Showing Posts For Chris Whiteside.6102:

Why we hear nothing but Silence from ANet?

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi All,

I just wanted to take the time to make it clear that we are indeed reading all the feedback, not just about Megasverver but in many areas of this forum, others and in game.

As Colin has mentioned in the past Megaserver technology is a multi phase release and we are monitoring\discussing it every day.

We are very focused on a multitude of areas of GW2 including China and excited for our new global community and what lies ahead.

I wanted to say that I agree with the concerns around the post on twitter. I have a very small number of followers and rarely catch up on my account and following a very late night earlier this week caught up on my notifications and replied. I am a strong believer in exposition to all and will be more careful about this moving forward.

Regarding Dev communication on the forums currently, as I said we are very focused on a number of areas currently and are looking forward to being able to turn our attention to healthy discussions with you all soon.

This post is not designed to appease, it is designed to inform so please take it in the spirit in which it was intended.

Chris

Thank you for taking the time to post. I think this is exactly what we needed to hear. You obviously can’t please all the people all the time, or address everyone’s concerns individually, but small communications here and there to know you’re at least looking at our feedback helps.

Good luck with the China release. Launches are madness; try to keep up on your sleep.

Thank you Synk. So far things have been great on the release (fingers crossed) and I am very excited about other areas that we are working on as well.

All round aside from the lack of sleep things are really exciting at the moment.

Chris

(edited by Chris Whiteside.6102)

Why we hear nothing but Silence from ANet?

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi All,

I just wanted to take the time to make it clear that we are indeed reading all the feedback, not just about Megasverver but in many areas of this forum, others and in game.

As Colin has mentioned in the past Megaserver technology is a multi phase release and we are monitoring\discussing it every day.

We are very focused on a multitude of areas of GW2 including China and excited for our new global community and what lies ahead.

I wanted to say that I agree with the concerns around the post on twitter. I have a very small number of followers and rarely catch up on my account and following a very late night earlier this week caught up on my notifications and replied. I am a strong believer in exposition to all and will be more careful about this moving forward.

Regarding Dev communication on the forums currently, as I said we are very focused on a number of areas currently and are looking forward to being able to turn our attention to healthy discussions with you all soon.

This post is not designed to appease, it is designed to inform so please take it in the spirit in which it was intended.

Chris

(edited by Chris Whiteside.6102)

Why we hear nothing but Silence from ANet?

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

The CDI initiative appears kaput, and the four or five feedback threads on feature patch features haven’t garnered a single substantive response.

I don’t think it’s adequate to say ’We’re reading what you post’ if they fail to actually respond to concerns raised.

Comes a point where I need to know what’s coming up or what Arenanet developers actually think about the feedback being offered in order to have ‘faith’ in where they’re setting their development in future.

I mean, take the feature patch – some of those features could’ve been improved significantly if we’d had the opportunity to offer feedback in advance; ie, before they were baked and almost ready to be rolled out. But that’s rather typical of arenanet’s community-communications style: they work on what they got and put it out, THEN get surprised by feedback.

Most other industries seek customer feedback in a multistage iterative process during product creation, and it only makes sense. Even in MMOland, look at Blizzard – discussing the upcoming expansion in detail a year or more out from release.

Even in the CDI threads, developer commentary basically amounted to ‘Yeah, we read that. It’s interesting’.

I hate to say it; we need a ‘Ghostcrawler’.

Hi,

The CDI is not Kaput at all. I have just been extremely busy like the rest of the team and as I have said before there is absolutely no point in doing a CDI if we cannot contribute properly to it.

A new CDI will be coming shortly! Thanks for your patience.

Chris

Will CDI´s continue after Feature Patch?

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

I would also like to do a Guild CDI soon.

Chris

Will CDI´s continue after Feature Patch?

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi,

There will indeed be more CDI’s. We were thinking of slipping the process evolution phase between topics this time as the new format worked out quite well.

The topic we are thinking about discussing is the Trading Post.

Note: Moving forward we will do 2 CDI topics concurrently at maximum.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.
- Clearer communication/info i needed around the Fractal Weapon boxes.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

8: Accessibility:
- Think of ways to make it easier to get player’s into the Fractals, especially friends of existing players, specifically in regard to AR.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

Bump with additions.

Chris

Final bump and closing the thread.

Thanks all for your contribution and hard work. We all really appreciate it.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.
- Clearer communication/info i needed around the Fractal Weapon boxes.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

8: Accessibility:
- Think of ways to make it easier to get player’s into the Fractals, especially friends of existing players, specifically in regard to AR.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

Bump with additions.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

The Fractal Weapon Boxes still have not been addressed. They were used as a bullet point in the release of the “Fractured” Update and still are not in months after release. I try to not press stuff that is in the works because I know you all don’t like talking about stuff til it’s ready, but these were listed as being in and then were not and that is frustrating as a player and doubly frustrating when there is no update as to when they are going to be in. I hate being the “Negative Nancy” here, but it’s hard to want to discuss future things when things that are supposed to be currently in the game are not and have not been addressed as to why they aren’t. Sure, this goes with the rewards section of your summary, but my feelings on it are that they should be added post haste before discussing future implementations or at least addressed to the community as to why they aren’t in the game right now.

Thanks for all your hard work Chris and ArenaNet. It’s really and truly appreciated.

Noted (-: Thanks for raising it again though and your contribution.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

Thank you for understanding and including #4. I know it doesn’t mean that they won’t do it, but I’m so extremely glad that at least you see that we all need to hear that the consensus is it wasn’t a good idea.

