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Getting to Know Your Fellow Posters Thread

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Posted by: Angel McCoy

Angel McCoy

Narrative Designer

Oh, no. That is so sad. I’ve been watching “Fringe,” and it’s been such a delight to see him acting.

The New Defiance(Article)

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Posted by: AndrewMcLeod

AndrewMcLeod

Game Designer

Immobilize also doesn’t currently affect the defiance bar currently. I’m somewhat of two minds on this condition, though- as it effects only movement, a lot of bosses aren’t punished by it, but it can be exploitative for melee bosses, especially in coordinated, small-group situations like dungeons or fractals.

All on interrupt effects trigger when you interrupt a boss monster that has defiant stacks on it. It just won’t interrupt the mob.
Halting strike triggers the damage, Chaotic Interruption will inflict the conditions and Bountiful Interruption will buff the mesmer. The only thing that does not happen is the interrupt.

In that case, those traits should still trigger when using an interrupt ability on a creature with the new defiance bar.

Getting to Know Your Fellow Posters Thread

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Posted by: Angel McCoy

Angel McCoy

Narrative Designer

What a super cool thread! Thanks, @JustTrogdor. I am thrilled to read all about you all. And so, I’ll dive in as well.

  • I’m old enough that I don’t lie about it any more: 52.
  • I hate talking on the phone too, @JustTrogdor.
  • I’m originally from the Midwest and still love corn in all my food (despite having spent a kittenish summer detassling).
  • Like Gaile, Invidia, and Sarah, etc., I’m a cat-lover. I have 3. All rescues.
  • I was the correspondent Wireless_Angel at Xbox.com and wrote dozens of articles for the site about video games.
  • I lived in France for a year and a half. It’s my other home, and I go back every five years or so to get my French fix.
  • I was the first regional storyteller for the East Coast Camarilla region (LARPing!).
  • Netflix and Audible.com for the win!! Aw, yeah!
  • I used to be addicted to MUSHing and even got into coding for the first time with MUSH code so I could make my own mods.
  • I spent many years writing freelance for tabletop games such as Changeling: the Dreaming, Vampire: the Masquerade, Mage: the Ascension and bunches of others.
  • Favorite crayons: brick red, forest green, and midnight blue.
  • I’ve been actively writing short fiction since grade school.
  • I was the first female game designer on the D&D team at Wizards of the Coast (writing for D&D4th/Forgotten Realms).
  • I write romance and horror short stories (sometimes a combination of the two) in my spare time and am lucky enough to publish fairly regularly.
  • I’ve been the webmaster for the Horror Writers Association for the past 5 years.
  • Favorite movies: “The Princess Bride” and “Bridget Jones’s Diary” (don’t judge)
  • My legal name is Angela, but I’ve been Angel since I was a baby because I was born around Christmas, and I was my mom’s “Christmas angel.”
  • I have an unnatural love of drug stores, especially Walgreen’s.
  • I put Tapatio on just about everything I eat (except ice cream, because it’s the only food that doesn’t need it).
  • I like goth-industrial music and ’70s funk.
  • Current favorite author: Jim Butcher. (Go, Harry Dresden!)
  • Working at ArenaNet on GW2 has been the most fulfilling job I’ve ever had, primarily because of all you fans who make my work so worthwhile. <3

Fractal CDI for our new forum specialist

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Forum Communications Team Lead

First, in these forums we would like the term “CDI” to be applied only to topics started and run by a developer. Discussing the topic is great! We just ask that it take place with a different name, to avoid confusion.

I think there may come a time when Chris or another dev revisits the topic of Dungeons and Fractals, whether that’s by starting a new CDI or reopening the old one. I cannot speak for the devs on this subject, but I feel I can say that right now they would not be able to engage on this subject, although I know it’s definitely on their radar.

Gaile Gray
Forum Communications Team Lead
ArenaNet

Going to PAX East? EGX Rezzed?

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Forum Communications Team Lead

My whole family is heading to EGX Rezzed on the Friday. Three of us are active gamers and all members of the same guild, Midnight Mayhem. The guild’s 3rd birthday is tomorrow. We have around 370 members currently. We are really looking forward to the event.

