Live Team interview (via Mondes Persistants)

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

The team of the French fansite Mondes Persistants was able to post a few questions to the Live Team:
http://www.mondespersistants.com/art...d-wars-:743,2/

Quote:
** We always talk about the Live Team working on GW, but, who is in? Could you introduce yourselves, as a person and towards your job, then your way of playing? What do you like in Guild Wars?

Let me introduce the team for you:

Linsey Murdock, Lead Game Designer for Guild Wars – She enjoys and excels at both the PvP and PvE aspects of the game. She likes playing Elementalists, because she likes to blow things up.

Robert Gee, the latest member of our team, is a Game Designer as well. He is hell of a Mesmer – Robert also prefers them because they are the best dressed class in the game.

Then there’s Joe Kimmes, our Ninja Programmer. *laughs* His favorite class is Assassin, which is very fitting in my eyes.

On the QA side we have:

Andrew Patrick Lead QA for Guild Wars and passionate PvP player - mainly Monk and Warrior.

Michelle Juett, who likes playing Necromancers (she likes Zombies, too). In her spare time she is also a comic artist.

Joey Knight, our avid PvP advocate, usually plays "Knights," ehm, Warriors.

Last but not least, the boss, Mike Zadorojny – Live Team Producer and ArenaNet QA Manager. We call him Mike Z, but I think he prefers “Mr. Zadorojny.”

All these people are very heavily involved in the running of the Testkrewe, among other important tasks.

The Live Team works very close with the Community Department, and we regularly work with other teams in the studio on projects like our recent addition of Dhuum, or our newly introduced costumes.

** What are your thoughts on GW towards other games?

That’s a trick question, right? *laughs* Obviously we are biased and think that Guild Wars is an awesome game that has a lot of unique features which sets it apart from other games. There are a lot of really good games out there, but we think that Guild Wars is right up at the top, and we are very proud of our game.

** GW2 will not go live for a while, a gap that some players think is huge if we compare it with the time they spent on GW. A lot of them assume they have seen the whole world and maybe will leave the game soon. Is the Live Team’s goal only manage the game, for the upcoming months (years), or will you bring some new stuffs for GW to satisfy old players ?

In addition to our regular events and updates, we’ve added new content to the game, such as the Zaishen quests and the Dhuum encounter. Our intention is to keep doing that in the future, so that our veteran players have something new to dig their teeth in.

** In the last few months, on the events side, we had some news : new Halloween quests, Talk like a Pirate week-end, etc… Do you have other good plans for future updates?

Yes, we have a lot of ideas on our minds, probably more than we will be able to implement. We love the game and always try to come up with new things we hope players will enjoy. Who knows, maybe players will bear witness to some of the cataclysmic events that transform Tyria prior to Guild Wars 2?

** For GW2, there was a nice engine update, and pictures we saw were really beautiful. Will this update be available on GW, like the new cinematics made on Prophecies and Factions, thank to the new NightFall’s feature?

The Guild Wars 2 engine is significantly different from the Guild Wars engine. While it would be great to further improve the graphics of the original Guild Wars using that new technology, it is technically not possible. But then again, Guild Wars is still one of the most beautiful MMOs out there. *smiles*

PvE side:

** It was said there will never be new addons on GW, but can we still hope for new areas like Fissure of Woe? It still exists Gods with their statue (in the Temple of Ages for example) who have not their own area.


Well, we recently added Dhuum to the Underworld. Granted, it is not a complete new map, but by introducing a new end-boss, we added a fun challenge to an existing scenario. We are currently looking into improving other existing areas as well. That doesn't mean that we have ruled out creating a whole new area (like a god realm), but currently we are focusing on improving and enhancing the existing content.

** A request was made on our forum, and loved by many persons, to create a new title on quests progression (not missions). Can we expect new titles, and what kind of? End game or foe kills for example?

Yes, we have seen people asking about new title tracks on the forums. We have some ideas of our own, but we are not sure if we will implement them.

