Showing Posts Upvoted By shauncoates.6874:

Slaying Potions, the double-edged sword

in Bugs: Game, Forum, Website

Posted by: Josh Davis.6015

Previous

Josh Davis.6015

Next

Morning,

Just got into the office. I’ll follow-up on this today, and if I hear anything, I’ll let you folks know.

Thanks!

Collaborative Development

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

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

Some ANET interfered with our GvG

in WvW

Posted by: Alfador.7649

Alfador.7649

It’s WvW, not GvG. Not sure what you expect. You think people are just going to leave it alone when they’re trying to play the game as intended? Anet or not, you’re going to get grief for wasting everyone else’s time in wvw by sitting there and not contributing.

Offense vs. punishment, risk vs. reward

in PvP

Posted by: Rieselle.5079

Rieselle.5079

As a player coming from fighting games and action games, MMO combat has always felt really bad to me.

GW2 is a bit more actiony than traditional MMOs, but I don’t think it really captures the mechanics that make fighting/action games work well.

One of the big things that’s missing from combat, is a strong connection between risk and reward, offense vs. punishment.

In a fighting game, there’s a naturally flowing tradeoff between offense and vulnerability. (To make things deeper, the most critical vulnerability is being predictable.)

I can do nothing and block all day, and I will be very safe. However, it’s impossible to defend perfectly, so eventually I will be whittled down, especially if the opponent feels no threat and is free to do whatever he wants to crack my shell.

In order to perform any sort of offense at all, I have to leave my shell and make myself open to attacks. And in order to perform more powerful or useful attacks, I often make myself more vulnerable to more powerful attacks. (eg. a heavy attack takes longer to recover, which means it can be punished with slower, heavier attacks before I can block in time.)

However, a fighting game model (where getting hit will result in your character being stunned) probably wouldn’t work in an MMO, because of multiple players on both sides.

So we need to find another way to create vulnerability when attempting offense

At the moment, there’s a pretty weak link between offense and vulnerability in this game. Even if I blow all my offensive cooldowns in my spike combo (and you dodge), I still have 2 dodges and all my defensive cooldowns available. The only exception might be Thief’s Initiative mechanic, which I will take inspiration from.


My idea: Link offense, dodging and defense together via the Endurance bar.
Basically:
- Reduce damage of autoattacks dramatically. Autoattacks are now the “jabs” of the game ie. safe and weak.

- Every weapon set has at least 2 very powerful attack skills, that require & consume one bar of endurance when used.

- Powerful defensive skills (esp. those that grant evade, invul, heal, etc) also require & consume one bar of endurance. Dodges still consume one bar.

- Increase number of endurance bars to 4.

- The most powerful attacks work similarly to Dragon’s Tooth: they are difficult to land on a mobile player. But at the same time, they also work similarly to 100 Blades: they root you in place for a while (cancellable via dodge.)

- Reduce all forms of passive healing.
—————————

With this idea, I’m hoping to connect Reward (doing damage to the enemy) with Risk (running out of endurance and being unable to use dodges/defensive skills.)

I’m hoping for fights to slow down (less spam because your powerful attacks leave you vulnerable) but also more intense – when a mistake is made, it can be punished severely and end the fight.

This sounds like a big change that will never, ever happen, but I think the serious flaws in GW2’s half-MMO/half-Action combat cannot be resolved without some fundamental changes. I hope the designers will think courageously and deeply on these issues.

Feel free to discuss my particular suggestion, or your own thoughts on the mechanics of Risk vs. Reward in combat.

Edit: Further thoughts in this post:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Offense-vs-punishment-risk-vs-reward/3010633

(edited by Rieselle.5079)

Guess who's coming back on Oct 1?

in Living World

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

a sylvari magically graduating all three asuran colleges and maybe seeing all of existence while she’s at it.

http://wartower.tumblr.com/post/60458277036/this-lorespecial-is-about-scarlet-briar-the-evil

This interview will be educational.

