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ArenaNet has announced in Twitter that there are some new sale items on the BLTC Gem store! Self-style hair kits sell for 250 gems or 5 kits for 1000 gems and the total makeover kits sell for 350 gems or 5 kits for 1400 gems. They also went on to say that the makeover kit does NOT include a name change.

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@GuildWars2: Now available on the Black Lion Trading Company, Style Hair and Total Makeover Kits, enjoy :) ^AT [Source]

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So who's excited about these new kits? Who plans on changing their appearance anytime soon? Back to Top

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Here you'll find Chris Whiteside's answers from his Reddit AMA, along with any other relevant info if necessary. I'll be updating this as the event goes on, so check frequently!

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Question: What is your intention with Southsun Cove moving forward in terms of content and it counting towards map completion. also when is that fix for fractals coming?

Answer: Hi Kui,

Thanks for taking the time to get in touch. We will be evolving and building on all or our content in the game and do plan to build on Southsun Cove in the near future. In regard to the fractal fix, we are working on a fix right now and i would like to take this opportunity to apologies for the issue.

Chris

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Today's sales are up in the Gem store!



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It's almost the day we've all been waiting for: Minecon 2012 is kicking off tomorrow and Curse is here for you to lean on, whether you're going or not! Curse and the Minecraftforum.net team are on the scene, so be sure to drop by our booth and say hi!  We're hosting a scavenger hunt with some SERIOUS prizes:
  • Shapeways: $300 Shapeways Gift Certificate
  • J!NX: €100 Gift Certificate (x5)
  • Intel® : x4 Intel® Solid-State Drives (x2 intel® SSD of 240Gb & x2 Intel® SSD 480Gb)
  • 57Digital: iPad Mini
  • Microsoft: Xbox + Minecraft Download
  • CraftStudio: Xbox Kinect Bundle
  • Curse: Alienware M14x Laptop (courtesy of Alienware!)
For more information on Minecon, check out this article on Curse! But we're not done yet. We've added more features to the Curse Client to help you back up, restore, and manage your saved games for Minecraft, including the ability to store worlds on a cloud.
  • Saved Worlds: Each individual world on your computer can be locally backed up for safe keeping! In addition to showing when a world was last backed up, the "More Info" tab will show you your health, level, and the number of items in your inventory, as well as give you the ability to share your world's seed with a simple click to copy option. Any saves listed on this screen can be restored.
  • Quicksave: In regular intervals, the Client will create a quicksave of any given world -- These can also be created upon hitting the escape key. If you manage to fall into some lava, have a creeper destroy all your hard work, or just want to go on an NPC rampage without there being consequences, the Quick Saves will have you covered. Just click to restore the world back to its previous state!
  • Saved World Sync: Any Curse Premium member will additionally have the ability to sync any world to the cloud, allowing you to download your world to any PC without the hassle!
Just visit http://www.curse.com/client to get started!

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Arenanet's Chris Whiteside posted on the official forums that he will be on Reddit live on November 26th to answer questions about the recent update and Guild Wars 2 moving forward.

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Hi All,

Thanks for your feedback we really appreciate it. I would like to take the opportunity to answer your questions in an AMA on Reddit on Monday 26th (12pm PST- More details to follow) to talk about recent updates to the game and our philosophy for Guild Wars 2 moving forward.

Please keep in mind that there we are about to begin the Thanksgiving holiday in the US and are out of the office (and likely in game) until Monday. Happy Holidays everyone!

Chris
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ArenaNet has announced that the Black Lion Trading Company will be participating in Black Friday sales. This weekend - Friday, Saturday, Sunday - they plan on having a limited-time sale on different items in the Gem store. Each day will list new discounted items with up to 70% off original price so make sure to check the store this weekend while you play! Back to Top

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Chris Whiteside on the Lost Shores and Beyond


Arenanet's Chris Whiteside just posted an official blog entry outlining the current aim for Guild Wars 2, and what is in store for the future.  The blog entry consists of a big thank you to all the players, the future plans, and more!

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Here’s a general rundown of what we are working towards over the upcoming months:

-Revamping all of our existing dungeons (Story and Explorable versions) through rebalance and overhauled encounters

-Adding new dungeons to the Fractal of the Mists.

-Adding more variation to creatures, enhancing our open world scaling system, as well as evolving many events and experiences across Tyria.

-Fixing and improving existing content throughout the game, and better tying it into the overall sense of player progression within Guild Wars 2.

-Building on the Southsun Cove’s persistent content.

-Adding new Guild content and Guild progression features.

-Continuing to evolve PvP into an E-sport as outlined here.

-Adding brand new content to World vs. World as well as adding new reward progression.

