What’s Next for Guild Wars 2 — Guild Wars 2 Forums

What’s Next for Guild Wars 2

(This is a message from Game Director Mike Zadorojny)

Hey, everyone,

Over the past few weeks, most of our team has been focused on getting the next couple of releases ready, which will culminate in our Living World Season 4 finale. Meanwhile, we’re also looking toward the future.

Our Philosophy

I’ve been speaking with members of the team for a few months, examining the way we create content to make sure we continue to do what’s best for the game. Lately we’ve been scrutinizing not only our plans for Season 5, but our core development philosophy. Ultimately, we believe that our core pillars for Guild Wars 2 have not changed:

  • Encourage players to interact positively
  • Support player autonomy
  • Focus on horizontal progression instead of vertical
  • Build upon previous designs
  • Strive for the fun

The Living World of Guild Wars 2 is a great way for us to accomplish all of that. It’s the best way to provide our player community with regular content updates—great features, new horizons to explore, and an engaging story that brings our world and characters to life—without charging a subscription fee.

New Guild Wars 2 Team Structure

So, what does this mean for Guild Wars 2?

We are taking the opportunity now to reorganize ourselves into four fully staffed content teams with additional teams dedicated to supporting the core game like Skills and Balance, Rewards, WvW, and sPvP.

Content teams will have more flexibility to decide what makes sense for a given release—for example, we could focus on expanding the boundaries and content of an existing map if that would provide a better experience than creating a new one. Ultimately, this will mean a relatively steady release of new content that will allow us to continue telling the story of Tyria in exciting new ways.

The Next Few Months

So, what’s next? We released Super Adventure Festival so players can return to Moto’s game world and experience the homage to the games of yesteryear.

After that, the Current Activities Team has a release that will build toward the Season 4 finale.

We’re in the process of wrapping up Episode 6 now, and we’re excited to not only announce a release date, but also to play the finale alongside all of you. It won’t fall within the two-to-three-month window that we tried to target throughout Season 4 because of the adjustments we had to make in February, but stay tuned—more info is coming soon.

We’re currently adding more polish to the final encounter in the next raid, which continues the story of Qadim and will get its own release after Episode 6. We’re utilizing one of the new team’s efforts to build some additional small-scale open world content so all of our players will have something to celebrate with the release of the raid.

The Future

The commander’s tale will continue in Living World Season 5. As the teams get going and plans become more cemented, we’ll be able to talk a bit more on that topic.

We also have our sights set on a few features that have already been in development for some time. Please understand that these are all works in progress, so details can change between here and the final version, and we don’t have a timeline for the release of any of these. These features will ship when they are ready.

  • The rune and sigil salvaging release last year was in anticipation of releasing legendary runes and sigils—the final components of legendary core equipment.
  • Over the past few months, astute players have been noticing a trend of updates and improvements to how our skill-slotting system works and have accurately speculated that the long-requested feature of build templates is in the works.
  • We’d like to increase the max cooking level from 400 to 500. This crafting profession needs a refresh to make lower-tier foods important to the ecosystem and help reinvigorate various resources throughout the game.
  • We’ve mentioned in the past how important world restructuring is to our WvW initiatives, and that hasn’t changed. While the Programming Team is focused on this initiative, the team is also focusing on smaller updates that can temporarily change the game mode, like the No Downed State Week we’ve done in the past. We’re also talking about different types of reward structures for events.
  • Swiss tournament support is the next major feature the sPvP team is working on. This feature will be utilized by our structured tournaments moving forward.

Further Down the Road

Beyond all of this, here is some of what’s on our radar for the future. None of these have been fully designed and are even more subject to change—or being shelved:

  • For WvW, we’ve talked about changing the matches so that scoring matters in 8-hour intervals. This allows us to address gameplay in off-peak hours in a way that doesn’t invalidate the work of the most active populations.
  • After the cooking 500 update, jewel crafting is the last profession needing to be extended.
  • The Competitive Team has been working on the idea of building a festival that highlights both sPvP and WvW. It’s a fun concept that would allow us to focus on those game types and try new things.