Also, Colesy told me to read this post while in game, and said I might start fangasming while reading, and he’s right. Thank you Chris.

Thanks to everyone who contributed and for sharing your proposals and opinions.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

8: Accessibility:
- Think of ways to make it easier to get player’s into the Fractals, especially friends of existing players, specifically in regard to AR.
Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

Added accessibility.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi All,

I am not going to summarize every point raised in the thread but I am going to provide a summary of the points that stood out to us the most that you all made:

1: Dredge:
Dredge is frustrating and this is compounded by the overall length of the Fractal.

2: Make rewards more accessible and relevant:
- Allow players to spend their unwanted rewards to get rewards they actually need.
- Look at the general drop rate within Fractals.
- Take a look at the delivery of items to ensure they are more useful to individual players.
- Create a global dungeon reward system using a token system for example.
- Think of new rewards that cater more toward to Fractal players in general.
- Think about risk vs reward vs Time with global rewards.
- Do not depreciate the significance of certain rewards like Fractal skins.
- Clearer communication/info i needed around the Fractal Weapon boxes.

3: Re-rolling:
Work on the higher priority issues before tackling this area.

4: Level Reset:
- Do not do a reset moving forward.

5: Challenge:
- More of an emphasis on Instabilities and core game play challenge rather than simply agony moving forward.
- Add new types of challenge rather than reworking existing areas.
- Focus more on additional paths that reward players dependent on the interaction of said path. Note this also includes different strategies of goals achieved in certain encounters.
- Thanks for the tons of ideas for new encounters which the team has read and will impact our design moving forward.

6: Lore:
- Continue to have lore be a pillar of Fractals but ensure it doesn’t get in the way of the flow of the experience. For example, no un-skippable cut scenes.
-Thanks for the tons of ideas for new lore themes and gameplay which the team has read and will impact our design moving forward.

7: Tiers:
- Do a pass on which fractals are included in which tier in regard to risk vs reward vs time.

8: Accessibility:
- Think of ways to make it easier to get player’s into the Fractals, especially friends of existing players, specifically in regard to AR.

Please post if you think I have missed a significant area from this summary.

Thank you all for partaking in this CDI. The use of the proposal format worked out really well I think.

I will check back later today, update if necessary and then sticky the thread in the CDI section.

Chris

(edited by Chris Whiteside.6102)

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi Folks,

Just wanted to let you know I am up to date.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Any estimation when this topic gets closed?

Monday. Unless we run out of steam.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi All,

Regarding the ranger pet idea thanks for the discussion. We are up to date on the pros and cons and there is really no need to continue discussing it (-:

I wanted to let you know i am super busy today and will not be fully caught up or responsive until tomorrow.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Right I will be back later.

Thanks for a good discussion today.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Chris,

Any word on my Fractal Weapon Box question from yesterday? No hurry, just thought I’d ask since you are around at the moment.

Not yet. I will let you know as soon as I have discussed it with the team.

Thanks for the reminder.

Chris

Are you referring to Ascended weapon boxes in fractals?

Chris

He/She’s referring to a box of fractal weapons that lets you choose the weapon.

Ok thanks. I I wanted to ensure we were talking about the same thing.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Hi,

I don’t think you are being contentious at all and you put forward a compelling argument. However we try where possible to seed core gameplay rewards across the game. It seems like we have a few inconsistencies in the live environment so I will discuss this paradigm with the rewards team.

This said Ranger pets have abilities and putting a unique pet in the fractals with say unique abilities could be a huge barrier to entry for some players and that is where my concern comes from. The fact is fractal skins do no change the way a player uses his character whereas a pet with unique abilities does.

I hope this provides some more insight.

Chris

Will you elaborate on how you feel about his idea to make the pets just be new skins, without any unique abilities?

Personally I like that idea.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Chris,

Any word on my Fractal Weapon Box question from yesterday? No hurry, just thought I’d ask since you are around at the moment.

Not yet. I will let you know as soon as I have discussed it with the team.

Thanks for the reminder.

Chris

Are you referring to Ascended weapon boxes in fractals?

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Is the reward team also looking into Fractals-armor? I would love to save up for a Fractals specific armor, like we used to do in FoW and UW back in GW1.

I shall pass this on to the reward team. Note the reward team doesn’t always have the chance to read this thread, many other teams do though hence me passing on suggestions etc.

Chris

Hi,

So we discussed this idea. The fact of the matter (and I should have been easily able to answer this) is that armor is in high demand across the game and thus for the time being it would be unlikely that we would see a fractal only set.

Chris

Thats fair, just something else to put forth.
What about doing it like the Achievement armor, tying it to specific tiers.
For example, beating fractal 50+ lets you buy the helm, 60+ lets you buy the Gloves, etc.

This would both allow the team to take their time making it (release 1 piece with 10 Fractal levels in a single patch), as I doubt they have time to make and model a full armor set at once, while also providing more incentive to climb higher in Fractals.

Hi Zyphent,

I will discuss the idea with the rewards team, specifically in regard to a slow burn creation of an armor set.

Thanks,

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Is the reward team also looking into Fractals-armor? I would love to save up for a Fractals specific armor, like we used to do in FoW and UW back in GW1.

I shall pass this on to the reward team. Note the reward team doesn’t always have the chance to read this thread, many other teams do though hence me passing on suggestions etc.

Chris

Hi,

So we discussed this idea. The fact of the matter (and I should have been easily able to answer this) is that armor is in high demand across the game and thus for the time being it would be unlikely that we would see a fractal only set.

