1) If you can’t think of anything original for your mmo, copying ideas from past successful games are a sure win.
Hahaha! That’s a deliciously back-handed compliment!
1) If you can’t think of anything original for your mmo, copying ideas from past successful games are a sure win.
Hahaha! That’s a deliciously back-handed compliment!
I’m not sure about the technicalities of it. I’m on vacation this week so I can’t walk down the hall and ask someone. But you have hit the dodge something like a tenth of a second after the jump. I don’t even know if you could bind that with a programmable mouse.
If you can hear it in your nightmares, there’s a good chance you’ll come across it in SAB.
Yeah, keep in mind world 1 is easy. The difficulty will be rising as more worlds come in, as well as hard mode. I’m sure you’ll eat a LOT of CCs if you want to take that challenge on.
3. I use my mouse to turn. Always have. I don’t have a problem with the corner jumping. I don’t understand why some people can’t or won’t use their mouse? It’s really not that hard.
Well it IS hard if you have bad lag, have arthritis in your hands, only have one hand, or perhaps some kinds of dyslexia. I honestly wish to make my content accessible to as many as possible, while still retaining difficult optional parts. Easy mode was really important to me as it provides some form of access to the content for those who wouldn’t normally be able to succeed in this kind of content due to whatever reason. But ultimately not everyone can do well in Super Mario Bros. Not everyone can do well in SAB.
Lag IS something that can be addressed. STOP MAKING CONTENT AS THOUGH THERE IS NO LAG.
We could not make jumping puzzles. and we could make combat so there are no timing elements. Not sure that would make our game better though. When I say “we” can’t do anything about it, I mean our little SAB team. I have no idea how servers and lag work. I’m sure like every other department here, the server team is always working to improve the current system.
According to the tooltip on the pointy stick its range is 150, while the range for the key is 200. Is this correct? Because I find with the key I have to get much closer to enemies to hit them than I do with the stick.
Keep in mind you are scaled down unless you are an asuran.
Tip for other Aussies that miss longer jumps because of lag: Don’t jump until your character’s foot (one foot, not both) steps off the side. If you time it right you won’t walk off, and you will jump far enough to make it.
That’s not lag. That’s the player collision cylinder being a bit wider than your feet.
I have a question. Will the vendor remain in the game even after the SAB is removed, or will do we need to spend our points before it is removed (or save them for next time)?
probably remain for a short time after. so spend what you need now and save for what you need later
That’s how we did our holiday events. So I expect we’ll do the same thing here.
Suggestions
1. I would really like it if rushing wasn’t so optimal in the SAB
2. The cost of health and lives is very out of whack. I don’t see a benefit from buying lives vs buying continue coins (continue coin 20hearts for 50 baubles vs lives/potions 20 hearts for 100 baubles)
3. Loosing a whole life for falling is very harsh punishment I’ve seen many players wipe because of one area that is too hard for them to jump
1. Me too. We’ll try a different approach on next release.
2. We’ll probably be re-balancing this for the next release. It is intended that purchasing potions and 1-ups should be a worse deal because it’s a convenience thing that keeps you going without the hiccup of continuing. There are a variety of ways to equal the scales more.
3. Mario, Sonic, Mega Man, Belmont, etc. want to have a word with you.
Bugs
1. jumping next to certain trees causes the character to hit an invisible ceiling/wall a good example of this jumping to the first tree that leads out of the first dog bee queen battle
2. lag effects SAB in some very negative ways at native im running at about 50fps and I have a strong internet connection that works very well in the rest of the game but here the lily pads do nothing to stop the poison damage, most enemies will get a hit in before they realize they’re dead, targeting seems off, and some jumps become impossible. When I put it to subsample I get a bit over 60fps and everything works fine (hopefully its just me)
4. The plants keep eating my keys is it a bug or intentional
if its a bug please fix it
if its intentional I hate you guysthanks for your time, love what you have created here
1. I know. I hate it. I wish that could be fixed. But it’s the physics engine, and if whatever that calculation that causes that hang up is got changed then all the maps in Tyria would spring a million leaks. Obviously tuning a physics engine for an MMO is a different animal than a physics engine for a platformer. Part of mastering SAB is learning to jump onto things from further away. I wish this wasn’t the case, but it is.
