- Players didn’t make much headway with ArenaNet in the ongoing complaints about the difficulty of the solo story bosses.
- Planning for this episode began in November of 2016, to give you an idea of how long these things percolate.
- The studio agrees some of the instance chaining in this episode goes on for too long. (It was done for story purposes.)
- Will the personal story ever be developed again? “It’s something we consider often,” Jessica Price says, but it’s probably not happening, given the number of races, personalities, and backgrounds would need to be taken into account (1800 combos before personal story choices).
- ArenaNet is still mulling over what to do about “visual noise” and boss effects – and whether it’s even a problem. “We’re constantly trying to think of clever solutions to this problem,” Cameron Rich says. “Splitting player groups, creating spaced out objectives, designing encounters with less visual noise all move towards solving this problem.”
- Continuing to iterate on the living world reward systems is still something Anet is doing.
- In response to a question about classic GW1 lore being presented in the game similar to the presentation of Olkmakhan lore, ArenaNet suggested reading the wiki.
- A question on the breakdown of the current live teams has gone unanswered as of press time.
- But Anet does lay out its philosophy for utilizing repeatable hearts on story maps, which is interesting.
Source: Official forums