Jump to content

  • Curse Sites
Help

Rate Article   * * * * - 3

Posted Image


As you all know, we had a chance to sit down with Colin this week. It just so happened that it took place in London, so our very own shanaeri rynale got to attend along with other community members from other fansites.

First, we want to thank you for all the questions you guys submitted across all of the fansites. Because of you, we had a vast assortment of questions to ask Colin. Secondly, we'd like to thank ArenaNet and Colin for the invitation and the opportunity to make this all happen!

Now that that's said, I received a lot of files from shan yesterday so I've decided to post the Q&A in chunks as I write them out. Also, I'd like to go ahead and apologize for the issues I had with the questions. It was really hard to hear (and sometimes understand) what other people were asking Colin so I just summarized them as best as I could.

Without further ado, here's the first bit of the Q&A:

Guild Missions
Colin: It's giving you a chance to decide when the guild gets to do stuff together. The guild leader and their officers can kick off [...] for everybody.

It's really spread out all over the game and it depends on what type of mission you're doing. There's actually five completely different types of missions and based on which one it actually is. So like, bounty hunters is the really basic one. It's the one you get right off the bat when the release first goes out. You actually have to unlock all the other mission types. It's literally going to take months for your guild to build up enough influence to unlock all of them. So it's really a progression here. You're moving [...] to [...]. It's on the whole unlock tree like any of the other guild abilities so you work your way down all of that stuff and you use that to kick off missions as well. So finally you have a use for that giant pile of influence. Some guilds are probably going to tear through it pretty quick because they have huge piles of it, but it's going to take a while. With bounty hunts, you can pick which tier of bounty hunts you go on and it randomly generates bosses in different zones that get spawned because the bounty hunt started and it spreads your guild out all over the place. If you do a really big bounty hunt it will actually spread your guild out in about five different zones where there's a boss in each and you have, say, 15 minutes to kill all five of them. So you actually have to split your guild into five different groups and send them to all of the maps [...].

Are you going to add any other features for guilds? (Had trouble catching what features were mentioned.)
Colin: That's all stuff we'd like to add. We're not doing it in this one, but in the long run, we need to get all that stuff in for sure. If you look at what features are available in the game, there's a lot of stuff for small groups to do, but there's not a lot of really compelling stuff for larger groups - in particular for guilds other than WvW. We're really trying to head down that list and get a lot more of that stuff in. For building a good community, that's a really key component that we have to add and that's a big focus for us this year - it's just trying to get more of that "what can my guild do together," "how do we interact together," "how do we maintain a strong guild," and "what's the content we can do?"

Question about the guild UI.
Colin: That's the type of stuff that we're not building yet but I think that'd be included in the list of stuff that we're looking at with other guild upgrades. We need to get to the point where we're able to just sit down and start getting people working on it. We're always leveraged by how many engineers we have. That's our biggest issue at any given time - how many programmers do we have that can actually code anything. I always get a kick out of it because the feedback all the time is, "why aren't you building X, Y and Z when you're building this instead?" There's a bunch of stuff that we build that takes designers and artists to do. We have a ton of designers and artists and there's then there's certain things that takes programmers to do and we only have so many of them. It's always managing what they're doing on their lists, which is huge, versus content that's easy for us to do. But yeah, I think it'd be great for us to go at some point as well. Just anything that playing in a community easier.

Question about smaller guilds.
Colin: Our hope would be that will dynamically come out of this emergent game-play. Like the bounties have different tiers so there's a small tier that small guilds can do, so where it's say, three bosses in three zones. Ten or fifteen people can do that as a small guild. You can pick which tier you want to kick off on based on how many people you have online. But maybe one of the things that will come out of that is, "well, our guild's going to do a tier 3 bounty and it takes a lot more people to do, so let's get three guilds together and our guild will kick one off and you help us do ours and then we'll help you do yours," so each of the three guilds all work together to accomplish it. I think that kind of emergent game-play will hopefully come out of that, for sure. We don't really know what to expect just because it's so hard to test internally to see what guilds are going to do when this goes live. So some of this is - we're going to put it out and we're just going to see how guilds interact with it and what they do. That'll help us determine what other features and additions [...].

