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01-11-2013   #301 (permalink)
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A couple of days old post from Colin Johanson regarding future champion/boss fight changes.

Quote:
One of our goals for 2013 will be evaluating all of the bosses and creatures in the game, from open world to dungeons, to try and make them more exciting and fun to fight against.

In general if anything has a really high health pool, it needs to have unique abilities to make it exciting for the entire time, or actually change abilities/tactics as it goes down in health to ensure it stays fun and exciting to fight against.

We realize there are a number of bosses in the game, from the open world to instances that all can be more fun to fight than they are now. We’ll be tackling that this year in part of our goal to make our core game as strong as possible.
https://forum-en.guildwars2.com/foru.../3#post1176040


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01-11-2013   #302 (permalink)
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Long overdue. They should fix loot while they're at it. Create some method to put useless white, blue, and greens to use. There's nothing better than spending 20 minutes killing a world boss, only to get 1 yellow, 3 greens, and 2 blues after all.
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01-15-2013   #303 (permalink)
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Colin Johanson on Guild Wars 2 in the Months Ahead

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Happy 2013 everyone! I wanted to take the time to provide insight on some of the exciting features, events, and stories we intend to bring to Guild Wars 2 in the first half of the New Year.

It’s been a fantastic ride so far – in the few months since Guild Wars 2 launched we’ve sold more than three million games and have become the most critically acclaimed MMO of 2012. We’ve introduced the new Fractals of the Mists dungeon experience, brand-new PvE and PvP maps, events of all sizes, our Lost Shores world event, and two massive holiday events.

And this is just the beginning. Our goals for the New Year are to build on the areas of the game that were successful in 2012, to learn and apply lessons from things that didn’t work as well, and to make sure that 2013 is a year none of us will ever forget.


So what does all of that mean? Let’s dive in:


What Makes GW2 Unique and Successful?

Community and player relationships are key components to what makes Guild Wars 2 tick, and will be a massive part of what the game as we evolve it further.

Allowing players to share experiences in an open world where other players are seen as helpful, rather than competition, is a huge component of what makes our game what it is. Open world online games are always strongest when players are encouraged and rewarded to interact as a community, to support other each other, and when the flow of the game ushers players to go places where they run into other players across all levels and have shared experiences. Our shared loot system, dynamic level adjustment system, shared resource nodes, multi-player skill combos, and the ability for every player to revive one another are all examples of key game features that help support this concept of a community-driven experience.


Guild Wars 2 is a game that’s about these shared experiences. Through the dynamic event system, every time you log in, you can experience and share something different in the world with other players. Maybe you’re in a map you’ve been to before and see an event for the first time, or you’re in the midst of an event and it dynamically scales with more players arriving becoming more epic, or you’re fighting for control of Stonemist Castle in WvW, where each fight can play out differently.

Since launch, we’ve shown our capacity to really build and expand on this system of dynamic events with more unique events that are a living story. These special events and living stories like Wintersday, Halloween, and the Lost Shores invasion are all examples of this style of event run since the launch of GW2.

These key pillars — a sense of community and a dynamic, living world full of different experiences every time you log in — are what makes Guild Wars 2 what it is. But what does that mean looking forward to 2013?


GW2: The Living World Game

In order to continue to build on the pillars of Guild Wars 2, our focus for the game needs to be on these concepts of building up community and events. We’ve shown some of the promise of a truly living world, but we still have so many ideas on how to take this to the next level. Put simply we’ve barely scratched the surface.

We will accomplish this is by building a world that has truly unique storylines and event experiences that play out over extended periods of time, that shape the future and world of Tyria, creating stories for everyone to tell about the game for years to come.

We attempted to do this with varying degrees of success with our Halloween, Lost Shores, and Wintersday events. Thanks to each of these events and your feedback, we’ve learned an incredible amount about how to ensure big events like this are successful moving forward.

Our Wintersday event was an example of applying a lot of the lessons learned from the earlier events to ensure we create content that is inclusive, community driven, and most importantly fun. From Wintersday, we discovered still more areas we can improve for future world events to make them even more exciting.

To complement this concept of regular world events with strong stories and themes, we also need to build on and strengthen our existing open world and its persistent content. The more persistent events we can provide in a specific area, the less often each of the events in that area needs to occur, which in turn adds to the sense of an ever-evolving open world.


This means we need to give reasons for players at all levels to explore these areas, to reward them for their time, and to encourage them to play in locations where they will run into each other and experience the community-driven features that make Guild Wars 2 shine. Before we expand our world more, we need to make sure our existing world is as strong as possible, and gives reasons for people at all levels to go back and play and explore in the entire game we have built.

