Yeah, we had a hard mode in, but had to pull it because it was tanking the perf on the server. So we are building some new tech to accommodate it. If we have another release it will have a hard mode option for sure. We are literally working on it this week.
I just hope the day when you can stop sprinkling abundant if’s and maybes when talking about the future of the box is sooner rather than later
.
It’s possible that this day may come at some point in some cases for some people.
Hm. I always just click on his face.
Nope. There is not. Maybe next time.
We have some crazy talented people in our cinematics department.
Oh, and I also also heard you like secret shops, so I…
I also heard you like treasure chests…
I think it’s a funny commentary on 1st/3rd world dynamics, that at the same time you have a tragic event in a virtual world like Flame and Frost, complete with sick and dying fugitives, half the population of heroes is distracted by virtual entertainment, ignoring their plight.
I remember the good ol’ days… those 3 hours between when we launched, and when every single secret was laid out and demonstrated for the world.
No no no!!! <:o Not this month. At an unspecified time. Certainly not in the next month.
Not all bombable walls are obvious…
No chest for Infantile mode. And the Bauble Bubble/skin drop chance is once per day per character.
We are a very small team. The more skins we made, the less stuff we could make in the Box. So we settled for a minimal set, with plans to add to it with each new World we release. I love Engies and I wish we could have served them and Thieves better this time around, but had to make some tough choices.
Yeah, we had a hard mode in, but had to pull it because it was tanking the perf on the server. So we are building some new tech to accommodate it. If we have another release it will have a hard mode option for sure. We are literally working on it this week.
For World 2 I absolutely want to make rifle and dagger skins.
That is the end of the preview of world 2. Moto hasn’t built the rest of Super Adventure Box yet.
You don’t need bombs. They just do double damage. The shard bug is getting fixed right now.
‘Scrybe’ is probably intentionally ironic,
Scrybe is my internet handle.
Could be wrong here but im currently watching this doc on netflix about an adventurer that got lost in the amazon named percy fawcett while searching for a lost city he called z or whatever. it could be the idea behind the 2 fawcett puzzles. funny really as im doing the puzzle now im like wait this guys name is fawcett hmmm. anyway could be wrong but he was an adventurer. but the fawcett in the puzzle seems to be more of a pirate or something.
That’s a funny coincidence I think. Pretty sure it was named after Justin Fawcett, the map artist who built the level.
I know these aren’t intended, but they definitely are jumping challenges.
1st was a pain to get too, involves a lot of jump shotting up and down cliff edges that meant death if you missed or overshot, and a tiny hole you have to jump through(ironically, I the charr made it through on the second try, but my human bud couldn’t do it to save a baby quaggan.)
2nd (3rd picture) wasn’t bad only two jumps were commonly fatal for about 6 deaths total. Took forever though, one jump you have to land on an invisible lip of an edge. But of course, it was definitely worth it. This is on top of Cathedral of Zephyrs I believe.
Both of these are in Malchors Leap and require jump shot(an engineer) or one of its bundle counter-parts from karma vendors.
You crazy kids breaking my maps!!!
Out of curiosity… the “secret” area at the end of Ascalonian Catacombs paths 1 and 3… is that a JP or is this something that was left there???
http://imageshack.us/a/img255/6805/gw013z.jpg
http://imageshack.us/a/img94/8276/gw015w.jpg
That one never got finished. I’m sure it will be at some point. That’s another map I worked on midpoint. Hand placed about a trillion bits of grass and detritus all along the walls, hahaha! But Aaron added the JP in the polish pass, and I guess they never got around to scripting it.
My thought is that perhaps the Vista’s should just be moved somehow, perhaps a little further down in the puzzle, or perhaps their own mini-puzzle.
Right. That’s what I’d like to do. I wouldn’t want to nerf the JPs.
I hate to point this out, being a person that is in a love/hate relationship with jumping puzzles. It is kinda annoying that two jumping puzzles are required to get world completion (Vizier’s Tower & Great Wall in Diessa). I’m not calling you out to change this, I’ve gotten used to them, but I have friends that have given up on world completion for this reason, their computers are just too terrible on lag to give them the ability to do these puzzles properly. Just food for thought on future creations.
I’ll look into this. I’d like to get the Vistas changed or the jumping challenges reduced on any of them that are too hard for casual players. Anyone know of any others that feel too hard?