** May it be possible, because a lot of persons love Eden, to increase the playtime in this place, by creating new contents (quests, missions) depending the level (that could allow players to get both Survivor and Legendary Defender of Ascalon)?

People love Pre-Searing Ascalon; there’s a whole community out there dedicated to it. However, it is the tutorial area of the game, and the game is designed around players leaving the tutorial at a certain level. Adding more content to Pre-Searing Ascalon would unsettle the balance and design of the game, so we can’t do it.

PvP side:

** How do you see the evolution of the current GvG, with a new victory system if the Lord is not killed past a certain time? A VoD return? Or a completely new system?


We agree that the current tiebreaker is not optimal. We’re currently working on ideas to improve that part of GvG, and hopefully we’ll soon use our Testkrewe to test some of the ideas we are working on.

** Will you continue Automated Tournaments, in spite of the increasing of gold capes becoming more and more common?

Yes, Automated Tournaments are still a pretty popular feature, so we will continue running them. It’s never too late for new guilds to enter the fray and try to claim a gold cape. *smiles*

** Can we expect standard Sealed Deck Tournaments?

We like the idea, but it would require some significant changes to the code, and we don't know if we will be able to actually implement it.

** Some persons, who tried all PvP mode, really loved Heroes Battles only. After a Sealed Deck running in period, and excluding the last abuses, will HB be back?

Before we removed Hero Battles, we did extensive research and analysis on the format, which led to our decision to remove it from the game. We’re going to stand by this decision and will not bring Hero Battles back.

Existential questions :

** What do you think about e-sport? What kind of game could be included in it?


E-sports are great, and it is a great platform to show that your game has a really compelling PvP element. Currently the e-sports circus is dominated by RTS, FPS, and sport games, but I’m sure that we will see more MMOs taking center stage in the future.

** Do you think GW could be an e-sport game, or could you imagine an evolution that may reach it? Otherwise, don’t you ever think that GW might be an e-sport game?


I think Guild Wars, with its unique and very competitive GvG format, would work well on the e-sports circuit. Just look at the footage from the World Championship and the Factions World Championship and the level of excitement and the crowds we attracted with the game.

One problem in permanently establishing Guild Wars as a dominant e-sports game was the team size – if you look at other e-sports games like Counterstrike, the team size is normally smaller than the 8 people you need to create a GvG team. In a competitive environment, you usually have players with a – how shall I put this? – a certain mindset that may clash with the mindset of other players on the same team, so maintaining a competitive guild of 8 players was always a challenge!

But, as we’ve mentioned before, we’ll have competitive PvP in Guild Wars 2, and I’m convinced that it will be very suitable for e-sports.

** Do you think a faster evolution of the metagame, with a faster skills modification based on players’ feedbacks could improve their attention on the game?

First, I’d like to point out that what seems to be broken for one player works perfectly fine for another. Player feedback is not consistent most of the time. As you might imagine, the actual work of re-balancing a skill takes quite some time, as it includes extensive testing and an evaluation of how the skill balance may influence the game in other areas. So unless something is obviously broken, it’s not always possible to react as fast as some players would like.

** At the beginning of GW, to get an elite skill or runes in PvP, we had to unlock it in PvE. Lately, there was a skill separation (PvE and PvP), for better updates. But, that split caused a separation in the community. What do you think about that split which is more and more apparent? Did you expect it? Do you agree with GW being a PvP game, and players regret this is old time?

In the beginning, we thought that players would progress naturally from PvE to PvP, using the same skill pool. We soon realized that we are actually dealing with two very different play styles, and that a player who enjoys PvE may not necessarily enjoy PvP, and vice versa. I think splitting the skill pools was the correct decision. It may be slightly more difficult for the casual player to deal with, but it has really helped us balance skills for PvP without upsetting the PvE players (keep in mind, monsters use the same skills).

** When the idea of Guild Wars came to your mind, which place should had PvE mode? Was that a PvP tutorial to train new players? Which place do you want it now?