So how are we going to do that?


Systems and Rewards Supporting the Living World

To make playing in our open world worthwhile, we’ll make it rewarding enough for players to spend their time there across all levels. It’s extremely important that we stay true to our philosophy that you should be able to play Guild Wars 2 the way you want to play the game in order to reach the most powerful rewards.

One of our focuses is expanding and leveraging our achievement system. The concept behind this is to allow players to earn new rewards for achievements, as well as progressing down achievement paths that take advantage of the open world experience. We’ll add tokens for your achievement you can turn in to select from a list of rewards, including new reward types like ascended gear and infusions. We’ll add support so daily achievements will be different each day of the week, which will help drive players to different areas of the world and play together. Later, we’ll also be adding a system that lets you complete a subgroup of achievements to fulfill your daily. For example, if there are 6 daily achievements available, you’ll only need to do 4 of the 6. So you can choose the achievements that you’re most interested in.


We’ll continue to offer cosmetic rewards such as titles, medals (map complete), unique skins, etc. which will remain prizes earned for completing specific parts of the game. These will show off the prestige of your character, but will not make your character more powerful than other characters.

As we look at developing new types of rewards further into 2013, we want to develop systems that are uniquely Guild Wars 2. Our reward systems need to be exciting, and include things you want to earn over time, but we don’t want to force our players on endless gear treadmills for new tiers of gear we add every 6 months. You won’t see another tier between ascended and legendary in 2013 for example. Our goal will be to use our existing reward systems and build new ones that are fun and exciting that step away from the stale gear grind reward systems you see elsewhere. Later in 2013, we’ll begin to introduce more of these systems once we’ve finished rolling out the remaining ascended gear and infusions.


What About Guilds? I Want To Do Things with My Friends

Guilds are an extremely important to the game. We need to ensure there is a volume of content to foster this strong community/social bond. To that end, we’re working on adding new types of content to the game in early 2013 that will allow guilds to go on missions together. Some of these missions may be content designed specifically for the guild to accomplish within certain constraints or time requirements while others see the creation of new content by a guild/s everyone in the world can experience. Over time we’ll continue to expand this system with new guild rewards, missions, and tools to allow guilds, of all sizes, to play a stronger part in solidifying the communities of the GW2 world.



OK, What About WvW?

Many of the features, expanded reward systems, and potentially even live event storylines described above will also play a part in World vs. World in 2013. We also have other specific features that we’re focusing on developing for our WvW community that we want to make sure you’re aware of.

Polishing the existing WvW experience to ensure it shines in every way possible is a major goal for us which requires addressing major areas we know need a lot of attention. We’ve been working on two of these projects for a while now, and both have proven far more complicated to solve than we’d hoped, but we’re getting really close and have made tremendous progress.

Firstly, we’ll be adding paid server transfers, with time limitations and WvW restrictions, and guestingability, which allows players to visit friends on other servers in every part of the game except for WvW. To encourage players to stick with a single server for WvW and fight for the pride of that server, server changes will incur a fee and have time limitations. Second, we’ll make improvements to culling. We recently ran small tests on Live to help us move towards eliminating as much culling from WvW as possible. The results have been promising, and we have a number of additional culling features in development. If all goes well, our hope is 2013 is the year culling ceases to exist, or is as minimal as possible in the WvW experience.



Hey, What About the PvP!?

Much like the other aspects of the game, our PvP part of the game also will be growing by leaps and bounds over the course of 2013.

For those more interested in progression in PvP, we’ll be evaluating our PvP reward systems and overhauling the way PvP operates to make it feel more rewarding and exciting and to give reasons to login and compete every day. We’ll be adding systems that make it easier for players who are less competitive to get matched only against people with similar skill sets, and stronger methods for players learning PvP to do so in a safe and fun environment with more information to help their skills grow.


For those more interested in competitive PvP, we’ll be adding the core features required to truly make Guild Wars 2 shine as a competitive game—things like being able to watch other competitors and see major ranked matches to learn how to play better, the ability to host your own custom arenas to setup your own rules and host your own team practices, and visible places for everyone to see rankings of the best teams/players in the world. We also want to make it easier to play games against good opponents, and give the ability to compete in games where ranking matters quickly and easily. Of course, this also means down the road we’ll have major tournaments, prizes, and more to help drive the growth of this competitive PvP community along-side our less hardcore PvP players.