Chris

Hello Chris,

I take it you mean in high demand across all different development teams, such that it’s out of scope or not within sense at the moment to request artists to design a full set of armor to be acquired from only the fractals? That’s sort of the way I interpreted your response, given unique armor/weapons is always in high demand within the actual game world itself.

Also, I’ve sent you a forum PM regarding a conversation we had a couple weeks ago. Look forward to hearing your reply

Take care and get well soon!

Hey Malchior,

‘I take it you mean in high demand across all different development teams, such that it’s out of scope or not within sense at the moment to request artists to design a full set of armor to be acquired from only the fractals?’

Correct.

I will check my PMs shortly.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

I would worry that those Rangers that don’t do Fractals would feel left out. However i think this is a really interesting global reward idea so I will pass it on to the rewards team.

Thanks Wolfey,

Chris

Could you expound a bit on why this is an issue for you? There are pets that are available in a limited frame of areas and different level ranges, just like some weapon skins only drop in certain areas. If the difference between, say, a Jade Spider and a Cave Spider was purely cosmetic, then you’re not talking about vertical progression at all. The guy that has the Jade version has no advantage over the guy with the Cave Spider. All that’s going on here is cosmetic changes, and perhaps some bragging rights.

I honestly don’t see a difference between things like area specific Ranger pets and Fractal skins. Likewise, if players want WvW armor, they need to go to WvW. Or the massive amount of varied PvE that people need for Ascended gear. Or locking Cultural T3 behind a gold wall. They all require playing in a certain area of the game for more than a passing moment. In fact, I’d suggest that these are exactly the kinds of rewards that work for Fractals. It benefits the players that run them with a cosmetic benefit, without an imbalance. I believe that’s an excellent way to get people interested in the content without forcing them there.

I promise I’m not trying to be contentious here. I’d just like to get a firmer grasp on the how and why of rewards being matched with content.

Hi,

I don’t think you are being contentious at all and you put forward a compelling argument. However we try where possible to seed core gameplay rewards across the game. It seems like we have a few inconsistencies in the live environment so I will discuss this paradigm with the rewards team.

This said Ranger pets have abilities and putting a unique pet in the fractals with say unique abilities could be a huge barrier to entry for some players and that is where my concern comes from. The fact is fractal skins do no change the way a player uses his character whereas a pet with unique abilities does.

I hope this provides some more insight.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Is the reward team also looking into Fractals-armor? I would love to save up for a Fractals specific armor, like we used to do in FoW and UW back in GW1.

I shall pass this on to the reward team. Note the reward team doesn’t always have the chance to read this thread, many other teams do though hence me passing on suggestions etc.

Chris

Hi,

So we discussed this idea. The fact of the matter (and I should have been easily able to answer this) is that armor is in high demand across the game and thus for the time being it would be unlikely that we would see a fractal only set.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

I’d like to hear from you in review of being a player, rather than in review of beign a Developer, what do you think personally about Lore Fractals that would work similar to the Bonus Mission Pack Chris.

Sadly I haven’t got about my suggestion yet any direct response, because i think it falled under the overall flow of the general discussion of more lore fractals being found positive by you.

But my suggestion wasn’t just all about more lore fractals, it was more based around the question of *how to add more lore fractals and how to unlock more lore fractal content over time to incentivize people to keep on playing fractals and not stop doing them directly after the first successful run after having seen some new lore"

I think the concept around the Bonus Mission Pack and how it was implemented into GW1 was perfect and it would be perfect also for Anet.

I for example would go buy Tomes of Memories in the Gemstore directly as account upgrades to receive this way access to very special Lore Fractals, that could be played either completely solo or as a 5 to xx person Group in relationship of it, if a Fractal would get designed as Raid Content to be able to be played also with more than 5 people, if the Fractal Gameplay Design allows for it through Up Scaling the Monster Density/Difficulty ect.

I made some pages ago a more detailed version on how for example a Ghosts of Ascalon-Fractal based on that Bonus Mission Pack Design with unlockable content, like readignb through a book with chapters and verses could work like.

I found the readable books in GW1 awesome and I’d love to see that feature somehow gettign back into GW2. Fractals would be the most fittign place for this feature, as the Fractals itself reminds me very much about the BMP.
The BMP was also very rewarding, did it offer to the player unique weapon skins as rewards only receiveable, if you bought the BMP and played through successfuly the missions of the corresponding books and if you completed the books, that worked like the dungeon diaries with complete entries everywhere, the book copied itself into a new clean one and the complete one could get used as a reward token to trade in for some massive exp, gold, karma ect. bonus rewards that was worth all of the effort in completing the book to turn it into the reward token.

I really also like the thought about it, that the Fractals are like some kind of huge *amnesia" of broken memories from the past, that we, the players have to collect to remember us on what happened in the past to reconstruct step by step more of our memories to unlock this way in the tomes of memories more new mission content from the lore.

Before this CDI gets closed, I’d really love to hear from you (or the reward team xD), what they think about that idea, because i think its alos a great way to make some profit also, if its content you get only through the gemstore to receive that way some optional new content that can reward you with lots of other new optional optical rewards, like new weapon skins, armor skins, lore based minipets from the past and so on …

PS:

Just as a reminder
http://wiki.guildwars.com/images/0/0c/Storybook.jpg
http://wiki.guildwars.com/images/5/51/Gwen%27s_Story.png

PPS:

Not to mention that these books would be surely something awesome for the Art Teams also, because the books already have very nice art in GW1

http://wiki.guildwars.com/images/c/c3/End_of_the_World_page.jpg

Hi Orpheal,

Sorry for not getting back to you sooner.

