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Today we bring you Part III of our Q&A session with Colin Johanson! If you haven't checked out the other parts, here are the links to them: How much will players will be able to affect storyline, will it sort of be contingent on player action or is it sort of a storyline that you'll watch as it happens?
Colin: Well certainly you'll be able to play a lot of content in it on down the road. I think right now it's more kind of the setup stuff as we're trying to get our feet under us for this Living Story thing works. But, eventually there'll be a bunch of playable content. As for the story branching based on what the players do, that's not something we're doing right now but down the road I can see that being an option.

That's such an awesome idea, that Living Story, brilliant idea.
Colin: It's definitely something we'd like to be able to have. On different servers different content is happening and the outcome of any can be different, but we don't have the backend right now to be able to do that but at some point I hope we will be able to do that.

So what kind of sort of changes might we see to the world itself as the Living Story progresses?
Colin: I think you're not going to see a ton of stuff in February. It's mostly just a little more setup stuff. We hit the end of the year and decided to really make that a big thing for 2013 and as a result we really just didn't have time to build that much stuff yet. I think, looking ahead, March and April is more when we kind of get in to the cadence of what a Living Story can be. Other than that we'll build from there as the year goes on.

Question about one time only events.
Colin: Content wise we can do anything. I can see that as a way we introduce new permanent content, we can introduce new fractals that way, new dungeons. Have stuff that show up for a month then leaves again. It's really kind of a context for anything that we want to do in the game. It really kind of gives you that sense of it's your favorite TV show, right. You regularly want to tune back in and see what's going on with the story. Long-term that's where we want to get living story to as well. We're not gonna be there for a little while but at some point we really want to build up to that.

Are there any plans of re-runs of the feature events like the Hunger Royale and stuff like that?
Colin: We might. We haven't ruled it out but it's currently not something we've got scheduled. Certainly as we look at launching the game in other regions we might re-run those for them as well, so you can always jump into the China beta and check out Hunger Games. But I think in the West, maybe? We'll see.

What about weekend events? In Guild Wars 1, you had double faction weekends.
Colin: We'll probably take a look at that. I would prefer that we do even more, you know, story-driven. I think it's more compelling. I think that's more where we're at.

I'm curious actually, because it's really something we're just kind of walking down that path now. Is that compelling to you guys? The concept of, you know, say take everything that happened in January and condense that down so maybe that's a week's worth of content and the next week there's more story built on that.

Absolutely, yeah, brilliant, yeah. I was about to say I speaking to the alternative reality gaming community and that's very similar to that. I mean that's unique to MMO's being able to do that, push that content out in that concept. That's really good. I like that.
Colin: Is there anyone who's not interested in that at all?

From a WvW perspective, it doesn't really have much of an impact. I mean the general feedback from the community seems to be "yes", you know, they want more of it. But from my point of view it doesn't really impact us at all.
Colin: I think that's fair. It's really not intended for the only WvW players. Although I did touch on the elements, right?

Maybe your keep commanders get replaced by specific NPCs for a month or something that tie into the story line that's going on. We might be able to take elements of that and roll those in. Wintersday and Halloween had that, where it's cannons shooting toilet paper and pumpkins. As long as we don't take away from the gameplay, I think that's the key. It would be nice if we could find ways to pull that off.

Group talks about events. Question about if they've learned from past events. For example, Wintersday was well received but the Karka event had a lot of issues.
Colin: Tremendous difference. One of the problems that we had is that the day we shipped Guild Wars 2, we immediately started development on everything that happened in October and November. We were building it all simultaneously. So we learned a bunch of lessons from October but we didn't have time to do anything about them in November. It was basically like we were locked in on these release dates, we have a free trial in November, go, go, go, go, go - we have to hit those dates. And that's one of the challenges of a live game. You know, we spent five years saying "if it's not ready it doesn't matter, just wait and we'll put it out when it's ready," and then we got into the live space and we have to keep free updates going we have to have this fun stuff going on and it didn't really give us an opportunity to stop and catch our breath and say like, "is this the right thing we should be doing, is this the stuff we should be putting in the game?". It was more "we have to get stuff out," and we learned a lot of lessons from that.