Holy Moley This Got Long – Anything Else?

We’re also focusing on improving a number of other areas; far too many to cover in detail. Examples of some of the major areas we’re working on in the first half of 2013 include:

  • Leaderboards on our website where you can compare your abilities with other players to find out who is the best in the world.
  • Expanded and re-designed encounters for bosses in dungeons and the open world.
  • New types of achievements which tie into the new systems of achievement rewards.
  • Continuing to improve the security of the game fighting botters and hackers, as well as improving the games stability by addressing bugs as quickly as possible when they are reported.
  • Identifying existing parts of the game that can be improved and made more fun/exciting, and investing the time to ensure everything we’ve built really shines as we move forward.
  • Improving the new player experience, to make it easier for new players to learn how to play GW2, enter the game world, and more quickly learn the game without being overwhelmed.
  • Improving the “looking for group” tool to make it easier to find other players to play with in the game.
  • The improvements and fixes to the fractal dungeons, detailed in Isaiah Cartwright’s blog post here:


Just because it’s not listed here doesn’t mean it’s not being worked on, but hopefully this helps give some insight into where we’re headed in the first half of 2013.


In Closing…

2012 was an amazing year for Guild Wars 2, with the release of the game, the fantastic sales and login numbers we’ve seen on a daily basis, the fun we have had both playing with and listening to our community, and all the great awards the game has received over the last few months.

But we know this game can be so much more than what we’ve shown so far. We feel like we’ve only begun to scratch the surface of where the world of Tyria can go and what you can expect from an MMORPG. 2013 will be the year we truly launch into that journey, and just as we tried to change the paradigm and expectations of an MMO when we released Guild Wars 2, we now want to raise the bar for what players expect from a live game as well.

As we push the boundaries and do new things with what an online game can be, we’ll likely hit some bumps along the road in the way. With your feedback and support, we’ll learn from those mistakes, grow from them, and be as transparent about them as possible. We’ll also have some amazing moments, and hopefully craft gaming memories you and we will never forget. And though you may not always know it, we’ll be right there in-game playing next to you as well.

In the short term, to provide a guideline on how we’re going to get where we’re going, our January release will be a relatively small one, setting the stage for the story that will play out in February and March. The January release will also provide the groundwork for the major feature additions you’ll see in the larger February and March releases.

Our promise to you in 2013 is to continue to build on the world we’ve built, to make it stronger, to refine and strengthen the game based on the core vision of Guild Wars 2, and to make GW2 an experience unlike any other online game.

Thanks again to all of our players for an amazing 2012, and here’s hoping 2013 is a year none of us forget as we all play our part in the growth and development of Guild Wars 2.

We look forward to seeing you in-game!

https://www.guildwars2.com/en/news/c...-months-ahead/

Very fluffy blog post, but it's a summary I suppose, shouldn't expect anything more.
I do like the idea of the new daily tokens and the guild missions though.

He gives details on the major new features that are coming with the patches, suppose we'll have to wait for the patch notes for the really exciting stuff. (Boss/Loot shizzle wizzle.)

Last edited by Kongro; 01-15-2013 at 08:04 AM.
 
01-15-2013   #304 (permalink)
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Quote:
It’s extremely important that we stay true to our philosophy that you should be able to play Guild Wars 2 the way you want to play the game in order to reach the most powerful rewards.
But that's a lie Colin. I wanted to level my professions like cooking, you made the mats become rare drops from certain NPCs. So then I willingly went to grind because of your bullshit and you wouldn't let me do that either with your retarded anti-farm code. Then I decided to do dungeons and you changed all that shit as well. You still haven't made Zhaitan or Arah good.

You lied to me one too many times Colin. Love is over. We could have made beautiful music together...
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01-15-2013   #305 (permalink)
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Quote:
Originally Posted by Metty
But that's a lie Colin. I wanted to level my professions like cooking, you made the mats become rare drops from certain NPCs. So then I willingly went to grind because of your bullshit and you wouldn't let me do that either with your retarded anti-farm code. Then I decided to do dungeons and you changed all that shit as well. You still haven't made Zhaitan or Arah good.

You lied to me one too many times Colin. Love is over. We could have made beautiful music together...
Quote:
It’s extremely important that we stay true to our philosophy that you should be able to play Guild Wars 2 the way you want to play the game in order to reach the most powerful rewards.
Magical word.

Not sure why you're repeating yourself, they're saying that they're maybe/possibly/perhaps going to fix the things you mentioned. Because that's how things should be.
 