And before anyone rails at me for lacking skilz, I have Severe RA , deformed hands, and very impaired motor skills. I probably worked harder completing normal vistas than many of you did on the hardest puzzle. I finished all up to Dredgehaunt.. and that JP just ended it for me.
Don’t get me wrong, I expect my disability to gate me from certain things. But JP should be totally optional and not required for anything else.
I hear you. There are 3 kinds of players that have trouble with JPs: Those with poor coordination/timing/depth perception, those with disabilities, and those with poor connections. I think it’s extremely unhelpful to call names or slander those folks, and it’s specifically why we try to communicate the optional nature of jumping content. As I said above, we didn’t implement this perfectly, but I wouldn’t say we failed either. We’re working in a gray area of perceptions and opinions, so we’ll never find a balance that works for everyone.
For new JP’s added to the game, would it be possible to add a one-time reward to each one that was unique or themed like the JP? I know that might be a lot to ask, but the general idea of a nice reward for the first run of a JP I think would be really cool.
I would love to do that. But then we have the problem of driving those who hate JPs to do them so they can get the goodies. And we don’t want people to feel like they have to do stuff they hate in the game.
My favorite still is the clock tower. It took the longest of all the JP’s for me, but it felt amazing to finish it.
I’d like to know Josh, if the area in Sparkfly Fen near the Point of Interest and Vista The Tower of Modius that you gain access to through Verarium Delves is going to be a JP later?
I’m not online right now to provide a screenshot but what I came across was a rich platnium with a veteran guarding it, then some bushes to the side that were hiding a cave with what looked like a crumbling fort inside that didnt have anything inside.Thank you Josh for all the amazing work you & everyone have put into these JP’s, ME LOVE YALL LONG TIME.
Hm. Interesting. I worked on that map mid-development. Meaning someone owned before me and after me. That’s the map where I first started playing around with JPs. The tall ruins bridges and the pirate ghost base in the NE of that map were my first experiments. Then the Lich tower was my idea for making them a mandatory part of an event. Originally you had to take a crazy circuitous rout to get to the cave opening above the tower and drop down onto it. But after I handed the map off to someone else, I know we changed our policy so that no JPs are required for events, map complete, etc. I haven’t actually gone back to that map since launch, so I haven’t seen all the changes, but it’s possible that what you’re seeing is left overs from work I did that had to be cut. But I know that several enterprising map artists are digging around for spots to add more JPs, so I wouldn’t be at all surprised if it got reopened at some point.
Without ourselves knowing the true situation and full extent of the decision, maybe we players shouldn’t fill in the blanks with “NCSoft Overlords perma-banned Cantha!?!?” I for one will try to stay open and keep hoping!
Indeed. I’ve been in this industry for 16 years and worked with a several publishers including Interplay, Sierra, THQ and now NCSoft. And for what it’s worth, the amount of creative freedom that NCSoft gives ArenaNet is MASSIVE compared to the others. NCSoft is crazy successful for a reason. They recognize the talent here and support us with a very hands-off policy in general. They give us a LOT of feedback and data to work with, but I’ve never got the impression that they are overlords like I have with the other publishers I’ve worked under.
If the only options at the end of the day were that Anet has to make the concession to keep Cantha uniformally one Asian culture moving forward, or never have it then I bet most of us would accept that concession even though it sucks that they have to be “sensitive” to those issues for political reasons. There’s a lot that goes on that we never hear about and never will hear about, and have really no right to hear about at this point in time in regards to the business and relations portion of ArenaNet and the game. As Josh said, many of the developers would love to return to Cantha, I bet many of them would rather do it sooner than later, but there’s probably a lot they have to do in order to move forward with Cantha and I sincerely hope they will and if there’s a way for them to make it happen I am sure they will.
That’s a very good way of putting it. I certainly don’t know where, when, or how the decision was made. I’m just a map artist. So I’m not in a position to critique it. I also don’t know the extent of the decision. For all I know it was some producer in Korea who doesn’t work there any more and the next time it’s brought up there will be no problem. Or maybe there will be one or two tweaks that will fix the problem. Who knows?
The problem with JP’s in wvw is they take up queue spots for people who want to do wvw and help their server win the wvw.
Ok. Thanks for the cogent explanation. I’ll look into counter-arguments and pass this along to someone who has the power to actually do something about it.