2. Also not something we have any control over.
4. that was just a brutal, happy accident that we all liked. That’s how the plants in the kingdom of fungus eat. They need the delicious minerals in the metal of the keys to survive. It’s the circle of life. … And it moves us all…
It’s probably the speed buff we have to apply to you after combat or taking damage. That’s how we work around the ‘combat mode’ that is part of the GW2 system. Notice that you don’t slow down in SAB when you attack monsters? That’s because we’re giving you a speed buff of just the right amount to compensate for the combat slow down. But the system isn’t perfect because we can’t call a script to the exact moment the slow down occurs, so there can be split-second overlaps where you still have our SAB speed boost but you’re also exiting the combat slow down, resulting in a momentary surge. You would be shocked at the amount of crazy work-arounds we had to pull off to get SAB as platform-like as we did.
I’ll look into this.
We must save the Princess! (she’s a Princess, right? lol).
In the mean time you can kind of keeps tabs on her via Twitter:
On poison:
- Maybe make the first check activate a flag on the player, instead of immediately damaging them
It may do that already. Lisa is the mastermind behind all the scripting.
- Remember that new zones are going to increase the rate at which players can acquire bauble bubbles to some degree
There are ways we can ameliorate this.
Finally, one more niggling issue: When my character’s taken damage in SAB, the bloody effect around the edge of the screen from regular gameplay starts to show up, and obscures my vision.
We got our special SAB damage effect in too late to make the build. I’m hoping we can get a lot more of the painterly UI swapped out for our next release.
I’m wondering if the rapids section is a reference to Snake Rattle n Roll for the NES.
I totally forgot about that game. Yeah, it does have a similar looking part. I think waterfall walls with little rock platforms is just one of those very common tropes that is too good to pass up.
Request: Can you put in another bonus level like the cart smashing, but instead make it sorta like the bonus levels in Golden Axe where you have to whack gnomes for baubles?
We had three different bonus levels planned. And that was one of them. You’ll definitely see it.
The last part of the rapids level, where you fight ninjas on top of the raft, may be a reference to Final Fantasy VI.
Hmm… I don’t think I played that one. The raft level was really just an experiment to see if we could do it. The ninjas were a last minute addition. Fun coincidence though!
Now explain the break dancing/moonwalking spiders with sun glasses…
The typical process for creating our monsters was:
1. Come up classic platform monster mechanics.
2. Come up with classic platform/adventure creatures.
3. Pick ones that go with the environment. (Or that don’t… because that’s the old-school way.)
4. When it’s time to actually start building them we make a lot of jokes.
5. When Jeff starts building one he does whatever random thing occurs to him.
6. I tell him to put the eyes further apart.
7. He ignores me.
8. I come in in the morning and find the finished monster with a funny hat or other accessories.
9. Trevor takes the monster and makes it move in an appropriate way.
10. PROFIT!
just a small suggestion, will there be room in the specials part of the storage for bauble’s, continue coins and bubble baubles so im not wasting inventory space or storage space?
I don’t know. I’ll look into it.
I think Pixelpumpkin’s suggestion would at least allow those of us who aren’t mouse jumpers to practice a bit.
Sounds like a reasonable idea.
The communication in this thread is fantastic!
I have one question though, can we expect Hard Mode in April?
No. It will be in for the next release.
My list:
1. Fix poison. Sometimes I can stand in it 5 seconds, other times it hits me twice in about half a second
2. Increase skin drop rate. It’s horrendous.
3. Make the frog boss amulet actually targetable, it’s nearly impossible to target his amulet most of the time.Thanks!
1. It’s a matter of server load. The more times the water trip wire has to ping the client to check to see if a player is still in it, the more the server bogs down. We had to balance a lot of things with feel vs. performance.
2. I don’t make those choices. And even if I did I’m not unhappy with where it’s at. They are intended as pleasant surprises, not an expectation, or something to be ‘earned’. Personally, I’ve run SAB countless times and only got one skin.
3. I always just click on the model and never have a problem. But I have heard, and acknowledge all the complaints about keyboard targeting.
I have another suggestion. The timer in zone 1 before being ported to zone 2 could stand to be increased a little bit, maybe by 5 seconds or so.
Yeah. We wanted to get the Fractals system in, but that required code support we didn’t have time for. Hopefully we’ll have it for next release. If not I’m ask Lisa to give us a little more time there.
I would love to see some kind of bauble radar as an in game item. Or any mechanic that makes finding all the baubles in a zone more realistically doable without using a walkthrough.
Well we’ve designed 30 skill/weapons and have them all planned out for where they will be appearing through out the 4 worlds. Expect something that will help you with this in World 2.