Short version for why I linked: She didn’t graduate the full college courses, but specialized coursework that only proved she had what it takes to do the full college coursework. She didn’t see Eternal Alchemy (most likely) as she was merely placed in a sensory deprivation device (basically, she hallucinated). Her superiority complex she always had expanded greatly because of said hallucinations.

I think Scarlet has strong potential to be an interesting character given this interview. Anet’s just doing a kitten poor job of portraying her properly.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

Ascended rings salvage to dark mat or ectos?

in Suggestions

Posted by: Wicked Rin.1972

Wicked Rin.1972

I was wondering if somewhere in the future if we’re able to salvage or trade in our ascended trinkets we get from fractal dungeons to dark matter or ectoplasms.

Considering how I, assuming others as well, get a bunch of ascended rings from the many runs of fractals I do per week. They just collect dust in the bank. Please have them be worth something other than 4 silvers.

Thanks

Bloodlust [merged]

in WvW

Posted by: Littlefeather.8623

Littlefeather.8623

Why dont you people realize it only takes one person to back cap /decap / cap these points..

what is everyones’ major malfunction !? Let one person who enjoys PvP do the ruins…

Crazy Leg

Bloodlust [merged]

in WvW

Posted by: cimon.5798

cimon.5798

i disagree is all i can really say man sure yea the buff rewards the people that have it but the biggest server out there is not always necessarily the one with the buff and it changes frequently. also it really does give small groups something fun to do now and again. now i d agree the way it rolled out was bad with the lag and whatnot. but kill wvw no i doubt it highly this game has way to many people dedicated to fighting the good fight to worry about that over a buff that can be removed easily

Bloodlust [merged]

in WvW

Posted by: cimon.5798

cimon.5798

well to be completely honest your not getting replies from the devs because that would encourage your rash behavior.

1. the gvg community needs to go anyhow the sooner the better

2. it wont have much effect at all if the guild was worth anything to begin with

3. no the buff has not been around long enough to demonize it yet. sorry you and your pals gunna have to wait till there is actual data

4. wvw was never about balance its about tactics on a large scale and structure capturing your open field fights and gvg where a kittened squirrel frog offspring of it

in conclusion i think its about time this pretend wvw community that’s complaining about this just stops. your like 1/100th of the wvw community and just because you 30 or so people spam forums with the same posts over and over doesn’t mean you have tons of folks backing you. even if you did this is what we all signed up for it was fairly obvious from beta that it was a siege using fort capping kinda game play and if you don’t like it sorry but to bad

Bloodlust [merged]

in WvW

Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

I don’t mind the buff but I would like to have the lag it causes when it calculates…and it calculates a lot…gone.

I speak for my self and no one else. Only fools believe they speak for a majority.

Bloodlust [merged]

in WvW

Posted by: Arigilos.2806

Arigilos.2806

I don’t mind the bloodlust orbs. They’re sort of an interesting addition to WvW. I’ve heard people say that they’re just going to make servers who crush smaller servers, crush them more. This is the case I guess if those smaller servers don’t utilize the orbs for their advantage. They’re going to get crushed either way, but now before trying to take an objective, they can get the orbs real quick for an advantage over the larger servers. The bloodlust buff doesn’t require too many people to obtain unlike how the first method of obtaining the buff was. If one person tried to capture the orb by themselves, they were more than likely to get ganked by everyone on the map. I don’t see why it had to unnecessarily screw up GvGs however. Someone suggested before to add a way to individually disable the buff which seems simple and would have kept GvG matches fair. No one wants to host a max of 10v10 GvG matches in an sPvP arena.

Bloodlust [merged]

in WvW

Posted by: Xsorus.2507

Xsorus.2507

So I played a little bit of WvW today, I didn’t notice a huge glaring problem with the buff.

Mainly because the other servers were holding theirs and ours every now and again.

Before someone says “That rewards overpopulated side”

I’m on SBI, and we have a 100k point advantage over BP (the next closest)

Now I’m sure on really out numbered servers, You’re getting creamed, But lets be honest..You were going to get creamed either way..

http://www.youtube.com/user/Xsorus/videos?view=0
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos

Bloodlust [merged]

in WvW

Posted by: DevonCarver.5370

Previous

DevonCarver.5370

WvW Coordinator

Next

Why don’t we get WXP for capping/defending these.

