Feedback talk:Regina Buenaobra/Archive Game Related Topics/Sep 2009
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Xunlai Tournament House - June, July, August, September??
June, July, August, September.... quite extensive maintenancet this has become. When can we expect a fix or please removal of the joke of an NPC in towns if it's discontinued? What kind of faith can I have in GW2's quality when things such as this get ruined and never repaired? Your attention to this matter and comments on this issue again would be appreciated, and sorry I haven't seen any since June to know what the heck is going on. Maybe I missed something, and I apologize for the stupid question if I did. Thanks. --The preceding unsigned comment was added by User:ShmEk (talk).
- Feedback:Linsey Murdock/Journal#Xunlai Tournament House Update. - Tanetris 00:23, 10 September 2009 (UTC)
- They removed the NPC a couple updates ago. He'll be back once they finished with their database work.--Pyron Sy 02:21, 10 September 2009 (UTC)
- Linsey commented this issue in detail in a recent journal post. A very broad overview/summary: XTH needs rigorous stress testing before it can go live again. If the results of those tests are unsatisfactory, then it means that the bug plaguing XTH goes much deeper than anticipated, and it's not something the Live Team can fix with its limited resources, staff, and time. If they can't fix that bug, the XTH will not be re-deployed. --Regina Buenaobra 23:46, 10 September 2009 (UTC)
what will happen to guild wars 1
I was looking at a suggestion page and I found an idea that looked pretty neat;
I have recently had a conversation with a friend of mine whom used to play the old MUDS, and he noted that with the release of guild wars 2, you won't be selling many copies of the original guild wars campaigns. here's his idea: release tools to create content for guild wars. this idea may not seem that good until you consider the possibilities; 1, sell the tools for 15 to 50 dollars in order gain from it. 2, you won't have to host the information; each campaign a person creates will be a single-player deal, all the info is hosted on his computer and it can be accessed from the guild wars client (shifts into a non-online mode). 3, every year or so, you can host a contest that will find the best, most skillfully designed campaign and allow it to go online (you won't have to add it to PVP and you won't be able to use the user developed skills in other campaigns) and sell the game for the price of a normal campaign. there are multiple advantages to introducing these tools; 1, this will attract the modding community. 2, modders will need to buy the full game and the mod tools to use thus generating revenue. 3, it won't cost you extra money for servers except for once a year or so because people can share they're campaigns via the internet or burned DVDs, on the contrary, it will make you money because people will want to play the runner-ups so they buy the game. 4, free labor! 5, this will extend the life of guild wars for years.
_____________________________________________ __________________ EDIT: you could also sell spots on severs to make the content public for you're guild, or you could allow them to host they're own campaign
campaign needn't interfere with the canon because the could be on another continent.
this could allow you to create expansions for guild wars 2 based on the winning stories
you could have people pay 100 or so dollars to make campaigns available online that haven't won a contest (these would be sold cheaply and must pass quality control)
lower mod tool price to free or $5 _____________________________________________ __________________
http://guildwars.grupthink.com/answer/1081/Guild_wars_community_additions
this seems like a good idea, because there won't be much development after GW2 —The preceding unsigned comment was added by Dregoloth (talk • contribs) at 18:24, 14 September 2009 (UTC).
