I've put a new post up on my wiki page:
As a follow-up to my previous update-y post here, Linsey has outlined more details about what the Live Team is currently working on: * The Henchmen project: Robert has done a major pass on all the PvE Henchmen, changing many of their builds and polishing their stats to a glossy shine. Only some minor AI tweaks remain. Live Team collectively managed to get through the 30k+ PvP Henchmen submissions and picked 40 builds to be used on release. Robert is working with Joe now to make sure the AI knows how to handle the builds. Linsey and Robert are working with me to get in touch with all the winners, nail down (appropriate, in-character) names for the Henchmen. The last bit of fun is going to be digging up cool models to use for them all once we have the names. * PvP Skins: The work on this is done. Joe miraculously resolved the two "show-stopping" graphics bugs with the EotN skins, implemented the price reductions and added support for ZCoins. * Sync-ing Random Arena: The GW2 Programming Team had been playing a bunch of GW PvP lately during their lunch breaks and on the weekend. During one play session, the room got into a lively discussion about Sync'ing Random Arena. Next thing Linsey knows, one of the members of the GW2 Programming Team was telling her that he'd found a way to put everyone into the same bucket so that Sync'ing won't be so easy. We decided to push it live as soon as possible and we put it up on September 1st. * (TA + HB)^Sealed = WIN!: This project has taken a little bit longer than we had expected. Joe needed to pretty much start from scratch in order for Sealed to be robust enough to handle Live conditions as a full format. That's bumped a couple things from this build back on the waiting list. At this point, Joe is working with QA to get the last remains of TA and HB removed and QA has begun their first test pass on the new Sealed format. Sealed has all its basic functionality there now, it just needs to get through the testing/bug fixing phase and on to the final polish. * GvG Tiebreaker: We've read through lots of feedback, distilling it down to key points and proposals, but other than that, the project has been mostly put on hold. There are so many different opinions about how we should deal with this that it would be best to wait until the Test Krewe is in place anyway so that we have a way to test each approach. Linsey prefers this one to be really solid before we put it out. That means iteration and a lot of testing, which takes a lot of time and people. * Bug Fixes for Fort Aspenwood and Jade Quarry: These have mostly been put on hold for now since they're primarily code issues. * New HoH map: As we said before, "we’ll probably wait until the Test Krewe is in place" and that's what's happening. * New Schedule for Automated Tournaments: The last status update from QA was that they were doing their test pass and this was pretty much just a matter of Izzy pulling the trigger. * The Next Skill Balance: We have not started production on this yet. Linsey won't be free to think about it until Halloween is set, but James and Robert have been brewing some ideas already. We'll let you know when this project gets further underway. * Halloween: As I mentioned a couple posts ago on this page, Linsey has been itching do something new for Halloween. She didn't want to just put in a few more terrible jokes. It’s been on her mind a lot and ideas have been percolating and for months on sleepless nights and in daydreams abound. The last couple weeks, in between scrambling around working on PvP stuff, she's been developing something fairly ambitious. She isn't sure yet if we’ll be able to pull it all off, but regardless, we'll probably manage to get at least a little shiny and new in for this year’s celebration. |