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Mike O Brien.4613

ArenaNet Staff
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  1. Recently two of our employees failed to uphold our standards of communicating with players. Their attacks on the community were unacceptable. As a result, they’re no longer with the company. I want to be clear that the statements they made do not reflect the views of ArenaNet at all. As a company we always strive to have a collaborative relationship with the Guild Wars community. We value your input. We make this game for you. Mo
  2. Hi, We made a commitment to you in March 2012 that we’d fund GW2 live development through non-pay-to-win microtransactions. We try different ideas, but we always hold true to that commitment. We’ve been collecting and discussing your feedback on the Mount Adoption License, and today I’d like to acknowledge and respond to the concerns you’ve raised, and to share our perspective with you. You have valid concerns about random boxes. We hoped that the design of the Mount Adoption License would be reassuring. In this case, we made some missteps: At a time when there’s a lot of debate about random b
  3. I love to play a game and not know exactly where the journey is taking me or what I’ll find along the way. I think many of you feel the same way, and you’ve been great at spoiler-tagging your posts to preserve that sense of discovery for other players. With Path of Fire we left griffons unannounced so that players could discover them. We watched with excitement this past weekend as the community pieced together the path and the first players unlocked their griffons. Since Saturday night when the first 349 players acquired their griffons, the number of griffons in the world has grown exponentia
  4. Hi all, We hope you’re enjoying the launch of Path of Fire. We’ve been in the game with you this weekend, but also, tracking down and hot-fixing the launch issues that have come up. In particular we’ve been working on the connection and story instance creation problems that have been cropping up during peak hours in Europe. I’m writing to give an update on that. We quickly identified a root problem, a network connectivity issue between a group of game servers and their character database servers, but as we reconfigured the datacenter to avoid that problem, we introduced a configuration error.
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