As mentioned in the last question, in the beginning we thought players would transition to PvP naturally after playing through the PvE part of the game. That turned out to not be the case. Today, PvE and PvP are both essential parts of Guild Wars, and they both share an equal place in our attention.
P.S.: interview in French on the first page.

Pleikki

Pleikki

WTB q8 15^50 Weapons!

Join Date: Nov 2006

???oo ???ugs ???lan [?????????]

Ah few awesome things to know there. which i atleast didnt know O.o

Arduin

Arduin

Grotto Attendant

Join Date: May 2005

The Netherlands

Limburgse Jagers [LJ]

R/

Well, nothing new for me there

At least it is confirmed the Live Team isn't making any new God areas.

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

Quote:
Originally Posted by Arduin View Post
At least it is confirmed the Live Team isn't making any new God areas.
"That doesn't mean that we have ruled out creating a whole new area (like a god realm)"

jiggles

Desert Nomad

Join Date: Sep 2007

N/

Pretty much everyone one of these questions has been answered somewhere else before.

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by Live Team
We agree that the current tiebreaker is not optimal. We’re currently working on ideas to improve that part of GvG, and hopefully we’ll soon use our Testkrewe to test some of the ideas we are working on.
The game has been out for half a decade. I think if you haven't found an "optimal tiebreaker" now, you might as well just use the best one that the game already had.

Quote:
Originally Posted by Live Team
Yes, Automated Tournaments are still a pretty popular feature, so we will continue running them. It’s never too late for new guilds to enter the fray and try to claim a gold cape. *smiles*
Gold capes are worthless now due to what you just said. I take that back...their only real use is to be sold.

Quote:
Originally Posted by Live Team
We like the idea, but it would require some significant changes to the code, and we don't know if we will be able to actually implement it.
A more truthful answer would have been "nobody plays sealed deck so theres no reason to implement tournaments for it".

Quote:
Originally Posted by Live Team
Before we removed Hero Battles, we did extensive research and analysis on the format, which led to our decision to remove it from the game. We’re going to stand by this decision and will not bring Hero Battles back.
A more truthful answer would have been "we don't know how to fix that format so we aren't going to deal with it anymore".

Quote:
Originally Posted by Live Team
I think Guild Wars, with its unique and very competitive GvG format, would work well on the e-sports circuit. Just look at the footage from the World Championship and the Factions World Championship and the level of excitement and the crowds we attracted with the game.
My followup question: You ever wonder why that level of excitement hasn't happened since that time?

Quote:
Originally Posted by Live Team
One problem in permanently establishing Guild Wars as a dominant e-sports game was the team size – if you look at other e-sports games like Counterstrike, the team size is normally smaller than the 8 people you need to create a GvG team. In a competitive environment, you usually have players with a – how shall I put this? – a certain mindset that may clash with the mindset of other players on the same team, so maintaining a competitive guild of 8 players was always a challenge!
True, but many e-sports are team based. I fail to see how this puts GW in a different category.

Quote:
Originally Posted by Live Team
But, as we’ve mentioned before, we’ll have competitive PvP in Guild Wars 2, and I’m convinced that it will be very suitable for e-sports.
My followup question: Guild Wars 1 was very suitable for e-sports but SOMETHING made it so that dream didn't pan out. Why should we believe Guild Wars 2 will be different than 1 in this regard?

Quote:
Originally Posted by Live Team
First, I’d like to point out that what seems to be broken for one player works perfectly fine for another.
Bunk. If this is the logic that is being thrown around those offices, it is no wonder the game hasn't been balanced in years. Either a skill is broken or it isn't. It doesn't matter who is using it. If somebody is using SF incorrectly it is still a broken skill for example.

Quote:
Originally Posted by Live Team
Player feedback is not consistent most of the time. As you might imagine, the actual work of re-balancing a skill takes quite some time, as it includes extensive testing and an evaluation of how the skill balance may influence the game in other areas. So unless something is obviously broken, it’s not always possible to react as fast as some players would like.
The problem is even when something is obviously broken you don't react as fast as players would like. Nevertheless, you seem to be throwing blame for inbalance onto the players with this answer instead of owning up to your own shortcomings. It doesn't take a rocket scientist to realize that some things are broken.