This sort of discussion of projects that we’ve kept under wraps until now is a departure from how we’ve been communicating for a while. It’s our hope that through posts like this we can help clarify for you what our priorities and goals are for the game. And while this isn’t everything we have planned for the game, it at least gives you better insight into its development. The team is passionate about not only supporting Guild Wars 2, but continuing to grow it alongside all of you.

Thanks for your time and see you in game!

z


Stéphane Lo Presti
Content Marketing Manager

Tagged:
<13

Comments

  • Inculpatus cedo.9234Inculpatus cedo.9234 Member ✭✭✭✭

    Thanks for the News Blog/forum post. It's great to see what's possibly coming in the future. :+1:

  • DragonFury.6243DragonFury.6243 Member ✭✭✭✭
    edited April 2, 2019

    @Stephane Lo Presti.7258 said:

    • The rune and sigil salvaging release last year was in anticipation of releasing legendary runes and sigils—the final components of legendary core equipment.

    is it a power increase or QOF feature ( like Armour and weapons stat swap )

    • Over the past few months, astute players have been noticing a trend of updates and improvements to how our skill-slotting system works and have accurately speculated that the long-requested feature of build templates is in the works.

    finally
    Thank you

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭

    @Stephane Lo Presti.7258 said:
    (This is a message from Game Director Mike Zadorojny)

    Hey, everyone,

    Over the past few weeks, most of our team has been focused on getting the next couple of releases ready, which will culminate in our Living World Season 4 finale. Meanwhile, we’re also looking toward the future.

    Our Philosophy

    I’ve been speaking with members of the team for a few months, examining the way we create content to make sure we continue to do what’s best for the game. Lately we’ve been scrutinizing not only our plans for Season 5, but our core development philosophy. Ultimately, we believe that our core pillars for Guild Wars 2 have not changed:

    • Encourage players to interact positively
    • Support player autonomy
    • Focus on horizontal progression instead of vertical
    • Build upon previous designs
    • Strive for the fun

    The Living World of Guild Wars 2 is a great way for us to accomplish all of that. It’s the best way to provide our player community with regular content updates—great features, new horizons to explore, and an engaging story that brings our world and characters to life—without charging a subscription fee.

    New Guild Wars 2 Team Structure

    So, what does this mean for Guild Wars 2?

    We are taking the opportunity now to reorganize ourselves into four fully staffed content teams with additional teams dedicated to supporting the core game like Skills and Balance, Rewards, WvW, and sPvP.

    Content teams will have more flexibility to decide what makes sense for a given release—for example, we could focus on expanding the boundaries and content of an existing map if that would provide a better experience than creating a new one. Ultimately, this will mean a relatively steady release of new content that will allow us to continue telling the story of Tyria in exciting new ways.

    The Next Few Months

    So, what’s next? We released Super Adventure Festival so players can return to Moto’s game world and experience the homage to the games of yesteryear.

    After that, the Current Activities Team has a release that will build toward the Season 4 finale.

    We’re in the process of wrapping up Episode 6 now, and we’re excited to not only announce a release date, but also to play the finale alongside all of you. It won’t fall within the two-to-three-month window that we tried to target throughout Season 4 because of the adjustments we had to make in February, but stay tuned—more info is coming soon.

    We’re currently adding more polish to the final encounter in the next raid, which continues the story of Qadim and will get its own release after Episode 6. We’re utilizing one of the new team’s efforts to build some additional small-scale open world content so all of our players will have something to celebrate with the release of the raid.

    The Future

    The commander’s tale will continue in Living World Season 5. As the teams get going and plans become more cemented, we’ll be able to talk a bit more on that topic.

    We also have our sights set on a few features that have already been in development for some time. Please understand that these are all works in progress, so details can change between here and the final version, and we don’t have a timeline for the release of any of these. These features will ship when they are ready.

    • The rune and sigil salvaging release last year was in anticipation of releasing legendary runes and sigils—the final components of legendary core equipment.
    • Over the past few months, astute players have been noticing a trend of updates and improvements to how our skill-slotting system works and have accurately speculated that the long-requested feature of build templates is in the works.
    • We’d like to increase the max cooking level from 400 to 500. This crafting profession needs a refresh to make lower-tier foods important to the ecosystem and help reinvigorate various resources throughout the game.
    • We’ve mentioned in the past how important world restructuring is to our WvW initiatives, and that hasn’t changed. While the Programming Team is focused on this initiative, the team is also focusing on smaller updates that can temporarily change the game mode, like the No Downed State Week we’ve done in the past. We’re also talking about different types of reward structures for events.
    • Swiss tournament support is the next major feature the sPvP team is working on. This feature will be utilized by our structured tournaments moving forward.

