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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

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Guru's State of the Game was founded to fill a need in the absolute top of the competitive scene. A need for a place where the most experienced players can have genuine and constructive discussion with equal and like-minded people, all in a serious environment.

Where and when?
State of the Game will be a monthly stream featuring only the most competitive teams in an hour long discussion about the current state of the game. The very first event is scheduled to go live November 30th at 8 PM. GMT+1 (11 AM. PST) on the own3d.tv/gw2guru channel.

Who will be attending?
The ultimate goal will be having a steady player rotation featuring only the most competitive teams every month. We want 3-4 teams represented by 1 player at every event so we can have a varied display of experiences and views.

We have big plans for this event and want to keep it the highest possible quality not only verified by the experience of the teams that we invited but also verified by the next announcement.

I am VERY pleased to announce that for the first event we are lucky enough to not only feature the highest and most competitive players of the GW2 Scene, but we will also be joined by ArenaNet's very own PvP Developer: Jonathan “Chaplan” Sharp.

That means the attendance list will be the following:
ArenaNet Developer: Jonathan “Chaplan” Sharp

Interviewer - Could be you read below!

Lowell from Super Squad
Metor from eStars
Varee from Onibawan
Xeph from Team Paradign
Avalor from Chieftain Ninja


What topics will be discussed?
  • General State of sPvP
  • Changes of last patch
  • Future of sPvP (ladder, weekly- monthly- tournaments, online/offline tournaments)
  • The new 75% downed state
  • The new individual respawn timers
  • (Some) profession discussion
  • Questions from Guru community and stream chat.
What we need?
We are currently looking for an experienced and already established interviewer to act as the host of the event. Your main job will be introducing the players and controlling and enhancing the flow of the discussion by making sure everyone gets to speak and making sure we stay on time.

So if you are an experienced shout caster/podcast maker feel free to send me an email at [email protected] - Be sure to add some sample content and enough information to convince me why we should pick you! We do keep the right to not pick any of the applicant's if we feel the suitable quality is not met, in such a case I will be stepping in till we find someone fitting.

And for those of you who just want to support this event be sure to spread the news, participate on November 30th at 8 PM. GMT+1 (11 AM. PST) and throw us some questions in this thread that you would like us to bring up! Back to Top

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General
  • Removed dynamic leveling up for players in Southsun Cove and Lion’s Arch.
  • Fixed a bug that caused vendors in Canach Folly to be missing.
  • Fixed a bug that caused the bridge between Driftglass Springs and Dappled Shores to be missing.
  • Fixed a bug that caused waypoints in Southsun Cove to be intermittently inactive.
  • Fixed a bug that caused invulnerable event karka to spawn on the beach.
  • Added a champion karka to guard the rich orichalcum node in the karka hive.
  • Removed the investigation NPCs from Lost Shores Phase 1.
PvP
  • Fixed a bug with random gem rewards in paid tournaments.
  • Set tournament respawn timers to static per-player timers instead of wave-based timers.
Source. Back to Top

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The Lost Shores - Phase Three



Arenanet just announced on their facebook page that the third and final phase of the Lost Shores is live!  You can access the new zones, fight against Karka, and access new events.

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Phase three of the Lost Shores event is live! Join us in Southsun Cove to take on the karka invasion! Check your in-game mail for details. ~RB2


You can find more information on the final phase on the event page, and stay tuned for updates!

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This is it: the final battle against the fierce Ancient Karka on the brand-new Southsun Cove map. Only the combined might of the heroes of Tyria has any hope against a creature this powerful, which means we need you! This once-in-a-lifetime event takes place only on November 18—don’t miss it.
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With only a few hours before the next Lost Shores in game event, the great Stephane Lo Presti has been kind enough to relay some fixes that were pushed out for yesterday's happenings. He notes that an error has prevented ArenaNet from fixing a bug from phase one of the event, so instead of removing it from the game as originally planned players will be able to experience it even after phase two begins later today.

The bug with Noll is scheduled to go live later today.

You can find the full change details below, but don't spend too long reading them! Hurry on over to Lion's Arch to take advantage of the situation before it's too late!

See you all in game!

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Hi everyone,

We have now identified and applied fixes for the reported bugs related to the Lost Shores phase 1. This includes events for the NPCs Canach and Fahd al’Eshadhi, but not for Noll who is still bugged. We’ve also fixed the bugs of Miyani sending multiple emails, Blingg’s voice over being spammed, the Largos dynamic events and a few other bugs.