Hey Josh can we get this thread to stick plz
I’m not a forum mod. You’ll have to ask someone else.
but this particular area pushes the limitations of the engine too far in my opinion. We eventually got the achievement, but in the end it was difficult for all the wrong reasons.
You’re probably right. We don’t have much lag at the office, so I never ran into the problem. I’ll see if I can break that up a bit and compensate by getting some super annoying monkeys in there.
I personally wish there was a half second longer delay between the coconuts the monkeys throw.
I wanted to see if we could make our knockdowns much shorter. I can’t remember what came of that. I’ll add that to the list. If not we might go the rout of slowing the bombs down.
In my opinion, every jump in the game should be able to be done by anyone, regardless of what method they use to play.
Ok, I gave you two, now I’m going to deny you one. I like your Power Glove simile, but I think limiting all jumps for all 4 worlds to accommodate keyboard-turners would be overly restrictive creatively. As the challenge level must go up, I need to have full access to all the tools available to keep things interesting. If I excluded corner jumps from the game then I’m not sure I could keep the right balance for the majority mouse-turners. Sorry.
When you are standing right next to an object, you are unable to jump onto it.
Yeah, I’m not a fan of this either. Sadly, it is such an embedded part of the fabric of our physics engine that there’s probably no way it’s going to change. If that combination of values changed I guarantee that every map would suddenly sprout about a thousand world-outs. Just another quirk to learn to work around.
Walking right up to a log means your character will be unable to jump out,
Right. So you gotta learn not to walk right up to things you want to jump on. Counter intuitive? Yes. Fixable? No.
As others have mentioned, a bauble counter would be a welcome addition.
I admire your purist approach to tackling the game as designed. I’d love a Bauble counter as well. For technical reasons we couldn’t make one. I’ll add it to the list of things to bring up again when we start World 2.
Well if the nausea in World 1 is so unpopular I guess for World 2 I’ll make it cause diarrhea.
…
Now where is that checkbox?
I’ve heard this from several different people. Needless to say, I never wanted my work to make people sick! I honestly don’t know why this is happening specifically in SAB. But I have to assume it has something to do with the angular geometrical environment and bright colors. I wonder if someone who gets sick tries it in black and white if that would help them.
This is a great thread. Really fun to see all these references. I can’t say where all the SAB influences came from since we are a team of people who all have different childhood game experiences. I can say the ones that I particularly was inspired by. The overall FEEL I wanted was a blend of Mario and Zelda. The original LoZ was the game that most inspired me to become a game developer. But I didn’t want to make a Zelda clone. While some of the weapons are the same as LoZ, they are in many many games. We were trying to pull from many sources and blend them. That was one of the most fun parts at the beginning was everyone comparing our memories of our favorite childhood games and finding the common themes, tropes, mechanics, etc.
Cool, thanks. Will look into these.
Bunado mini would be so OP.
@ Josh Foreman
It could be a graphics glitch, it did give the same amount as the purple orb.
By the way did you look at my updated bug thread.
Also there is a bug in World 2 zone 1 that allows me to go past the walls. I put a screen shot in the other thread.
Edit: Okay done. I’ll keep updating that thread, if I come by more bugs.
Can you link it here? I’m not sure where that thread is.
It’s something I’d like to experiment with. Not sure how feasible it is. We can’t currently remove the camera control from the player.
Whoops! You can’t walk in there? I must have scootched the wall a little bit fixing some other bug and created a new one. There is no invisible wall, for the record. It’s just that the character collision box is bigger than it looks because you’re scaled down to almost-asura sized.
And there is no black orb. But the purple in a shadow might look black?
Yeah, I’ll fix that. It’s one of those things where me and everyone I’ve watched just stays on the drop mushroom side and strafes back and forth on that one side and never gets wedged in between the crenelations and cage. So I haven’t seen the problem you’re describing. But I can easily imagine how it would happen.
I really wish that on the world 1-2 boss fight, on the big tree stump, the camera axis would shift to the center of the tree and remain at an absolute fixed distance so long as you were up there, so that it wouldn’t go bonkers as you pass in front of the various crenelations of the tree.
I don’t think we have the tools to control the camera target. The going bonkers part is the real issue. I try to stay on top of the crenelations and I don’t usually have any problems there.
I have a couple of questions:
- Will the upgrades (shovel, bomb, slingshot, etc.) remain saved on our characters for the next time SAB reappears or will we have to repurchase them?