    Further Down the Road

    Beyond all of this, here is some of what’s on our radar for the future. None of these have been fully designed and are even more subject to change—or being shelved:

    • For WvW, we’ve talked about changing the matches so that scoring matters in 8-hour intervals. This allows us to address gameplay in off-peak hours in a way that doesn’t invalidate the work of the most active populations.
    • After the cooking 500 update, jewel crafting is the last profession needing to be extended.
    • The Competitive Team has been working on the idea of building a festival that highlights both sPvP and WvW. It’s a fun concept that would allow us to focus on those game types and try new things.

    This sort of discussion of projects that we’ve kept under wraps until now is a departure from how we’ve been communicating for a while. It’s our hope that through posts like this we can help clarify for you what our priorities and goals are for the game. And while this isn’t everything we have planned for the game, it at least gives you better insight into its development. The team is passionate about not only supporting Guild Wars 2, but continuing to grow it alongside all of you.

    Thanks for your time and see you in game!

    z

    Thank you for this info Stephane and Mike Z.

    I can't speak for everyone, but think that at least a simple majority is fine with not knowing for sure when, or if things get canceled, as long as we get semi-regular news about it.

    How many times we gotta tell you GRIND IS NOT CONTENT there ANet?

    Leader of Tyrian Adventure Corp [TACO], [RaW][TACO] Alliance, Kaineng.

  • Dami.5046Dami.5046 Member ✭✭✭✭

    Well the people who wanted less new maps got their own way. Good for you.
    No cantha. Maybe is i shout loud enough i'll get my way.

  • LucianDK.8615LucianDK.8615 Member ✭✭✭✭

    I am most intrigued to what jewelcrafting 500 will be able to make. Since a lot of zones sees activity mainly for aquiring ascended jewelry. Like ls3.

  • Curunen.8729Curunen.8729 Member ✭✭✭✭
    edited April 2, 2019

    :o Legendary Runes/Sigils :o

    Better start hoarding those crafting mats!

    On a separate note are we likely to get non-cosmetic legendary trinkets for wvw, like how lege armour is compared with raid armour (ie plain alternatives to aurora/coalescence/etc, for ability to stay swap only)?

    Same question regarding aqua breather - legendary version in any game mode?

    Would like to see full legendary gear possible before runes/sigils.

    IH hybrid | My ears, how are you! | Kourna Jackrabbit for default Springer

  • MithranArkanere.8957MithranArkanere.8957 Member ✭✭✭✭

    The rune and sigil salvaging release last year was in anticipation of releasing legendary runes and sigils—the final components of legendary core equipment.

    • I hope these are account unlocks we can apply to any gear from the Equipment panel and not:

      • Items cluttering the inventory and bank.
      • Items that are applied to a particular piece of legendary gear and stick to that one particular item, forcing you to craft them for every legendary.
      • Items that can only apply to legendary gear.
    • Once unlocked, there could be a cost to apply them to non-legendary gear (e.g, lucent motes or crystals, a general currency like spirit shards, etc), while of course staying free to apply legendary gear.
      Account unlocks are always better.

    Over the past few months, astute players have been noticing a trend of updates and improvements to how our skill-slotting system works and have accurately speculated that the long-requested feature of build templates is in the works.

    • I hope they are something to share builds that you can keep and share regardless of you having the parts required for it or not like in GW1, and have something different to keep different pre-sets of actual gear, something more like 'build loadouts'.