It’s far too easy to flip them just to farm WXP. One thing that is coming soon is an addition of WXP consumables to the player loot bags, which should make a pretty big addition to the amount of WXP you get from being in the area, assuming you are killing players. As to adding it to the general capping of the points, we’ll have to consider that pretty carefully before we make any changes.

trading post manipulation

in Black Lion Trading Co

Posted by: John Smith.4610

Previous

John Smith.4610

Next

TLDR:- is anet manipulating the trading post that’s supposed to be player driven?

No.

Awesome and your source?

No.

Bloodlust [merged]

in WvW

Posted by: Virtute.8251

Virtute.8251

Playing on on home BL is great fun (and there is a sense of newness) thanks to added terrain and capture points.

Dominant server (Tarnished Coast) has not been dominating our bloodlust buff.

20 Fort Aspenwood defending Bauer’s Estate when far less than us approached to play for it didn’t upset me, and the 20 FA were not a “zerg”.

As of this post, TC, FA, and DB each own a bloodlust buff. (While writing, FA took TC’s buff on TC BL).

We have defeated TC in equal # v # fights while they had 2 bloodlust and we had 1. They’ve done the same to us, I suspect.

I honestly hope to see many improvements like this one to WvW over the years. It will improve the game directly (making it better) and indirectly (causing attrition of many of the people who posted on the forum today)!

Legendary PvF Keep Lord Anvu Pansu Senpai
RvR isn’t “endgame”, it’s the only game. Cu in CU.

Bloodlust [merged]

in WvW

Posted by: Ulion.5476

Ulion.5476

The balance problem in this game has never been at peak hours or during the periods when the forces are similar. The problem has always been the huge amount of points the server with more off peak presence can rack up whenever the opponents are not around to fight. Bloodlust exacerbates the problem; now if you’re on the losing side not only you’re forced to leave one or more maps deserted due to lack of people, but on the maps where you can still afford a presence you’ll be forced to fight at a huge disadvantage.

Yes it makes being outmanned worst. In term of ppt the Night capping servers will have few people to gain points off of with the bloodlust buff. They will still be able to get their normal 400-500ppt but they will not get the extra 40-50 stomp points (global wvw kills every 15min)you can get during primetime with bloodlust. The points per stomp are suppose to make it so primetime hours will gain more war score. The servers with no SEA guilds will still suffer from lack of people but will be able to gain ground during their NA primetimes.

We get to see how big of a difference point per stomp will make during the rest of the week. Bloodlust is already decreasing the size of zergs on maps. It is making servers choose between defending a keep or keeping the buff.

Ele – Tarnished Coast
“Quoth the raven nevermore”
Platinum Scout: 300% MF

Bloodlust [merged]

in WvW

Posted by: oZii.2864

oZii.2864

I love the map! Its awesome

I think they could have put in the map based on “Good Faith” but there is no way to know. Right now alot of people are playing the new area and roaming in it. Have to see what happens after the “New Smell” wears off.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Bloodlust [merged]

in WvW

Posted by: zamalek.2154

zamalek.2154

Getting rolled by 50+ in the ruins and ofc they already have the +150 Buff.

Result: Mission failed.

Zerging is exactly the wrong way to be capping ruins, and I would be less concerned about how stupid you think bloodlust is and rather how stupid the opposing server is for attempting to do this.

Only complaint from me: the “buff changing” effect on bloodlust is quite annoying/distracting. Maybe just make it switch between 4 different colors (for 0, 50, 100 and 150) without any of the usual buff transition effects.

I am looking forward to see how this mechanic matures and what balance changes come – I saw a lot more people from AG roaming around; giving the enemy a good spanking because they were stupidly attempting to zerg the ruins. Good job ANet, this is progress (sadly you have ruined the game for GvG’ers).