Wow, that’s a good-sized guild! Are a lot of Midnight Mayhem members going?

We’re looking forward to meeting you and your family there!

I’d like to, but it is in London and I despise London with every fibre of my being.

But I’ll think about it.

Oh dear. And here’s me, who loves London with every fibre of my being! Guess we can agree to disagree.

Do what’s right for you, naturally, and you can be there with us in spirit if not in person.

Gaile Gray
Forum Communications Team Lead
ArenaNet

How about a Revenant Profession forum?

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Forum Communications Team Lead

I think that we’ll hold off on the Revenant Sub-forum until the release of Guild Wars 2: Heart of Thorns. We don’t want to divide all the good discussions about the expansion pack at the present time, but we’ll be sure to give all the Revenant players a home in good time.

Gaile Gray
Forum Communications Team Lead
ArenaNet

[Suggestion] FoV in Mumble

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Posted by: Lawton Campbell

Lawton Campbell

Web Programmer

Is there really a reason it needs to be in the Mumble data? Conceptually there’s nothing stopping you from making your own “MumbleLinkGW2Ext” memory-map for that kind of non-standard Mumble data…

I know it’s non-optimal, but if you’re really worried about breaking compatibility it’s an option. The primary reason for having it in the Mumble location (so it works in Mumble) has already been achieved with the data that’s there

Conceptually, I completely agree with you. Practically, I don’t forsee adding enough additional functionality to warrant another transport that relays almost entirely the same data. If there’s reams of other fields that you’d like (and I can reasonably expose), then it’s definitely something to look into. But for just FOV it’s really hard to justify the expense, if you will.

The other important point is that, because the mumble link is an existing interface, a modification to it will arrive much sooner than a brand new largely untested one (though it’s more an issue of me being unfamiliar with the client codebase).

In any case, I’m open for debate on this, either here or on the corresponding Github issue.

Why is silk going up in price?

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Posted by: John Smith

John Smith

Hm. What I find strange, is that John Smith posted on here, but only to comment on the validity of the thread, rather than the topic itself.

Is this an issue ArenaNet doesn’t care about, or is it just something they’re aware of, but don’t want to discuss right now?

It is something they are well aware of, and in fact John Smith said several times in various threads about the matter, that Silk was intentional and is working as intended. He also said in regards to player perception of a broken economy, that he doesn’t care. So from those type of statements that he already has made, one can reasonablly assume that in rergards to silk pricing is: that it is fine, its working like it should, and he doesn’t care about the misconception of silk being overpriced.

he said he doesnt care if players are unsatisfied with economy? really?

Question:
Do you care/will do something about the fact game economy is really perceived as broken?
Or if you instead think its well perceived, why don’t you look at every single thread that had the luck to remain for few hours in general section?

There were many threads about how important economy perception is in a videogame.

If by “really perceived” you mean that you mistakenly perceive a fantastic and functioning system as broken, then no… I don’t care.

i dont think this means he doesnt care if players are unsatisfied, merely that he doesnt care if that particular player thinks the economy is broken.

but i could be wrong, perhaps you are right, and he doesnt care.

That statement is taken out of context. Obviously I care about how the community feels about the economy, my activity on these forums should be proof of that. That individual I was speaking to was being intentionally antagonistic.

[Suggestion] FoV in Mumble

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Posted by: Lawton Campbell

Lawton Campbell

Web Programmer

After the definition of the identity field in the mumble data the field can store 256 wchar_t which means 512 bytes.

That’s not really how it works. Yes, it’s 512 bytes, but with the current encoding that’s only enough for 256 JSON characters. We’re currently using about ~110 of them, and adding FOV would only cost up to an additional 30, so it’s not the end of the world.

One other option could be to replace the JSON inside the identity for more data and simply memcpy the bytes into the identity field. This would create some problems with older programs but can store more data and could be faster to read and write.

Yes, but at that point there’s no reason to use the Mumble link format since … it won’t really work with Mumble anymore. I’m fairly unwilling to break compatibility with existing programs — which is a bit of a nightmare since I’m currently not familiar with any that use this API.

In any case, I don’t see any better place to put it and really don’t foresee having a better interface for it. I’ll put a PR on Github for anyone to raise objections on, otherwise it’ll go in.