I think December with Wintersday is a great example of taking a lot of the lessons we learned from the other events and trying to make it more approachable, easier for everybody to play the content. We spread it out over a longer time, you can re-play stuff that you missed. Those are the types of strategies we're going to use for all of the live stuff going forward, it's just making it a lot more inclusive. Certainly we want to avoid 400 people out in the open world until we can deal with culling issues, things like that. It changes the strategy of how we do stuff. It also means that we've really reverted more back to our original philosophy which is "if it's not ready, don't ship it, don't talk about it until it's polished enough that it's ready to go." So things like WvW getting pushed back a month, that's an example of that. I think that right after release we would have put that out whether it was ready or not and I think that instead what we're saying is, you know, "even though we made the mistake of saying that this is the month it's gonna come," and we shouldn't have done that, because it just sets expectations. We'd rather wait and get it right and then we'll put stuff out when it's ready to go and I think we're kind of back to the point where we're comfortable in saying that and we have a better idea of what we want to do.

On the note of more content there was a question, would there be a possibility to add "hard mode" to dungeons that are already in the game?
Colin: It's interesting. We might do that. Right now, we've actually talked a lot about it, and our biggest concern with it is that it's already hard to find a group to do a dungeon. When you add a hard mode on top of it you're further fracturing the player base between story mode, three explorable modes and now three hard modes and it can become extremely hard to find people to play with if we do that. For me, I always felt explorable mode was supposed to be hard mode and I would like to see us fix the dungeons to the point that they really fall into that category more than trying to add another mode on top of it. So in the February release, we haven't talked a lot about this, but we actually rebuilt all of the bosses in the Ascalon Catacombs from scratch. All of them will be brand new in the February release and a number of the encounters have all been redone as well. We're in the midst of going through all of the major bosses in the game, in 2013, and trying to make them more fun to fight against, making them more challenging. That's a huge projects, it's going to take us a really long time to do that, but we are just in February alone and we're rolling some of it out. For a lot of people their answer for playing the game has been "it's really fun, but there's not enough challenging stuff for me to do," and I think for people who are looking for challenge, we need to build in more of that optional content that is challenging. Optional is the key, right, we don't want to make it so that casual players don't feel like they can't play the game. But we're trying to go back and rebuild a lot of stuff to just make it a lot more optionally challenging for people who are looking for that and Catacombs will be the first place we do that. Some of the open world champions also are getting rebuilt in February, just some of the regular open world guys, and we're gonna keep doing that every month going forward - just try and just go back and find stuff to make it more fun.

Question/comment about Fractals.
Colin: I thought the guys that did Fractals did a lot of really good encounters in there. I would hope that that's more how we build stuff in the future.

Are there any intentions on bumping up the maximum usable levels of Fractals? (Comment on how past level 40 you have to get pretty creative.)
Colin: Yeah, I'm sure at some point. We'd want to do that with content that goes with it so that there's stuff to get to that's new or feels more exciting. That's not off the table.

Question on champions - how in GW they all had names and lore behind them and in GW2 they are generic. Is there any chance of getting more unique or interesting champions?
Colin: Unique mechanically, yes, we're already doing that. We're in the midst of going through every champion and veteran in the game and looking at their skills and trying to make them unique and more fun to play against and exciting for groups. Just more involved content in general. Naming wise, one of the reasons why we didn't name all of them is because most of them just respawn again. In Guild Wars 1 it was part of the concept that you cleared the maps and you feel like it made sense, whereas in Guild Wars 2 you see "Bert the Ettin" and he respawns every two minutes. It just really feels immersion breaking. So that's why we chose to do that - that names in general are very rare because we wanted it to feel like this is a really big deal when you see this guy. But building up more back story behind guys and having named characters that do show up occasionally - I do hope that's something that we do more of. I think our Living Story is the best place for us to do that because it means that they can show up one time and everybody gets to experience when they leave again. Like the Mad King boss fight for Halloween I think is a great example. For a week you got to fight the Mad King. I hope we do more stuff like that.

Question on if the Living Stories will introduce things like new skins and armor and if you will be able to craft anything new.
Colin: You can assume the same type of stuff that we did for holidays, you know where we kept on adding new recipes and items. In the long run that's the same thing we want to do with the Living Story. Sometimes the Living Story will just be a holiday for a month. That's kind of the concept - that there's this narrative going on that may tie into a festival, it might not. But we want to have all of that feel like it's the same type of reward system.

