an alliance…oh right.

Maybe you guys aren’t paying attention.

Rght On

So all things I do on a daily basis in WoW, except on a much smaller scale? Okay In WoW, you actually make a difference. You’re on a major boss fight and your tank disconnects, oh man, this isn’t Guild Wars 2 and we can’t replace him with a random nobody that has no idea what they’re doing. We need an experienced tank that has done this multiple times. Maybe he’ll even give us some insight as to how we can better defeat the boss.

Everybody counts in a raid/dungeon/event in WoW. You lose one player and you lose a valuable role.

Guild Wars 2 mentality: Group member disconnects “Replace him with anyone, it doesn’t matter who we pick.”

At Jormag: “Oh, a player disconnected? Big whoop, he wasn’t valuable.”

I definitely don’t feel like a hero at all when I can be replaced by someone who has no clue as to what they’re doing.

And to answer you, I suppose that most people feel that they’re solving petty crimes that don’t matter at all in the big picture. Oh my gosh, an entire ship full of sky pirates is about to attack an entire freaking city. Whatever are we going to do when they land? Oh, let’s just get 1,000 people from the city and beat them into submission. You see, it doesn’t feel as epic as an “entire fleet of enemy ships with the intent to take over Lions Arch and all major cities all over Tyria.”

When people play other games, the above event is what they experience. An entire fleet of enemies coming at them and hopeless odds that they could never deal with, but find a way to overcome. Then they come to Guild Wars 2 and a single ship is flying at them. Big deal, my Night Elf Druid in WoW could take on 10 of those ships with a taco in his hand.

The point this is that you should feel like a hero every day. You deserve to with all the quests you complete. Instead, you feel like a common peasant most days and then rise to the high ranking status of a peasant warrior every two weeks.

Remember, everyone: You won’t feel like a hero unless you’re stuck in Lion’s Arch waiting 45+ min for a specific profession to log on and join your raid so you can spam the same macros over and over like any other game

PS: Almost forgot, only tanks and healers are heroes. If you’re a DPS, you’re not a hero because you’re easily replaceable by the 5+ other carbon copy DPS roles the game likely has.

(edited by Leo G.4501)

I am NOT a Hero

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

I don’t know. I’ve been a hero. Last month I solved a murder mystery while fighting off sky pirates.

Oh, you mean you’re not a hero today.

Seems to me that even in Guild Wars 1, after you finished the content, you weren’t a hero either. Take Nightfall. Komir becomes a God and you’ve one. It’s over. Much like this story.

Except Trahearne actually doesn’t take credit for slaying Zhaitan in fact, he wasn’t even there. He says at the end he wishes he was and how you’re a hero and how you’ve earned a break.

I’m not sure what kind of games that you guys are playing where you’re a hero every day 24/7.

Since that time we’ve fought off the Karka invasion, we’ve stopped the dredge and flame legion from cementing an alliance…oh right.

Maybe you guys aren’t paying attention.

Smart Gear: Swap Stats & Skins

in Suggestions

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Introduction:
Imagine we have an Axe, that can freely hot swap (while out of combat) its:
Skin into either AC, COF or HOTW, etc
Stat into Rampager, Berserker, Soldier, etc
Sigil into Sigil of Accuracy, Sigil of Leeching, etc

Imagine again, if we can do it for every piece of equipment we own.
Now, it would be very awesome, yes?
Say hello to the SMART GEAR system!

Origin:
Inspired by my original “Smart Armor System” in the original Guild Wars
http://www.guildwarsguru.com/forum/smart-armor-system-v3-0-t10071643.html

Idea:
Able to switch the “Skins (Trinket Icons)”, “Prefix (Insignia)” and “Suffix (Armor Runes, Weapon Sigils)” of equipment after “absorbing” them.
Armor: Skins, Prefix (Insignia), Suffix (Armor Runes)
Weapons: Skins, Prefix (Insignia), Suffix (Weapon Sigils)
Trinkets: Icons, Prefix (1st Ascended Stats), Suffix (2nd Ascended Stats), Infusion

Execution:
Can only change the Skins & Stats while not in combat.

Example:
[Insignia][V] [Skin][V] of [Rune][V]
Click on the [V] to bring down a list of unlocked items.

Acquisition
Complete long chain of personal SMART GEAR quest.
Use Transmutation Crystal to unlock an item.

Example
Berserker’s Svanir Chestguard of Dwayna

Use 5 Transmutation Crystal to unlock:
Rampager’s Insignia
Cleric’s Insignia
Soldier’s Insignia
Superior Rune of Melandru
Superior Rune of Dolyak

[Insignia][V] [Skin][V] of [Rune][V]
Insignia have 4 choices: Berserker, Rampager, Cleric, Soldier
Skin have 1 choice: Svanir
Rune have 3 choices: Dwayna, Melandru, Dolyak

Each armor piece has 3 “variables” mainly “Skin”, “Insignia (Stats)” and “Runes”.
These 3 “variables” can be freely changed after unlocking them.

