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Posted ImageJohn Smith outlines discussion of RNG changes


As Arenanet is gearing up for the continuation of season 2 of the Living Story, talks on the forums are focusing on the CDI.  John Smith has outlined two ongoing ideas in both topics and inside the studio doors.  Be sure to voice your views and opinions in the thread on the official forums.

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Here’s the premise. RNG is evenly distributed on aggregate. On an individual level this means that while almost everyone falls into a reasonable range in the middle, there are outliers on each side of the distribution that are either highly rewarded or not rewarded at all.

These individuals become sample cases and spotlights for experiences that maybe shouldn’t exist.

We do need to be very careful about ideas that flatten the experience entirely as that quickly becomes not fun at all.

There are two concepts that have been discussed in the other thread and in the studio that I’ll briefly summarize.

1. Use a specifically non-random NG. The NRNG functions similarly to a RNG, but has characteristics that either squish the distribution so that outliers exist much less or specifically manipulate a player’s experience for loot in a more complicated way that makes it feel rewarding.

2. Implement measures that counteract low-end outlier behavior inside of game design. This would be a system that is something like: If player hasn’t received a rare drop in X time send them Y tickets for random drops.
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Gaile Gray returns to the community team


For many of those who have been with Arenanet for many years, you may recall she used to be the community team leader for a good chunk of Guild Wars 1, but was moved to support liaison before the launch of Eye of the North.  Due to internal reshuffling at Arenanet, she is now back in the support team role, meaning she is back in telling Arenanet what the community wants.  Micheal Henninger announcedthe news, and is taking her position.

Most of you know that Gaile has moved from Customer Support to a new (and very awesome) role over at the Community team. She’s still nearby so I think I can still hit her with my trebuchet – I’ll report results soon.
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New Trading Post UI
Wardrobe Improvements
Item Rewards
Item Collections
New Runes and Sigils in PvE and WvW
New Combat Log
Structured PvP and WvW
Level-Up Guide
New Player Experience
Guild Unification (North America and Europe Only)
Balance and Polish
Crafting UI
General
Megaserver
Dungeons and Fractals
Items
Profession Skills
Structured Player vs. Player Sigils and Runes
World vs. World
Gem Store
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Introducing the New Trading Post


Arenanet has revealed the final piece of content coming in the 9 September 2014 feature pack.  The trading post has been overhauled entirely, has an updated system resulting in greater speed, and has had a UI and functionality overhaul.  You can read all about it in the official announcement.


Previously the Trading Post was built using four UI tabs: Browsing, Selling, History, and the Pick-Up tab. We haven’t fundamentally changed that structure, but the implementation has been completely reworked. We did away with the four UI tabs in favor of navigation that’s closer to the Gem Store so now switching between them is nearly instant. It’s required a total rewrite of the Trading Post front end, but the results are worth it.


Destiny launches tomorrow and the Destiny Wiki has you covered with a complete database of all of the items you'll encounter in the world of Destiny! Back to Top

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Miniatures and Finishers in your Wardrobe


Arenanet has announced the next feature in the 9 September 2014 feature patch.  This announcement includes changes to the wardrobe, in which miniatures and finishers are added.  Miniatures can now also be equipped and made to show up in every map, without having to always activate them.  You can read the full announcement here.


Below the inventory list, you’ll see a grid of unlocked minis from your account. Account-unlocked minis can be equipped and swapped as part of your character by left-clicking them. Once equipped, there is a show/hide check box that summons and hides your currently equipped miniature. When shown, minis will appear next to you in every map you travel to with no further work necessary to deploy them.

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A Fresh Start: The New Player Experience in Guild Wars 2


Arenanet has just announced the next feature in the September 2014 feature pack.  All the features in the official announcement are directed at new players and new characters.  Most updates are streamlined feature, such as immediate weapon unlocks and guidance options, and some are new, such as level up panels and unique rewards.  You can read the full announcement here.

As we continue to grow Guild Wars 2 and plan our next steps for the future of the game, it’s important we have a solid foundation for all the new players we plan to welcome in the future as well as players who return after long breaks from our game. The coming feature pack is bringing improvements that were designed to ensure the  leveling experience and, most importantly, the learning experience is solid, clearly messaged, easy to follow, and rewarding. These were part of the game when we launched in China, and now they’re making their way back to North America and Europe.
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Crafting Backpacks, New Leveling Items, and More!