Pure target audience strategy. They saw how westerners rejected Asian elements during Mists of Pandaria development, so they took it as a business rule and wanted to surf on the rejection. That is speculation of course, but it is so obvious …
That’s not what happened. This went down long before anyone even know MOP was coming. It was simply a cultural consideration.
Not really a jumping “puzzle”,
I hate the term Jumping Puzzle. It really only applies to about 20% of them. I’ve always called them Jumping Challenges which covers the scope of what they offer.
Also, I hope we’ll get to be our own characters :’(
I anticipated that most people would want to be their characters, and wouldn’t want to lose the look they’ve worked so hard to achieve, so I made sure we would not transform you into something else. Just don’t expect to be your normal size.
i cant jump when i use my quaggan tonics:(
You guessed it! Everyone will be transformed into Baby Quaggan who can’t jump. All you will be doing is rezzing fallen NPCs who are doing a wonderful looking JP above you. I can’t believe you figured it out so soon!
Josh, I just wanted say thank you so much for sharing all the details about jumping puzzles and the camera design decisions with us. I really enjoyed reading them and I absolutely love the jumping puzzle aspect of GW2.
Frankly, from all the MMOs I have played, there isn’t alot of developers who would sit down and actually chat to players in a manner like yours. I really appreciate you taking the time to do this.
I love to learn, and the only way to learn and get better at what I do is to get feedback. So it’s a pleasure. I appreciate that anyone cares enough about my game to talk about it!
josh, thank you for answering questions.
I do have one question though. will we still be able to use our normal skills in the new dungeons? because I suck at jumping puzzles
but as a engineer, that doesn’t matter as much (jump shot
)
No. ALL skills, buffs, or any other un-equalizer will be removed. (including size differences among the races) But if you suck, we will have Baby Mode. So ANYONE should be able to have SOME amount of fun.
This one that you’re working on.. I suspect you cannot talk much about it, but can you say whether it will be for a currently existing zone or for an as-of-yet unannounced zone? Is it themed for a specific holiday, or is it more general purpose?
Everything about it is brand new. I mean… everything. So it’s going to take a while. Give it a couple months.
Out of sheer curiosity, did you do the jumping puzzle in the Eternal Battlegrounds as well? Because the size of that is just magnificent. It’s the one and only jumping puzzle that I do regularly – Even if my chest hasn’t reset yet.
Are you considering doing something similar in the future? Either for WvW, or a PvE version – With automated traps, of course.
Also, I’m not a big fan of the timed jumping puzzles. I won’t say I’m terrible at the platforming stuff, but I’m far from the best at it. So getting a wee bit of extra time before getting blown to smithereens would be useful.
Tirzah did the EB JP. She’s the best Map Artist here. I’m constantly amazed by what she creates. I don’t know what plans are for future JPs other than mine. The one I’m working on is so epic it will have a mixture of pretty much everything we’ve ever done in JPs and a whole lot more. But it will also have a Baby mode for people who just want to cruise through it.
If they are OPTIONAL, then remove them from wvw as they have no part in it, block real wvw players from getting in and are the cause of a lot of friction between JP2 fans and wvw players.
I’m not super familiar with how the JP in WvW interacts with the rest of the map, so I can’t really speak to that. I am not an expert on all things GW2 or even JP. I’m speaking from my understanding of the subjects. I would be interested in hearing more about this dynamic though.
Hell, take up my suggestion from months ago and take all the JP’s OUT of wvw and make it it’s own area with it’s own queue system and I’m sure the fanboys here would all love you for it (and the wvw community would love you for it too). Imagine a whole instance full of your favourite JP’s in a pvp area!
That’s not something I have any power over. As I said, tell me more about how JP in WvW is ruining your experience. I’d honestly like to know.
For something that less than 1% of devs time was spent on there certainly seems to be a lot more of them and even more being developed while it been X months and most if not all of the wvw issues still exist.
The reason more of them are coming out is because it’s something the Map Artists can create relatively quickly in small areas that are low-impact and low-risk for creating new bugs and mucking with currently stable systems. I know that we have a good sized team that is dedicated to WvW, so it’s not like anything is being ignored in favor of making JPs.
Maybe the JP team should work on wvw and the wvw team can play with designing JP’s, then we might see some results on wvw.