Question on if it's possible in the future to be able to craft skins rather than the armor and weapons themselves.
Colin: Yeah, we just need more artists. I think it would be nice to [have] more reasons to level your crafting to 400 and have cool things from doing so. I think that's one of the problems with crafting right now. There's just not a lot of reason to do it.

Question about extremely rare recipes that were hard to acquire and if there are plans to add more or make them easier to get.
Colin: I would hope that we could exapnd that beyond weapon skins. I think this ties back into the question about tiered loot in general. I think one of the things that we're missing is a core rewards system that we could infinitely expand and is unique from weapons and armor. At some point we're going to have to introduce that or figure out what that is so that we're not just doing endless tiers of loot. And hopefully there's a bunch of stuff that ties in that is exactly what you're talking about. Guild Wars 1 skill capturing is a good example of that. I think we need to find out what is the skill capturing system of Guild Wars 2 that is the infinitely expandable rewards system.

Question about excess dungeon tokens and transmutation stones.
Colin: Yeah, absolutely. We're going to have to address that. I think any of that stuff that piles up and feels like it has no use... In an ideal case there's something that you can use that for that always feels rewarding. I think blue items have that same problem. You can salvage them, which is nice, but otherwise when you mostly get a blue you're like, "eh, whatever."

And you put it in the Mystic Forge and hope that you get a green...
Colin: Yeah, and then your four greens become gold fodder and that's about it for trying to get your Mystic Forge rares. Ideally we need to find systems to make all of that stuff feel like when you get it, "hey, I actually have a use for that." I think low level crafting items accomplish that right now. When you get one of those, at least they're useful for people across all levels. We need to try to find systems to make that the case for all items across the game.

You mentioned that you have some other issues you want to tackle with crafting. What are they?
Colin: For me the biggest one is is just making sure there's a real reason to take crafting to 400 and things you can [get] rewards out of it. That's the biggest thing.

What are you doing to resolve that?
Colin: We're not yet. I think we're still trying to figure that out.

Question on if they plan on introducing new weapon types like scythes or spears.
Colin: Coming up? No, but I certainly wouldn't rule it out. I think that with the way that the weapon system is built, it's really easy for us to add new weapons and tie skills to those.

Comment about two-handed axes.
Colin: Yeah, I see that one a lot.

Comment about pole staff.
Colin: Frying pan.

Question about ranger utility skills that aren't being used and how it hasn't been addressed yet.
Colin: I actually have no idea right now what stuff that group is working on. I'd have to check in on them and see when I get back. But one of the big things that we've kicked up recently is basically and analytics team that records all the data in the game. It allows us to look at that and help make decisions about the things we're doing. They're actually the group that helped us find a lot of the loot issues recently. Because we really just didn't have any information to get that stuff. We kicked this team up so that we could get all of that information. It's incredibly useful to have all of that stuff so that we can figure things out. Without that you're kind of flying blind. We're able to look now at what weapons are getting used all the time and we use that date to determine what weapons really suck and go and try to fix those. And what kind of skills are getting used, which ones aren't. It really helps us determine what needs a boost. So I imagine if no one is using a bunch of the ranger utility skills, they're going to see that and look at those and go try to address those based on that data. So hopefully that's on the list if no one is using those subset [...].

So are there plans to change or add new weapon skills?
Colin: It's certainly on the table. It's not something that we're working on yet, but it's a possibility.

Question about adding skill templates.
Colin: We loved templates in Guild Wars 1 and I would say that it's certainly a possibility in Guild Wars 2.

One of the aims of the game was to make every class feel unique, but also viable and fun to play in a variety of ways. What professions have been highlighted as a falling short of this target and what crazy ways have been tried internally to spice them up?
Colin: For me, I think that every profession actually has a lot of different variety available to them. It's just a matter on if you enjoy that play-style or not. I think that people look at each profession and they'll judge it based on, "do I enjoy playing the ways this profession offers me." So we could get, just going around the table, everybody's playing a different main for the most part. There's no thieves or warriors here but there's plenty of them in-game so we know those are represented.

We talked about that graph that's up on the wall at work. We look at that every day based on what professions people are creating and it's almost always very close to being even across all professions. That's a really good sign. That is very hard to do. In Guild Wars 1 it wasn't even remotely close to that and it's a very big difference between viability and playstyles versus not at all. I'm actually really impressed at how generally balanced the professions are. I think that there are certain skills and abilities that all need to get better, but across the professions I think it's pretty decent. It's just about what playstyle you're interested in. And I would have to say that the thing we have to improve is look at weapon sets that aren't interesting for that profession or don't fit the playstyle that we've said that profession should have, and bring those up to the point where they are.