01-16-2013   #306 (permalink)
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Quote:
Originally Posted by Kongro
Magical word.

Not sure why you're repeating yourself, they're saying that they're maybe/possibly/perhaps going to fix the things you mentioned. Because that's how things should be.
Oh right I'm on ggFTW, let me rephrase my post.


I'm so sorry I ever doubted you Colin! I shall now go spend £50 on the gem store to show my support for all you have done to keep making this game better!
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01-16-2013   #307 (permalink)
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Quote:
Guesting is Coming!

CITIZENS, I have an important announcement to make.

Previously, we’ve talked about a feature called guesting, which allows you to play with your friends on other worlds. The wait is over! Guesting is coming to a world near you with our update on January 28th!

Before I go into more detail about how it will work and what kinds of restrictions exist, I want to talk about a very important change that will come with the introduction of guesting: free world transfers will no longer be available. With the current restriction of one transfer every 7 days in place, make sure that you will be on the world you intend to pay on before January 28th, because after that date, you’ll have to pay a gem fee to transfer worlds.

With that out of the way, here is how guesting works:

Guesting allows you to play on a world other than your home world. Just follow these steps:
  • On the character select screen, click the “World Selection” button.

  • Choose a world you would like to guest on and select the “Guest” button.

  • Select any of your characters and select “Play” to log in to the world you picked.

Guesting comes with a few restrictions:
  • Because (different from a world transfer) we are not moving your character between data centers, you may only guest on worlds in the same region as your home world. Players on North American home worlds cannot guest on European worlds or vice versa.
  • You may not participate in World vs. World on your guest world. If you choose to enter World vs. World on the world you are guesting on, you’ll be moved back to your home world. If you want to play World vs. World on the world you’re guesting on, you must perform a full world transfer to that world.
  • You’re eligible to guest on only 2 different worlds at a time. Each time you guest on a world, that world becomes one of your eligible guest worlds for the next 24 hours. After 24 hours, you may choose to guest on a different world. You may log in to any world you are eligible to guest on as many times as you wish with no restriction.
  • Guesting on worlds that are full or highly populated increases your risk of being put into an overflow map.


As I mentioned above, with the introduction of guesting there will no longer be free world transfers:
  • Transferring to a new home world will now cost a gem fee.
  • The gem fee for world transfers is based on the population of the world you want to transfer to. Transferring to a high population world will be more expensive.
  • Each account is still limited to one world transfer every 7 days.
  • Players will still not be able to transfer to worlds that are “Full.”

I am sure many of you are happy to finally being able to play on other worlds with your friends without having to leave your home world, so go forth and guest to your heart’s content (and hug the next quaggan you meet).
https://www.guildwars2.com/en/news/guesting-is-coming/

Yay.
 
01-16-2013   #308 (permalink)
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Oh yay~ I have been waiting for the Guesting feature like forever, so I can make a multi-server guild with people of similar interest as me =]
 
01-17-2013   #309 (permalink)
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so, after playing for about two weeks i have come to the conclusion that this game is buggy as shit. for real, i see 2 or 3 bugs a day, whether they be events getting broken, map being screwed up and showing information for an area other then the one you're hovering over, crashes here and there, your total map completion being wrong. it's like they just jumped past a beta straight into release or something. still pretty fun though.
 
01-17-2013   #310 (permalink)
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Quote:
Originally Posted by mikecxz
so, after playing for about two weeks i have come to the conclusion that this game is buggy as shit. for real, i see 2 or 3 bugs a day, whether they be events getting broken, map being screwed up and showing information for an area other then the one you're hovering over, crashes here and there, your total map completion being wrong. it's like they just jumped past a beta straight into release or something. still pretty fun though.
I knew those bi-weekly weekend only beta tests would have paid off!

I still don't understand how they thought that was a good idea.
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01-17-2013   #311 (permalink)
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There's some stream with anet employees going on right now-ish at https://www.twitch.tv/guildwars2
If you want some questions answered post in this thread: https://forum-en.guildwars2.com/foru...st#post1228900

Here's a summary of what's happened so far that I've shamelessly ripped off reddit.
Quote:
The livestream lasted 20 minutes and was 3 developers talking about PvE/sPvP/WvW. This is some rough notes that I took.