Pros:
Guild Wars 2 the first to have such an unique equipment system.
Promotes “gotta get them all” game play.
Makes things very convenient for players.
Most people will be more likely to pay real dollars for convenience.
Frees up lots and lots of inventory space.
No need for equipment wardrobes anymore.
Optional.

Cons:
None.

(edited by Deimos Tel Arin.7391)

Grind the Bait and Switch

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

It’s just information in a raw form Vayne.

We’ll never know if the old dye system could have been implemented in a player friendly way, but I know that character bound isn’t as player friend as account bound. That much is obvious.

Dye’s being changed from account bound to character bound is obviously a way to increase revenue through the gemstore.

Really the issue people have is that they originally were thinking about the player’s convenience and decided to go against that for dollars.

Sorry but the old dye scheme, the one that Anet showed, would have been more likely to increase sales in the gem shop., not less.

See this is something else taken out of context. Anet had one system in place and changed THE WHOLE system. That includes whether a dye is account or player bound.

Now, you might think that you can pull one change out of the system analzye it and say that change is bad, but Anet had something really horrid in the cash shop (The plant food) and took it out. The system that you’re trying to make look more greedy is actually LESS greedy than it was before the change.

You then take one thing that’s changed not all of it, and point it out to make the decision seem to be nothing but greed. If Anet wanted to be greedy they’d have left in the original dye situation where dyes were account bound but you couldn’t sell or trade them and you had to buy plant food to grow more in a day.

Imagine how it would have been. You get a dye seed. You’re already growing one. You can’t grow another until you buy plant food from the cash shop. So you don’t buy it and you wait. 24 hours for a dye seed to mature, then you go and find out it’s the same dye you already have. But you can’t sell it on the marketplace. You can’t use it, because it’s account bound. You just have to delete it, because it’s worthless to you.

Do you really think that’s a better system?

Simplifying information is fine, as long as the full story emerges from that simplification. Taking a single change out of context and making it look like something it’s not (let’s say more greedy instead of less greedy), is misleading.

Anet didn’t just change the dye from account bound to unlocked on an individual character, but they revamped the whole dye system…and it’s much better this way than it was in beta.

And on that topic, it’s infinitely better than the dye system in Guild Wars 1 where you needed a bottle of dye each time you wanted to dye your armor for each piece of armor.

Grind the Bait and Switch

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

Evolution and even changing things isn’t bait and switch. Do you even know what bait and switch MEANS. In no court of law would ANY of this be considered bait and switch.

It’s like a restaurant opening mostly with seafood and finding out that more people like steak, so they get rid of some seafood dishes and start serving more steak. People who used to like the seafood dishes stop coming. But that isn’t bait and switch that’s the evolution of a business. Those who like steak have no problem with it. Those that like seafood find another seafood restaurant.

People who continually bring up stuff that was said even before the game launched are the same people who bring up old arguments about what you did last year when the argument should be about what’s happening today.

People are still complaining about the dye system? Really?

How come you’re not listing how the original dye system was where you got a seed drop and you had to go to the NPC in your home instance to grow that seed and you could only grow 1 per day, unless you spent money in the cash shop to buy plant food. Oh I know why you didn’t comment on that change. Because it didn’t prove this point you’re trying to make.

The old dye system was MUCH worse than the new dye system, even if those dyes would have been account bound. But you ignore this in your argument. Instead you point out one article, written by one employee before the game was actually released. In the beta, the plant food thing, with the seeds, that was in the game…and Anet changed it. But get this. They changed it FOR THE BETTER.

So the dyes are not account bound anymore, but you don’t have to buy plant food to see what dye you got, if you want to do more than one dye a day.

This is an MMO. MMOs evolve and change all the time. Keeping a list of all the times Anet made a change to the game should be longer.

Are you also advocating that they said there would be energy potions in the game and there are not energy potions in the game. Why isn’t that on your list. I’ll tell you why.

You want to pick on the things Anet changed that you don’t like, without balancing it out by listing the things Anet has said that they’ve changed that people do like. Here’s another example.

Colin said straight out there would be no way to walk in the game only run. He said that it’s a quote. And then, due to people complaining, Anet added walk. It was a lie, right?

How about when Anet said there would be no way to change eye color that they couldn’t do it. And then Anet put changing eye color in the game, again due to the outcry from fans. How come that’s in your list. Anet said one thing but they did something else.

All MMOs evolve and change. Energy potions, eye color, the ability to walk instead of run are some examples and I can find probably dozens more.

If this is all Anet “lied about” in the years since the game’s inception, they have a pretty kitten good track record.

And I don’t see this thread as productive, just something that will start arguments for no reason. I think the mods should close it.