Stability Change Clarification

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Posted by: Karl McLain

Karl McLain

Game Designer

You may ask: “But what about my boon removal skills? Will they only corrupt one instance of stability now?” To which we say: Your corruptions and boon removals will clear the boon completely, unless otherwise noted.

Does corrupting Stability still result in a fear effect, and if so, for how long?

Nothing has changed with the effect of corruption or removal. Whether 1 stack or 25, the fear duration of corruption will be the same. All stacks are removed.

Suggestion: player camera improvements

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Posted by: Branden Gee

Branden Gee

PvP Gameplay Programmer

@Michael Walker.8150 – The FOV slider has 1 step per degree. So if the min angle is 25 degrees and the max angle is 70 degrees. You’re going to have about 45 steps.

Post Ready Up: useOldFoV

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Posted by: Branden Gee

Branden Gee

PvP Gameplay Programmer

Your settings will not be changed for you.

Post Ready Up: useOldFoV

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Posted by: Branden Gee

Branden Gee

PvP Gameplay Programmer

Alright. Sorry that I wasn’t clear on Ready Up.

The current Guild Wars 2 System calculates the FOV at 50 degrees on the horizontal.
Originally Guild Wars 2 calculated FOV on the diagonal. (You can still get to the old functionality by using -useOldFov)

When the new camera ships. You will be an option to modify your FOV with a slider in the options panel.

Hopefully this clears everything up!

Suggestion: player camera improvements

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Posted by: Branden Gee

Branden Gee

PvP Gameplay Programmer

@notebene.3190 – When these camera changes ship your current setup will not be automatically changed. It is up to you to opt-in to the new features you want to use.

@Torsailr.8456 – As you increase the FOV of the camera the more of a ‘fish-eye’ effect you are going to get. The maximum FOV setting that these changes are shipping with are a happy medium between increasing the amount you can see and being ‘fishy’

@Fermi.2409 – Sliders are cool. Don’t stress about the numbers too much, pick an FOV setting that feels right for you.

@caiomacos.1694 – I hope that the changes we are putting out to the camera continues to show that nothing is ever ‘off the table.’

The New Defiance(Article)

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Posted by: AndrewMcLeod

AndrewMcLeod

Game Designer

Many conditions are reduced by unshakeable simply to balance them for boss fights. If blinds worked without fail on bosses they would be overpowered. However in unshakeables current form blind is still completely useless. The other conditions only have reduced duration. Blind is different to movement impairing conditions as Drarnor mentioned. Its a form of hard CC for trash mobs but doesnt work on bosses because it would be too strong. Now it will atleast have a use. Chill, cripple and weakness already work fine on bosses. And frankly it would be over the top if they reduced the break bar. Chill only increases cooldown time. It has no effect on the skill when it is cast.

I dont even know how you could come to the conclusion that they would count towards it in the first place. The unshakeable buff hardly makes for a convincing reason.

They said “all kinds of CC”, and Cripple and Chill are CC’s in my book – they slow down the opponent, chill even slows cooldowns. Imho they would have said something like “everything that currently strips defiance” instead of “every CC” if those were excluded. If they are, well, just another thing to make Necros garbage in PvE. And as I said, maybe chill will at least slow the recharge of the bar.

Cripple and Chill are not currently prevented by the defiance bar. We have discussed including these conditions, but the effect that they have on bosses is significantly less than other control abilities. For ranged bosses, cripple does nothing to hinder them, and even for melee bosses, it’s uncommon for them to not have targets in range to attack. The cooldown increase on chill makes a better case for it being included, but it’s currently not prevented by the defiance system. We may adjust this based on balance and feedback, but at the current time, we don’t feel like they have a reliable enough control effect on bosses to be included in the defiance system.

The New Defiance(Article)

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Posted by: AndrewMcLeod

AndrewMcLeod

Game Designer

For the new defiance bar:
How will traited interrupts affect the bar?
1) Will traits that give additional effect to a control effect, such as Mesmer Halting Strike trait (Domination 2) or Necromancer Terror (Curses 9), impart a greater effect on the bar?