This was the livestream if you missed it and want to watch it/re-watch it. guildwars2 - Livestream chat with Mike Zadorojny, Jonathon Sharp, and Matt Witter

TL:DR
  • Incoming AoE ability balancing (nerf) - they are too effective right now
  • Removing rez rushing in dungeons - i.e. can't WP if group members are in combat. Reducing difficulty on some of the more challenging encounters
  • New achievement system to encourage players to go back to the deserted zones & guilds stuff
  • sPvP: custom areans. leaderboards, 1 team vs 1 team winner stay in loser kicked out tournament (paid)
  • WvW - working on introducing progression, better rewards and fixing culling
  • Class balance to bring up the weaker weapons/traits, more viable builds, and reduce AoE effectiveness.

What is our long term focus for PVE and how we are bringing left back to deserted zones
  • New achievement system that plays into dailies/monthlies that adds new style of gameplay
  • New achievements to encourager cooperative play – i.e. rezzing, rallying) – things that will help players better at understanding the concepts of our game.
  • Allow players to filter back into some of the deserted zones (i.e. this month’s monthly achievement for jumping puzzles was used as an example)
  • New content with the guilds – 4-5 different styles of content that show up in the world that guilds can go in to help kick off and pull other players into it as well.
  • Adding tiers to guild economy/ear guild tabs, adding in new rewards for guild members to show off.
  • >100 new rewards tied to the achievement system/guilds to allow players to show off some of the cool stuff they have done.
  • Framework rolling out next couple months
  • New Ascended items coming into play outside FOTM with the new achievement/reward system.
Philosophy on the dungeons
  • Multiple phase change for the dungeons – first build – remove the idea of rez rushing (i.e. only way to beat some of the difficult encounters at the moment is to have dead players run back from nearby waypoints while players that are alive kite the mobs)
  • You can no longer able to rez (I think he meant waypoint here) if someone in dungeon is in combat
  • We are nerfing some of the encounters that are a bit more challenging
  • Phase 2 – go back and look at some of the encounters – retune and increase difficulty if necessary.
  • New rewards (no details)
LFG mechanics
  • We are working right now on a system that go across the board, not just for dungeons, sPvP. It is a bit far off.
sPvP
  • Working on custom arenas – need to make sure it is bug free, we are polishing them atm
  • Working on leaderboards – see your progress against other people
  • New player experience for PvP – better matchmaking system – play with players of your skill level.
  • Working on a new 1 team vs 1 team version of our tournament system , will be paid tournament (but reduced the cost and reduced rewards). Winners stay in, losers kicked out to the lobby. (Current tournament system require 8 teams for a single tournament with 3 rounds so it is hard to get tournaments started at the moment)
  • This new tournament version will be on Temple of Silent Storm map (this map has a lot of tournament potential).
  • Blog post coming up to talk more
  • Adding more some unique skins to PvP and WvW
WvW
  • Looking into progression in WvW to give you some kind of character development and rewards
  • Goal is to progression/rewards. Encourages more players to do WvW.
  • Recently tested culling – we are doing great things with culling – running a lot of different tests/tweaks.
  • Our WvW programmer talks about more on the official GW2 forums.
  • Adding more some unique skins to PvP and WvW
Upcoming AoE skill balancing (nerf)
  • One of the issues brought up a lot in WvW./sPvP is AoE (Area of Effect). We feel like they are too strong at the moment and a lot of people in WvW are gaming the system using AoEs.
  • For people that don’t know – max targets for siege weapons is 50 while max targets for AoE is 5.
  • Reducing AoE effectiveness to bring them in line with the single target damage skills.
  • Major update coming to all the AoE skills – make classes that are good at single target damage stand out a bit more.
  • Same thing with dungeons – right now if you have a lot of AoE you can past encounters by just spamming AoE which is not what we want.
Philosophy inside weapons and class balance
  • We want classes deal situations in an unique manner
  • We want to bring up all the weak weapons/traits in addition to reduce AoE effectiveness.
  • Some classes have 1-2 good builds while others have 5-6 builds , we want to bring up all the classes to 5-6 builds.
source

Have mixed feeling about this, but I guess some of this stuff is good? Although I'm sure this is gonna take forever to happen lol

also lol@aoe nerf. Okay lets make ele staff even more useless and have everyone be bunker d/d builds.

Last edited by Sandrie; 01-17-2013 at 01:34 PM.
 