I think we would not want to add another layer of complexity to fractals in terms of another branch but I would want to see us adding more lore to the fractals (ensuring this component is included as a wrapper with game play implications) should we create more.

Regarding the option to play with < or > 5 players, that is something I have asked Izzy to comment on so hang tight.

Chris

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Chris Whiteside

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Chris,
What would you think about introducing special types of pets for Rangers within fractals, mostly as tamable rewards after the boss fight.

Examples:
Jade Maw – Once Jade Maw is defeated, a tamable Jade Crab spawns by the chest.

Molten Boss- Once the molten duo is defeated, a tamable Molten Hound spawns by the chest

Captain Mai Trin- Once she is defeated, a tamable Watchwork Moa spawns by the chest

Special ones:
Aquatic Ruins- If you get the Dolphin path, after killing the giant jelly fish, a tamable dolphin spawns by the chest.

Would give Rangers more pets that we have been asking for
Encourage more rangers to play fractals

I would worry that those Rangers that don’t do Fractals would feel left out. However i think this is a really interesting global reward idea so I will pass it on to the rewards team.

Thanks Wolfey,

Chris

I’m not sure if it’s 100% accurate but right now the wiki says Juvenile Wolves can only be found in the Eternal Battleground (which seems kind of odd, but assuming this is actually the case) that means there is already a precedent for location exclusive pets, else the same argument could be made that “Rangers that don’t do WvW would feel let out.”

If that is the case then we will remedy it. I will check. Thanks for the pointer.

Chris

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Chris Whiteside

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Chris,
What would you think about introducing special types of pets for Rangers within fractals, mostly as tamable rewards after the boss fight.

Examples:
Jade Maw – Once Jade Maw is defeated, a tamable Jade Crab spawns by the chest.

Molten Boss- Once the molten duo is defeated, a tamable Molten Hound spawns by the chest

Captain Mai Trin- Once she is defeated, a tamable Watchwork Moa spawns by the chest

Special ones:
Aquatic Ruins- If you get the Dolphin path, after killing the giant jelly fish, a tamable dolphin spawns by the chest.

Would give Rangers more pets that we have been asking for
Encourage more rangers to play fractals

I would worry that those Rangers that don’t do Fractals would feel left out. However i think this is a really interesting global reward idea so I will pass it on to the rewards team.

Thanks Wolfey,

Chris

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Chris Whiteside

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Wow, look at those Amazing replies <3

Thank you for all the effort, Mr. Whiteside!

No worries I generally reply like this when I am at home. When I am working or more recently in recovery I am unable to reply like this.

Thanks to you all for being patient with me and adding all the value you have in this CDI.

Chris

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Chris Whiteside

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How the hell can dredges dig in the metal platforms and pop out of nowhere? Are 1000 dredges hidden under the platform and they can turn into ghost, cross the metal plate and pop up? this is just stupid.

Not stupid, just not realistic which is fine in a “fantasy” game, but be immune to blind and still can’t see players under stealth is the same.

ps Don’t ever implement anti-stealth mechanics to dredge Chris or i will get murdered by the community. =]

Haha.

Chris

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Chris Whiteside

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This is the point…….but aren t you giving too much credit to small minorities non representing “the fractal community” just because their ideas are more in line with yours?

(see lore)

IF once again you will come up with a fractured 2.0 (that reduced fractal playerbase), you could understand what went wrong…..

‘This is the point…….but aren t you giving too much credit to small minorities non representing “the fractal community” just because their ideas are more in line with yours?’

No i am not. And those that like GW story, variety of gameplay and challenge therein are not in the minority.

Chris

Hey mr. whiteside I had a question/suggestion regarding fractal rewards. Is there any possibility that the devs could implement features in fractals that acknowledge solo, 3 man fractals. I saw earlier suggestions for it relating to people not being able to find groups. But what I wanted to ask if would Anet be willing to implement modes for solo or 3 man fractals where the fractals have the same difficulty as perhaps a 5 man, but give better rewards? Recently I have been running 3 man groups with my guildies in fractals 39-49. Its extremely difficult at higher levels, especially on dredge or shaman. We do it because we haven’t really felt any challenge from 5 manning high level fractals, and 3 manning it, even soloing if thats possible, is very very fun and challenging. It has sent us to put much more effort into our builds, even changing our skills/traits/utilities multiple times during a specific fractal depending on what boss or mob pull we are on. Is there any possibility that we could receive better rewards for 3 manning, 2 manning, or even soloing it(also those who do it with 4 people)?

Hi SkylightMoon,

I have asked Izzy to discuss this idea with you.

Chris

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Chris Whiteside

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To bad Anet you put into the game the +1 agony Res items.

I would have loved to see all Items that give agony taken away and just have AR as a reward for your account for more fractals you do and fractal achievements you’ve done. Or making it like the Magic Find, where you have levels and must do Fractals to up the AR%.

ALOT less clunky and much easier to deal with, manage and to understand.

Is there anyway you would go to a Magic Find type of system for AR instead of what we have now?

Hi Faux,

I have asked Izzy to discuss this with you.

Chris

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Chris Whiteside

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Chris, why has your post been edited so instead of you not engaging at the current time was changed to not engaging at all, ever. Are you stating it’s over?

I am.