- Are there any plans on making said upgrades account bound? I’m really regretting getting them on an alt I planned to delete. :P (It’s just been so convenient to have a character permanently parked outside of SAB.)
1. I’m counting on it. I’m holding one of my characters back so that when all four worlds are done I’ll be able to play it as a complete package. But my other characters are getting decked out with all the gear. But things are unpredictable in a giant game like GW2 and I can’t make any promises. All I can say is that I fully intend that all baubles and weapons/items in the box will stick with your character forever.
2. I’m pretty sure we are keeping them character bound. That’s the best way to experience it more than once if desired.
My favorite new-old-school game is Spelunky. It has that perfect mix of super precise controls, grinding difficulty, but somehow, every time I die I laugh out loud and know that it was totally my fault and feel like I learned something. It never feels cheap. Derek Yu (aka Mossmouth) is my hero.
Oh, there has been some confusion because of the data miners who are mixing up weapons/items you get IN the SAB, and weapon skins you can use in Tyria. The fire sword is only IN the SAB, as are the chain sticks, monkey nail bat, etc. It’s should be pretty easy to tell the difference. But the SAB Fire Sword is the one that I can see why it would cause some confusion.
And yes, you can save your baubles for future releases.
We don’t have any reason to use a different currency in future expansions. I’m certainly hoarding some bbs myself.
Oh so does that mean when this content is taken away at the end of April, we won’t have seen any of the other worlds?
That is correct. World 2 has not been built yet, and won’t be started for another little while. But not a long while.
Also does this mean this content was released before it was finished? I thought with the way Anet have been doing the Living story they were not doing that any more?
SAB started as an experiment. We were going to release as much of it as we had time to work with. If it did well we’d add to it, so we left it open ended. Living World creates evolving stories that expand with time. I would say SAB is kind of the odd cousin to the other LW teams. Our releases are currently planned to be one world at a time. But we will also be going back to update the previous Worlds with new mechanics and puzzles as we develop them. As well as re-balancing and polishing. I think by the time all 4 worlds are done it will be a very amazing game.
Now we have a similar thing with the Super Adventure Box, some of the best content in GW2 so far, and I want to play more but it is not ready.
Hey, I want to play it really badly too! I’m dying to finish the next worlds.
Can I ask, are you going to bring the Box back before next April fools?
I certainly hope so. All signs currently point to yes. But of course, no promises.
a monkey is just above the gate. I have walked through the area multiple times, and I have yet to see a way to dispatch this monkey.
Aw, I like that little bugger. It’s the first time where you’re not safe on the gate. And it’s easy to avoid by just waiting further back on the branch until everyone is together.
Of the shortcuts, the first mushroom is redundant as it is nigh impossible to fail unlocking the second mushroom shortcut unless you stop moving on the bridges.
Moving that first mushroom a little lower would make the climb less irritating.
Agreed. I will move it. Just a matter of pushing that stuff in at the last minute. We were debating whether or not to preview World 2. We felt it was important to the future of the product to communicate that there was more coming.
World 1 has a definite difficulty curve as each zone becomes progressively more difficult, but the jump from World 1-3 to World 2-1 is far too significant.
How many times have you played it? A common feeling in platform and adventure games that I’ve experienced, is the first time you come into a new level, dungeon, or what-have-you, the strangeness of the new surrounds, new color palate, new sounds, new mechanics, etc. build up and form a gestalt impression of overwhelming difficulty. But you push through that, and become comfortable with all those elements, and eventually find out that it really was not as hard as you thought.
Above all is the second area in World 1-2. The five keys that drop each have a chance of dropping from an enemy that requires you to backtrack from the following area.
I can tell you’re a keen observer because most of these critiques are landing on content that was added late in the process and didn’t get as much iteration as I would have liked. I agree that the optimal experience is to find your keys on the way to a chest, not after the fact. Although I could cite plenty of examples where this is purposefully subverted, specifically in a lot of Zelda games. But overall I agree with you.
Other than the three sections above, I do have one request that I feel would add additional nostalgia to the Super Adventure Box. Add in an item (or items) that allow players to change their armor into inspired gear from famous video game characters.
This is something I’ve been looking into over the past week or so. It would be great to have as rewards, and/or as gemstore purchases. I would LOVE it if you could only unlock some incredible Mega Man or Sonic knock-off transform skin for beating various places on hard mode. It’s just a matter of figuring out how much time is involved. Might be a pipe dream.