      • Templates and loadouts can exist together. Templates would just be free for all and allow you to go share builds in-game so people can check them out, store them in plain text files, and go to sites like metabatle or gw2skills to download them.
      • Loadouts would store actual gear and could be monetized by letting people buy extra loadout slots per character or per account, so they'd be basically like half an inventory bag of space. Loadouts would also work as a way to store multiple appearances, so they would be useful even for those who have legendary gear or stick to one build. Players could get 1 loadout for free (the current equipment panel), get a second one from PvE (complete personal story), PvP (buy with season currency) or WvW (buy skirmish currency), and then acquire more from the gemstore and maybe expansion deluxe bonuses.
    • I also hope these work with account unlocks, not just items, without having to carry countless different pieces of gear or having to get full sets of legendary gear for all your characters. I'd be great if there was a way to unlock upgrades and stats that can then be loaded on gear with templates, with a cost for non-legendary gear, free for legendary gear. Switching between loadouts would always bee free, but with upgrade and stats unlocks we'd be able to test new builds more comfortably after skill updates for a reasonable cost before settling for the ones we finally decide to keep in our loadouts to switch between them while actually playing.

    We’d like to increase the max cooking level from 400 to 500. This crafting profession needs a refresh to make lower-tier foods important to the ecosystem and help reinvigorate various resources throughout the game.

    • All crafting disciplines with lots of nested recipes like cooking and scribing would also greatly benefit from the ability to craft any recipe without having to craft all previous nested recipes, if you already have all the materials required for the sub-recipes. This could be shown in the list of recipes with square brackets [] after the parentheses. So if you have enough materials to craft 5 of something but you haven't crafted the sub-recipes, it would show like this: "Something (0)[5]".
    • Eventually it'd be nice if a fishing mastery and mini-game was also introduced, and to craft bait we'd have to salvage food to get 'food crumbs' required for the bait recipes. Fishing could be done with a new type of novelty: Tools. After unlocking your fishing rod, you'd select the fishing rod novelty in the Tool slot and go anywhere near water and use it to star fishing, Like with baloons, it'd also be possible to use the fishing tool while riding a mount, unlike when using gathering nodes. Other items that could go in the tool category are the gizmos that are are not toys and still have uses after completing their related content: Prototype Position Rewinder, the White Mantle Portal Deevice, the Brandstone Multitool, the Enchanted Lodestone, Levvi's Device, Rift stabilizers, etc.

    We’ve mentioned in the past how important world restructuring is to our WvW initiatives, and that hasn’t changed. While the Programming Team is focused on this initiative, the team is also focusing on smaller updates that can temporarily change the game mode, like the No Downed State Week we’ve done in the past. We’re also talking about different types of reward structures for events.

    • I would love to see more meta-events other than the middle one. Imagine if each supply line from a camp to a keep was a meta-event, and defending a whole supply line granted bonus rewards the more parts of the line are under your team's control.
  • SkyShroud.2865SkyShroud.2865 Member ✭✭✭✭

    I can only hope the words match the actions proven with results.

    Founder & Leader of Equinox Solstice [TIME], a Singapore-Based International PvX Guild
    Henge of Denravi Server
    www.gw2time.com

    --

    Explanations of WvW Structures & Populations Issues

  • zealex.9410zealex.9410 Member ✭✭✭✭
    edited April 2, 2019

    Can you get one of these every month/ month and a half with progress reports on hot topics?

    Pls pls pls...

    Support player autonomy

    Say it with me: Gw2 is an MMO

  • Fenom.9457Fenom.9457 Member ✭✭✭✭

    Great news! Disappointing to miss the 2-3 month mark yet again, but I think this time is the most justified of them all, as everyone at Anet needs time to adapt. Hopefully it’s not too far off the mark - the end of april, of the first week of may?

    HARRY! DIDYA PUT YER NAME IN DA GOBLET OF FIYAH?!

  • zealex.9410zealex.9410 Member ✭✭✭✭

    @BlueJin.4127 said:

    @Dami.5046 said:
    Well the people who wanted less new maps got their own way. Good for you.
    No cantha. Maybe is i shout loud enough i'll get my way.

    I can’t speak for others, but the reasons I want less maps isn’t because I don’t like having more maps.

    1) Too many maps result in players that are spread too thin across all maps.
    2) More resources spent on creating new maps takes away from resources that could be spent on other stuff, such as more armors, etc.

    Forcing a new map every episode is, IMO, not the most beneficial approach. As Anet said, it is best to look at each situation and decide whether a new map, or updating an existing map is better.