Question about dual pistol mesmers.
Colin: You guys can go around the table and name your profession and one weapon that you think is weaker than the rest and it's totally the case. We need to try and make those close to on par with the other weapons. And there's always going to be one that someone perceives as the best. If it's a choice like, "well I like double daggers better," and, "I like staff better." That's okay - we want that. But if it's just no one uses dual pistol mesmer because it just sucks? Those are clearly obvious ones that we need to go after first. Back to Top

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Here we have Part II of our Q&A with Colin Johanson. If you missed Part I, you can catch that here.

On a related topic with the blue tag: is there any chance [...] position of that on smaller character? it very quickly disappears into the crowd of nameplates [...] (This refers to the commander icon.)
Colin: That's an interesting point, yeah. I'll throw that out to our UI guys.

Question on the ability to resize and change the UI.
Colin: Right now there's not very much at all we can do with the UI, from like realizable elements and things so hopefully at some point we can tackle that

Question on hiding UI elements such as the purple daily stars, green personal story arrows, etc.
Colin: Yeah, I think the UI team has something down the road so that we can consolidate that whole right side of the screen and make it easier to manage and use. That's still a long ways off 'cause that's a huge engineering project to try and re-do the way all that works. That's definitely something that at some point they'd like to take [...]. We do want to have that daily reminder up there too, so it's a careful balance, right.

You must be able to sort of just say I've seen it, go away now, even if it's just for one play session or just until the next map load or something.
Colin: As an advanced player it's not something I'm worried about now. Yeah, careful balance 'cause that UI, some of that stuff is like the, "I don't know how to play this game, here is something telling me what I should be doing right now," so we don't want people to be able to get rid of some of that because they suddenly have no idea what they should be doing. There's that very careful balance, making sure there's enough for advanced players to be able to do things without newbs getting totally lost.

Yeah, 'cause it's a very tidy UI isn't it? Compared to a lot of MMOs we're used to toolbars spread everywhere.. a very neat, concise UI.

There's certain things which still would be nice to do.  Once you hit max level you don't really need the XP bar there anymore, it's just extra clutter.
Colin: Unless you're setting up skill points.

I've got a rather sort of involved question, well it's not really involved, one of the questions I've got was about user-generated content - how in the past the focus on gaming, on MMOs, was to develop content. There seems to be mood, particularly with other games like Team Fortress, Minecraft and what's rumored to be in TESO towards player-developed content. Is that something that you'd be looking forward to Guild Wars 2 down the line?
Colin: I think the guild mission system is sort of a small step in that direction, it's kinda tiptoeing down that line but it's a concept of various content that's gated by groups being able to kick it off. They're not actually creating it, they can't just go anywhere in the world and say "I want to create content here". But there's a whole bunch of content that's gated from its inception in the world until a guild comes and creates it. I think that's kind of us toeing our foot in the water to see how that goes.

It's interesting right, the perpetual thing that you battle with an MMO is how do you create enough content for your players to feel like there's always something new to do and you can never keep up creating enough for people's consumption rate. The only real solution to that is either completely computer-generated content where the game generates everything automatically which potentionally loses kind of the soul of.. that feel of something that's hand-generated, or played-created content. And then the question of that is how do you control it so that stuff isn't completely breaking your system or operating outside the rules of your game or, you know. This happens with developers, we build content all the time that's terrible and we have a QA team that comes in and tells us that this is terrible, re-do it. And we'll do it over and over and over again until we get it to the point that it's fun to play and often times it takes 50 or a 100 people to get that right or it takes thousands of alpha testers who are playing and giving feedback for weeks until it actually gets good. I don't think a designer's ever had a good idea the second they thought of it that is what we put in the game. It's always been somebody thinks of something and then hundreds of people give feedback and it gets iterated on over and over again. So the challenge with player-generated content is how do you build that process into it where it constantly gets refined and made better until it can actually go in the game. I don't have a great solution for it but I think that those are the challenges that a game will face, and my hope would be that whatever the cutting edge of that is we actually get that implemented in Guild Wars 2 at someday but it's definitely a challenge and something we're gonna have to figure out at some point.