01-18-2013   #312 (permalink)
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Part 2 of the Dev Livestream

Quote:
Part 2 - Q&A (Part 2 is in super rough draft format, some things might be inaccurate, makes no sense, editing it when i get to rewatch)
Q: How close do you feel each class fulfill the class philosophy
  • We use one set of balance numbers for wvw, pve, and spvp. We do this because people get acclimated to characters – we want people to play a class in a certain situation and feel comfortable in another
  • Some classes are filling their roles, some are not
  • We are brining up the weaker builds to be on par with the good builds.
  • So yes they are but there are more work to be done.
Q: Expain what you mean by progress in WvW
  • We are encourage people to defend, to get involved, to break away from large mass mentality of zerging
  • Reward the individual player for what they are doing rather than contribute scoring via server
Q: Culling fixes available in WvW, sPvP, or PvE, when?
  • Depends on testing – WvW atm is bad, PvP is not an issue, PvE affected for large scale events (i.e. Lost Shores, Shatter event)
  • We are testing the system in WvW and hopefully it will affect all across the board.
Q: Fractals
  • Adding reconnect to fractals, and coming up a solution for the level restrictions – those are coming up in the next build.
  • Able to start at the highest fractal level achieved by any group member – it will advance everyone who is eligible for advancement up one tier
  • You will be rewarded based on your personal level, not the level of the fractal you are in (i.e. if you are not 10+, you can’t get ascended rings by doing higher fractals etc)
Q: Dynamic system in open worlds – how will it evolve – make it more understandable, more rewards
  • Changes to Orr at end of month – adding some new effects, environment zones, rewards
  • Continue building lore/story – between content patches we will add in new events, new guild stuff.
Q: Stance on allowing people to see enemy nameplates in WvW
  • Mixed feeling – we want server to viewed as a whole and not introduce bitterness to individual players
  • Not completely opposed to the idea – be interesting to get bragging rights, more competitive nature
  • Not sure how to design around that at the moment
  • Need to make it voluntary, prevent harassment issues
  • WvW is about large scale massive battle mentality where individual players are not as important
Q: Advancement/prestige design for wvw
  • We want to keep things consistent – similar to some other stuff in the game. Can;’t talk much
Q: How does dev priorize development time – new content or old content bug fixes?
  • We want to to do bug fixes first then add in new content.
  • We looked at dungeons across the board, fractal bosses are more interesting – environment affect them etc. * We want to do the same to the original dungeon bosses.
  • Specific teams to focus on different areas of the game to make sure no area is left behind.
Q: Do you think classes will have more weapon combinations sometime in the future? (i.e. Eles using greatswords)
  • Great question, you might be able to see it in the future – can’t comment more
Q: Examples to make boss more interesting
  • Different mechanics when bosses get to a different health stage etc like some of the fractal bosses.
  • We now have more better tools to develop boss scripts.
Q: WvW and ascended gear?
  • It is an idea being tossed around – use the badge system perhaps.
  • I am hopeful that it will.
Q: Custom areans – new game modes? cost to host?
  • Yes, cost money to host, you rent server from us.
  • You can’t create an entirely new gamemode but you can turn some features on/off.
  • I know you guys want new gamemodes like CTF
Q: GvG – Guild vs Guild
  • Guilds battle in guild halls – you had a flag, a guild lord etc in GW1.
  • We see it more as the team 5vs 5 stuff in GW2 and in custom arenas
Q: New game modes?
  • We want to use conquest as the base and develop around it, we are talking about deathmath, CTF and see if they can fit out game.
  • We can maybe we can implement some elements from other gamemodes.
  • Why do we keep to conquest? If you want something to grow, to do Esport, you want something that people can pick up.
  • New mode – pushing the boundaries of what conquest can do arriving sometime before the death of the universe.
Q will GW2 become a ESPORT?
  • Yes, we are working on things that GW2 needs to be an esport – i..e custom arenas, Spector mode, better streaming support
  • Releases later in the year.
Q: Do you agreee with the statement the current metagame is boring
  • Current metagame is boring, could use some expansion
  • Bunker – a class is a class that hold down a position, has a lot of healing and self-suvability (i.e. a tank). We don’t want the bunker to go away completely. Bunkers give you an anchor in the map.
  • We don’t want to be case that every team needs a bunker.
  • Bring builds to all classes to what the bunkers are currently.
  • Eles are tough, guardians are tough, mesmers are hard to take care of, so are thieves.
Q: Do you find any profession to be out of balance? Like Ele bunker, roamer, thief one shot combo, mesmer portal?
  • Ele bunker is really strong, on our watchlist
  • Mesmer portal is giving us problems –giving that tool onto other classes
Q: Reward screen for the new crowns for the achievements
  • If you are playing a specific class, you have a reward that can be tailoring to your class
  • A chest containing stuff that your class that you can use.
  • Not class specific armor etc.
Q: Get crowns for achievement we already have?
  • First build only have crowns for daily and monthly achievements.
  • Later phase will have crowns are other achievement.
  • New daily and monthly achievements tied to new content – allow to pick specific rewards you care about.
  • Feb’s monthly will reward crowns
  • Crowns are a new type of currency
Q: Elaborate your plans for changing AoEs
  • This is not a quick fix, we are getting a lot of data.
  • If your skil does 10 damage to a single target, if you have another skill that have the same opportunity cost but deals 8 damage to 5 targets, the AoE skill is better – we don’t want you to use AoE skills on single target mobs.
  • Maybe add a new mechanic where mobs are resistant to AoE damage.
  • In PvP and WvW we see people using AOEs on enemy players rezzing other etc
Jan 17 dev livestream summary : Guildwars2
 