    Ideally if every season is 6 epusode (imo) we would get 2 to 3 maps which gets expanded on with aditional map sections and events.

    The absolute best scenario imo would be if future seasons in their content stype resembled se2 more. I feel like se2 had the ideal mix of episodes, maps and replayability.

  • Thank you for the roadmap! This was vital after what happened to the studio, imo.

  • Falan.1839Falan.1839 Member ✭✭✭

    Swiss and Alliances are in the making for how long now, 1,5 years, 2 years, 2,5 years? I don't even remember anymore.

    But nice that you are "striving for the fun."

    Falásya / Caissech

    "When you say it's gonna happen "now"
    When exactly do you mean?
    See I've already waited too long
    And all my hope is gone"
    The Smiths about Balance and PvP changes

  • zealex.9410zealex.9410 Member ✭✭✭✭

    @Fenom.9457 said:
    Great news! Disappointing to miss the 2-3 month mark yet again, but I think this time is the most justified of them all, as everyone at Anet needs time to adapt. Hopefully it’s not too far off the mark - the end of april, of the first week of may?

    I mean unless im wrong, we didnt need mike z to tell us about it. They already missed the mark.

  • @zealex.9410 said:

    @Fenom.9457 said:
    Great news! Disappointing to miss the 2-3 month mark yet again, but I think this time is the most justified of them all, as everyone at Anet needs time to adapt. Hopefully it’s not too far off the mark - the end of april, of the first week of may?

    I mean unless im wrong, we didnt need mike z to tell us about it. They already missed the mark.

    Not exactly. 4.5 launched on 8 January. 90 says would be 8 April, which hasn't occurred yet. Add 7 days minimum to account for the week of the layoffs, although it would be fair to add 14 days.

    120 days would be 8 May (not allowing for shifts due to layoffs).

    "Face the facts. Then act on them. It's ...the only doctrine I have to offer you, & it's harder than you'd think, because I swear humans seem hardwired to do anything but. Face the facts. Don't pray, don't wish, ...FACE THE FACTS. THEN act." — Quellcrist Falconer

  • Endless Soul.5178Endless Soul.5178 Member ✭✭✭✭
    edited April 2, 2019

    Thanks for the update! You've kept me entertained since June 2005, and I'm looking forward to a few more years of entertainment from this game.

    Asura characters: Zerina | Myndee | Bekka | Akee | Feyyt | Nuumy | Tylee | Rissa | Jaxxi | Sixx | Claara | Conii | Jymm | Synn

    Your skin will wrinkle and your youth will fade but your soul is endless

  • Adzekul.3104Adzekul.3104 Member ✭✭✭

    Thumbs up on the (new) approach to communication. I like the sounds of practically everything and am still left wondering if it is a late April Fool's post (build templates?! Wait, there is more ... legendary runes and sigils? Holy kitten!).

  • Dami.5046Dami.5046 Member ✭✭✭✭

    @Kylden Ar.3724 said:

    @Dami.5046 said:

    @BlueJin.4127 said:

    @Dami.5046 said:
    Well the people who wanted less new maps got their own way. Good for you.
    No cantha. Maybe is i shout loud enough i'll get my way.

    I can’t speak for others, but the reasons I want less maps isn’t because I don’t like having more maps.

    1) Too many maps result in players that are spread too thin across all maps.
    2) More resources spent on creating new maps takes away from resources that could be spent on other stuff, such as more armors, etc.

    A new map every episode is, IMO, not the most beneficial approach.

    How boring.

    Just what I think about Cantha.

    Been there, done that. Sick of nostalgia patches/xpacs.

    Show me something new!

    Oh well since this is about having no new maps, and we aren't getting cantha anyway, we are both out of luck.
    never mind.

  • Tyncale.1629Tyncale.1629 Member ✭✭✭
    edited April 2, 2019

    I was hoping for some hinting at a possible expansion, but I guess they do not want to start any hype about that just yet, with another full LW season coming. So I am just going to assume that there is going to be one eventually, but that they will not talk about it before we are good and well into Season 5. :)

    As to the "maybe expand an existing map rather then a new map", I am all for that when it comes to new LW episodes. However an expansion really should add new lands, and some great new feature off course, like we had in the previous ones.