It doesn’t really work that way. All of our teams have people from all disciplines working on them. There is no JP team. Unless you count my tiny little team working on this short special project. But there is no single team that makes all the JPs. Like I said, they get put in by Map Artists as the inspiration and availability permits. They are not a priority, nor a main feature.
but on the whole GW2 is not about jumping at all.=== so then they didn’t appear in Xmas event as a major part of it, or most other added content doesn’t contain at least an element of either ‘jumping’ or a ‘puzzle’? Fractals has at least one where jumping is a major part of it- of the 3 I saw there was plenty of jumping and opportunities to fall to your death.
Well, I did the JP for Halloween, but I also did a pumpkin patch map, and a boss map, as well as spending a lot of time decorating LA. And our other Map Artist made the maze. On Wintersday I did the airship interior. As far as content distribution the vast majority is still on other things. If your argument is “Why are you making content that I don’t like while X is still a problem.” then you will never be satisfied because the game will never be perfect. We are always trying to make it perfect, but sometimes our solutions will not be the same as yours. And sometimes X is what our designers have decided is the best solution so it won’t change. We can’t make a game that is 100% everyone’s cup of tea. We will spend resources in ways that you would not if you ran ArenaNet. We spend resources in ways that I would not if I ran ArenaNet. The same can be said for any individual in the universe. I hear what you’re saying. You don’t like JPs and wish we would put those resources into other areas. My only contention is that “resources” are not a uniform descriptor. Map Artists can’t fix whatever it is you dislike about WvW. But they CAN make content that appeals to a niche community like the JP crowd without impinging on other systems or turning the game into Super Mario Bros.
I’ll stop being ‘silly’ when you start being ‘sensible’ in your replies to a customer.
Deal.
(edited by Josh Foreman.8250)
And even if it is not a JP, the labyrinth in Flame Temple Tombs in Diessa Plateau is a very good one.
Uh… I made Diessa Plateau and I don’t know what you’re referring to. Is it new content?
It’s this mini-dungeon: http://wiki.guildwars2.com/wiki/Flame_Temple_Tombs
Pretty sure it’s been in since beta, you do a meta-event to attack a firey place and open up a portal that ports you into the mini-dungeon and then there’s some underwater parts with torches and tunnels or something. And some ruins and stuff.
Lots of videos on youtube, like this one http://www.youtube.com/watch?v=4SVZnP-QCTQ
Oh right. I forgot it’s final name. I was just calling it the water temple when I was working on it. That’s when Lisa and I first teamed up, and why I recruited her to help me with the one I’m currently working on. She’s the most talented scripter/designer/content person at Anet as far as I’m concerned.
Also, are you responsible for the rewards for JP’s? I’m just curious if the loot table for an easy puzzle (like Urmaug) is the same as those which are harder and take much longer (if you can share that type of information)
No, we map artists are teamed up with a scripter, and scripter has to keep all that economy balance stuff in mind. I know little about those issues.
One suggestion… when you create timed puzzles, add multiple difficulty modes. At the easiest mode, a person would get the most time to complete the puzzle and receive the achievement at the end. At the higher difficulty, there would be better chest rewards but less time to complete the puzzle.
Already on it. I’m currently placing props in my map that will only appear in Baby Mode that will create bridges over the difficult parts. Normal Mode will have none of those. And Stupid Mode… well, if you’ve ever played I Want To Be The Guy or Syobon Action (AKA Cat Mario) you’ll know what to expect. And all with rewards/titles commensurate with the effort involved.
I have to say Scavenger’s Chasm is my favorite overall purely because it’s an actual puzzle. I also absolutely love the area with the running water, the water-worn holes, and just how beautiful it is overall inside. I’m a caver so maybe that has something to do with it, I prefer it for looks over the usually-preferred looks of Hidden Garden just because it’s so complex inside. It’s also impressive that nothing feels copy/pasted (in fact, very little in GW2 overall feels that way, which is very different than most massive games, especially cave systems). It’s also great that each JP is so different.
I want to say thanks for making these and the rest of the team for putting them in the game because it really does make the game more unique and I’m very glad that they’re a big enough success that you’re allowed to continue creating more!
Wow, thanks for the great compliments. I do some spelunking myself, which lead me to try to recreate a claustrophibic feeling in one of the WORST JPs in the game: Troll’s End. Which was NOT that bad until the camera got changed just before we shipped! But then I incorporated that claustrophobia with exploration in Chasm. Also, I sculpted most of the cave props and tunnels in the game, so I’m glad to hear they don’t appear copy-pasty.
the only one i hate is Griffinrook run as i’ve never managed to get the chest, always hit somewhere along the way.
