Boss Doggie
all my loli wolf companions are so moe
moar dyes?
Sentenza's donezo, baby. Level 80 number two. Time to slather him in exotics to go with his shiny new ascended quiver. Thank god for crafting and account bound tokens.
Some of you know what this for...
Also -
Awesome;D Do you already have one or is one on the way? Or what, you're not buying those to do character sketches, are you?
Hah! You know you've got problems when you say you have to revamp all the dungeons. Hoo, boy!
But at least I'm glad they've acknowledged the problem. But forgive me if I don't show faith in their ability to deliver...
Nah, we are getting married in 10 days though! We were having a chat in Mumble about mega packs of crayons.
People should join in Mumble more - so much fun times haha
Okay, but I think the dungeons are horrible and should never have been released in the state they were in. After all, you're supposed to be getting it to the point where it's "fun" before the game hits the shelves (and let's be honest here, the practice of releasing a game unfinished to patch it post-launch does no one any favors).Zyr, man, you raise some good points sometimes, but you really seem like a "glass-is-half-empty" kind of dood.
To be honest, I didn't think anything of that particular statement. Maybe it's because I'm in game development where "iteration" is the law of the land. No matter how many times you redo something, you're never going to get it completely right. All you can do is just get more feedback / sample data from your players and then try to tweak or adjust the experience. That's what I got from the statement.
Having said that, I think you're expecting a lot if you think they should get it "right" (whatever that means) on the first pass. That's the cool (sometimes frustrating) part about playing a game since launch - you get to be there to see the game in its infant stages and watch it grow into something better.
Please don't do this. You don't like them, that's not the same as them being bad. I think they are enormously fun, especially after having mastered them. Some paths could use a lot of work; others are legitimately broken. Some are in great shape and fun enough that I literally run them once a day. Obviously that means to you that I am a masochist or something, and that's fine. Just don't state anything like that as objective fact, it can't be proven, and while I'm curious which paths you've done and what kind of group you had, the sort of tone you're striking makes me just not want to talk about it because I don't think it'll be productive.if you think the dungeons in the game are good as they are, you've never played a game with good dungeons before.
You can't expect me to believe they didn't have the opportunity to test their own content and find a good sweet spot between 'soul-crushingly unfair' and 'tit-suckingly easy'.
Iteration is one thing, but revamping is another thing entirely. I wouldn't be surprised at all if the revamped dungeons hardly bore any resemblance to their old selves (and that would be a very, very good thing, mind you).
you've never played a game with good dungeons before. Honestly, there's no measure by which GW2 dungeons don't end up looking sub-par, and no one will ever convince me otherwise.
Stay calm He's just venting here instead, nothing we can really do about that.
Yup, lots of fights with great mechanics are plagued by this. The HP pools must be insane on some mobsI rather like the dungeons. My faves are CoE and SE. The Fractals are some of their best stuff. I only found the dungeons to be unfairly hard on my first couple of trips, but then I learned the dungeons and improved at them.
Overall, there needs to be tuning work and such. They tend to overdo the health bars. The Karka mobs had this problem as well.
But of course, there's the caveat that undoubtedly some folks disagree entirely and like the fact that... no I can't even finish this sentence with a straight face, if you think the dungeons in the game are good as they are, you've never played a game with good dungeons before. Honestly, there's no measure by which GW2 dungeons don't end up looking sub-par, and no one will ever convince me otherwise.
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 its 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 whats happening inside the studio.
PvP
On the PvP team we have programmers, designers, QA and an environment artist (Darrin Claypool hes 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 were 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 maps needs. Work on custom arenas requires zero environment art, so those two features (custom arenas and a new map) dont 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 its a WvW change, the WvW designer will implement that change. If its a PvP change, one of the PvP designers implements it (again, this is what Jon was saying). If its strictly a balance change, then we have a designer do it that has the bandwidth (sometimes its me, sometime its even Izzy, but usually its 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 were in those meetings, well 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 dont see a change that YOU want, keep in mind that someone else may disagree. Just because we dont do every single change YOU want, doesnt mean we dont 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. Hes just as busy as we all are, and with a lot of us gone for Thanksgiving (hes not here right now), I just took it upon myself to try to clear this up a little.
Yup, lots of fights with great mechanics are plagued by this. The HP pools must be insane on some mobs
Even though the pvp side of things seem to be on the backburner, the PVP squad seem better at communicating. Sharp and Peters are pretty active and often do Q&A in the Mists. Sharp just cleared up the bit about "we only have two guys on balance", saying that they have multiple people in balance meetings, but putting the fixes they decide on in game is done by the couple people associated with that segment of the game. So it's not just two people figuring out how to balance all the classes.