01-18-2013   #313 (permalink)
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Quote:
Some classes are filling their roles, some are not
Quote:
Some classes are filling their roles
Quote:
filling their roles
What a surprise, doing what they advertised as a selling point against.

If you weren't such a mixed bag of decisions Anet, you'd be the best dev by far.
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01-22-2013   #314 (permalink)
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Here's an interview with Colin Johanson by ZAM.
Just a few more details about the coming patches and acknowledging that their talking/working on things.

He does confirm that the guild mission stuff is open-world, which is cool and stuff.

EDIT: And as I posted this, this showed up.
https://www.guildwars2.com/en/the-ga.../january-2013/

Quote:
January 28
The sky falls and the ground shakes in the lands of the north. Charr and norn refugees crawl from the wreckage of their homes in the Wayfarer Foothills and Diessa Plateau, struggling to find shelter in the south. The call goes out for volunteers to assist the victims in this time of need, when earth and sky seem to have become the enemy…

Flame and Frost: Prelude is the prologue to a multi-stage narrative that will bring big changes to Guild Wars 2 in the months to come.

Features:

Temple of the Silent Storm Week
From January 28—February 4 the regular eight-team/three-round paid tournaments will be replaced by two-team/single-round paid tournaments in the Temple of the Silent Storm map. After the week is over, we’ll add Temple of the Silent Storm to the regular rotation of both free and paid tournaments.

Improved Achievement System
We’re adding a new rotation of daily achievements to add variety and encourage you to explore the open world. You’ll get different achievements every day of the week and a new achievement tracker in the UI to make it easier to track your progress.

New Achievement Laurels
You’ll earn these brand-new laurels as a reward for daily and monthly achievements!
Redeem these laurels for rewards like the new Ascended gear and Infusions!

Guesting
With the new guesting system, you can play with friends on other worlds in the same region (North America, Europe) without changing your homeworld. Guesting is free, but going forward there will be a gem fee for transferring home worlds, so make sure you’re on the home world you want to permanently play on before 28 January!

New Utility Infusions and Ascended Amulets
We’re adding a wide range of new gear that can be purchased with the new laurels.
With 5 new Utility Infusions and 30 Ascended Amulets to choose from, there’s something for every style of player.

More Upgrades and Improvements
We’re making a ton of other improvements to the game this month, such as enhanced performance in WvW, adjustments to side-kicking balancing, and UI improvements, which will be detailed in our release notes.

New Items in the Gem Store
It’s a new year, which means all-new items and a redesigned favorite in the Gem Store!
From Baby Quaggan Backpacks to Riding Brooms to the revamped Box o’ Fun, you’ll find it all in the Gem Store!

Last edited by Kongro; 01-22-2013 at 06:52 AM.
 
01-22-2013   #315 (permalink)
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Quote:
Originally Posted by Kongro
Here's an interview with Colin Johanson by ZAM.
Just a few more details about the coming patches and acknowledging that their talking/working on things.

He does confirm that the guild mission stuff is open-world, which is cool and stuff.

EDIT: And as I posted this, this showed up.
https://www.guildwars2.com/en/the-ga.../january-2013/
May god have mercy on you if this doesn't include the Fractal patch Anet. I really need that patch, god damnit.
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01-23-2013   #316 (permalink)
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Here's an update from Habib Loew regarding the upcoming WvW culling & loading fixes.

Quote:
In the January update we’ll be making a couple of preliminary changes to WvW.
1. The first of our engine changes will be coming on line to help improve character load times by using fallback models.
2. We’ll be switching over to the culling methodology that we trialed in December.