2) If you have a trait that activates on an interrupt, such as Mesmer Confounding Suggestions (Domination 12), will using a control effect on the bar count as an interrupt proccing such a trait to further deplete the bar?

3) Will effects from traits, sigils (and food?) that increase durations of control effects, such as Necromancer Master of Terror (Soul Reaping 9), impact the bar more?

Effects that trigger on control abilities or interrupts are treated in the same way as they are with the current Defiance system when the boss has one or more stacks of defiance. I believe they don’t trigger, though I’d have to go test it out to be sure.

For things that increase the duration of control effects, those will increase the effect that the skill will have on the defiance bar- a necromancer with Master of Terror will remove 50% more of the defiance bar with their fear abilities than a necromancer without the trait.

Getting to Know Your Fellow Posters Thread

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Posted by: SarahWitter

SarahWitter

Producer

@LanfearShadowflame, I’m game.

- Sarah Witter
- Female
- I don’t have one favorite color but gravitate towards the red color palette.
- Two cats; one mutt and one purebred ragdoll
- My weaknesses are lack of style and inability to remember or recall on demand anything pop culture; song title or artist, movie names, movie quotes, etc.
- I’ve been at ArenaNet for five years; have worked on GW, GW2, and well something too HoT to mention.
- Puns are fantastic and bring me much happiness.
- I am a published poet, but no longer write
- I once traveled through 17 states in 14 days in a car. The non-driver’s responsibility was to read the Harry Potter series out loud.
- I think I have now been to 29 states, but I would have to look at a map and count to be sure.
- Outside of the US, I’ve been to Germany, China, Canada, Mexico and some of the western Caribbean.
- I follow Tweet-O-Tron on twitter while wondering how he has time to be on social media.
- City of Heroes was my first MMO back in 2005, earlier time was spent on PC games like Myst or console games. A lot of console games.
- Warhammer Online was the first game that really pulled me into PvP/WvW in games. Before WAR I only played PvE. Now I play it all.
- The most recent game I finished was Child of Light on the PS4
- My GW2 main is a Sylvari Elementalist and my primary alt is my Asuran Guardian. Both are level 80.

Edit: I forgot to say my GW2 toon info.

(edited by SarahWitter.2317)

Stability Change Clarification

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Posted by: Karl McLain

Karl McLain

Game Designer

Hey Karl, what about skills like Line of Warding in PvP. If you cross it multiple times in a row, will you lose a Stability stack each time or will you be immune to the effect for a few seconds?

Good question! Each time you cross the threshold, an instance of Stability would be removed.

Launching /v2/account (w/ Authentication)

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Posted by: Lawton Campbell

Lawton Campbell

Web Programmer

Lawton found the cause. He’s chatting with some folks about how to a) fix it and b) prevent it from breaking like this in the future.

Quick reminder…

This is considered BETA-quality at the moment

The error should now be resolved. Sorry about that.

Getting to Know Your Fellow Posters Thread

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Forum Communications Team Lead

Yes, JT, our forum members do form an interesting group of people. But I know you are not surprised, and certainly I knew that all along. The nice thing is how many folks have joined in, and I feel sure that more will do so in the future. It’s sort of an “everyone into the pool thread” situation, eh?

And seriously, BooDuh, is anyone ever too old to put a hat on a cat? (Not that mine would tolerate it for more than .4 nanoseconds, but just sayin’. )

Gaile Gray
Forum Communications Team Lead
ArenaNet

Stability Change Clarification

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Posted by: Karl McLain

Karl McLain

Game Designer

Hello all!

A few days ago, we showed a few of the abilities and traits for our new profession, the Revenant. Along with the new profession, we were able to show a change to stability, and we mentioned that you’ll be seeing this change sooner rather than later. That ”sooner” will be upon us very shortly!

Here’s the lowdown:

Stability is moving from being a binary duration-stacking type that blocks all crowd-controls for its duration to an intensity-stacking boon that removes one stack per incoming crowd-control. The goal of this change is to make the boon non-binary and to increase the benefit of using stability-granting abilities at the most opportune time in order to absorb the most control skills possible.