Chris

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Chris Whiteside

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Wonder why MOST people avoided most instabilities?
Because they are NOT FUN.

Is it really that simple? For example, I found the Mist stalker (Mossman) instability really fun. More funny than fun in the sense of challenging. But nevertheless, I had a great time with my team. Nevertheless, I did not play it again. Perhaps I will someday, but it is rather unlikely. Because why should I do a level 31?
Of the people I play with, rather few are level 50 (me neither). So we prefer to choose a level such that people level up. That is why we often run 49 or 39 (depending on agony resistance). 39, by the way, is also a very funny level (enemies explode on death).

Now, I can’t tell what most people did. But what metric would tell you that I like Mist stalker? I would really prefer it to the 49 one (which you barely even notice… in fact, although 49 should be by now the one I’ve run the most, I just had to look it up what it does). I like some instabilities and dislike others. But most times they are not the reason I choose one level over the other.


For me as a player that enjoys the randomness of Fractals and is in no hurry to finish them, class balance looks fine. As long as people don’t push enemies randomly and are focused on the game, everyone is welcome in our group.
We once had a Necromancer who run some condition damage. We were quite surprised how much damage he did when combined with 25 stacks of might. I think all classes can bring something to Fractals. Guardian is not the only class with reflects and especially not the only class with defense against projectiles.


I’m a strong believer that our different perspectives, if used constructively, can build something better than each of us individually could build.

More minds means better ideas, but the CDI will require us to put down our swords and axes for a few moments and try to find common ground. Not normally the way we react to different opinions on online forums…

Agreed, but how to continue from there on?

Should we build more example encounters like the timmyf-dutchiez-boss (here ff.)?
And, just to note, some of the lore players have still to finish this job.

Should we build more examples of alternative paths like Tub for Snowblind (here)?

What I get from these examples, is that players want more choice. That leads me to a question: how many of you save the Inquest in Crucible of Eternity explorable? Do you like how it is done there? The morally decision aside, you can there choose to get a bomb that drains a good amount of the health of the next boss at the “cost” of an additional encounter. Would you like this in Fractals?

Randomness, on the other hand, seems to be a bit more debatable, as it does not align with speed-running very well. How important is this consideration? Some people here (including me) have spoken for more randomness, other for less.
Can we here find something that both sides are okay with?

I guess a Boss that behaves randomly (upon reaching 50% of his live, Boss will either transform into a kitten or into a puppy… each providing a different sort of challenge!) is also not what speed-runners would appreciate. Or is that okay?

Or what about the availability of alternative paths (see Tub above)? You know, there could be a speed-runners codex that disallows the usage of such paths. People that enjoy to take an opportunity that is given to them, on the other hand, can find the variety that they want. What about something along these lines?

It is great to see a different opinion in this discussion.

It just goes to show that you shouldn’t make assumptions that the way you play is the majority. That would be my first rule for engaging in any CDI regardless of topic.

Chris

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Chris Whiteside

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Chris,

Any word on my Fractal Weapon Box question from yesterday? No hurry, just thought I’d ask since you are around at the moment.

Not yet. I will let you know as soon as I have discussed it with the team.

Thanks for the reminder.

Chris

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Chris Whiteside

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Is the reward team also looking into Fractals-armor? I would love to save up for a Fractals specific armor, like we used to do in FoW and UW back in GW1.

I shall pass this on to the reward team. Note the reward team doesn’t always have the chance to read this thread, many other teams do though hence me passing on suggestions etc.

Chris

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Chris Whiteside

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Of course you don’t like tht the hardest challenging content in fractals (lvl 80) could have been solo/duo’d most of the time, but was it really the reason to remove it? When do we finally see challenging content in fractals?..and i don t mean unavoidable agony which ticks for all your health whn entering combat if you don t have over 100 agony resistance.
I would rly appreciate some challenging content. Also make the mistlock instabilities random on each new fractal you can get, makes your experience at least a bit more exciting.

Hi,

I understand what you are saying in regard to instabilities but I really don’t understand the rest of the post. Could you take a little more time explaining what you mean please?

Chris

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Chris Whiteside

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Hi,

Great idea this CDI!

How about introducing past Living World content as “educational” fractals with less/little rewards but experiencing the whole Living World in one piece, kind of like a series’ DVD?
Or even scrap the idea of little rewards and make those “educational” fractals as hard as the others.

I know you are going to give us a summary of past events pretty soon but I’d still prefer playing through them.
And I think that fractals could be both, very hard and challenging for the people who really want that hard content and then something more story and dialogue driven for the explorer type of player.
Maybe include a guide-o-tron, or Taimi or both?

Seems like a way for adding more content while using already existing one.

Michael

This would be cool but I wouldn’t house it in Fractals.

You can also find a lot more CDI topics and info here Michael if you are interested:

https://forum-en.guildwars2.com/forum/game/gw2/Collaborative-Development-Master-Sticky/first#post3662022

Chris

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Chris Whiteside

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Adding dragonite into fractals would be nice. Atm dungeon runners are forced to do wvw or open world to get their dragonite. And they have no shortage of emp fragments and bloodstone dust.

God yes! Please add dragonite as a reward to fractals or dungeons in general, so the dungeon runners who don’t enjoy zerging content but do enjoy having BiS gear can stop grinding temples!

I will discuss this with the rewards team and find out their opinion.

Chris

Hi,

I thought I had updated on this but it looks like i didn’t. The rewards team likes this idea too.