Quote:
Originally Posted by Live Team
In the beginning, we thought that players would progress naturally from PvE to PvP, using the same skill pool. We soon realized that we are actually dealing with two very different play styles, and that a player who enjoys PvE may not necessarily enjoy PvP, and vice versa. I think splitting the skill pools was the correct decision. It may be slightly more difficult for the casual player to deal with, but it has really helped us balance skills for PvP without upsetting the PvE players (keep in mind, monsters use the same skills).
If it has really helped you, then why hasn't it been used to full effect? Why do updates today take longer than ever before? If anything, it should be much EASIER now, as the hard decisions of the past when Izzy was balancing came when he had to delicately nerf things in PvP while buffing things in PvE and not pissing people off.

Quote:
Originally Posted by Live Team
As mentioned in the last question, in the beginning we thought players would transition to PvP naturally after playing through the PvE part of the game. That turned out to not be the case. Today, PvE and PvP are both essential parts of Guild Wars, and they both share an equal place in our attention.
Hahahahaha. Maybe you do believe that. Tell that to your playerbase though...especially the ones that have quit the game. <3

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
It may be slightly more difficult for the casual player to deal with, but it has really helped us balance skills for PvP without upsetting the PvE players (keep in mind, monsters use the same skills).
Ignoring lots of skills ignored for PvP and never reverted for PvE. Ranger spirits, traps, shouts...

Hells Fury

Hells Fury

Krytan Explorer

Join Date: Aug 2009

W/D

same old, same old

but this is interesting:

"Who knows, maybe players will bear witness to some of the cataclysmic events that transform Tyria prior to Guild Wars 2?"

Dakka Dakka

Dakka Dakka

Frost Gate Guardian

Join Date: Feb 2009

Highly Innapropriate [HI]

W/Mo

Meh, information I already knew or guessed. What I don't understand is how some people actually expect the Live Team, which is 12 people and not all of them are developers, to work on the game as efficiently as when it had every developer working on the game. Face it people, there will be NO new areas, skill balances will be slow, and response time will be not as good as it was.

This is for two reason. One is that it is such a small group of people trying to work on a game this large and two, this is a five year old game that pretty much is going to be a dead game when GW2 comes out and I doubt that they will keep GW1 up for much longer when GW2 comes out because it would be a drain on their resources. So maybe the Live Team doesn't really care how bad people QQ over something so trivial as a game because they know that what they do won't amount to a hill of beans in 2011.

nightschroud

nightschroud

Academy Page

Join Date: Oct 2007

belgium

W/

" In addition to our regular events and updates" <------ this line made me lol , regular events and updates xD ,

Regulus X

Regulus X

Banned

Join Date: Oct 2007

N/A

D/W

PvE is essentially all solo title grinding and H/Hing in a nut shell. PvP on the other hand is cooperative play that used to involve skill, but with the way the Live Team's been nerfing skills left and right the state of the game's been reduced to nothing more than 1-2-3-4'ing (E/Me M.Blasters, E/N B.Surgers, Assassins, Mesmer/Necro Hex Spammers, etc..). There's hardly any skill involved in PvP anymore, and the continued nerfing is only going to cause the PvP meta to become even more stale than it currently is. PvX Wiki (as much as players loathe and talk down about it) is a site where they used to post all of the best and most effective skill combinations that were available, but with each skill update, that list kept shrinking and shrinking until all that's left is a one-dimensional meta where all you can use is a certain template, and everybody spec's against it with the plethora of counters (mainly vs melee).