Yeah, thanks, I'm really interested in the player-generated content thing because we've had some guild members who have come in and burnt through content and then just left where I think building a strong community you've got the tools to enable the players to do events, like the guild missions, basically use what's in the game already in a more creative way.
Colin: It's just a win, right. As long as it's fun, that's the tough part. Neverwinter is a great example of that, right. Where it's basically, in the original one, players could build all the content and they had really good stuff. Occassionally some of the player-generated content is fantastic but you had to sift through all the other noise to get down to it. And so it's a careful balance you have to walk. How do you open that up so that everybody can get the right stuff and have a great time without having to pick through all the stuff that doesn't.

I think they were talking about submitting like player-generated armor - one of the best Skyrim content is players making their own models and stuff like that. I think the way they were talking of doing it was you submit to Bethesda and they say "Yeah, that's good content," or "that works," and it then goes in the game but it seems like quite a lot of admin overhead to get that into.
Colin: That's the tough part, right, is how do you do it without all the overhead. 'Cause what you're going to end up doing is instead of having a department of developers you're going to end up with the exact same number of people and all they do all day is review content that gets submitted. And your pace is exactly the same because it takes them so long to review it all and you're basically getting the exact same rate of content into the game. So I'm not sure that's going to solve the problem. I think the key is how do you build a system that lets players generate content unto infinite volumes and you don't have to review it but it also works and gets in the game. I don't know what the answer to that is. I mean, that's a challenge for all of us to try and figure out, right. But that's what the next step will be someday and whether that happens in Guild Wars 2 or another game will be interesting to see. I hope we're the one that comes up with the right answer but that's not easy to solve.

Question about how often they look at something they produced and then decide to step away from it.
Colin: Oh, all the time. I think one of the really unique things about ArenaNet is the QA team is actually embedded in all the projects. Almost at any other game company I've worked at or heard of the QA team is in a separate building, they're not allowed to talk to developers. I've heard horror stories about some companies where they're not even allowed to make eye contact with people who work on the game and if they walk down the hall they need to like look down as they walk past. And that's an experience a lot of QA testers go through. It sucks right? That's awful and that's not how you make good games. I think good games are made by hundreds and thousands of people who are all giving feedback until you come up with the best idea. I think that if you can push your ego aside and realize that you're never going to have the best idea and that everybody together will come up with it, you can make really great games. So we bring our QA team in and they sit with the developers that are part of the process and if any of them says, "this isn't good enough," we stop it and don't put it out. We work on it until we get to the point where everybody is really behind it. I think that's one of the really unique things about the company. Alpha testers - we try to do the same and really give them a chance to say, "this isn't working at all and we're concerned about it". There's a lot of content that people have never seen that we've actually just canceled because it wasn't working and we take it back to the drawing board and try something else. That's part of the development process that's behind the curtain but I can't tell you how many times that a specfic event in the game was done over and over again until it got to the point to it being what you actually saw in the game.

I think that openness to say that you're willing to say no to content is kind of part of the difference between like your development studio and other companies - this whole "we're not gonna tell you about it" where as you will come around to talk to the fans and sites, "this isn't ready" or "we're gonna shelf this, this isn't coming out 'cause its just not gonna impact the game in a way that's going to be enjoyable for you."
Colin: Yeah, I think it's unique. I don't know too many other companies that do that. I would love to see that at this point. It's really different, I mean, it means sometimes that we will make a huge mistake, right. We'll do completely the wrong thing and everybody gets behind it and we'll put it out and realize we did the wrong thing. I think you have to be able to get out there and be like "hey, you know, we completely blew it on this, we're responding to that and we're gonna change our plans because of that." I think if you can be honest about that it makes a big difference too. Certainly we're human and we make really bad mistakes sometimes as well and I think as long as we can accept that and go do something better we're gonna be okay.

Comment and question on how the fans are more forgiving of ArenaNet and how does it feel to be held accountable.
Colin: It helps. There's still plenty of vicious folks who want us to be infallible and I wish we could be but I think we definitely get the benefit of the doubt more often that other studios do because at least we try to have that level of interaction and honesty with our fans as much as we can.