Chris

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It would be cool if Fractal rewards, like the relics, could be combined with tokens from other dungeons in order to get cooler prettier gear. Then people could farm combos of old dungeons and lower fractal levels (assuming they have no AR) in order to get special skins. It could improve the reward, get people into old dungeons, and provide a new (updated) path to acquire skins.
For example, instead of just 180 tokens from CoF for gloves, you instead need 180 CoF tokens, 180 SE tokens, 500 Fractal Relics and 20 Ectos. Now people are doing multiple dungeons and fractals to get gear, and doing multiple steps to get a piece of armor that is more unique and challenging to acquire. I think that would boost FoTM for casual players and get them interested in it as well because gear is attainable for casual players through relics.

Yeah a global ‘Dungeon’ reward system is an interesting idea. I will pass this on to the rewards team for their thoughts.

Chris

FYI the rewards team really like this idea.

Chris

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Chris Whiteside

Studio Design Director

This is the point…….but aren t you giving too much credit to small minorities non representing “the fractal community” just because their ideas are more in line with yours?

(see lore)

IF once again you will come up with a fractured 2.0 (that reduced fractal playerbase), you could understand what went wrong…..

‘This is the point…….but aren t you giving too much credit to small minorities non representing “the fractal community” just because their ideas are more in line with yours?’

No i am not. And those that like GW story, variety of gameplay and challenge therein are not in the minority.

Chris

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Chris Whiteside

Studio Design Director

For goodness sake, stop with these puzzle suggestions, if you want to scare off what’s left of your dedicated fractal community, just throw in a bunch of obnoxious puzzles like all of the terrible suggestions in this thread and watch how nobody can be kitten d to do FOTM anymore because it will end up as Aetherpath 2.0 where it’s not worth the tedium.

For goodness sake be more constructive?
Also, the entire fractal community is doing a puzzle fractal as it’s first fractal constantly so I really don’t see the problem.
Yes, Swamp is a puzzle fractal, hate to break it to you.

Thats not the reason they do it though. Noone enjoys do the wisp puzzle. None of the pure invironmental puzzles are fun after doing them once. Puzzles arent replayable or repeatable. And even if you somehow make them randomly generated they will still eventually become boring because theres only so many iterations that can be generated. Fractals is a place where people go for difficult combat in pve. If you want environmental puzzles you should be doing jumping puzzles and guild puzzles not fractals.

I enjoy the heck out of the wisps puzzle, and not just because it is fast when you do it right. That fractal almost always gets my group laughing at ourselves. We then move on to shred whichever boss we are given.

The uncategorized fractal with it’s lightning staircase and harpies is also a blast – and a challenging set of fights.

Personally I would find 4 all-combat fractals in a row to be tiresome and boring. I suspect that the people on this thread, the ones suggesting all the puzzle fractals, would agree with me.

Sure, simple and shallow puzzles work wonders if you find lightning staircase challenging / interesting.

Luckily not everyone thinks like you or this game would be really really boring.

I agree with Shogei personally. There is nothing wrong with variety. We just have to make sure we get the balance right. Not sure about your final comment Wethospu simply because you don’t have access to metrics to show you just how many people do or don’t like this kind of content and in design assumption is very dangerous.

Chris

Variety is good. Shallow encounters, not so much. Variety and deep encounters are not exclusive so I can’t understand why people keep pushing only one of them.

Yes, without metrics I can only speak for myself. Hopefully I don’t need any metrics for that.

If your metrics show that people prefer shallow encounters then I suggest focusing more on the living story instead of fractals.

And herein lies the issue Wethospu:

‘Variety and deep encounters are not exclusive so I can’t understand why people keep pushing only one of them.’

You are correct, variety and deep encounters are not exclusive. People aren’t pushing just one of them. They discuss areas of one and another in order to formulate opinion and ideation. This does not mean they are creating silos, they are just exploring how to make each individual area better in order to lift the overall combined experience.

You are, therefore, assuming something that just isn’t the case.

No one is attacking challenge in this conversation but some are being overly defensive and attacking perfectly reasonable brainstorming and discussion for fear of something that boils down to lack of understanding about what the CDI is.

Chris

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Chris Whiteside

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I believe that alternate paths are probably necessary in content that poses a challenge to the way we build our characters. Otherwise group requirements could become really strict. Which doesn’t work out in fractals at all, since we are posed challenges through a random selection. (It would lead to kicking people in order to get a specific profession)

We need to have alternatives to make it through, like:

  • Access to environmental weapons that can offer us the skills we need.
  • Support NPC’s we can choose that can fill the gap in our team.
  • The option to pick our path. (Ignoring what we can’t do, perhaps picking a more lenghty but less tactical fight instead.)

Yeah i think alternate paths is a good idea especially with an associated risk and reward paradigm.

The AP idea can also refer to doing a boss differently like Shaman in Grawl.

Chris

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Chris Whiteside

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well then i ll put an idea here…

I think devs should question why people skip or avoid particular content and prefer other sort of content in fractal…

Since today the only development guideline for fractal was “force them to do everything even if bugged or totally unbalanced”

Maybe its time to question if the issue behind it isnt a lack of quality.

Instability for example:

Did you ever thougt how Outflanked would work in a game designed to work with lag?
what about Mist Stalker when you are stun from cliffside seal and you can t do anything?

Wonder why MOST people avoided most instabilities?
Because they are NOT FUN.
Didn t data proves how most people hate them?
They add a new layer of unbalance….

Get your metrics see what people like, compare them and see the common points…
From there you can design better fractals and fix the old ones.

