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Dynamic Leveling Adjustment


Arenanet's Isaiah Cartwright wrote a blog post about the update done to the dynamic leveling adjustment.  The blog post outlines the basic concept and changes made.  You can check out the blog post on the Guild Wars 2 website.

Hello, I’m Isaiah Cartwright, the lead game designer for Guild Wars 2. I’d like to talk today about some changes we made to our dynamic leveling system, which allows players to enjoy the content on any map at any level.

We had a few issues with this system that we made adjustments to. When high-level characters played in lower level zones, they were a bit too powerful, so the content was not as challenging as it could be. As a result of this, we also scaled down the rewards a bit too much.

As of the January 28 build, we made some changes to the dynamic scaling system to address these issues:
1.) We changed the formula for how attributes are calculated when the dynamic leveling adjustment system scales you down. This makes returning to lower level zones more fun and better balanced.
2.) We changed the formula for how rewards are calculated when scaled down to make it more rewarding for high-level players to visit lower level areas.

The goal is to more accurately reflect the attributes you should have at that level for a similarly geared character. While this will make some areas harder, our goal is to make all areas of Guild Wars 2 exciting and fun for players of any level. We also want players of all levels to feel like their time is well spent and rewarding in any map they go to.

In 2013, one of our main goals is to add more content to maps of all levels, as well as stronger reward structures for playing across all locations in the world. This will give us a strong structure of experiences, challenges, and rewards that are balanced for a player of any level in any map and help make the social experience of playing anywhere in our game more exciting.

Thanks for playing!
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Another week, another batch of leaderboard updates. Did you make the cut this time around?

NA Qualifying Points

EU Qualifying Points

How the Leaderboards work:
  • Qualifying points are gained only in paid tournaments, and are awarded based on your placement in a paid tournament.
  • We’ll be updating these leader boards daily (during the week) to show the progression of the points.
  • We’ll be displaying roughly the top 100 players for both the US and EU servers. We’ll finish off the top 100 by showing all players who tie for the final position.
  • This method of displaying the QP’s is temporary until the full system comes online.
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Martin Kerstein has written a new blog article stating that there will be a mandatory password change coming soon. As mentioned in a previous article by Mike O'Brien, ArenaNet has created a blacklist of passwords that have been previously used by hackers for new accounts. Since the system has been rather successful for newly created accounts, they will be forcing existing account owners to change their old passwords.

If you still have the red banner at the top of your launcher, it means your password precedes the blacklist and you will eventually be forced to change it. You can go ahead and change your password at your leisure, but if you wait, you will be forced to change it on February 7th. Back to Top

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Today, Angel McCoy brings us a new blog post on the Living Story that was recently introduced in Guild Wars 2.

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Hey, everybody! I’m Angel McCoy, the narrative designer assigned to guide the Living Story in Guild Wars 2. I’m here to give you a little introduction to this content, what it means to the world of Tyria, and how you can get the most fun out of it. We’ve been working hard on it for several months, and we’re super excited to share it with you! The Living Story team (and all of ArenaNet) really hopes you like it.

You can read the full article here, but I've added bullet points for quick reference:

What is the Living Story?
  • Will introduce you to new heroic characters, mysterious plot twists, and dramatic moments that affect the world
  • New dynamic events - some that will change Tyria
  • Designed to change up what’s happening in the world and to add to the evolving story and challenge of the game
  • Simultaneously transitory and permanent
Themed Story Arcs
  • Story arcs will play out over time
  • You won't necessarily know how long an arc is
  • The current arc, "Flame and Frost", is teaser content that has begun to make small changes - you can participate by volunteering to help the refugees streaming down from the Shiverpeaks in both the Wayfarer Foothills and Diessa Plateau
New Characters
  • Characters you meet in the Living Story will periodically join up with you on adventures
  • You’ll get to know heroes and villains who have been designed to add an air of mystery, mischief, and drama - some well-connected to characters you've already met
Not Holiday; Life
  • Living Stories are different than holidays or major events because it's an evolving storyline rather than a single event/festival
  • Because they are a more organic experience, some parts of a Living Story will be much more subtle than major holidays and events
Gameplay Support
  • Introducing a new achievement category: Living Story Achievements that can give titles and rewards
  • Gold stars on your map will guide you to where you need to go and which characters to approach
  • Each city has heralds that will announce the latest news - two NPCs per city
Flame and Frost: Prelude
  • As mentioned earlier, this part of the Living Story is a teaser of what is to come
  • This will play out for a few months