(edited by Josh Foreman.8250)
Some might see that as a flaw, but in true old-school platforming fashion, the line between “flaw” and “feature” get can pretty blurry. Floating in mid-air just off the edge of a ledge is nothing surprising or new to anyone familiar with MMORPGs, and using these little quirks felt very true to the “messy” nature of a lot of old games.
Yeah, have you tried the Metroid or Super Metroid wall jumping recently? Super janky!
I know Devs say they don’t like giving dates, which is understandable, but if there’s anything concrete here I would love it if you could share.
I try not to speak to things that are not in my control. So I can’t say.
Toadstool bugCamera woesTargeting woes
We’ll try to fix the Splat bug. Currently if you dodge at the right time you’ll break out of it. It’s sort of a silly thing and doesn’t change gameplay so we didn’t consider it a gamebreaker. The camera issue is a universal problem caused by having to compromise between two different systems. (culling and collision) I have no idea if or when that can be changed. I try to work around it as much as I can in SAB within reason. The only way to completely avoid it is to have nothing that is higher than the player’s waist. And that’s not a very fun level. There are a few spots where I have let the camera go wonky because I felt the level art or gameplay win I got out of that particular arrangement of geometry warranted the price. It’s certainly annoying, but like the physics, you can get used to it, and eventually stop noticing it for the most part. I’m not saying that’s a good solution, only that in the mean time it’s all I got.
And your targeting woes… I just don’t know what to say. I’ve never had the problem. But I have always clicked on the model of the monster I want to attack. I haven’t used Tab targeting since GW1.
1. Keybinds
I feel it may be a better idea to add to the HUD the F-keys for alternate bundles. This would leave room for new combat-related items.
Yeah, we wanted to do this. Just another limitation we can’t change. Can’t have F keys when the player is transformed.
The candle feels more appropriate to be in the 7 or 9 key.
Without access to the entire range of items it’s hard to tell. We have them all planned out, but not all implemented. We may re-evaluate where the skills reside as needed.
2. Hitting maximum baubles
On the one hand we like things to be streamlined. On the other, we don’t want to encourage farming with our mechanics. And I think as you upgrade your bauble wallet this will become less and less an issue.
We laid out the entire weapon/item upgrades for all four worlds, so there are still a LOT of things that will be coming with those. We’ve got 3 upgrades for all 10 skill slots.
Doing the clock or a modified minimap was just too far down the totem pole of important code changes we had to make to the engine to get SAB the way we wanted. And there are still so many things we want to tweak and add for upcoming worlds. Not sure if we’ll get to this. While it’s true that in 8/16 bit games you didn’t usually have to worry about other players, the idea that learning the levels is what makes or breaks you is still preserved this way. Plus, you can see each other’s names through the terrain for quite a distance.
[quote=1768589;PolarTank.5902:
I would say world 2 behind waterfall with all the spouts is the hardest part.
and it’s not that hard anyway.[/quote]
Keep in mind we’ve only done world 1, and haven’t got our hard mode working yet. Things will be getting much more difficult. At some point I think most people will have to use easy mode to complete the game. Those who don’t should get something special. Those who can beat it on hard mode should get something very special.
It’s 1 in 50.
Yeah, we removed the minimap for a reason. There are several factors that make 8 and 16 bit games feel the way they do. One of them is forcing the player to really learn their environment.
Hm. Missed a couple. Being able to smash pots/furniture with your weapons would be good. I hoped we could do that, but our engine doesn’t allow us to make a gadget that is able to be attacked AND picked up. So I just decided to make stuff on the ground pick-uppable, and stuff on the walls attackable. Though we are trying to find a way to make them both. No promises.
I think the cinematic is really only a problem for people who are farming. (It’s also not a real cinematic that can be skipped.) Farming is a bigger issue that I have some ideas about. I’m thinking of tying score to the amount of bauble bubbles you get in the end chests, so you’ll have to actually play the game instead of running from point A to B over and over. Doing that will obviously require re-balancing the cost of skins.
We are literally working on hard mode right now.
We certainly want to get in on the leaderboard action as soon as that’s available to us.
Not sure about a timer. We’ll look into it.
Dagger skins? Yes. And rifle and pistol. And hopefully more.
Special items that are super hard to get… will most likely be stuff that stays in the Box. Otherwise the amount of community outrage would shake the foundations of the earth.
Did you get the free candle in the poison-drinker’s house in 1-2? There’s a bug where that’s the only one that counts. It’ll be fixed in the next build.
This is a bug that will be fixed.
The whip is the first tier for that skill slot. You’ll get longer ranged upgrades in the next couple of Worlds.
