Guild Wars 2 Junkies » Buzz http://www.guildwars2junkies.com Guild Wars 2 Junkies Fri, 19 Oct 2012 13:00:55 +0000 en-US hourly 1 http://wordpress.org/?v=3.4.2 Colin Johanson on PvP Ranks and Updates http://www.guildwars2junkies.com/2012/10/16/colin-johanson-on-pvp-ranks-and-updates/ http://www.guildwars2junkies.com/2012/10/16/colin-johanson-on-pvp-ranks-and-updates/#comments Tue, 16 Oct 2012 20:00:04 +0000 Serrain http://www.guildwars2junkies.com/?p=2631

Over this past weekend, Colin Johanson, Guild Wars 2′s Game Director had a few words to share on the philosophy behind PvP ranks and ArenaNet’s stance on the addition of competitive, instanced PvP such as the new paid tournaments coming to the game in Shadow of the Mad King, Guild Wars 2′s first major content update. He also hints on more PvP content in the future:

Originally posted by Colin Johanson (Source)


Rank is intended to be a metric to show much how you’ve played of PvP, and how experienced you are over-all as a result. The various banners that come with rank is a bit of a prestige thing that says “I’ve played me a ton of PvP!”

The addition of our new paid tournaments, and the features that will follow after it will be how we answer that clear question of: “who is the best”. We think it’s important to have both. As we begin our new live releases, starting with Shadow of the Mad King (and the new pvp hero tab and paid tournaments) you’ll see pvp feature additions come very regularly going forward!

All the best and happy n00b stomping,

As a random note, I kind of like any game developer who’s comfortable saying a phrase like “n00b stomping”.

]]>
http://www.guildwars2junkies.com/2012/10/16/colin-johanson-on-pvp-ranks-and-updates/feed/ 0
Fan Videos: Live Action GW2 Short – Mesmer vs. Elementalist http://www.guildwars2junkies.com/2012/10/10/fan-videos-live-action-gw2-short-mesmer-vs-elementalist/ http://www.guildwars2junkies.com/2012/10/10/fan-videos-live-action-gw2-short-mesmer-vs-elementalist/#comments Wed, 10 Oct 2012 15:45:55 +0000 Draegan http://www.guildwars2junkies.com/?p=2580

Every game out there attracts hardcore fans and the inevitable fan-art. Most of the time you see some erotic orc making out with a night elf and you can’t hit the back button fast enough. However in this case, Youtube user Keegan Larwin, put together a really fun and well done Live Action movie-short with a Mesmer battling an Elementalist. High definition and tons of special effects, you can’t help but smile when you watch this movie.

Keep reading after the break for the movie.

]]>
http://www.guildwars2junkies.com/2012/10/10/fan-videos-live-action-gw2-short-mesmer-vs-elementalist/feed/ 0
Guild Leadership Bug Fix On the Way http://www.guildwars2junkies.com/2012/10/08/guild-leadership-bug-fix-on-the-way/ http://www.guildwars2junkies.com/2012/10/08/guild-leadership-bug-fix-on-the-way/#comments Mon, 08 Oct 2012 16:00:19 +0000 Serrain http://www.guildwars2junkies.com/?p=2531

Over the weekend, Cameron Dunn, Studio Tech Director of ArenaNet had an update for the guilds out there that are still experiencing issues as a result of a bug in Guild Wars 2′s guild leadership system:

First of all I want to apologize for the radio silence on this issue. I should have kept everyone up to date with our progress in tracking this down, and sadly I didn’t. I apologize.

However, I have some good news. We are pretty sure that we’ve found and fixed the bug with guild leadership. The fix will be going out in the next build.

I can’t officially tell you when the next build is, but let’s just say that you don’t have to wait very long from this point.

Once this bug is fixed, hopefully both the entirely missing guilds and the guild permissions problem will be things of the past. We also have a solution in the works for restoring missing influence, but that’s something the community team can tell you more about as it becomes official.

Apologies again, and I can’t wait to get this next build out and make everyone’s experience better!

Good news on a fix coming for this long-standing issue.

]]>
http://www.guildwars2junkies.com/2012/10/08/guild-leadership-bug-fix-on-the-way/feed/ 0
John Peters Tackles Reward Diminishing Return Issues http://www.guildwars2junkies.com/2012/10/05/john-peters-tackles-reward-diminishing-return-issues/ http://www.guildwars2junkies.com/2012/10/05/john-peters-tackles-reward-diminishing-return-issues/#comments Fri, 05 Oct 2012 15:00:57 +0000 Serrain http://www.guildwars2junkies.com/?p=2508

Yesterday, John Peters, Game Designer for Guild Wars 2, had a few interesting things to say about the diminishing returns some players are seeing for rewards such as karma during dynamic events. These diminishing returns, it seems, were put in place to stop bots and economy-breaking exploits, and not normal players who happen to be enjoying an endgame gear farming session. The problem? It’s affecting everyone, even some players at lower levels.

