Guild of the Month November - FORD
Congratulations to FORD for winning GoTM for November. View the topic here
Nominations for December are open now. They'll be longer than usual on account of me needing to do crap. View the nomination thread here
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Changes coming to WvW
John Corpening discusses what they've learn with the adopt-a-dev project they had during the WvW tournament.
The adopted devs got together again earlier this week for a lunch meeting to bring feedback from their guilds and discuss their observations. The team has already begun addressing some of the feedback the devs brought back as well as some of the issues that you have brought up on our forums.
Coming with the build next week, build sites for rams will be trimmed down in size. This is to reduce the visual clutter with build sites, since rams are often built very close to each other, and make it easier to tell a ram apart from other siege when you are building it. There are also changes coming later to label the build interacts with what you are building. So you should see “Build Ram”, “Build Catapult” etc. instead of just “Build”. These were suggestions taken from the discussion on siege trolls.
We are going to make a balance pass on Siege Disablers. This was one of the most common pieces of feedback both from our adopted devs and from the forums. We really believe that Siege Disablers were a great addition to the game. They gave defenders a better chance of holding off attackers, they created new strategies and they created some fun fights outside of objectives by buying some time. But we agree that they need to be adjusted. We will be looking at things like radius, cooldowns and duration of the effect.
There were a handful of other tweaks brought up in our discussions that we are planning. These include reducing the number of people who can rally off of a kill. Removing white swords from objectives to give defenders a stronger role in alerting their team as well as giving attackers more of a chance to get through having their siege disabled. We are also going to test out awarding points per kill. PPK was part of the scoring discussion and something we wanted to try. We will be looking for your feedback on that change after it goes live.
Some bigger issues are factoring into longer term work. For example, we have been discussing what we have learned from our conversations on the forums as well as the feedback our adopted devs brought back from their guilds on the topics of population imbalance and scoring. These are bigger changes and are factoring into longer term solutions that the team is working on.
The team has a lot to chew on but some areas that I’d like to discuss more with the community in the near future are rewards and supporting some vital roles like scouting and defending. I’ll kick off some discussions on these areas in the next couple of weeks.
I was happy to hear from the devs that they would all love to do this again and felt it was a very fun and valuable way to spend their free time. Many of them have made some great new friends and they all felt like this was a great way to really connect with the community by playing side by side with new faces and getting new perspectives on Guild Wars 2.
Thanks again to everyone who signed up for or hosted a dev! We had a great time!
I'm glad they're starting to listen to the community, and I'm actually happy to see some changes coming as early as October 21st
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RNG Discussion with John Smith
Tired of being shafted by RNGeesus? You have an alternative to RNG? Here's your time to share it with the community.
John Smith, Anet's economist, wants to know your idea on RNG and the way to distribute loot.
This is a spinoff of the economy thread to talk about RNG tactics in games in a general form.
Here’s the premise. RNG is evenly distributed on aggregate. On an individual level this means that while almost everyone falls into a reasonable range in the middle, there are outliers on each side of the distribution that are either highly rewarded or not rewarded at all. These individuals become sample cases and spotlights for experiences that maybe shouldn’t exist.
We do need to be very careful about ideas that flatten the experience entirely as that quickly becomes not fun at all.
There are two concepts that have been discussed in the other thread that I’ll briefly summarize.
1. Use a specifically non-random NG. The NRNG functions similarly to a RNG, but has characteristics that either squish the distribution so that outliers exist much less or specifically manipulate a player’s experience for loot in a more complicated way that makes it feel rewarding.
2. Implement measures that counteract low-end outlier behavior inside of game design. This would be a system that is something like: If player hasn’t received a rare drop in X time send them Y tickets for random drops.
2.5: “Add secondary reward mechanisms (ie. token based system) alongside the primary RNG system; allow progress to be made even when you don’t get the result you want.”
Obviously these are hyper-simplified descriptions, but I don’t want this to get too long.
Head over to the full thread, to discuss.
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Scoring Discussion (PPT and coverage)
John Corpening started a thread on the official forums to discuss the way Scoring works in WvW.
I’d like to kick of a discussion on scoring in WvW.
Here is a summary of what you guys have brought up in our previous discussions:
24 hour coverage
How do we make play time in off hours valuable without blowing out the score?
How do we give worlds a fighting chance throughout the duration of the match?
How do I feel continuously challenged when my world is ahead?
How does my world break the hold that other worlds have on me when I’m behind?
These are all very much related and solutions are not just in one area but I’d like to keep this discussion focused on scoring. Also, if there is another aspect to scoring that we should consider that I’m missing please feel free to bring it up as we kick off this discussion.
We’ve had some great discussions so far and I want to thank you for keeping it constructive and friendly. I’m looking forward to what you guys bring to this discussion too.
Have an idea to share?Head over to the thread
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Flying Carpets and New Tools in the Gemstore
Fly a magic carpet for 250 gems, which is a pretty reasonable price.
Or you can get these two new unlimited tools for 1000 gems eachTireless Harvesting Minion - 1000 gemsTireless Logging Minion - 1000 gems
More info over on Dulfy.net
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