Almost all profession skills and traits that previously granted stability have been looked at and will be modified to apply an appropriate number of stacks according to their purpose. For example: Dolyak Signet (whose primary function is self-stability) will gain 10 stacks of stability for 8 seconds, while Toss Elixir B (which is an area of effect ability for the engineer) will grant 3 stacks to 5 allies for 5 seconds.

You may ask: “But what about my boon removal skills? Will they only corrupt one instance of stability now?” To which we say: Your corruptions and boon removals will clear the boon completely, unless otherwise noted.

I hope that’s cleared things up a bit. Thanks for reading!

-Karl

[Suggestion] FoV in Mumble

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Posted by: Lawton Campbell

Lawton Campbell

Web Programmer

I would argue that the identity field is also the wrong place for it, but there’s literally no where else to put the data within the Mumble link API (somewhat related: does anyone know what the description field is used for? Can we co-opt that for additional machine-readable data? EDIT: looks like it’s used for the plugin description string, not really usable).

Can you explicitly lay out all the fields you need? Is it just FOV? The identity field is limited to something crazy small and I’m worried that we don’t have much of the 256B left.

(edited by Lawton Campbell.8517)

API CDI 2015

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Posted by: Lawton Campbell

Lawton Campbell

Web Programmer

For guild-related things probably better to keep both list of guilds and currently represented one (basically “which guilds character is in” and “right now represented blah”).

This way an overlay can show all guild activities at once (i.e. “Guild A is doing rush” “Guild B activated +5 transport buff” etc)

The currently represented one is stored per-character in the character data, so I was going to put it in /v2/characters rather than /v2/account.

I think this kind of thing (exporting chat/combat logs) should be handled directly by the client.

Either a real-time stream or a slash command to save the log.

Yeah, the client has a wealth of data available to it that we don’t; I’m not even sure how we’d go about exposing that (or what the process for getting it implemented would be). While it’s definitely something I’d like to expose, it’s realistically not going to be in any time soon :/

Launching /v2/account (w/ Authentication)

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Posted by: Pat Cavit

Pat Cavit

Lead Web Developer

Lawton found the cause. He’s chatting with some folks about how to a) fix it and b) prevent it from breaking like this in the future.

Quick reminder…

This is considered BETA-quality at the moment

Launching /v2/account (w/ Authentication)

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Posted by: Pat Cavit

Pat Cavit

Lead Web Developer

Yeah, something’s gone pear-shaped. Investigating.

Enable keep-alive and pipelining?

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Posted by: Pat Cavit

Pat Cavit

Lead Web Developer

With our current setup keep-alive/pipelining isn’t possible, sorry.

/v2/items?ids=all would be a massive response and probably make our servers very, very unhappy.

Need clarification on new defiance system.

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Posted by: AndrewMcLeod

AndrewMcLeod

Game Designer

When the bar is emptied, the boss will be affected by his defiance behavior, such as getting stunned or becoming vulnerable. After that happens, there’s a cooldown period where the boss is completely immune to crowd control, and then the defiance bar is filled and becomes active again.

This can somewhat depend on the boss, though, as some have custom defiance behavior like the Wyvern. For the Wyvern, there’s no cooldown period, but it is immune to CC except for during its takeoff skill, and the defiance bar is disabled at other times.

Launching /v2/account (w/ Authentication)

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Posted by: Pat Cavit

Pat Cavit

Lead Web Developer

I am getting mixed results when retrieving back account data from using the token.
One of my accounts returns back “undefined” while the other does return the four pieces of information. The only difference I can think of is that the account with undefined results has the mobile authenticator enabled. Anyone else have similar result?

I’ve got TOTP on my account I used for testing w/o any problems. I’ll give it another shot in a bit here to see if I can repro.

You could also modify the node script to dump out more info after the request, modify https://github.com/arenanet/api-cdi/blob/master/examples/auth-nodejs/request.js#L19 to say

console.log(arguments);

and you should be able to get a bit more info in the error case.

(edited by Pat Cavit.9234)

The Overwolf Guild Wars 2 App Challenge is on!

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Posted by: Stephane Lo Presti

Stephane Lo Presti

Content Marketing Manager, French

I’d love to be able to get some more robust, read-only information like “name of player currently selected”, or “weapons currently equipped” etc, which would allow us developers to take that information and use resources like the GW2 API to query against and provide some cool responses/useful information to the client side user to. Am I missing something with Overwolf?