Guild Wars 2 is a game about freedom. We want you to be able to explore the world and engage in a huge variety of activities, focusing on whatever best suits your tastes.

Some players have run into “diminishing returns” thresholds we put into the game to provide a safety net against unanticipated economy-breaking issues. We do have these thresholds in place, but it’s not our intention that normal players should ever run into them. We’ve recently had bugs and imbalances that have caused normal players to hit thresholds, and we’ll fix those.

These systems are put in place to protect the economy from botters and exploiters. We will close exploits as quickly as we can. These thresholds help create a safety net to keep the economy safe when we aren’t there to deal with the offender. It’s important to have a safety net in place. It would be bad for everyone if, for example, a group of players learned how to speed-clear a dungeon in 5 minutes, with full rewards each time, and then repeated that continuously. When one activity emerges that’s order of magnitudes more profitable than anything else in the game, it forces everyone to either engage in that activity or get priced out of the economy.

While we need a safety net to stop unanticipated economy-breaking exploits and botting, we have no desire to stop farming. Farmers are a part every online economy and when they are doing normal game activity they do not cause any harm. If a player finds a normal game activity fun and would like to keep doing it, that’s fine with us.

Initially we have to rely on smaller data sets, instinct and some guesswork to find the correct cutoff. What this means is that some players are going to bump into the edges of these systems for a while as we get them sorted out. Please bear with us while we gather more data and lower the safety net until it’s only providing critical economy protection. Looking at the numbers this morning, we believe some of the threshold systems are just too harsh empirically and we’ll be adjusting those systems within the next few weeks to ensure that fewer legitimate players are being impacted.

I hope this helps to explain why a game like this needs systems such as this to protect its economy. I also hope it gives some insight into our philosophy about botters (BAD) and exploiters (BAD) vs. farmers (GOOD). Thanks for your support and we will see you in game.

]]>
http://www.guildwars2junkies.com/2012/10/05/john-peters-tackles-reward-diminishing-return-issues/feed/ 0
ProTip: Engineer Dodging 6 Times in a Row http://www.guildwars2junkies.com/2012/10/05/protip-engineer-dodging-6-times-in-a-row/ http://www.guildwars2junkies.com/2012/10/05/protip-engineer-dodging-6-times-in-a-row/#comments Fri, 05 Oct 2012 14:11:13 +0000 Draegan http://www.guildwars2junkies.com/?p=2514

We saw a great video on TwitchTV from rolodecks that details how to get your Engineer the ability to dodge six times in a row without stopping. This essentially gives you a way to get out of any situation without taking any additional damage. This works extremely well when you are trying to escape back into a Keep during a siege.

Here’s how he does it: Superior Rune of the Adventurer. This restores your endurance to full when you use a heal skill. Now anyone can do this typically, but with the Engineer’s Med Kit, you get the benefit from just equipping the kit. This allows you to fill up your endurance every 10 seconds. Combine this with an Engineer’s Elixer that restores endurance, you can then dodge six times in a row.

Keep reading to watch a video of this in action.


Watch live video from rolodecks on TwitchTV

]]>
http://www.guildwars2junkies.com/2012/10/05/protip-engineer-dodging-6-times-in-a-row/feed/ 0
Some Info on the Burrow/Object “Miss” and “Obstructed” Messages http://www.guildwars2junkies.com/2012/10/03/some-info-on-the-burrowobject-miss-and-obstructed-messages/ http://www.guildwars2junkies.com/2012/10/03/some-info-on-the-burrowobject-miss-and-obstructed-messages/#comments Wed, 03 Oct 2012 20:00:29 +0000 Serrain http://www.guildwars2junkies.com/?p=2491

If you enjoy playing melee or know someone who does, you’re probably familiar with two in-game combat messages when it comes to the burrow areas of Explorable Ascalonian Catacombs and quests involving destroying supply carts and similar items– “Miss” and “Obstructed”. There’s a bug that’s been around since the beginning where melee and physical damage weapons seem to miss more often than not when it comes to facing these dangerous enem– er, objects.

Robert Hrouda, Content Designer of ArenaNet, acknowledged this bug yesterday on the official forums, and had a few words to say regarding it:

We’re aware of this problem, and it affects more than just the burrows. There are certain gadgets where if you stand still and melee attack them, you miss or get the obstructed pop-up. However if you continue to move around while attacking, you hit it. This is most apparent during “hundred blades” type skills that require your player to stand still.