-Continuing to build upon the story and adventures of Guild Wars 2.
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Today we have a quote from Jonathan Sharp regarding a change in resurrection timers in sPvP. Recently, ArenaNet made the decision to change the timers from a wave-type system to a flat timer for each death on the field. After taking in some feedback from the community, they have decided to reduce the timer from 20 seconds to 15 seconds:

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Hey all.

We’re going to bring down the res timers from 20 seconds to 15 seconds. A lot of people have posted about how they don’t like the new system, and a lot of people have posted about how they DO like the new system. So, let’s set the record straight:

We want the best system for the game, the best system for the community, and the best system for growing the game’s Esport’s potential.

So we’ll keep an eye on this. If the entire community feels that wave spawn timers are better for the game, then we’ll go back to that. However, right now, it seems that some people like it, feel that it “rewards” each kill (before, someone could die and hit the res wave timer such that they would literally be back in a few seconds) and doesn’t require players to have to memorize the clock wave respawn timings in order to be an effective killer. We’re watching the threads on this issue, so keep posting your thoughts.

TL:DR – We’re listening to you and we’ll iterate on it until we find the best solution for the game overall. [Source]
In another post by Jonathan Sharp, he reassures the community that they have more than two people working on PvP, WvW and balance and explains what Jon Peters meant in his post when he said "There are >500 skills in this game, 480 traits, and 2 designers working on this."

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A while ago Jon Peters said something that has been taken out of context. He said that only two people were working on the things he was working on (which was true – but he meant it differently than how it was received) and people have taken that to mean that we only have 2 people working on balance, or PvP, or both (at this point it’s morphed into different things in different threads).

Based on what was said, I understand how it could have been construed, so I wanted to be as transparent as I can be, so that you know what’s happening inside the studio.

PvP
On the PvP team we have programmers, designers, QA and an environment artist (Darrin Claypool – he’s the guy who just finished making Temple of the Silent Storm). Many PvP features need all members of the team, but some are programmer intensive, or art intensive. For example, while we’re still working on custom arenas and other core features (which involve server programmers, UI programmers and gameplay programmers), designers and artists were able to build the recently released “Temple of the Silent Storm”. Because the map required no code, we simply worked with art, design and sound in order to support this map’s needs. Work on custom arenas requires zero environment art, so those two features (custom arenas and a new map) don’t impact one another greatly, as far as work flow goes.

WvW
For WvW, we have a similar setup. We have designers, QA, programmers and environment artists. WvW is a massive piece of the GW2 pie, and the WvW team is able to focus on WvW needs. While many of us in the company may give feedback/ideas/suggestions to the WvW team, they are the ones who actually implement and carry out those changes.

Balance
When it comes to balance, we have multiple people who give feedback/guidance/suggestions, even though a smaller subset actually implement those changes (which is what Jon was saying in his post). After we have balance meetings, a few of the designers implement the changes. If it’s a WvW change, the WvW designer will implement that change. If it’s a PvP change, one of the PvP designers implements it (again, this is what Jon was saying). If it’s strictly a balance change, then we have a designer do it that has the bandwidth (sometimes it’s me, sometime it’s even Izzy, but usually it’s Karl or Peters). Currently, when we have balance meetings, the following people are present in various combinations, depending on the topic:
  • Jon Peters – game designer
  • Karl McLain – game designer
  • Representatives from the WvW team, including QA and design
  • Representatives from the dungeon teams, including another game designer
  • Representatives from the live response team, including QA guys who play ALL aspects of the game A LOT
  • Other representatives from the PvP team, like Tyler Bearce (designer) and Roy Cronacher (QA)
  • Izzy – lead designer
  • Myself – game designer
When we’re in those meetings, we’ll talk about hot topics, and issues that are currently a big issue for a certain piece of content. We also listen to high level players, we read the forums (sometimes we even take the best-written posts, print out 10 copies, and bring them to a balance meeting), and we play the game to get a feel for ourselves. Just because you don’t see a change that YOU want, keep in mind that someone else may disagree. Just because we don’t do every single change YOU want, doesn’t mean we don’t care about you or the game. We just try to make the best changes for the greatest number of players.

I just wanted to clear this up to let you guys know a little bit more of what happens here inside the studio so you understand more of what Peters was trying to say. He’s just as busy as we all are, and with a lot of us gone for Thanksgiving (he’s not here right now), I just took it upon myself to try to clear this up a little.

Cheers [Source]



We also have a video that we wanted to highlight today! For those of you struggling with the jumping puzzles in Southsun Cove, here's a quick walkthrough of both puzzles:


There is one thing, however, that this video doesn't touch on. After the Skipping Stones puzzle, you can cross another "boat bridge" and defeat a champion reef rider to pillage yet another chest of goods! Back to Top