Well that will be up to other teams whether they want to implement some SAB ideas and mechanics into their content. But a lot of our mechanics can only be done inside an instance with limited players, and our aesthetic is helpful for communicating some of those mechanics clearly as well. And the fact that everyone has the exact same skills! So it’s not like they can simply be copy/pasted from SAB into other content.
And I will say that all the designers I know DO want “Faster action, less auto attacking, and more thinking about enemy weaknesses and strengths.”
It’s just not as easy to pull off in an MMO as it is in other genres. I think we are making progress on this front. Compare fractals to our launch dungeons and you’ll see that. We are constantly striving to improve.
To sum up: Real GW2 has FAR greater challenges that make the simple, old-school mechanics of SAB much harder to do.
(edited by Josh Foreman.8250)
We are using the tried and true maxim: “10 – bauble, 20 – bunny”.
Thanks for all the suggestions, folks. We do appreciate it. The vast majority of issues have to do with building a platform game in an MMO engine. We’ve been attacking as many of these problems as we can, and our programming genius, Dan, has really done some amazing things. But we still have a ways to go before we can get most of these quirks out of the system, and I suspect some of them will simply always be there. Some of them are conscious decisions, such as the way jumping works. We scaled everyone down to Asura size (more or less) which means your collision box extends past your feet a bit. The down side is that you can effectively float off of edges a bit, and this can make jumping seem a bit wonky at first. But honestly, you just get used to it. It’s like whenever I start playing Super Mario Bros. or Sonic after not playing them for a while they feel terrible, but after a little while you change your perception and start working WITH the system rather than against it. The reason we like the smaller size and feel that it’s worth the floatyness is that you FEEL like you are jumping much higher and further than you normally do. And that feel is VERY important in jumping games. So that’s a preference thing, and as such, some will like it and some won’t. We can’t please everyone. Same goes for jumping distances. I created a tool that I use that is basically a big measuring stick with a rainbow on it, so I have all the jumps color coded from easy blue to very hard red. I made the critical path never get above yellow in world 1. But optional secrets and such I used a couple reds.
The reason bombs and slingshot are swapped out is because those will have upgrades in future worlds that cost more to use, and we don’t want you to be forced to throw 10-bauble bombs to open a secret door. (The Super Finisher you can get for PvP is the explosion for the final bomb upgrade btw.)
The powerup barrel placement simply suffered from being too last-minute and Lisa and I never got coordinated enough to get them in proper useful spots. Top of my list for the next release.
I love the idea of a different outcome for NOT destroying the guy’s cart. I think we’ll have him tip you for keeping it safe.
No one on our team is having the problems listed here with the King Toad. I always click on his face to select him before I throw the shard and I’ve never had any problems. Also, in an attempt to to get that retro boss feel, I specifically designed the arena is such a way that you HAVE to use it. (unless you are really good at dodging) It’s got a couple safe spots. It even has a safe spot from the tongue in case you miss your window to choke him and are bad at dodging.
We’ll look into the shovel issue. None of us have experienced this problem, but I have seen a Youtube vid where someone dug twice on a spot that I know we put a treasure and they got nothing. So research is required.
Queen Bee Dog will go unwhippable.
I’m compiling a list, so if you feel like I didn’t address something that you brought up, let me know. Thanks all! I’m very comfedent that World 2 will be much better than 1 since we’ve learned so much, and we’ll be updating 1 as well.
So you guys are adding more weapons along with the new worlds? Am I reading that right? I want to know cause I don’t want to spend my bauble bubbles on other weapons if I can get one of the ones that I would prioritize.
I’m not going to make ANY promises. Developing a AAA MMO with a constant stream of free content is new territory. There are no guarantees. But I can say that it is fully my INTENTION to release new worlds and weapon skins. Our team is part of Living World now, so we will be developing more content. I simply can’t make any promises about what it will be because we have to make decisions that are best for GW2 as a whole.
Personally, Engineer is my favorite class, both in looks and to play. Believe me, I wasn’t happy that I can’t deck out my Engie with SAB gear. And I fully intend to rectify that with the next SAB release. As for WHEN that release will be… see the above paragraph.
Hm… sounds fun. Not sure how this could fit into our current plans, but I’ll think about it. I’m a HUGE fan of the original LoZ. It is THE game that made me realize what my career should be. I’m actually in the process of doing a personal remake of it with photographic art. I’ve been sculpting the creatures over the past several years as a hobby. You can check them out here:
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