It's awefully nice that the OP took the time to regurgitate what most of us already know. It'll at least service the newcomers who've yet to learn about the GW1 Live Team and it's composition. One thing they must understand about the Devs is that by reading this interview, they will find that Anet is very stern with their decisions; even if they're bad ones. We all know they're human as well as capable of making mistakes, but what we know for certain is that they definitely won't take the time to fix whatever they've broken; it's too time consuming and it doesn't pay them off.

athariel

Frost Gate Guardian

Join Date: May 2009

E/A

Quote:
maybe players will bear witness to some of the cataclysmic events that transform Tyria prior to Guild Wars 2?
cataclysm-ic is a very dangerous word to use in that sentence

Quote:
One problem in permanently establishing Guild Wars as a dominant e-sports game was the team size – if you look at other e-sports games like Counterstrike, the team size is normally smaller than the 8 people you need to create a GvG team.
inb4 wow 3-man arenas. yes, wow players are stupid and they don't know the quality of the game, but fact is wow arenas ARE treated as esport despite being 3-man

Fap

Fap

Ascalonian Squire

Join Date: Jan 2010

Quote:
Originally Posted by athariel View Post
fact is wow arenas ARE treated as esport despite being 3-man
since when can gear/grind based deathmatch 3v3s be treated as esport? you pick the most overpowered class, run the most overpowered faceroll build and thats it.

athariel

Frost Gate Guardian

Join Date: May 2009

E/A

Quote:
Originally Posted by Fap View Post
since when can gear/grind based deathmatch 3v3s be treated as esport? you pick the most overpowered class, run the most overpowered faceroll build and thats it.
http://www.gotfrag.com/wow/home/

interviews with players. check
tournaments. check
warlock superstar. check

Fap

Fap

Ascalonian Squire

Join Date: Jan 2010

Quote:
Originally Posted by athariel View Post
http://www.gotfrag.com/wow/home/

interviews with players. check
tournaments. check
warlock superstar. check
pff... laughable

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

If you think throwing money/interviews/fame at players is what defines an esport, then WoW has it. If you think esport should be a competition of skill then that's something else.

jonnieboi05

jonnieboi05

Forge Runner

Join Date: Mar 2006

Mableton, Georgia

Guild Ancestors Reunited [?????????]

Interesting interview. Although the quest title idea would be different and unique (to an extent), I hope they do not add any more titles to the game. :\

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Overpowered classes in PvE:
Warrior
Monk
Elementalist
Assassin
Necromancer
Ritualist

Underpowered classes in PvE:
Ranger (but great in PvP)
Dervish
Mesmer (but great in PvP)
Paragon

Quote:
Let me introduce the team for you:

Linsey Murdock, Lead Game Designer for Guild Wars – She enjoys and excels at both the PvP and PvE aspects of the game. She likes playing Elementalists, because she likes to blow things up.

Robert Gee, the latest member of our team, is a Game Designer as well. He is hell of a Mesmer – Robert also prefers them because they are the best dressed class in the game.

Then there’s Joe Kimmes, our Ninja Programmer. *laughs* His favorite class is Assassin, which is very fitting in my eyes.

On the QA side we have:

Andrew Patrick Lead QA for Guild Wars and passionate PvP player - mainly Monk and Warrior.

Michelle Juett, who likes playing Necromancers (she likes Zombies, too). In her spare time she is also a comic artist.

Joey Knight, our avid PvP advocate, usually plays "Knights," ehm, Warriors.
Notice the trend. None of these people usually play a dervish, ranger, paragon, or ritualist (and until the recent spirit buff, ritualists were easily the weakest class). Robert likes Mesmers, but if he's a "hell of a mesmer", then he's obviously a PvP one.

So, what do we have left? The overpowered classes (Warrior, Monk, Elementalist, Assassin, and Necromancer), all accounted for (though it's worth noting that in the Elementalist's case, the overpoweredness is in a completely different area than what the class was intended to excel at).

Still, this may just shed some light on why certain classes have almost nothing worth doing in PvE while others have an embarassment of things they can do better than anyone else (coughnecromancerscough).

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Paragon underpowered in PvE? Ranger underpowered in PvE?

