Author Archive - Mawgleah

Guild Ranks – What a concept!

Posted 03/09/12 by

While I am still under-impressed with the lack of alliances in Guild Wars 2, I am thrilled with all the new bells and whistles that have been given to the guilds.

First and foremost is the ability to have more than one guild leader. Let’s face it, life has a way of biting us in the derriere and having more than one person at the helm is a big plus in my book.

The next great thing is the ability to create custom ranks. TRUE has been adding these as we began to understand how they work and how useful they can be. Our first addition was an Upgrade Officer. We want to grow but we want to do so in an orderly and well-thought out manner. We were fortunate in having someone who gained a good grasp of the upgrade system early on and it made sense to have him in charge of initiating the upgrades.

The next two ranks were born of the same conversation. Keeping tabs on our Membership Applications, sending out invites and then initiating the guild-wide vote after the appropriate time period is the job description of the Recruit Officer (we wanted to call it Recruiting Officer, but there’s a limit as to how many characters are allowed in the titles). To facilitate the process, we created the rank of Initiate. These are new members, with very limited permissions. Once they pass the vetting process, the Recruit Officer then promotes them to Members.

Since the number of customized ranks is limited, we cautiously look at each new addition before adding them We’ve had a number of suggestions for fun ranks and once we’ve sorted out all the ranks we truly need, perhaps we’ll see the implementation of such ranks as Guild Member of the Month (although that one will definitely have to be abreviated!), Oldest Member or Too Cool to School. Who knows, we’ve got some really creative minds in TRUE and there’s no telling what they might think up.

~ Mawg Fyrewyn

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Matt Wuerffel’s Interview in the New York Post

Posted 21/08/12 by

Guild Wars 2 developer Matt Wuerffel was interviewed by William Vitka of the New York Post. The lengthy piece provides some in-depth insights into many of the aspects which we have experienced during the BWE’s and stress tests. It also gives us a brief view into the life of the alpha testers and their close relationship to the developers.

Check out the interview in it’s entirety here.

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Introducing the Worlds of Guild Wars 2

Posted 15/08/12 by
With Headstart Access right around the corner, we understand that you and your friends need to organize and figure out which world you want to play on. Well, we’ve got you covered. Below you will find a list of all the worlds that will be available at Headstart on August 25. Tell your friends and make sure you all start your adventure together!

For the list of servers, check here.

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GW2 Stress Test August 15

Posted 14/08/12 by
We will be conducting a stress test tomorrow Wednesday, August 15 from 12:00 Noon PACIFIC Time to 4:00 PM PACIFIC Time.

We will be actively working on the game during the event, so you might experience connectivity problems or discover features that are not working as designed.

Any issues you experience are a result of the rigorous conditions of the stress test, and are in no way representative of the state of the game at launch.

By participating in this stress test, you’re helping us make Guild Wars 2 a better game. Thanks for your cooperation—we’ll see you in-game!

Please note:
* The stress test is open to anyone who has pre-purchased Guild Wars 2.
* Characters will not be wiped from the previous Stress Test.

~RB2

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The Countdown Has Begun!

Posted 02/08/12 by

In a banner that rotates with launch information the Headstart Countdown has begun.

Rubi Bayer, a member of ArenaNet’s community team, tweeted the following:

I don’t know about the rest of you, but I’m planning on an early night on Friday, since that will make a 3:00 am start for me!

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The Pillars of Guild Wars 2 Gameplay

Posted 26/07/12 by


Earlier in the development of Guild Wars 2 we released our MMO Manifesto video, a high-level look at the philosophy behind the design of the game. As we approach the launch date, now is the perfect time to talk about the outcome of that design philosophy with a look at the core ideas that the game is built on: personal story, dynamic events, combat, and PvP.

Check out the videos after the break…

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The Golden Rules of Guild Wars 2

Posted 03/07/12 by


Every company has its secrets: secret recipes, secret codes, secret programs, and secret ways of doing things. Some secrets are kept for important spy reasons, and some are kept simply because no one bothers sharing them. The secrets I’m sharing in this blog post are equal parts both.

ArenaNet Game Designer, Ben Miller, gives us rare insight on the “recipe” for cooking up a great game. READ MORE…

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Dye Unlocking Now Character Based

Posted 15/06/12 by


Crystin Cox, an ArenaNet employee, in response to a BWE2 forum topic, explains the thinking behind scraping the original plan to allow dye unlocking across an account in favor of character based unlocking only.

Cyrstin Cox: There was a time when the dye system was very different and at that time dye unlocks were account based, but we have since changed the dyes system and we really feel that character based is the right way to go and the system we have now is the best one for the game.

Customized dye should be something that denotes your characters progress, like better looking, more elaborate gear. As you spend more time on your character, they grow and gain access to more customization options. If we make dyes account based, this progression will only happen on one character. We wanted character customization to remain tied to the character but we felt that one-time-use dyes discouraged players from customizing as often as they would like, that is how we arrived at the current system.

There are 400 dyes in the game, we do not think of dyes as something that a character should unlock all of, it is not meant to be a collection feature. Each character should have a unique palette and we have made enough colors to make this possible. Dyes come from world drops, rewards, crafting, the Mystic Forge, and the Gem Store and we expect that over the life of a character you will collect a lot of them.

We are still developing and the dye system will continue to receive attention and improvements, but changing it to an account based system is not something we are considering right now.

The original plan, as outlined by Kristin Perry back in September of 2010, can be reviewed here.

Any thoughts on the changes?

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Game On: Interview with Daniel Dociu

Posted 15/06/12 by

Daniel Dociu, Studio Art Director for ArenaNet, speaks about the development of the final production of Guild Wars 2 through concept art in this recent podcast episode of Game On with MMORPG.

Of particular interest was his views on having much of his artwork rejected and how he prepares the newer members of the team to expect such rejection. They push the envelope of what could be before drawing back to the reality of what is.

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