Question about custom chat channels.
Colin: Anything that we can do that will help communication across communities is really important.

Question about addition functionality with the commander book.
Colin: Certainly there will be. That's on the list of stuff that we're not working on currently, but down the road that's we absolutely want to make that more involved, more stuff that you can do as a commander. That's the type of stuff that's really anything you guys can think of that is really strong community supporting tools - those are the types of things that we really want to do this year to make it easier to play with other people, coordinate with other people. The more of that we can do, it's just better for the game.

So you'd like to get as much as that done this year as possible?
Colin: Yeah, if we really can I think that blog post I did earlier this year was kind of trying to set the table for expectations of what we're going to do this year. It's a lot less of opening new zones and things like that and a lot more of, let's take the core of the game and try to make that as solid as we possibly can and build on that and make that a lot better because there's a lot room for improvement in that and I think that we want to focus on that.

Question on the commander book being character bound instead of account bound. Any possibility of that changing?
Colin: I don't actually know. I asked the WvW team about that and they had some good reasons why [...], for getting to know who the commander is and they don't want that concept where if you've got 20 characters on your account and you login with each one as a different commander - they really want people to get to know and recognize a specific commander. That was the reason why they made them character specific. If that were to change, if it became less important for a commander to be a known name that people recognize and follow, that could be different, but I think that's the primary reason behind that - so that you really get to know someone and know that name.

It's a shame that you have to buy it. It's a shame that there's no prerequisite like a certain amount of kills.
Colin: Or a voting system where people on your server vote you up. It'd be really interesting in the long run, but it would be hard for us to take it away from people [...].

Perhaps the additional functionality that you're hoping to add could be based around competence and time spent rather than gold. Then you wouldn't have a problem taking it away from people that have already gained it. Kills, badges, objectives met, [...] Stonemist. (Basically mentions a bunch of different ways for commander book prereq's.)
Colin: It's hard to gauge because that's not necessarily a sign of a great player. But some sort of system that allows them to be rewarded based on people recognizing that they're a commander worth having. Something like that would be really cool.

There's also a PvE use for the commander as well. (Group talks about events and how it's useful to corral people to certain areas.) Back to Top

Rate Article   - - - - -

Posted Image


If you'd be so kind and pause your exploration of Tyria, I'd like to let you guys know that several positions have opened up on the Curse team. For those of you interested, Curse is hiring in Huntsville, Alabama for a handful of positions: For more information on how you can apply, check out Curse's career page. Good luck to those who apply! Back to Top

Rate Article   - - - - -

Posted Image


Bag Slots and Bank Tabs are 20% off in the Gem Store through February 26!

Reminder: take care that you do not purchase more bank and bag slots than you can use! Your character can have up to 8 bank tabs (including your original bank tab) and 8 bag slots (including your original Starter Backpack).

Source. Back to Top

Rate Article   - - - - -

Posted Image

Leah Rivera on New Guild Missions


Guild Missions, a new type of mission, has just been revealed by Arenanet. February’s release will include the following mission types:
  • Guild Bounty – Your guild is tasked with tracking down and capturing various targets for the Orders. These people are wanted for a variety of reasons and have all sorts of tricks up their sleeves to resist arrest!
  • Guild Trek – Think you know Tyria? Well the Tyrian Explorer’s Society has a challenge for you! Find the list of locations before time runs out.
  • Guild Challenge – These challenges leverage our existing event system but are specifically geared to require multi-group, coordinated play to succeed. So gather your guild and see if you’re up to the challenge!
  • Guild Rush – Test your skills with a mad dash over harrowing terrain, traps, and other hidden dangers. Just remember, there’s safety in numbers!
  • Guild Puzzle – It’s a puzzle and a jumping challenge all in one! This mission type requires multi-group coordination as well as individual jumping skills to get to the treasure at the end.