If anything, Elementalist is underpowered in PvE. Also, Ranger + Splinter Barrage = PEW PEW PEW.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

All Paragons have is Imbagon, and there are some who question the usefulness of even that in the presence of D-slash warriors and the like.

Elementalists have both OF and ER, the latter of which is incredibly versatile and allows for who knows how many possible build variations.

Splinter Barrage is used better by Ritualists.

In any case, the point I was trying to make is that one of the many reasons for certain classes remaining underpowered after all this time may be due to biases in the Live Team. After all, they are human, just like all of us.

tasha

tasha

Auctions Mod

Join Date: Jan 2006

UK

Mystic Spiral [MYST]

Those talking about esport could do worse than look at what is happening with Heroes of Newerth at the moment. This game is still in beta and with minimal developer support already has a thriving tournament community. Check out: http://www.honcast.com/ Yes its more traditional RTS than Guild Wars is but its 5v5 rather than 8v8.

With regard to the other stuff, most of it is nothing new. Looking forward to the "cataclysmic events"

Gun Pierson

Gun Pierson

Forge Runner

Join Date: Feb 2006

Belgium

PIMP

Mo/

Quote:
Well, we recently added Dhuum to the Underworld. Granted, it is not a complete new map, but by introducing a new end-boss, we added a fun challenge to an existing scenario. We are currently looking into improving other existing areas as well. That doesn't mean that we have ruled out creating a whole new area (like a god realm), but currently we are focusing on improving and enhancing the existing content.
Waste of time, I prefer one new area of the gods with a new armor crafter (new elite armor) and/or weapon crafter over adding 10 new end-bosses in existing areas.

If you trully want to add fun challenge to existing areas, you should consider random patrols and creeps, so the existing areas feel different each time you play them. And do something about the rewards, loot sux in this game.

isildorbiafra

Krytan Explorer

Join Date: Aug 2007

The Netherlands

W/

"** Do you think a faster evolution of the metagame, with a faster skills modification based on players’ feedbacks could improve their attention on the game?

First, I’d like to point out that what seems to be broken for one player works perfectly fine for another. Player feedback is not consistent most of the time. As you might imagine, the actual work of re-balancing a skill takes quite some time, as it includes extensive testing and an evaluation of how the skill balance affects generated income. So unless something is obviously broken, it’s not always possible to react as fast as some players would like."

"Fixed" that answer for them. (bolded part)

Martin Kerstein

Martin Kerstein

Frost Gate Guardian

Join Date: May 2007

Quote:
Originally Posted by reaper with no name View Post

Notice the trend. None of these people usually play a dervish, ranger, paragon, or ritualist (and until the recent spirit buff, ritualists were easily the weakest class). Robert likes Mesmers, but if he's a "hell of a mesmer", then he's obviously a PvP one.

So, what do we have left? The overpowered classes (Warrior, Monk, Elementalist, Assassin, and Necromancer), all accounted for (though it's worth noting that in the Elementalist's case, the overpoweredness is in a completely different area than what the class was intended to excel at).

Still, this may just shed some light on why certain classes have almost nothing worth doing in PvE while others have an embarassment of things they can do better than anyone else (coughnecromancerscough).
Or it might be because we play Guild Wars for so long and we are attached to our first characters. I play Dervish and Ritualist, but I still love my mighty Warrior that was my first character

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Silence! You have a hidden agenda against all the classes I enjoy, and therefore cannot be trusted! My circumstantial evidence is beyond reproach!

On a slightly more serious note, holy s***amabob, Anet spoke to me.

Karate Jesus

Karate Jesus

Forge Runner

Join Date: Apr 2008

Texas

Reign of Judgment [RoJ]

Me/

Summary of interview:

Question - Blah Blah, problems with GW, blah blah, will you fix this, blah blah, will the game ever get updated, blah blah?

Answer - Maybe, but we're not sure.

The end.

Aljasha

Aljasha

Krytan Explorer

Join Date: May 2009

i am looking forward to some sort of preview for gw2 in gw1. not that it is confirmed, but i still like the idea.