You only need to be counted as a participant in the final event in the meta-event chain to qualify to get the event reward. As Sarah said, there’s not really a good way to predict when that final event in the meta chain will begin, as it depends on many variables such as player population, player skill, etc.
Although there are waypoints, points of interest and new areas to unlock, these do not count towards map or world completion at this time.
Hey everyone. Thanks for your feedback and we all greatly appreciate this constructive criticism as you deal with these frustrations.
To respond to this I can say that, yes, we’re aware of the general issues that have been reported with many Dynamic Events and skill challenges. They frustrate us as much as they frustrate you – most if not all of us devs are playing the game right along with you, and these content blockers can certainly be challenging to everyone’s enjoyment of the game experience.
I would like take this opportunity to clarify one thing I’ve seen discussed here on the forums and in game chat. It’s just not true that the higher level or other content wasn’t tested. It was. Thoroughly.
But even with the Beta Weekend Events and our own internal testing, there’s really only so much that we can do to simulate the number of times that events have to run in sequence once a game like Guild Wars 2 goes live. In particular, Arenanet has made iteration one of our key development philosophies which has the benefit of promoting the publishing of better in-game content, but which has the consequence of us doing many builds a day while we’re developing. In many cases the events that are breaking are doing so because of compounding errors that are hard to catch when you’re developing in such a fluid environment. We’re seeing a number of these blocking issues in events that have undergone extensive internal testing, but which have never needed to run dozens of times in a row, because of how frequently we developers were iterating and generating new builds.
We’re working as hard as we can to find and fix the biggest blocking issues, and it’s one of our top priorities to ensure that you can complete each map and play in events without running into these kinds of issues. We sincerely appreciate your patience, and your detailed reports on anything you come across that isn’t working as it should.
For the love of all that is good in the land, plz shut up vendors!
in Crafting
Posted by: MatthewMedina
Hey everyone! I was one of main the city designers for Guild Wars 2. So for those of you who are concerned about this issue, could I get you to clarify, are you talking about:
A. the greets (spoken by an NPC when someone interacts with them)
B. the random talk lines (these are usually just a single line spoken by a nearby NPC on their own, unrelated to player activity)
C. Idle Scenes (spoken by two or more NPC’s, conversing back and forth)
D. All of the above
NPC’s in the cities do a combination of these four types of vocalizations. Around the vendors and crafting areas I tried to keep idle scenes (which I had the most control over) to a bare minimum, and when they are there, I have them on fairly long timers (although I recognize some of you are standing in the crafting area for a long time, so you’re more likely to hear them). The other audio would require a bit more massaging to make any changes, which is why I’m asking for this additional information.
Based on the quotes you all have pulled and included in this thread, it sounds like it’s the greets that are most audible and most annoying? Given the popularity of crafting, I’m not surprised by this, but I understand the frustration it can cause. I’ll follow up with this and look into potential solutions. Please feel free keep this thread going, and to include more examples or particularly troublesome spots.