    I am exited about the Buildtemplates being worked on, Cooking/Food definately can use an upgrade and I am curious about the Legendary Runes and Sigils. Thanks for the update!

  • AlexxxDelta.1806AlexxxDelta.1806 Member ✭✭✭

    Transparency is always appreciated, especially after February. The new direction concerning map releases is an interesting choice. I don't know what "extending" means in that context but if we were to see fresh large-scale events breathing new life in existing maps, it would be a welcome change to me.

    I really hope legendary runes and sigils function the same as weapons, that being QoL prefix changes. Having them add power, compared to exotic counterparts, would go against the current philosophy regarding gear progression after all.

  • Turin.6921Turin.6921 Member ✭✭✭
    edited April 2, 2019

    I do have one pressing question. There is no mention of a team that has to do with instanced content (dungeons, fractals, raids etc) besides what we already knew it was being developed since last year. Does this mean that you are abandoning instance group content completely or is the work for these be integrated into the content teams?

  • Tyncale.1629Tyncale.1629 Member ✭✭✭
    edited April 2, 2019

    @AlexxxDelta.1806 said:

    I really hope legendary runes and sigils function the same as weapons, that being QoL prefix changes. Having them add power, compared to exotic counterparts, would go against the current philosophy regarding gear progression after all.

    It is true that it is against their philosophy but you could argue that adding Ascended Gear was too: and that adding Legendary Runes that have a slight bump up in power, but cost a great deal more then exotic ones, is just something that was overdue. I think a Legendary Sigil with a drop down list of Effects that you can choose from would be nice too, but since you can freely swap out any sigil already with a Legendary, it is not really much of an upgrade; just some more convenience for not having extra Sigils take up bank/inventory space.

    This is assuming that Legendary Sigils can only be slotted into Legendary Weapons.

  • Thank you for keeping the community updated. This is another step in the right direction. Please continue with this regular communication.

  • After a tough past few weeks for Arenanet, it's great to hear the team's continued enthusiasism for the game moving forward. Just the kind of positive message we've been waiing for.

  • Shadowmoon.7986Shadowmoon.7986 Member ✭✭✭

    Maybe I am a little dim, but you said " we’re excited to not only announce a release date" but didn't announce a release date......
    Maybe someone on the forum could help explain this too me.
    Also, disheartening there is no mention of the legendary ring, that appears to have have a longer release time than legendary armor took to get out of the door.

  • Blackarps.1974Blackarps.1974 Member ✭✭✭

    This is huge. Thanks for taking the time to lay this all out, Mike. Also, thanks for communicating with us as its felt like we've been left in the dark for quite some time. I hope things can start moving along at a more steady pace and that everyone has settled down now at Anet. I'm actually excited for the game again and I hope we can get more content throughout the entire game at a reasonable pace again. Please don't let this be the end of building hype and open communication with the community! Keep us updated as things progress!

  • Naxos.2503Naxos.2503 Member ✭✭✭
    edited April 2, 2019

    Well, news is news, I Was hoping for a word regarding expansions at the very least, whether they were possible or not, probable or not. If the very best april fool's joke surrounding the game is anything to go by, I'm not the only one interested in an expansion development

    MODERATOR EDIT: remove off-topic link

  • Klypto.1703Klypto.1703 Member ✭✭✭

    I'm just waiting to see what a wvw team looks like and if it was better before a team is put into place.

  • Krieger.4712Krieger.4712 Member ✭✭

    A Spvp festival sounds great. Any plans for a rework for power berserker (or any other underperforming Espec for that matter)?

  • Thank you very much for the transparent communication!
    I think a open comminication with the playerbase is helpful for both sides. You have a way of giving a justified reason for things that does not work out for you, or simply point back to older statements. On the ohter side the base knows for what they can be exited for and maybe give helpful comments / ideas to improve the upcomming features even further.

  • AlexxxDelta.1806AlexxxDelta.1806 Member ✭✭✭

    @Tyncale.1629 said:

    @AlexxxDelta.1806 said:

    I really hope legendary runes and sigils function the same as weapons, that being QoL prefix changes. Having them add power, compared to exotic counterparts, would go against the current philosophy regarding gear progression after all.