Arenanet have announced some new updates for the September 2014 feature pack.  New crafting backpacks, leveling items, and profession-specific loot tuning are among them.  Click here to read the official announcement.

These new weapons and armor help crafters get ahead of the game, but we also want crafting to have a strong visual reward so players can show off what they’ve accomplished so far. That led us to the creation of the new Crafter’s Backpacks. They’re only accessible by practicing a crafting discipline, and each discipline gets a unique look that progresses as you advance and builds on top of what you’ve already made! These backpacks don’t take much to build, but they’ll guide players up from novice to adept crafting in each discipline, bring in new looks to your Wardrobe, and come with a bit more combat flexibility than many players might have seen.
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Improvements Galore


Arenanet has announced some coming general game improvements in the September 2014 feature pack.  Among these changes are removal of the "dungeon owner," an updated crafting UI, and performance updates that include desired optimization.  You can read the full announcement here.

We‘re always working on the performance of the game with every update, but we have a big batch of improvements coming in this feature pack. We’ve changed the way many of the underlying systems work, making them more cost-effective, which will reduce how often players will be seeing issues caused by performance. This is most notable in large combat situations like WvW and at the PvE world boss events. These improvements affect both the server and client performance, so in these situations, you should see increased frame rates as well!
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Continued Improvements to the Megaserver System


Arenanet just posted an article on the Guild Wars 2 website in which they outline the first non-PVP/WvWvW changes in the September 2014 feature patch.  The first set of changes all relate to quality of life improvements for the megaserver system.  Changes include global guild influence, global guild upgrades, and special map copies for guild content.

Since first introducing it in the April 2014 Feature Pack, we’ve kept on improving the megaserver system on a regular basis. A lot of those changes were made during regularly scheduled updates and were targeted at improving what we call “integrity” metrics, which are how we measure how well the system works to get you into a map instance with people from your party, guild, home world, and language. Because the evolution was continuous and smooth, you might not have noticed much change, but the metrics got a lot better over time as we kept making the system smarter. We won’t stop there: with the second feature pack, we’re releasing some new systems and working to make the core system more effective!
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Announcing the World vs. World Fall Tournament 2014


Arenanet has announced the next World versus World tournament.  The tournament, which begins on 2 September 2014, will last for one month, and have four match-ups.  Rewards and achievements will be given each week.  Check out the full announcement on the official website!


We’re excited to announce that the next World vs. World tournament is starting on September 12, the Friday after our September 2014 Feature Pack launches! We’d also like to welcome our Chinese players to experience their first WvW tournament! We’ve got some exciting changes in store for the World vs. World Fall Tournament 2014, so let’s get to it!

Tournament Duration
Our next tournament will be an extremely intense, exciting four-week-long tournament battle. The shorter format will ensure that worlds will not be repeatedly matched against one another, which will more closely resemble a true Swiss-style tournament. Each matchup will be unique, and every win—or upset—will make a huge difference!
  
Posttransfer Lockouts
It’s important to maintain a sense of loyalty during a WvW tournament, but we also want players to have the freedom to move around. In the past, we balanced these goals by implementing a lockout period after transfers, which lasted for the current and subsequent matchups. The purpose of this feature was to encourage players to give transferring careful consideration by imposing some risk to the reward. Because the World vs. World Fall Tournament 2014 will only last four weeks, we will not be enforcing these lockout periods.

Achievements
For the fall tournament, participating players will earn a weekly achievement based on completing a small number of events in World vs. World. This differs a bit from previous tournament achievements in which players were required to complete several of each event, such as capturing keeps and supply camps. We wanted to experiment with a simplified version of the achievements to encourage players to focus more on playing WvW, rather than checking off an objective checklist. Siege objectives, defend your land, and you’ll be rewarded! Complete all four weekly achievements to unlock the meta-achievement and earn this tournament’s title, “Mist Treader”!

Reward Structure
We want to continue to reward a world’s overall performance in the tournament, but we’d like to focus the incentives on each world’s struggle for dominance each week. To accomplish this, the arrangement of rewards distribution will be slightly different in this tournament. The majority of rewards will be dispersed at the end of each matchup based on your world’s performance. This means that even if your world doesn’t come out on top of your entire league, the efforts you put forth in each match will be rewarded!
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