Yeah, I feel so bad about that. I designed it so that the Griffons would never do that one insta-peck move, so they would only do the dive-bomb, which gave you a tell so you could always dodgeroll away in time. But somehow that darn skill slipped back in, and now it’s a matter of dumb luck to get to the end. I’ve been assured that it will be fixed for the next build. But it sucks the the whole design of the challenge is ruined by one small detail.
And even if it is not a JP, the labyrinth in Flame Temple Tombs in Diessa Plateau is a very good one.
Uh… I made Diessa Plateau and I don’t know what you’re referring to. Is it new content?
None of them. I didn’t realise I had bought a Nintendo JUMP PUZZLE 2 game, but apparently this is a platform game with bells on it.
Your just being silly. Jumping Puzzles are a peripheral activity that is only there for those who want to do them. The dev team has devoted probably less than 1% of their time to creating them. As I said above, there WERE a few slip-ups where vistas are too hard for those who hate jumping, but on the whole GW2 is not about jumping at all.
Anyway, Scavenger’s Chasm is one of my favourites too. I have done it so many times now, I have started to time how fast I would go through it. (10 min atm)
It’s interesting how much love I’m seeing for that one on this thread. In general I’ve mostly heard negative feedback on it. In each JP I’ve done, I’ve tried to explore an element to its fullest. Weyandt’s Revenge was narrative, Griffonrook Run was a 2-part setup where you have to strategically plan your rout, then race to finish it, Clock Tower is straight up race , and Scavenger’s Chasm was all exploration/discovery. I’m a very discovery-oriented player myself, so I loved the building the Chasm and making the little hidey holes. This next one I’m doing is so massive that I’m getting to do a bit of everything in it, so it’s been a super fun experience.
I’m just annoyed that what should be an optional activity becomes manditory to complete a map. Should not have to complete a JP to get a vista.
Just so you know, the vistas are NOT supposed to be very difficult to get to. However, I gotta say, we dropped the ball on that one, as each map artist was responsible for putting them in their maps, and we all have different ideas of what ‘difficult’ means. I’d love to someday get permission to do a full world pass on them all and make the ones that non-jumpers hate much easier.
So what your saying is that you dont understand that most people who want First person view would actualy be A-OK with it just being a head level view of your surroundings much like looking through your characters eyes
only with no weapons rendered and at worst your camera just move’s quickly when you dodge.
Haha… no. No that’s not what I’m saying. I’m saying it’s not a simple matter to do what you are saying. And even if it was, I doubt most of us would be happy with the results, simply because it would feel like a half-implemented system. Which is what you are describing. This is not to say that all the systems we’ve ever implemented were 100% perfect. That’s obviously not the case But they are always a completely DESIGNED system. Whereas your proposal would break a lot of things.
hell most of us probably don’t even want it for combat. ((many would probably use it for screen shots or Video’s turning the UI off as well. Make’s makeing a machinima a Lot harder.))
I totally understand that. But most people would still get into combat while in FP and then we’d need to figure out what to do there. Can of worms.
you can role in oblivion and skyrim in First person you know what it looks like, you move forward quickly
Yes. A game that was designed from the beginning to have a FP cam, and had previous games in the series with FP cams.
FYI good Machinima’s = Free game advertisement.
Totally agree with you there. I’d love nothing more than to provide a suite of tools to facilitate better screenshots, clips, machinima, etc.
(oh and what ever happened to the Dev option for FP view that was in the early builds)
It was removed for the reasons cited above. It was an experimental hack that helped us to determine that it would be too much work for launch. I have no idea if it will ever be picked up again, but I hope so.
One other thing to think about is character height and width. Small characters have no disadvantage – they can move and jump as far as the tallest characters. But it seems that the characters bounding box does affect interaction with the environment, and it is most noticeable to me in jumping puzzles. For example, the water slide in the pirate’s cove jp in LA is much more forgiving for a small asura than a fat char. And there are a couple of jumps in the chandelier room in the EB jp that my taller characters often bump their heads on, missing the jump (and forcing a frustrating restart), whereas my shorter characters never seem to have any problem.
Do larger characters have a larger bounding box when being targeted by AOE? Are they easier to left-click on in a zerg situation? I don’t know the answer, but if so then it creates an unfair situation.