The engine change we’re making uses fallback models to represent characters until their detailed models are fully loaded. The fallback models are cached so that they can display without any asset load delay and there is a distinct fallback model for each race/gender/armor-class combination. As a result of this change players will be able to see characters represented as fallback models as soon as those characters are reported to the client. Once the specific, detailed model for a given character is completely loaded from disk the fallback model will be replaced with the detailed model. This visual compromise will help to ensure that players see other characters as quickly as possible in WvW. Please note that this change does not eliminate delays due to culling, it only addresses delays due to asset load times. Players on higher spec machines would therefore expect to see fallback models less often than players on lower spec machines. This change also lays the groundwork for more extensive uses of fallback models in future updates.

In December we ran a one matchup trial of an updated culling system. Based on all the feedback we received, both during and after the trial, we will be transitioning to the updated culling system that we used in the trial. This update allows the culling system to handle allies and enemies separately so that being surrounded by a group of allies will not impact the culling of enemies (and vice-versa). The general consensus after the trial is that this system lead to a better player experience in WvW. We further saw that some of the issues people had with the new system were related to asset load times rather than culling issues so making this change in combination with our character loading improvements should lead to an improved overall experience. It is important to note, however, that while we believe this change is an improvement to the WvW experience it does not fully address the issues with culling and we are still working towards our goal of removing culling from WvW completely. This change is intended to give players an improved WvW experience while we continue work on our more comprehensive solution.

While this update only contains a couple of visible changes to WvW it lays a lot of important groundwork for future updates. We have some exciting changes coming and this update is just the beginning!
Sounds like they're making good progress.

Spoiler!
 
01-24-2013   #317 (permalink)
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i hope they fix the engineer up, it's one of the funnest to play IMO but it just feels so...weak and kinda buggy. like flamethrower missing at point blank range, and its napalm thing just going poof and dispersing when it hits ANYTHING, if anything it should at least explode when it hits something :l.

also, why does my blowtorch built onto a pistol doing more burning damage then it? that just makes 0 sense. condition builds are lackluster, at best. elixir gun doesn't scale that well with it, flamethrower burn damage aside from the flame wall (which no one with a brain will stand in by the way) is bad, maybe a grenade or bomb build with the traits to make them have a chance to bleed would make them decent, but even then i doubt they're much better especially considering you're relying on RNG for it. the best one is the blowtorch skill from the offhand pistol, which you need to be in melee range for to do decent damage AND you give up on shields for it because engineers can't swap weapons. the bleed and damage on pistol 1 is bad, the poison is ok i guess but it's better to save it to prevent healing, and confuse doesn't last long enough for it to be very useful.

the might flamethrower build going around would be decent...if the thing wasn't so hard to actually make hit. honestly, having someone be immobilized and then you not being able to hit them is just stupid.

toolkit is melee, good luck surviving that encounter with anyone with an ACTUAL melee weapon. the turret repair doesn't actually do much when they die instantly. at least you can have another free block i guess.

the best one i've found so far is a super tanky build to just be annoying and unkillable, with things like pistol and shield, medkit, bomb kit (to kite around people chasing you), and the shrinking potion. basically wasting everyone's time until someone with some damage comes along to help. on the up side you can dunk people while you're shrunk, no interrupts for you! on the off chance that someone is stupid enough to walk into your bombs enough to die.

Last edited by mikecxz; 01-24-2013 at 05:45 PM.
 
01-28-2013   #318 (permalink)
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Patch notes up.

https://forum-en.guildwars2.com/foru...anuary-28-2013

If this is a relatively small patch, I'm kinda scared to see how big the following patches are.

Last edited by Kongro; 01-28-2013 at 01:26 PM.
 
01-28-2013   #319 (permalink)
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Patch notes up.

https://forum-en.guildwars2.com/foru...anuary-28-2013

If this is a relatively small patch, I'm kinda scared to see how big the following patches are.
They did say the content in the future patches would rival a paid expansion. I expect having to spend multiple hours to download it when that time comes.

Also yay Quaggan backpack and option of turning weapon skins into PvP versions.

Good that they fixed Shadow Behemoth I guess. He's been bugged on my server since November or so and has never had the event chain start. Guesting will let me go visit some more populated servers too since the announcement of paid transfers coming in made all the guilds leave to go chase after the top-tier WvW and it started a chain reaction of people leaving to follow them.
 
01-28-2013   #320 (permalink)
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No more free Orichalcum. Oh well. Good while it lasted. I had no doubts it was eventually going to be changed since it involved players making money.
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