I guess I should copy pasta the whole thing
The fractal with theboss comes to mind. Soooo much health.giant legendary powersuit
Assuming you're doing that fight right, he's actually one of the shorter ones.
Which character did you max, your necro? How are you liking it at 80? Do your options increase? Do you have access to a number of entertaining builds? What's it like and how does it compare with your engineer?
Ranger gold
So, any thanksgiving related stuff gonna happen in Tyria?
Nope. What we just had was November's "thing". Tyria doesn't have a concept of Thanksgiving.
It'll be interesting to see how they do it, since in the past, it has been a Dwayna vs. Grenth thing.They do celebrate Christmas I hope?
They do celebrate Christmas I hope?
It'll be interesting to see how they do it, since in the past, it has been a Dwayna vs. Grenth thing.
Revamping all of our existing dungeons (Story and Explorable versions) through rebalance and overhauled encounters.
Here's hoping that they realize that boss fights where the boss just does the same thing over and over, and has a ton of hp, is boring. Either make the high-HP boss fight more dynamic and exciting or lower his HP and add more mob ecounters leading to that fight, to offset the shortened boss encounter. (in order to keep player time spent the same)
Talking to Kristen she made mention that the dungeon team has set the bar really high with fractals and want to extend that kind of "arcadey" awesome feel to the original dungeons so they don't feel like a slow plodding experience.
Talking to Kristen she made mention that the dungeon team has set the bar really high with fractals and want to extend that kind of "arcadey" awesome feel to the original dungeons so they don't feel like a slow plodding experience.
https://www.guildwars2.com/en/news/chris-whiteside-on-the-lost-shores-and-beyond/
Basically, people like one time events, they just want them to work. Then lists some things they will be adding to the game or working on. Totally avoids the Ascended gear issue.
Did my first set of fractals last night thanks to the hospitality of 4 guildies...it was pretty fun, but was hard to tell how much I was contributing. cant remember everyones name but killiminjaro ill or something was the kid who led the charge and he gave us concise and useful directives the whole way. Thanks 4 tha intro
I hate one time events. Other games have tried and failed, but whatever if they want to give it a shot then by all means.
However the first bullet point should of been fix all the class bugs and broken skills. That will kill the game faster than anything else. And yes I'm sure they are working on it. But it needs to be the #1 priority and have more than 2 devs doing it.
Oh I didn't even place that killiminjaro ill => kirito. lolol
I couuuld play today but I'm having some fun playing Wii and lego-type games with the family. Probably will just take a break for the weekend.
Talking to Kristen she made mention that the dungeon team has set the bar really high with fractals and want to extend that kind of "arcadey" awesome feel to the original dungeons so they don't feel like a slow plodding experience.
I need to do some dungeon runs with GAF.
That sounds great, and "arcadey" is probably the best way to describe Fractals and honestly, I feel make the most enjoyable kind of video games.
Oh, please, give me a break. The devs outright admitted the dungeons need lots of work. How could I possibly pass up the chance to comment on it?E: Zyr. You have so many issues with the game, just take a break for about a year when the game is in a state that may be more up to your standards.
They don't want the game turning into Flavor of the Month style rotations like other MMOs have when balance changes come down. So they're being slow about it. I talked with Jonathan Sharp in the mists yesterday and said more balance changes are confirmed for the wintersday patch. It's ongoing.
I don't like people like you who think that just because they're working on events and stuff like that the other parts of the game are neglected. there are teams for EVERYTHING in the game, and they work on stuff like anyone else. You need time.
lol no shit they have separate teams, but if you think 2 devs are good enough for class balance and fixes then you have no clue.
And I don't like people who think a company can't do anything wrong or improve.
lol no shit they have separate teams, but if you think 2 devs are good enough for class balance and fixes then you have no clue.
And I don't like people who think a company can't do anything wrong or improve.
It's gonna be nice when this thread isn't an endless bloody battle anymore.
Oh, please, give me a break. The devs outright admitted the dungeons need lots of work. How could I possibly pass up the chance to comment on it?
And the dungeons (and one-time events) are not "the game". I don't know why you would think that, unless those are the only things you play the game for.
I had a lengthy (700-word) reply here regarding the dungeons, but let's be honest here - I despise the bloody things, and I already know you guys really don't want to hear it. Feels like I'm a minority here anyways. Every time dungeons are so much as mentioned, I just want to rant about it... but that's not very constructive, so I'm just gonna go do things that are actually fun.