Auroraglade
Epistemic.8013: Guys this is bullkitten a sentient plant creature is hitting these
wooden doors with fireballs and it’s working
.

(edited by zamalek.2154)

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

Simple Solution to The Bloodlust Controversy.

in WvW

Posted by: TainoFuerte.8136

TainoFuerte.8136

Actually, I think I see the light. I understand now.

These buffs don’t matter. Who cares if they cause a snowball effect? Hear me out.

See, WvW is supposed to be unfair. It is intended that it be a broken mess. If you want an even battleground, go to SPvP. If you want stats not to matter, go to SPvP.

WvW is already unfair, so does it matter if we make it a little more unfair? It’s just like As gear. If you want those stat buffs, go get them. Don’t just sit there and whine. Work for your stats. It’s part of the game. Removing this after it has been implemented would just invalidate the hard work of the servers who got those buffs and the hard work of the developers.

See, it makes perfect sense.

o________o

Simple Solution to The Bloodlust Controversy.

in WvW

Posted by: FirstBlood.7359

FirstBlood.7359

GvG zealots dominate the WvW subforums, trying to force their narrow view of the game on everyone.

Tz tz

Angel McCoy Interview

in Lore

Posted by: Regina Buenaobra

Previous

Regina Buenaobra

Content Marketing Lead

Next

Hi, everyone. Just wanted to pass on some comments from Angel herself:

Angel McCoy, Narrative Designer

Hi, 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.

Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

Why can't Superior Runes be Mystic Forged?

in Suggestions

Posted by: Marstead.6430

Marstead.6430

I feel like allowing these to be thrown in the Mystic Forge for a random, new Superior Rune/Sigil would be good for the economy. The prices of the most useless Superior Runes/Sigils would increase, and the prices of the most demanded ones would decrease.

We wouldn’t sigh when the Soulbound runes/sigils—an exotic drop!—landed in our inventories in dungeons, as we do now—only able to vendor them for ~2 silver.

It would mirror the existing situation with armor/weapons (Exotic armor/weapons can be combined for a new Exotic).

Any economy reasons for why this isn’t allowed?

Living Story Lore vehicle needed.

in Living World

Posted by: BobbyStein

Previous

BobbyStein

Guild Wars 2 Narrative Lead

Next

Good suggestions, JayMack. Thanks for taking the time to share that here.

The scenes in outside of Ketto’s lab go into some of these details, but I agree that having additional, optional items that add more depth to the story is always a good thing. We sometimes include this type of content in our LW releases (Southsun had journals) and other times we rely on dialog. The more we can include, the more people can better understand the story.

I also agree that having lore-dump NPCs is rarely effective, and often annoying.

We’ll keep trying to improve with each release.

Why ascended weapon is bad for wvw

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Are siege weapons bad for WvW?

Because near as I can tell those favor the well-prepared too.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Take a breath regarding changes

in Guild Wars 2 Discussion

Posted by: TexRob.5183

TexRob.5183

So, hear me out. Everyone is talking about time gating this and that, but it’s not been 24 hours since the new content changes. Before you had a handful of people with high magic find with the old model. Before long, you’re going to have a very large part of the community with 100+% magic find. Guess what, this is going to affect precursor and other T6 and T7 mats drop rates. Arenanet, contrary to people who like to poop on everything will say, pays attention to their game, and the players concerns. If you can’t see that they do, maybe you’ve not played other games lately. If you look at where this game is from when it came out, they have made tons of well thought out changes.

My point of all of this is, lets see how increased magic find across the board affects these things before freaking out. I have a feeling the precursor market is going to get better because of the across the board magic find increase. Before it was the rich getting richer, with a handful of the most geared characters getting more loot. This increase to magic find across the board should, to put it simply, increase the middle class in GW2.

Tex Rob 80 War [RICH] GoM

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: Rozbuska.5263

Rozbuska.5263

Man stop reading forums and enjoy your vacations:-)

Tekkit Mojo – Engineer
Tekkit’s Workshop

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

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)