Hi docMed, Stéphane (not Stéphanie here! Overwolf is offering you an SDK to develop things on top of Guild Wars 2, while the Guild Wars 2 API will offer you mean to create content that’s relevant to the game. Some of the information you mention maybe something that’s more relevant to the newly-released Authenticated APIs ? Take a look at previous contests and Overwolf GW2 apps for ideas about how some developers have made this work (note that not all apps use the GW2 API).

Im happy to see you start such an awesome initiative, but could we, for the mac client, have something for us too? at least push over wolf team to build a compatible app? Or more important , some of the featured apps for over wolf should and can be implemented directly on the gw2 client , i fear that the second of nice feature like boss timer are available from over wolf , we poor users of the mac (beta) client will never see it implemented in to the game for us too.
in the end , I’m positive on this kind of initiative , but really hope that some of the basic feature could be implemented for all the player base and not just half of it, I’m i wrong?
sorry if bothered someone , not in my intention :P

Hello AndRec, I suggest you ask Overwolf directly, as we’re not managing that program. Thanks for your feedback

I have a question about the economy!

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Posted by: John Smith

John Smith

How much gold has Evon Gnashblade taken from players for using his services since launch?

Attachments:

Game Update Notes - February 24, 2015

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Posted by: Mark Katzbach

Mark Katzbach

Forum Communications

Bug Fixes:

  • Fixed a wardrobe display bug.

Why is silk going up in price?

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Posted by: John Smith

John Smith

Tamper with the trading post to bring the price down. (short term fix.)

HERESY!
Go place minimum value bids in for an ecto 1 at a time for 200 ectos as penance.

Why is silk going up in price?

in Dev Tracker

Posted by: John Smith

John Smith

Sounds to me like two independent issues being discussed.
1. Aggregate price for silk and market velocity
2. Farming for individual mats is hard

I would argue that these issues aren’t actually related and shouldn’t be discussed as if they were.

I have a question about the economy!

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Posted by: John Smith

John Smith

Hi John Smith.

Q. What do enjoy best about your job?

Thank you answering our questions.

My favorite part is watching content that I helped balance go live and watch to see if it matches my predictions and math.

Any tidbits you can tell us about the lucky envelopes?
Was it designed as gold sink or faucet?
And how close were your predictions?

Envelopes are not a gold sink. Our predictions were dead on, but I have to give credit to Josh Diaz for being awesome with those.

This is starting to upset me

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Forum Communications Team Lead

Treat or Treat bags

Bahahaha! I’m not sure if that’s a typo, but it’s still pretty accurate. ;P

On topic: I’m personally not a fan of invisible bags since I’m almost OCD about what I’m selling to a vendor, but for most people, it can be incredibly useful.

~blush~ Typo. I love them so much, though, I do think every single one is a treat!

Gaile Gray
Forum Communications Team Lead
ArenaNet

Suggestion: player camera improvements

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Forum Communications Team Lead

Reminder: These changes will be featured in our Ready Up program tomorrow, and there will be a blog post as well!

Gaile Gray
Forum Communications Team Lead
ArenaNet

API CDI 2015

in Dev Tracker

Posted by: Lawton Campbell

Lawton Campbell

Web Programmer

Would /v2/characters expose everything that we currently see in the character select screen?

That would be …

  • Order most recently played
  • Level/Race/Class
  • Represented guild
  • % Map Completion
  • Last location
  • World (presumably for if a character is guesting? Not sure, I never really guest)

It would be useful to me to see which guilds an account belong to, having the guilds each character is representing may not give a full list but it would be something I could work with.

I’ve also had some ideas about how I could use the name of the character they are currently playing, and order of most recent play would achieve that.

I haven’t written up the RFC for /v2/characters (should probably do that today so we can get some eyes on it), but briefly — no order, yes level/race/class, probably rep’d guild, no % map completion, no last location, no last guested. There’s a bunch of other stuff in there like current equipment, inventory items, etc., that’ll make it useful at first for some applications.

This doesn’t preclude those features from ever being added, they just aren’t attributes that are currently pulled out of the character data on our side yet (and it takes awhile to make and deploy changes to the code that parses character data, unfortunately).