Back to Top

Rate Article   * * * * * 2

Posted Image


Colin Johanson has just made a post on the official forums updating the community about the loot/drop investigation.

Since the community was still reporting issues with the drops they were getting, ArenaNet took another look at the issue. It appears they found the problem:

The rules by which you qualify for credit for an event or for experience when killing a mob are different rules than those used to help determine if you qualify for loot. Some of these were set up to be unintentionally restrictive, and as such you could kill a creature with a lot of health (this was most noticeable on champions) and not qualify for loot, despite qualifying for all other credit.

Once fixed, all champion mobs will correctly always drop 1 blue or better loot item, and all veterans will have a chance of dropping loot better than regular mobs as outlined in the November release. Please note, it is still possible to kill a creature and not do enough damage to qualify for loot (which is the only way you won’t get loot for a champion), it is also still possible for veterans to not drop loot at all, since they simply have better odds of dropping loot than normal creatures but no guaranteed drops.

He goes on to say that they will repair the issue with the February patch drops and not only that, but they plan to make specific areas more rewarding for the players. We'll see more information when the February patch notes are published. Back to Top

Rate Article   * - - - - 1

Arenanet's Chris Whiteside appeared on IGN's up at noon webshow to discuss Guild Wars 2, the launch, the current state of it, and the goals for the future.  You can check it out on their official website.

Posted Image

Back to Top

Rate Article   - - - - -

Posted Image


The votes have been tallied so we have some winners from our Biggest Fan Contest to announce! It was in no way unanimous and came very close so please know that you guys did some amazing work and made it really tough for us! Without further ado... *drumroll*

Grand Prize Winners
[Prize: Signed CE box]
Charlie Dayman
BearzuSmash
quenta

Runner-Ups
[Prize: Gem card]
KiyaKoreena
Doctor Overlord
SkearKr0w

Congratulations to the winners! Back to Top

Rate Article   - - - - -

Posted Image


ArenaNet is having a meet and greet for fans at the Tap House Grill in downtown Seattle on Friday, March 1st, 2013 for those interested in stopping by!

Some of the developers will be available to meet and hang out with the fans. They also plan to serve a light lunch and give out drink tickets to some of the fans that stop in to say hello.

But that's not all! They'll also be holding a live Q&A session for the fans that make it to ask questions about the game and will giving out prizes from SteelSeries!

When: Friday March 1, 7:00 PM – 10:00 PM

Where: Tap House Grill, 1506 Sixth Avenue, Seattle, Washington 98101

Who can attend: This event is open to anyone 21 and over. No tickets or reservations are required, but we are limited to the capacity of the venue.

Back to Top

Rate Article   * * * * * 1

We've been given a great opportunity to ask Colin some questions over lunch next week. So if you have any burning questions that you'd like to see answered, reply to this thread! Back to Top

Rate Article   * * * * * 2

Posted Image


MMORPG.com has had the pleasure of interviewing the famed Colin Johanson on the next major update players will see later this month. Colin spills the beans on guild missions, and even gives a small preview of what to expect from the new daily achievement system. You can read through the highlights below, then be sure to check out the full interview here.

Much like your favorite TV show, we hope as we expand the scope of living stories as the year goes on, you won’t want to miss each new release to see where the storyline or your favorite characters are headed.

PvP
New PvP map Spirit Watch shares a common theme with the Flame and Frost living story.
Designed to add Capture the Flag element to PvP gameplay.
Two-team PvP matches players up by rank.

Guild Missions
Once activated by a specific guild, any player can participate.
Certain goals must be completed by the guild. Non-members able to help with secondary objectives.
Guilds gain notoriety to stand out and become widely recognized.
Identified by a guild banner.
Rewards both the guild and the individual; include reduced waypoint fee, guild banner tonic.

Daily Achievements
More daily objectives; pick and choose the most desirable. Completing every daily objective grants additional achievement points.
New daily achievements can direct players to certain zones.
Daily achievement variety will see a large increase over time.

Misc
ArenaNet never sleeps. Back to Top