We’re aware of it though, and trying to fix it.

With any luck, a fix will come soon. This bug can make completing Explorable Ascalonian Catacombs with certain group configurations pretty difficult. At least for the moment, we have another tactic to try and overcome it, as well. Solution– run around like an idiot attacking a dirt pile with a giant sword– got it!

]]>
http://www.guildwars2junkies.com/2012/10/03/some-info-on-the-burrowobject-miss-and-obstructed-messages/feed/ 0
Legendary Sword Discovered: Sunrise http://www.guildwars2junkies.com/2012/10/03/legendary-sword-discovered-sunrise/ http://www.guildwars2junkies.com/2012/10/03/legendary-sword-discovered-sunrise/#comments Wed, 03 Oct 2012 19:52:02 +0000 Draegan http://www.guildwars2junkies.com/?p=2502

The Legendary Sword: Sunrise, was crafting yesterday and we have some videos to show it off. If you want to find out more about the sword and what it took to make you can find the full thread over at Guru.

Today, 2nd October 2012 – after 10 days of waiting for patches – I was finally able to craft the legendary weapon Sunrise. In less than one month two players worked together on puzzling together the recipe and gathering all required materials in order to create one of the most epic weapons in the game.

`This achievement was not gained without sweat and tears. Since day one we set our sights on creating a Legendary and started slowly gathering all the pieces of the puzzle. Funding came from playing the Trading Post, especially volatile trading. No gems were bought with real $$, no exploits were used to farm dungeons, events or gain value, no server switching was used to gather materials. (except to find an unbugged and unlocked temple of Balthazar)

Find the video of the sword in action after the break.

]]>
http://www.guildwars2junkies.com/2012/10/03/legendary-sword-discovered-sunrise/feed/ 0
Respawn Rates Undergoing Adjustments http://www.guildwars2junkies.com/2012/10/01/respawn-rates-undergoing-adjustments/ http://www.guildwars2junkies.com/2012/10/01/respawn-rates-undergoing-adjustments/#comments Mon, 01 Oct 2012 13:00:37 +0000 Serrain http://www.guildwars2junkies.com/?p=2457

Over the weekend, Mike Ferguson, ArenaNet Systems Designer, responded to a question on the forums regarding areas in Guild Wars 2 with super-fast respawn timers. “Is the team looking at adjusting any of the respawn rates?” the original question asked. Here’s the answer:

We are trying to adjust respawn rates in areas where the non event related respawns are just too fast. We know it can be a problem and we’ve already slowed down some spawns, but we also know there are more areas out there we need to look at.

If we know the map area and creature(s) involved we can usually find the spawns pretty quickly, so if you know of problem spots please give us as much information as you can and we’ll look into the spawns in those areas whenever we get a chance. Thanks!

So, if you notice any areas with mob respawn timers that simply seem too quick, make note of the area, and provide ArenaNet with a bit of feedback.

]]>
http://www.guildwars2junkies.com/2012/10/01/respawn-rates-undergoing-adjustments/feed/ 0
Dev Tracker: Night-Capping is Valid – Stop Being a Bitch http://www.guildwars2junkies.com/2012/09/28/dev-tracker-night-capping-is-valid-stop-being-a-bitch/ http://www.guildwars2junkies.com/2012/09/28/dev-tracker-night-capping-is-valid-stop-being-a-bitch/#comments Fri, 28 Sep 2012 18:19:07 +0000 Draegan http://www.guildwars2junkies.com/?p=2441

Originally posted by RamonDomke (Source)


Hi Everyone,
All is fair in love and war – and as love, WvW is a battlefield.

There are exploits, I’ll give you that – but then there is coordinated effort to ensure your world or your team uses each and every resource they have to their advantage.

War is not fair, war is not pretty, war gets out the worst in us – and the best – and even if we have excluded open world pvp from the rest of the game, this is exactly what happens on the WvW maps: It is the ‘playground’ for strategists and great tacticians, it is the place for coordinated efforts and mean ideas in the middle of the night.
Night capping is one of those valid tactics to score some points in a lasting battle – to get your world the upper hand, or cancel out daytime supremacy by another well coordinated opponent.

As Guild Wars 2 will progress in time, so will world vs. world and core gameplay mechanics. But for now, night capping is one valid possibility to ruin your enemie’s days – pun intended.

Night-Capping has been a huge point of contention this week. In the top tier competition this week (HoD vs. SBI vs. ET), HoD has been able to catch up to win, in part, because they have a strong Oceanic presence on the server. The dev quote above goes to show that all is fair in love and war.