    It is true that it is against their philosophy but you could argue that adding Ascended Gear was too: and that adding Legendary Runes that have a slight bump up in power, but cost a great deal more then exotic ones, is just something that was overdue. I think a Legendary Sigil with a drop down list of Effects that you can choose from would be nice too, but since you can freely swap out any sigil already with a Legendary, it is not really much of an upgrade; just some more convenience for not having extra Sigils take up bank/inventory space.

    This is assuming that Legendary Sigils can only be slotted into Legendary Weapons.

    Ascended gear was against it too and it received the appropriate reaction from the playerbase if I remember right. But it turned out to be a relatively accessible goal for most of the playerbase and that "mellowed" the initial reaction. Legendaries are not an accessible goal for most of the playerbase and to be fair they shouldn't be if they have to justify their name. And since you can either buy one directly (gen1) or buy most of what you need to make one (gen2) with real money, I'm sure you can see the concern if they ever decide to link extra power to them.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited April 2, 2019

    @Dami.5046 said:

    @BlueJin.4127 said:

    @Dami.5046 said:
    Well the people who wanted less new maps got their own way. Good for you.
    No cantha. Maybe is i shout loud enough i'll get my way.

    I can’t speak for others, but the reasons I want less maps isn’t because I don’t like having more maps.

    1) Too many maps result in players that are spread too thin across all maps.
    2) More resources spent on creating new maps takes away from resources that could be spent on other stuff, such as more armors, etc.

    A new map every episode is, IMO, not the most beneficial approach.

    How boring.

    The main problem actually is that new maps are tied to LS releases. Thus, they can't ever be anything more than shorttime content. It's not a content future releases can ever reference or build upon. Thus, smaller number of maps that are more long-lasting is way better for the game in the long run.

    If there needs to be some paywall/lockout for maps, it's better if it's as a part of expac than through LS. Too bad the roadmap makes it pretty clear that expac is something we won't get.

    @Turin.6921 said:
    I do have one pressing question. There is no mention of a team that has to do with instanced content (dungeons, fractals, raids etc) besides what we already new it was being developed since last year. Does this mean that you are abandoning instance group content completely or is the work for these be integrated into the content teams?

    My feel is that it's something that is getting dropped as well.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • Tyncale.1629Tyncale.1629 Member ✭✭✭

    @AlexxxDelta.1806 said:

    @Tyncale.1629 said:

    @AlexxxDelta.1806 said:

    I really hope legendary runes and sigils function the same as weapons, that being QoL prefix changes. Having them add power, compared to exotic counterparts, would go against the current philosophy regarding gear progression after all.

    It is true that it is against their philosophy but you could argue that adding Ascended Gear was too: and that adding Legendary Runes that have a slight bump up in power, but cost a great deal more then exotic ones, is just something that was overdue. I think a Legendary Sigil with a drop down list of Effects that you can choose from would be nice too, but since you can freely swap out any sigil already with a Legendary, it is not really much of an upgrade; just some more convenience for not having extra Sigils take up bank/inventory space.

    This is assuming that Legendary Sigils can only be slotted into Legendary Weapons.

    Ascended gear was against it too and it received the appropriate reaction from the playerbase if I remember right. But it turned out to be a relatively accessible goal for most of the playerbase and that "mellowed" the initial reaction. Legendaries are not an accessible goal for most of the playerbase and to be fair they shouldn't be if they have to justify their name. And since you can either buy one directly (gen1) or buy most of what you need to make one (gen2) with real money, I'm sure you can see the concern if they ever decide to link extra power to them.

    Yeah, I agree with that. They could add Ascended Sigils that you could slot into Ascended gear for a slight power up (still going against their philosophy) but if these could only be slotted into Leggies then that would rightfully cause a stir.

  • Dami.5046Dami.5046 Member ✭✭✭✭
    edited April 2, 2019

    @Astralporing.1957 said:

    @Dami.5046 said:

    @BlueJin.4127 said:

    @Dami.5046 said:
    Well the people who wanted less new maps got their own way. Good for you.
    No cantha. Maybe is i shout loud enough i'll get my way.

    I can’t speak for others, but the reasons I want less maps isn’t because I don’t like having more maps.