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Living Story
  • Fixed a bug that caused the new Flame and Frost: Prelude content not to appear on all worlds.
Events
  • Fixed a bug where the Risen Priestess of Lyssa’s clones were able to summon more clones.
UI
  • Hid blank world event UI for Temple of the Silent Storm Week.
Player Vs. Player
  • Fixed a bug where signets would lose their passive buffs at the start of PvP matches.
Items
  • Returned the Corrupted Short Bow to its former majesty.
  • The advanced harvesting tools sold by laurel merchants now have an appropriate level restriction.
Black Lion Trading Company Gem Store
  • Fixed a bug where some players using the Makeover Kit were not getting the face they selected.
Source. Back to Top

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General
  • Changed all non-copper karma gathering tools to have a level restriction.
Personal Story
  • “The Steel Tide”: Reduced the number of giants you need to defeat to progress.
Profession Skills
Elementalist
  • Magnetic Grasp: This ability now immobilizes the target that it strikes. It is now a large Projectile finisher, and damage is now split between this ability and Magnetic Leap.
  • New skill – Magnetic Leap (Earth Skill 3): Activate this ability to leap to an enemy that’s been struck by Magnetic Grasp.
Ranger
  • Spirit health increased by 25%.
Dungeons
General
  • Fixed a bug where projectiles passed through the ground in several locations
Fractals of the Mists
  • Fixed a bug that did not remove the Lava condition from players who died in the pools of lava at the final boss in the Volcano Fractal
  • Fixed a bug where players were stricken with Agony even when they avoided the Ice Elemental’s AoE ice storm
Daily Achievements
  • Removed the Daily Combo Kill achievement from the daily achievement rotation
Events
Made the following changes to the Champion Risen Priest of Grenth boss:
  • Increased cooldown on Grenth’s Shadow Pull skill
  • Changed radius of spells
  • Modified attacks to do less damage
  • Modified attack area so as not to overlap on attacks
  • Modified Velocity of Teleport to allow player to not go into ceiling
  • Decreased the damage of Grenth’s Shadow Pull skill
  • Decreased the numbers of spells
UI
  • Hid blank world-event UI for Temple of the Silent Storm Week
General
  • Adjusted Orr Undead loot drops
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Another week, another batch of leaderboard updates. Did you make the cut this time around?

NA Qualifying Points

EU Qualifying Points

How the Leaderboards work:
  • Qualifying points are gained only in paid tournaments, and are awarded based on your placement in a paid tournament.
  • We’ll be updating these leader boards daily (during the week) to show the progression of the points.
  • We’ll be displaying roughly the top 100 players for both the US and EU servers. We’ll finish off the top 100 by showing all players who tie for the final position.
  • This method of displaying the QP’s is temporary until the full system comes online.
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Today we have a new blog post by Jonathan Sharp on the ongoing test (Jan. 28 - Feb. 4) with the Temple of the Silent Storm sPvP map.

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So I’m really excited to announce that, based on player feedback, we’ll be testing a new tournament system for PvP from January 28 to February 4 in the Temple of the Silent Storm map! This new system will pit one team vs. another, instead of the usual eight teams needed for a normal paid tournament. Free tournaments will still be available during this test, but we’ll be replacing paid tournaments with this test system for the duration of the week.

The Test System – How it Works
Enter this test tournament just like you would any other tournament:
  • Go to the PvP lobby (hit the crossed swords in the top left-hand corner of your GW2 screen after your player’s tutorial).
  • Speak to the Tournament Master.
  • Enter the tournament of your choice.
Cost and Rewards
Cost to Enter
  • Tournament Ticket
1st Place Rewards
  • 1 Tournament Ticket
  • 200 Glory
  • 200 Rank
  • 1 Qualifying Point
  • 1 Silver Paid Tournament Chest
2nd Place Rewards
  • 100 Glory
  • 100 Rank
  • 1 Copper Paid Tournament Chest

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For more information about the test, you can check out the blog post here. Back to Top

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This Friday, February 1st, ArenaNet will be implementing a reset for World Vs World server ratings. The reasoning behind this is the large player population shifts that resulted from the news of the server lock-down. Habib Loew explains exactly how the reset will work.

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  • We’ll let the current matchup play out. Since free transfers were available during the first part of this matchup we don’t want it to count towards the new ratings.
  • When the matchup rolls over on Friday, February 1st we’ll post the final ratings & rankings. The new ordering will determine the groupings for the next matchup as usual.
  • After the new matchup has started on February 1st we’ll reset all the ratings (and deviation & volatility) behind the scenes.

What do you all think of this? Is it necessary to let server ratings readjust after the large population shift? Back to Top