We’ve identified the fix for Noll’s event but this fix will require additional time to implement. Because of this we’re going to leave the Phase 1 dynamic events (investigation of the Karka attacks) open even after Phase 2 starts (Saturday November 17 at 12pm Pacific Time), which will allow us to push a fix for Noll’s dynamic event later so that players can complete phase 1 of The Lost Shores event.

This change in the organization of the event means that:
  • To complete Phase 1, you have to complete the dynamic event chain leading to Noll before Saturday November 17 at 12pm Pacific Time; you will be able to complete the dynamic events after Noll once we’ve pushed the fix; you can refer to the "wiki article about Phase ":http://wiki.guildwar..._Shores/Phase_1> for more information;
  • Some NPCs (primarily Canach and Inspector Ellen Kiel) will be duplicated for phases 2 and 3, and may appear simultaneously in Lion’s Arch and in Southsun Cove.
We’re very sorry about this and hope that you can continue to experience The Lost Shores and help us retake Lion’s Arch and repel the Karkas!
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Jonathan Sharp has written a new post on the PvP changes for November that were patched in last night. You can catch the full article here, but these are the highlights:
  • Temple of the Silent Storm
    • The map has some of the vertical play normally seen in shooters, but still has strong regions of the map that play off our active combat and RPG elements
    • Channeling different buffs throughout the map:
      • Meditation on Ferocity: Bonus +3 team points when anyone on your team earns a kill.  These can stack, which means that if you have both buffs, your team can earn 11 points for a kill! There are 2 of these buffs; one on each team’s side of the map.
      • Meditation on Stillness: Cap points give you 2 points per pulse instead of 1.
      • Meditation on Tranquility:  Resets all cap points and gives them to your team.  This meditation will only come up once the game has been running for a while, and it only appears once each game!  If you’re really behind and see this meditation come up, grab it, because it could swing the outcome of the game!
  • sPvP Daily and Monthly Achievements
    • Daily Achievements: 3x Caps, 5x Kills, 3x Matches, 1x Top Stat = 1x Glory Boost, 1x Tourney Ticket
    • Monthly Achievements: Kill Variety - 8x unique professions killed, Rank Points Earned - 200x, 400x, 800x, 1000x (organized in four levels), 3x Tournament Wins, 10x Monthly matches won = 5x Glory Boosts, 5x Salvage kits, 10x Tourney tickets
  • New PvP Stats: You can access these stats by pressing the crossed swords icon in the top left-hand corner of your screen.
    • Games played
    • Games won
    • Tournaments played
    • Tournaments won
    • Top stats awarded
    • Favorite profession
    • Favorite map
    • Glory
    • Qualifying points
  • Qualifying Point Leader Boards: Leaderboards will be posted here. These qualifying points will be used to determining entry into larger tournaments down the road.
  • Paid Tournament Entry Fees and Rewards: The reward structure has been revised for paid tournaments:
    • 1st place – 1 Gold Tournament chest, 500 glory, 500 rank points, 120 Gems, 5 Qualifying Points
    • 2nd place – 1 Silver Tournament chest, 400 glory, 400 rank points, 80 Gems, 3 Qualifying Points
    • 3rd place – 1 Silver Tournament chest, 300 glory, 300 rank points, 20 Gems, 1 Qualifying Points
    • 4th place – 1 Silver Tournament chest, 300 glory, 300 rank points, 20 Gems, 1 Qualifying Points
    • 5th place – 1 Copper Tournament chest
    • 6th place – 1 Copper Tournament chest
    • 7th place – 1 Copper Tournament chest
    • 8th place – 1 Copper Tournament chest
    Paid tournaments also provide each finishing place a small % chance to win gems in the following amounts.  The chance of winning one of these is approximately 1 in 4.  No player can win twice:
    • 10 gems
    • 35 gems
    • 80 gems
    • 120 gems
    • 1000 gems
  • Smaller Changes: ArenaNet has reorganized PvP browser hot-join maps so that some are 5v5 matches and some are 8v8 matches. Players will also be able to use /rank in the PvP lobby to show off their PvP rank.

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Qualifying Points as of November 16th have been tallied. You can view them under the spoiler tag.

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  • 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.

Spoiler
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With today's update, Guild Wars 2 Database has some updates that we'd like to highlight. Not only do we have support for mystic forge recipes now, we have a whole bunch of new recipes and achievements to check out (see below). We also have a listing of the newest items  and newest recipes from the patch, including all the new ascended gear!

Recipe Changes
Spoiler

Achievement Changes
Spoiler

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If you're into FPS games, make sure to check out FPSGeneral. Today's top story is how Activision pulled in over $500 million in sales for Call of Duty: Black Ops 2. Back to Top