For example…the ascalonian fractal change was really awful, now you mostky have to wipe because npc’s AI is terrible.

And for once solve the issue of guardians having really too much impact in any fractal Group….

You can see they are almost mandatory from 30+

Or maybe, just maybe it could be different people like different things?

This said your point in regard to metrics is valid and we do indeed use it carefully to try to determine design flaws through game-state vs. player-state data.

Chris

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Chris, I really hope you don’t miss my post here but I’ll understand if you do… based on how many of them you have to sift through.

My biggest desire for FotM requires me to highlight one of the bosses on this game and use it to compare with other fights found in GW2.

Giganticus Lupicus

This is by far one of the most engaging boss encounters in the entire game and something worthy of being bragged about. Whoever came up with the idea for Lupi was a genius. Even the lore behind him is intriguing…

This game needs boss encounters like this.

While I’m aware of the fact that very experienced players can take him down in under half a minute (a bunch of eles can take him down in 7 seconds, lol), it’s a boss that doesn’t require you to rely on other players unless you are very experienced yet at the same time can give a full team a great deal of difficulty.

Seriously, this is just the perfect boss encounter. Is there any chance of us getting boss fights similar to this in fractals? Molten Duo is nice, but the fight mechanics aren’t nearly as unique. While I do like that there is a “second phase” after the first of them is killed, compare it to Lupicus’s three phases each with unique attacks and behaviors.

Simply put, Lupicus is a legend in the PvE world of GW2 and I want to see more fights like this. I’m sure many others will agree that it’d be thrilling to have more encounters of this nature. Afterall… fractals is meant to be the “elite” content of the game, yeah?

PS:
Any chances we could have a fractal related to the fall of Orr or anything of that nature? I apologize for being so biased towards this aspect of the game’s lore… it’s my favorite.

I didn’t miss the post Miku (-:

And no piece of GW lore is of the table for consideration in regard to fractal creation.

Chris

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Chris Whiteside

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This is a great post, and I think summarizes the concerns of high-difficulty players quite well. The example you guys came up with is also wonderful. A++ discussion!

I do very much appreciate this as the highest Fractal scale I’ve ever attempted/completed is 25. So thanks!

I’m a strong believer that our different perspectives, if used constructively, can build something better than each of us individually could build.

More minds means better ideas, but the CDI will require us to put down our swords and axes for a few moments and try to find common ground. Not normally the way we react to different opinions on online forums…

I’m especially interested in our next CDI on GUILDS! <prods Chris> You heard me? GUILDS! <prod prod> ;-)

So Timmyf this is very interesting. I have been thinking for about a week now that Guilds would be a topic I would really like us to discuss next but I can’t remember (not 100% with it currently) if i stated that in this thread? (-:

Regardless we have to discuss with the CDI community if they want to continue with Devs choosing topics or not but it is interesting if I didn’t mention that I was thinking about guilds for others to be in the same mindset.

X-Files…..

Chris

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For goodness sake, stop with these puzzle suggestions, if you want to scare off what’s left of your dedicated fractal community, just throw in a bunch of obnoxious puzzles like all of the terrible suggestions in this thread and watch how nobody can be kitten d to do FOTM anymore because it will end up as Aetherpath 2.0 where it’s not worth the tedium.

For goodness sake be more constructive?
Also, the entire fractal community is doing a puzzle fractal as it’s first fractal constantly so I really don’t see the problem.
Yes, Swamp is a puzzle fractal, hate to break it to you.

Thats not the reason they do it though. Noone enjoys do the wisp puzzle. None of the pure invironmental puzzles are fun after doing them once. Puzzles arent replayable or repeatable. And even if you somehow make them randomly generated they will still eventually become boring because theres only so many iterations that can be generated. Fractals is a place where people go for difficult combat in pve. If you want environmental puzzles you should be doing jumping puzzles and guild puzzles not fractals.

I enjoy the heck out of the wisps puzzle, and not just because it is fast when you do it right. That fractal almost always gets my group laughing at ourselves. We then move on to shred whichever boss we are given.

The uncategorized fractal with it’s lightning staircase and harpies is also a blast – and a challenging set of fights.

Personally I would find 4 all-combat fractals in a row to be tiresome and boring. I suspect that the people on this thread, the ones suggesting all the puzzle fractals, would agree with me.

Sure, simple and shallow puzzles work wonders if you find lightning staircase challenging / interesting.

Luckily not everyone thinks like you or this game would be really really boring.

I agree with Shogei personally. There is nothing wrong with variety. We just have to make sure we get the balance right. Not sure about your final comment Wethospu simply because you don’t have access to metrics to show you just how many people do or don’t like this kind of content and in design assumption is very dangerous.

Chris

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Chris Whiteside

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I must say that I am impressed with the way conversation has gone today. I am also saddened because right when I feel we are working so well together and being constructive, and having conversations (not just proposals), this thread will end soon. Very sad.

Thanks to everyone promoting good conversation.

And yes. We need siege in the Ascalon fractal because reasons.

Personally i feel that the conversation/ideation/discussion in this CDI has always been pretty good (We have certainly got a lot from it) but it has been clear tat there has been a pretty big divide in so called player types up until yesterday.So with that in mind in mind I am going to extend the CDI until Monday!

However if the conversation loses its value between now and then (Which sometimes happens at the end of a CDI topic cycle) we will close it.

Chris

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Chris Whiteside

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Please remember everyone, that fractals is supposed to be the place where the top of the PvE community can come to test their skill. Lore/puzzle mechanics can work in the background, but they need to make way for skill-based encounters.