    1) Too many maps result in players that are spread too thin across all maps.
    2) More resources spent on creating new maps takes away from resources that could be spent on other stuff, such as more armors, etc.

    A new map every episode is, IMO, not the most beneficial approach.

    How boring.

    The main problem actually is that new maps are tied to LS releases. Thus, they can't ever be anything more than shorttime content. It's not a content future releases can ever reference or build upon. Thus, smaller number of maps that are more long-lasting is way better for the game in the long run.

    If there needs to be some paywall/lockout for maps, it's better if it's as a part of expac than through LS. Too bad the roadmap makes it pretty clear that expac is something we won't get.

    @Turin.6921 said:
    I do have one pressing question. There is no mention of a team that has to do with instanced content (dungeons, fractals, raids etc) besides what we already new it was being developed since last year. Does this mean that you are abandoning instance group content completely or is the work for these be integrated into the content teams?

    My feel is that it's something that is getting dropped as well.

    I get the impression people are just getting too lazy to want to be bothered to have another map to explore, which is quite frankly selfish to people like myself who don't mind it or even enjoy it.
    And please don't try to change my mind.

  • Ashantara.8731Ashantara.8731 Member ✭✭✭✭

    Albeit a next expansion is not mentioned - which worries me, because I am not a fan of the current Living World story content philosophy -, I am thrilled about finally hearing about aspects and plans of the game's future. Thank you very much for starting to communicate with us properly. <3

    @DragonFury.6243 said:

    @Stephane Lo Presti.7258 said:

    • Over the past few months, astute players have been noticing a trend of updates and improvements to how our skill-slotting system works and have accurately speculated that the long-requested feature of build templates is in the works.

    finally

    I second that.

  • SidewayS.3789SidewayS.3789 Member ✭✭✭

    ""We are taking the opportunity now to reorganize ourselves into four fully staffed content teams with additional teams dedicated to supporting the core game like Skills and Balance, Rewards, WvW, and sPvP." So... No teams for fractals/raids? That will sound pretty bad, for the group content part.

    🌊 Kristoff Pentaghast 🌊
    ➰ Just a Guardian on SFR ➰
    👉 PPK 👈

  • Thank you for the latest information!

    I would like to clarify: what exactly does Michael mean by the phrase 'horizontal growth' in his post? Another 20 Live World maps with an endless grind? Players are seriously concerned that no new raids are coming out. Do not introduce new modes of PvP. There are neither new classes or new races. Large add-ons are not able to keep players from the moment they exit to the next major patch. I see how really good players leave the game, and more casual ones take their place. It is a pity that we never heard any specific dates: neither for the 5th season of the Living World, not for the new large-scale addition. I hope that in the next letter, ArenaNet will give us this honor.

    We really believe in ArenaNet!
    You are the last ray of hope in this nightmarish world of free-to-play games!
    Games that you can really play can be counted on the fingers of one hand.

  • Thank you for the communication. I have to say, nothing announced here will bring me back to the game.

    The number one issue for me is optimizing the engine, or whatever you guys need to do to make this game run well on modern PCs. I shouldn't get 20 FPS on a high-end gaming rig.

    After that, please release another expansion. New elite specs and new regions to explore are what makes this game fun.

    Build templates should have been implemented since launch.

  • Ayrilana.1396Ayrilana.1396 Member ✭✭✭✭
    edited April 2, 2019

    @SidewayS.3789 said:
    ""We are taking the opportunity now to reorganize ourselves into four fully staffed content teams with additional teams dedicated to supporting the core game like Skills and Balance, Rewards, WvW, and sPvP." So... No teams for fractals/raids? That will sound pretty bad, for the group content part.

    I’m pretty sure those count as content and would be a part of one of the content teams.

  • Season 5 next?
    A whole year of 4 nothing-to-do-in locations, 1-2 fractals, 1 raid and 1 mount?

  • Excursion.9752Excursion.9752 Member ✭✭✭

    I am looking forward to every bit of this. Going into it feeling pretty good about what they are working on glad to see everything is being considered and worked on. Keep up the communication and good work. Hope all of this comes sooner than later!

                                                              There is a 50% chance you will not agree with me and a 50% chance I will not agree with you
    
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