EDIT: In addition to recently played, time played per character would be nice as well (also perhaps deaths, heh).

(edited by Lawton Campbell.8517)

The New Defiance(Article)

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Posted by: AndrewMcLeod

AndrewMcLeod

Game Designer

Oh my goodness… I just thought of something…

Dark fields blind with leap and blast finishers, and smoke fields do that with projectile and whirl finishers.

Will Necromancers be called to drop a well on queue that everyone blasts to help chip down the breakbar? Or a thief a smoke screen for the party to shoot through?

Yeah, the easy access to blindness through combo fields is something that we’re paying attention to in balancing break bars, though it isn’t as impactful as it initially appears. Most control abilities aren’t projectiles or leap or blast finishers, so the skill combo generally comes at the cost of the player using a skill that doesn’t cause CC on it’s own.

On the other hand, skill combos do provide a good way that people can coordinate to get a bit more progress against the bar, and can be used to help people running builds without much control to contribute.

This is starting to upset me

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Forum Communications Team Lead

Yes, as explained, an Invisible Bag is really useful for tucking in those things you want to carry, as opposed to store, but want to ensure you don’t sell in error. I have regular bags for everything except the final slot, and there I put an Invisible Bag. It protects the four of five tasty bows I’m still deliberating about saving or selling, along with Black Lion Chests, Treat or Treat bags, keys, etc. In the latter cases, the stacks are something that may grow if I get another ToT bag or BLC, so it’s handy to have them all gathered in the protected Invisible Bag.

Edit: Yalora Istairiea — me too, me too!

Gaile Gray
Forum Communications Team Lead
ArenaNet

I have a question about the economy!

in Dev Tracker

Posted by: John Smith

John Smith

Hi John Smith.

Q. What do enjoy best about your job?

Thank you answering our questions.

My favorite part is watching content that I helped balance go live and watch to see if it matches my predictions and math.

I have a question about the economy!

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Posted by: John Smith

John Smith

Hi John Smith,

Q. Do you actively play GW2 (are you allowed to, have you ever)?

I do actively play, I have 3 80’s, I’m usually on Roche de L’Augure, but my forum account and play account are different accounts. The way that I play is generally different from a non-dev though if I’m interacting with the economy, and the same as a non-dev when I’m attempting genocide on centaurs.

I have a question about the economy!

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Posted by: John Smith

John Smith

Q: Was it an economy-based decision to not to reveal the locked dye UI update before the actual patch?

Not directly, but I have requested that we not prelease economy/market affecting data anymore and instead let it be discovered in patch and gameplay.

Meet the Wyvern in Guild Wars 2: HoT

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Posted by: AndrewMcLeod

AndrewMcLeod

Game Designer

Effect clutter in large group situations is something that we’re aware of and have been working on improving, though it’s a difficult challenge with tradeoffs between having good communication of the abilities, especially in smaller combat situations or PvP, versus readability and visibility in large fights.

One advantage we have with the Wyvern is that it is big enough to rise out of the haze of effects so that it’s easy to see the skill animations and effects without being too big to the point that you can’t tell what it’s doing when you’re close to it.

API CDI 2015

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Posted by: Lawton Campbell

Lawton Campbell

Web Programmer

Due to the current Overwolf App Contest… is there a (rough) ETA or priorization for the upcoming API functionality? I could start implementing without the API up and running as long as I knew that the functionality would come within the time frame of the contest.

My informal roadmap basically looks like this:

1. Get the OAuth2 application registration bits deployed.
(1.5. Pat’s /v2/continents additions.)
2. /v2/account/bank, /v2/account/materials.
3. /v2/commerce/transactions.
4. /v2/characters.

So, basically all authenticated endpoints which aren’t really useful within the scope of a desktop application. No timeline for those, but that’s the general order they’ll probably happen in. The other endpoints I’m working on still need a bunch of manual verification (looking at /v2/skills, there’s a lot of wonky stuff still coming out of my current implementation) or are otherwise still in a half-implemented proof-of-concept state.