I’m curious for some dev feedback on this. Here’s what I see on the release pages…

Lost Shores – Original Release

“New Dungeon! Enter the Fractals of the Mists
Introducing a dungeon experience like no other—Fractals of the Mists! You’ll be pitted against a series of unique “fractal” mini-dungeons that get harder and harder as you progress, giving you unlimited levels of challenge! With great risk comes great reward, including new weapon sets, a back-slot item, new Ascended loot, and much more!”

Fractured Update

“Delve Into the Fractals of the Mists
Explore great moments from Tyria’s past and test your battle skills in this never-ending chain of dungeons that become more and more challenging the farther you go! Begin your battle through time and space in this infinitely challenging series of dungeons!”

Mistlock Blog – https://www.guildwars2.com/en/news/upcoming-changes-for-the-fractals-of-the-mists/

“For those not familiar with the current structure of the Fractals of the Mists, they’re like mini-dungeons which string together and present more of a challenge as you progress. On average, a single fractal should take 20-30 minutes to complete, depending on your group and difficulty scale.”

I don’t have a ton of time to dig up more quotes, but I get the feeling the point of Fractals is that they get harder as you progress, not that they are for elite players only. There are – and should be – lots of reasons to play Fractals. There’s nothing wrong with creating content that might appeal to a wider player-base, though I agree that it needs to be done carefully. (For example, there’s no reason to force people to watch cutscenes.) Perhaps some of the alternative paths disappear in higher levels?

If you want Fractals to get more development attention, maybe a good start would be making them accessible to more players? If content is designed for 1% or less of the player-base, doesn’t that mean it will be mostly ignored by the devs?

Just a few thoughts.

EDIT: Ha, Chris responded while I was typing all this out. Thanks for preempting me, Chris…

Correct:

‘I don’t have a ton of time to dig up more quotes, but I get the feeling the point of Fractals is that they get harder as you progress, not that they are for elite players only. There are – and should be – lots of reasons to play Fractals. There’s nothing wrong with creating content that might appeal to a wider player-base, though I agree that it needs to be done carefully. (For example, there’s no reason to force people to watch cutscenes.) Perhaps some of the alternative paths disappear in higher levels?’

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

I have to say, I think what most high-level fractal regulars came here to do is complain about rewards, gear-gating and dredge and suggest higher difficulties, new interesting encounteres and revisions to old ones. But what it has come to is a lot of people, who I imagine don’t do the highest levels very often, suggesting things that don’t have a place in fractals at all or are directly against the wishes of the regulars and will only make things more tedious and uninteresting.

Please remember everyone, that fractals is supposed to be the place where the top of the PvE community can come to test their skill. Lore/puzzle mechanics can work in the background, but they need to make way for skill-based encounters.

Here is the design pillar for Fractals:

‘To provide a highly repeatable 5 man strategic instance experience that scales in difficultly as you progress in fractal levels whilst providing the opportunity to tell old and new stories from within the Guild Wars Universe.’

Fractals are designed to be accessible to all and to offer a wide variety of different emotions and experiences regardless of ‘Skill’ level.

No one category of gamer owns the Fractals.

The CDI is a ‘Community’ Design tool that allows like minded individuals to brain storm and discuss areas of the game they are passionate about.

If you want to make a valuable contribution you would do well to understand both of the above concepts.

Meanwhile please understand that none of the ideas put forward infringe on ‘your’ space.

Chris

(edited by Moderator)

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Has anyone said “remove dredge fractal” yet?

Many have given constructive criticism around how to improve the fractal.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Guys,

Did the Fractal weapon boxes ever get added? If not, I think those should get added before any CDI stuff is implemented. If they did get added, then cool deal

We re looking at rewards now. Thanks for the reminder. I will check on this aspect of them again when I return to work on Thursday.

Which by the way will be when i summarize and close the thread )-: But then we will do a process evolution topic and then move onto our next CDI (-:

Chris

Thanks for the heads up Chris. I hope you are feeling better. Would you kindly let us know too if they are not in? Friends and I have been pushing into the 40’s (level wise in the Fractals in hopes of getting a box). Would be a shame to keep pushing for something that we don’t have a chance of getting because it isn’t in the game. Anyways, thanks!

I will get an update for sure.

Chris

CDI- Fractal Evolution

in Guild Wars 2 Discussion

Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

I’m fine with that, then. I have always enjoyed uncategorized, and Maw. I just thought you meant SAB platforming.

I enjoy all three varieties of platforming, but I think simple and forgiving platforming is more suitable in Fractals. When I play something like the Snowblind Fractal, it bores me because there’s not that many height differences. Apart from the initial descend, there is not a single moment when you have to jump on to something. Same for Urban Battleground, not a single jump. Not even an easy one.

Thaumanova at least goes up and down a bit. And Cliffside is almost entirely vertical, which is also great.

Well, there’s no real reason for every fractal to feature the same platforming jump mechanic, that would get pretty stale for most people fairly quick. I honestly like Urban the way it is, apart from desperately wanting to build my own siege to take over Ascalon. I mean, I summon my golem suit just to pretend I’m doing it. Urban is my second favorite fractal, because it’s so vivid, and we know where it comes from so well.

I like Urban to. It is probably my favorite because it has great lore executed very well, and a sandbox style approach to path and combat.

I to would love to be able to have siege in this fractal (-:

Chris

We deserve arrow carts. And we deserve them now.

Trebs FTW!

Chris