- Horrible Idea, go play gw2 when it comes out its better and got the same atmosfeer.62.133.217.143 08:43, 16 September 2009 (UTC)
- I fail to see how a sequel has to be better, especially when it hasn't even been released yet.156.12.159.32 15:17, 16 September 2009 (UTC)
- I agree with the first anon. Dun like the idea at all. - Reanimated X 18:21, 16 September 2009 (UTC)
- Oh and first Anon, can I borrow your crystal ball or your time machine? 156.12.159.32 01:01, 18 September 2009 (UTC)
- B/C they came out and SAID it's the "most ambitious thing they've ever started"... That might not sound like much if you're only going off a chapter or two of Guildwars, but keep in mind that some of these people also built Starcraft, WC-II-&-III, Sacrifice, and who knows what else... And ALL of those were bar-none, the MOST ambitious games of their time. --ilr 03:00, 22 September 2009 (UTC)
- I agree with the first anon. Dun like the idea at all. - Reanimated X 18:21, 16 September 2009 (UTC)
- I fail to see how a sequel has to be better, especially when it hasn't even been released yet.156.12.159.32 15:17, 16 September 2009 (UTC)
- User-generated content is very big in social spaces and has been pretty popular in certain corners of gaming. Fully enabling user-generated content, similar to City of Heroes's Mission Architect system, for example, is something that is a theoretically cool idea, though it honestly depends on whether the lead designer and other creative folks involved would support it. It has to be right for the product, and of course the all-important resource allocation. There are a lot of ideas floating around here and from fans that would be cool to do, but it depends on how much development time the big wigs want to devote to whatever those projects are, and also timing. Sometimes a studio can't devote development resources to features at one point in time, but at another point in time it becomes possible, either because resources are freed up or because the priorities have shifted. Our designers have actually been following what's been going on with the City of Heroes Mission Architect project, so they're not unaware about the concept of player-generated game content.
- In short, interesting idea, cool if it fits the game, but the devil is in the details. :-) --Regina Buenaobra 18:29, 25 September 2009 (UTC)
- User-generated content is very big in social spaces and has been pretty popular in certain corners of gaming. Fully enabling user-generated content, similar to City of Heroes's Mission Architect system, for example, is something that is a theoretically cool idea, though it honestly depends on whether the lead designer and other creative folks involved would support it. It has to be right for the product, and of course the all-important resource allocation. There are a lot of ideas floating around here and from fans that would be cool to do, but it depends on how much development time the big wigs want to devote to whatever those projects are, and also timing. Sometimes a studio can't devote development resources to features at one point in time, but at another point in time it becomes possible, either because resources are freed up or because the priorities have shifted. Our designers have actually been following what's been going on with the City of Heroes Mission Architect project, so they're not unaware about the concept of player-generated game content.
- "City of Heroes
MissionFarmer Architect" Oh gawd Plz NO. Look I know I sound like a know-it-all all too often but this really is an area of expertise for me being as I 'm the most senior Founder of that game's Largest "SuperGroup". Those Tools were junk, especially for their "Super Bases" and I would know b/c I had to spend more time using them than playing the game some weeks. It would be SO much easier AND More powerful to just license VALVe's Hammer Editor and SDK by engineering a few simple Anet Mesh/Texture file converters from VALVe's file formats. Then there would be no further labor required from Anet... meaning it could also piggy-back entirely off VALVe's .SMD formats allowing "the community" to also make new armor and animations at no labor expense whatsoever to Anet beyond the initial format/SDK Licensing. Now wouldn't that sound a lot better than trying to Rig together some PoS dungeon editor that will only be used for farming and break twice as often? --ilr 01:33, 26 September 2009 (UTC)- Regina, will you ask the developers if they'll post the source code on the interbuttz with a nice friendly "you can modify it and host it but can't charge for it or claim it's yours" license when the GW1 servers get taken down (or sooner, it's not like many people buy new accounts these days anyway, game being as old as it is)? Preferably with an SHA-1 hash and a torrent file, so you don't have to pay for the download rate, which would probably be kind of high. I also recommend the 7zip file format, which has an extremely good compression ratio at the "ultra" level, with a very bearable compression/decompression time. I have a team of foreign exchange students locked in my basement who make 3d models and stuff for me. —Jette 03:14, 26 September 2009 (UTC)
- "City of Heroes
HB Maps
Not sure who to ask this, really, but here goes: are there any plans to take advantage of the Hero Battle arenas, either in the form of a new PvP format of some kind or an extension to an explorable area? If the answer is no and they'll be vanishing, I'll have to put a rush on some of the projects I'm doing in those areas, but if not, I can focus on other stuff first. Similarly, what of the HB maps that haven't seen use in forever? I could be wrong, but I think I remember there being EotN-themed HB maps at some point, as well as a "hidden" arena in Vabbi visible through the use of TexMod or a tool to browse the .dat file. Oh, and one last thing: what will be happening to the HB & TA outposts themselves? I would assume one will be used for the sealed deck format, but I can't be sure. —Jette 11:13, 24 September 2009 (UTC)