Launching /v2/account (w/ Authentication)

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Posted by: Lawton Campbell

Lawton Campbell

Web Programmer

The OAuth2 library I am using (perl’s Net::OAuth2) wants to add “Host: account.guildwars2.com:443” to the access token request header. This results in a 403 error from the server.

It works fine if the header is set to “Host: account.guildwars2.com” or left out entirely.

I was able to make changes to the library code to fix it for myself, but other users and possibly other libraries may come across this problem.

Could you capture and paste the request that’s returning 403 (make sure to remove the “code” and “client_secret” parameters from the query string)? I’m totally unable to reproduce the behavior from the host header alone.

Launching /v2/account (w/ Authentication)

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Posted by: Pat Cavit

Pat Cavit

Lead Web Developer

The OAuth2 library I am using (perl’s Net::OAuth2) wants to add “Host: account.guildwars2.com:443” to the access token request header. This results in a 403 error from the server.

It works fine if the header is set to “Host: account.guildwars2.com” or left out entirely.

I was able to make changes to the library code to fix it for myself, but other users and possibly other libraries may come across this problem.

Interesting. My current browser doesn’t appear to send :443 for HTTPS requests, the spec is a bit ambiguous on the issue. We’ll take a look.

Suggestion: player camera improvements

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Posted by: Branden Gee

Branden Gee

PvP Gameplay Programmer

Thought I would just update this.

(Please note this does not mean that any of these things will happen, won’t happen, are planned to happen, and or not planned to happen)

  • First person camera
  • Increase max dolly (camera distance) distance
  • Decrease min dolly distance
  • More finite dolly control
  • Automatic camera height adjustment on /sleep emote
  • Manual camera height adjustment
  • Stop ‘random snapping’ from happening
  • Look at camera
  • Free orientation movement
  • Fix automatic camera height so that the over the shoulder camera works as it would be expected to work
  • Manual FoV adjustment
  • Look acceleration toggle
  • Keep drawing mouse cursor when right clicking toggle
  • Keybind toggle for holding right mouse down / click once to toggle option
  • Transition smoothing when spectating in PvP

I’ll be on Ready Up tomorrow at Noon PST at twitch.tv/guildwars2 to show these off!

(edited by Branden Gee.2150)

First person camera coming?

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Posted by: ColinJohanson

ColinJohanson

Game Director

This is huge if true.

Confirmed yes! Our blog will be out shortly with more information.

You can also check out the Ready Up show tomorrow at noon pacific time to see some of the new camera stuff in action!

What font does the UI use?

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Posted by: Pat Cavit

Pat Cavit

Lead Web Developer

Menomonia is only used for headings. IIRC the game uses Tahoma for all non-heading text.

The game UI font actually looks more like Trebuchet MS ~10pt to me.

Trebuchet MS sounds accurate, I don’t have access to check right now. I always get those two confused.

The Design of Revenant Traits

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Posted by: Roy Cronacher

Roy Cronacher

Game Designer

Personally I don’t see anything yet which is ‘alarming’ in the revenant traits. The only thing which ‘alarms’ me is the statement made in the mmorpg.com article which said ArenaNet weren’t creating legend-based trait lines because they wanted to force players to legend swap as often as possible rather than focus on one. But here we have two revealed legend-based trait lines. Mmm.

Do we? I see one trait that actually goes with a Legend. They may have similar themes and synergy, but in no way do you have to equip Jallis to get use out of their Toughness line, nor do you have to have traits in the Toughness line to make use of Jallis.

To clarify, I didn’t mean trait lines with traits which only affected a single legend. That would be … odd for this game. I said legend-based, not legend-restricted.

Corruption is clearly based on Mallyx and retribution on Jalis. If you were keen on being as tanky and conditiony as possible you’d probably trait up both lines. I was not expecting that based on the mmorpg.com article.

Each legend has it’s own playstyle focus but so does each trait line, similar to the current professions. Traits are there to reinforce and augment your base selection of skills as you see fit in your setup. If you use jalis. but want to be more tanky you can opt for the retribution line, but if you like jalis and want more damage you may opt for another trait line.

Keep up the discussion of active vs. passive traits though as it’s good feedback and something we talk a lot about internally.

Twitter: @RoyCronacher
I work on systems, skills, and balance, among other things.
Also the designer for the Revenant. xD