One of the things I've got down here is that there was some quite disappointment from GW1 fans about some of the things put in the game. Things like not being able to play with friends in different regions, asthetic weapons, that kind of stuff. How do you go about balancing the expectations of this longstanding fan community with the vision of the game?
Colin: It's really tough. I think that at the end of the day we always have to look at if it's exactly Guild Wars 1, we already made that game, and if people love exactly GW people should go play GW, right. So it has to be something different or we're gonna end up remaking the exact same game we already built. So we definitely look at it that way as we know there are some people that aren't going to be thrilled with Guild Wars 2 because it isn't GW and it can't be. It wasn't going to be successful because we'd be competing with our own games.

One of the things from Guild Wars 1 that is missing from Guild Wars 2 is the ability to have a utility skill in the elite slot. Is this something that's possible to be implemented in Guild Wars 2 because I know a number of classes, specifically as an elementalist, our elites skills are underwhelming in most instances and to have a utility skill in the elite slot would be better than a lot of the elites. Is this something that would potentially looked at?
Colin: Potentially. I think that some of it is accessibility, you know, any time you start adding more and more complicated rules to the way things operate it gets that much harder for new players to understand how the game works and plays. So we have to be really careful of that, like Guild Wars 1 eventually turned into that where by the end it was a really niche game for people who really understood how all of it worked. It was very very complicated, it was very hard to learn how to play and it was incredibly fun for all of us who understood it. But for a new player, we saw very few new players would get in the game and stick with it for a long time just because it wasn't that accessible. It was really overwhelming, there was really complicated rules so we need to make sure that there's a careful balance of great depth as you level through the game and the game keeps getting more complicated at a rate you can learn it - that doesn't completely overhwelm you in the beginning as well.

So on that same stance, I have heard a few issues where new players have come in and found the learning curve quite steep. So what kind of things do you think you can do to help assimilite new players into the game?
Colin: We're actually working on that right now as we look to releasing the game in other regions we need to make sure the new player experience is as easy to learn as possible. So we're going back at looking at everything we can do to try and do that and we're looking for a lot of feedback too. We're evaluating what level players leave the game and where they should kick in.

Sticking on the topic of the skills, obviously there's bits of information coming in about the March update, that there will be WvW specific skills. Maybe you can elaborate on those?
Colin: So the WvW progression system doesn't give players skills, it just gives them new abilities that are specific to WvW and they are not intended to make it so if you're standing out in the field and you're fighting 1 on 1 against another player the abilities do not making you more powerful than anyone else in WvW. They just expand your ability to operate in WvW. We don't want to create a system where like, five years from now someone who's leveled way down the tree is able to just kill everbody else. Instead it just makes you more functional and it gives you additional abilities that helps your capacity in WvW that doesn't make you more powerful than anyone else.

Are you able to give an example?
Colin: Like potentially carrying more supply, would be an example, things like that.

It's like a passive thing that's not slotted in your bar or anything, it's just something that's active in the back?
Colin: Correct.

So I gather the intention is not to allow players that have been in WvW for a long time to have more power than than someone who's just coming in for the first time.
Colin: Correct.

So you guys are potentially aware of that issue.
Colin: Yeah, I think that kind of goes against our core design philosophies so we would never want to do that. We need to make sure that you're more functional but not more powerful. We might do some things like you're better at using siege weapons, which could be interpreted as slightly more powerful but it is only in very specific situations where you're on siege and everything. I think that that's at least far enough away from the core issue that maybe it's okay but we would never give you like more strength or more power or anything like that. We don't want to touch that stuff.

Does that same assumption apply to any potentional expansion and the level cap? You've said the level cap went to 100. In my MMO history an increase in level means an increase in power and I'm not assuming that's going to be case in Guild Wars 2 or...?
Colin: I don't know at this point, we're really not focused very much on that stuff. We're really focused on just "how do we make the core live game we've got as strong as possible?" So we haven't really looked at what the answers to those questions are. Certainly at some point we might raise the level cap and with that that could mean that your stats all go up another 10 levels, I think leveling is easy enough in Guild Wars [2] that that's not that big of a deal.

It was more of the "I've gone and got my exotic armor, I've gone to all the dungeons here, I leave the game for a few months and because of an expansion sudden I then have to go buy and farm all my gear again because the stats have gone up."
Colin: I think in other games that's super frustrating and I would hope we not do something along those lines. I think we can do things that are unique to Guild Wars [2] that are different than that. Back to Top

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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

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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

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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

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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.

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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

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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.

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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

[Prize: Gem card]
Doctor Overlord

Congratulations to the winners! Back to Top