No. All characters have identical collision and hit boxes. The only difference they have on the system side is the camera target, and that is what causes all the trouble in JP race discrepancies. If they didn’t then you would be staring at your Norn’s butt all day, or only see the very top of your Asura’s head.
just don’t stick us into a cutscene again please. Any sort of lag makes you die before you are out of the cutscene =/
There will be no waiting between tries on this one.
Anet cant program a camera properly(or design a puzzle properly, either way it comes down to broken/lazy coding)
Step 1: Dedicate time, effort, talented devs and resources to create jumping puzzles.
Step 2: Promote Jumping Puzzles as a big feature of the game.
Step 3: Change the camera at the last minute to break all of the jumping puzzles and half of the vistas.
Step 4: Launch the game because “it’s ready”.
Here’s how it worked. I started putting little jumping challenges into my maps several years ago. About a year and a half ago Colin and a couple other designers decided that these were fun enough to turn into some kind of bonus content. About a year ago all the other map artists were told to put a bonus jumping challenge or two in all their maps. We were in our polish phase and these were never intended to be anything more than small diversions for people who like platforming. Not a lot of time was dedicated to this because it was seen almost as Easter Eggs. Just fun little hidden places to discover. As such, JPs were never advertised as primary content, never included in world complete, never required for any story step, and never containing loot that could not be obtained elsewhere.
Because JPs are such a minor part of the game, specific camera issues that are primarily caused by them are not super high on the list of systems that demand the camera code bends to their needs. This does not mean that JP camera issues are ignored by the programmers who work on the camera, simply that they have to prioritize things. And while I’m not happy with the way the camera works because I spend a lot my time doing JPs, I know the engine optimization guys are not happy either because part of the compromise they have to make with us JP guys means that there are places where the world drops out because the camera can get through the occlusion planes. If the optimization guys had it there way 100% the camera would never even get close to a wall and we would build all our maps as flat planes with waist high walls. (Not that they actually want that, but that would be the ideal for avoiding world-dropping bugs) Since the camera has to serve two or three masters, who all want it to do different things, its current implementation is a compromise. This is not due to laziness or bad coding. We simply don’t hire lazy people or bad coders, and we get rid of any who show that tendency.
One issue that a non-developer would not know is the difference between creating a single-player game and an MMO. So it’s easy to look at Uncharted’s camera or Skyrim’s camera and say “Why don’t they just do it that way?” In fact, a lot of us artists DO say that to the coders. And then we get taught a lesson in how incredibly more complex an MMO engine has to be. The sheer amount of dependencies on any one system is staggering, and there is hardly ever a time where a programmer slaps their forehead and says “Oh, I never THOUGHT about just doing like Skyrim!” There are always REASONS that our systems are the way they are. None of this is to say that all our systems are perfect and our team is perfect and nothing will improve. Of course we aren’t perfect, and we are just as frustrated by the limitations and quirks as you are.
So yeah, had we been inflexible, we would have not allowed JPs in the game because they expose weaknesses in the camera. Had we been omniscient, we would have planned the camera from the start to work with the extreme geometry that JPs have. Had we been perfect, maybe we could have come up with a solution to work for all the systems at once perfectly. We are none of those things. What we are is a bunch of people who love making this game and who are constantly looking for ways to provide interesting and new kinds of content. That means pushing against the limits of what our engine can do, then iterating the engine to try to keep up with the design ideas. It’s a process, not and end point. There will never be a point at which we are all happy with the game and declare it to be the perfect representation of our design wishes.
I’m currently in a conversation with the latest ‘owner’ of the camera system and we’ll see what comes of that.
Omigosh, a JP dev is cool enough to converse with us plebs.
I’m about to squee in real life.
That’s probably the massive caffeine talking though.
JPs are my favorite way of getting loot. I love them keep it up. Also don’t be afraid to make them harder!
Make sure to tell terrain design that any new WvW map should have more JPs and maybe some interesting terrain in general…. Also tell class-balance that the engineer landmine shouldn’t expire
Wow, that’s a long list, Chickenshoes. Well, I know that Tirzah is doing the new WvW map stuff (She did Hidden Garden I think) so it is SURE to be amazing.
Hey Josh, any word on when that “Mother of all jumping puzzles” you said you were working on will be in game?
I’ve been dropping some more tidbits on the other JP thread.
Norn sized extra challenge accepted!
Well. I won’t give too much away. But let’s just say that in this JP… size matters not.