If you’ve haven’t been following the saga on Guru or the Official forums, there has been a raging debate, and cry of unfairness, that ET and SBI servers only lose because they don’t have a big enough presence over night. Unfortunately for them, as shown in this thread on PRX’s public forum (key guild in the Titan Alliance on HoD) you can see all top tier servers had either high or full statuses almost throughout the day.

Of course, players on ET would decry that they always won North American Primetime hours and that is all that matters. However, the rebuttal on HoD is that since it’s the most populated server, it is more difficult to get core guilds in side the fight in larger numbers. Because of this, their coordination and their force was effected. This could of been evident as HoD did not take the lead until approximately Tuesday.

Where do you stand on this debate? Is it fair or not? Who really won this week’s matchup?

Keep an eye our for this week’s show, as we will discuss Oceanic guilds and their effect on the game.

]]>
http://www.guildwars2junkies.com/2012/09/28/dev-tracker-night-capping-is-valid-stop-being-a-bitch/feed/ 0
ArenaNet Responds to Dungeon Reward Changes http://www.guildwars2junkies.com/2012/09/27/arenanet-respond-to-dungeon-reward-changes/ http://www.guildwars2junkies.com/2012/09/27/arenanet-respond-to-dungeon-reward-changes/#comments Thu, 27 Sep 2012 13:30:18 +0000 Serrain http://www.guildwars2junkies.com/?p=2405

During Tuesday’s update, we saw some pretty significant changes to the dungeon reward system, and how reward tokens are affected by diminishing returns (DR) as well as offered at the very end of a complete run. The changes were done to discourage players from exploiting certain dungeon bosses and environments in order to skip certain fights, and run through areas as quickly as possible, multiple times, to farm tokens. This may seem like a good intention in theory, since the system will undoubtedly see subsequent changes once ArenaNet’s team actually fixes the exploits.

Except for the fact that, well, the DR system– and the changes that occurred– seem… not quite right. Instead of seeing diminishing returns for super-fast dungeon completion runs (less than 30 mins) that are ran back-to-back, as intended, some players are seeing diminishing returns on the amount of tokens they receive the first time through. And the second time through, even though their run took far longer than 30 minutes. There are also players who are finding themselves kicked out of groups right before the final boss so their groupmates can quickly grab a friend who can then earn the completion rewards, leaving the original player who battled through the entire dungeon empty-handed.

Yep, something’s definitely off. The changes, and the implications players are seeing as a result, are frustrating and confusing to many. Yesterday, ArenaNet’s team issued two responses on the official forums, both in this discussion thread regarding the changes. The team is asking for reports of any bugged rewards. Here is that announcement, posted by Jon Peters, Game Designer:

I just wanted to update everyone on where we stand with this. So far we have found a single bug with the system that is causing certain players to get stuck in a state of reduced rewards without actually exploiting. A fix for this has already been made and is being tested locally now. We are going to do more significant testing on this new version but we also believe it is more bulletproof to begin with. Please keep posting data as these cases are somewhat rare and are hard for us to find with internal testing but seem to be exposed quickly when thousands of people are playing the dungeons.

All rewards are susceptible to our code that is dealing with people who are speed clearing dungeons. This means that if you are speed clearing and then play some new chain for the first time it may not reward the full 60 tokens. If you find yourself getting less rewards consider whether or not your rate of dungeon completion is extremely high.

If you think you are running at a fairly reasonable pace post all of the chains you have run and the time of day they were completed and we will file it to try and figure out if it is a bug. Please post accurate times, otherwise we cannot determine if there are in fact bugs in the system. Please continue to use this thread as a place to post this data so that we have it all in one location.

Later in the thread, Robert Hrouda, Content Designer, gave players this update:

A bit of misinformation I am seeing in the threads is that if you complete a single dungeon in ten minutes, we’re going to punish you for it, as though we are punishing you for being “too good” at it. This is not true.

Our DR system combats repeated runs, and has a global presence as well effecting other dungeons. So if you run multiple 10 minute dungeons, back to back then you are going to get hit with the DR system no matter which paths you choose.

However the notion that your group will be punished for clearing any single dungeon in any amount of time is incorrect. Running through multiple speed clears back to back will result in the DR system influencing your rewards.

I have updated the Patch update page to reflect this information.

With any luck, ArenaNet will quickly straighten out the bug in the reward DR system, and hopefully, ideally– work on a real solution. As players continue to become better geared and more familiar with Guild Wars 2 character builds and their teammates, dungeon runs will continue to become faster and faster, even without exploits.

What are your thoughts? Feel free to share them in the comments section below!

]]>
http://www.guildwars2junkies.com/2012/09/27/arenanet-respond-to-dungeon-reward-changes/feed/ 0