Guild Chat - Episode 48
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Guild Chat - Episode 48
- Title
- Flashpoint
- Host
- Rubi Bayer
- Guests
- Aaron Roxby
Josh Foreman
Link Hughes
Tyler Bearce - Date
- May 12, 2017
- Official video
- YouTube
The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The 48th episode of Guild Chat aired on May 12, 2017. Host Rubi Bayer and her developer guests (Aaron Roxby, Josh Foreman, Link Hughes, Tyler Bearce) discuss the newest Living World episode, Flashpoint!
Transcription[edit]
hi guys welcome back to guild chat I'm your host Ruby and we're going to talk about the newest release in Guild Wars 2 flashpoint today I do have a quick thing first because you probably noticed that we are exceptionally well dressed today I'm going to show off Aaron and Link as well we have I didn't even think to ask you to do cool poses but you guys stepped up anyway so okay thank you so much absolutely um we've been talking for a while about WeLoveFine we are working with them for merchandising and they've added some cool new merchandise this week for the flash point release so we have Gollum t-shirts that they were kind enough to provide for us and Mark if you could put the link on there we just wanted to take a minute to show those off and let you guys know that they're available now so that's an important thing to tell you also important is that we're going to talk about enormous spoilers today so if you haven't finished flashpoint story we did wait a week and a half and we're going to spoil it a lot today so let's go ahead and get started um I will let you guys introduce yourselves and talk about what you worked on for this release sure I'm Linc Hughes a game designer on the flashpoint team I worked on the heart of volcano instance I'm Aaron Roxby I'm also a game designer on flashpoint and I did the first time he's pet project instance and also the open-world story bits okay well why don't we go in order we'll start with time ease pet project and it was all going on in there there was um so let's hit the big one first yeah huge reveal Lazarus identity which was totally your idea yes 100% from the beginning I came and I started at the company I said this is the first no always best get kicked in no ya know that that that had actually been I actually started with the company at the beginning of planning for season 3 and it was that then so as long as I've been here it was Bowser was the the Lazarus reveal and then I worked on episode 2 you and we were we were actually dropping subtle but dropping hints even then if you look that's the reason that Lazarus uses fire attacks almost exclusively during episode two that was intentionally to sort of them we had the the effects artist sort of intentionally make this like this is Balthazar looking fired in order to again it was very subtle him but we so yeah from the beginning we've known that and we were building to this sort of big moment and as the solder below well as about yeah there it is that's so true it's as good as anything that's right so you did set up the room you set up the reveal moment though yeah I did actually yeah so we had yeah um and that was that was a tough moment to get right like we had to do a lot of sort of revision on that we want to make sure it felt suitably epic and suitably impressive and and sort of shocking as well and there was there was some back-and-forth on how much of it did we want to portray in cinematics how much did we want to portray in the real you know just in games where there was a version of it that was done with no cinematics whatsoever where the transformation everything happened right in front of you it ended up not being as impressive like you really wanted that tight shot in the especially that shot on kazimierz reaction to seeing it as that did a lot to sort of bring home what you were seeing yeah that was kind of kazimierz reaction was one of the big moments in there because is it's not that she was just like okay you know what I don't really feel like dealing with this I'm out this is kind of the six gods are kind of the bedrock on absolutely one okay one of the bedrocks on which her life has been built yeah and it's I think you described it while we were talking yesterday it's like if God came out and she started shooting people yeah exactly yeah I mean it sounds a little funny but it's kind of huge for her need no it's it's a mind-blowing moment for her and that's that's why she leaves is she just can't handle it it's too much in that moment and that sort of that moment of inaction is on her part is some people had actually read and see another thing thought that when she was kneeling that she was praying to him as he came out which was yeah which was actually not the intent of that I don't know um it's not that she was like oh it's God I worship you it was more that she just couldn't handle it and she's sort of falling too he's just in disbelief for what's going on and that's that's Oh in that moment and she just can't get her stuff together fast enough to sort of be able to react because he also like you know I think he from showing up to attacking Marjorie and leaving he takes about 15 seconds so he strikes hard and leaves and that's yeah it's pretty quick moment even though it feels kind of stretched out right and and part of that was was we wanted to like this was the first instance and this was the the whole episode was about sort of the chase and you know hunting Balthazar down and we didn't want to blow too much of that right in the beginning like this was more of just establishing and showing him and and motivating you to go out and go get him but we wanted to have more time to sort of hint and explain about what he's doing and what his motivations are tired cetera later in the insert in the the release yeah if you had you had some more time to work with that but getting that big moment yeah so that that was again yeah there there was a lot of revision in that and I think when we came to work pretty well uh yeah the whole from from the moment Lazarus comes in we had getting all of that to read properly and getting it to it's it's a complicated instance a sense of a lot of stuff is happening all the time there's several hundred and pieces is that show up at various points and they're all doing things on top of each other and and getting the other thing we found and this played into more the Lazarus part than the Balthasar part but we said early on we wanted the boss fight to be all about mirrors and mirrors why not not just from a Mesmer magic idea but they were there was the Matic stuff about identity and and all that and so we said early on mirrors were there and we started building it out and realized that our engine doesn't actually do reflections yeah right there they're sort of faux reflective services and you they they have a texture on that makes it look like but they don't actually reflect what's going on in there and so conveying reflection without reflection became something that but we didn't want to drop the idea of using the mirrors because we knew again something we knew from the beginning was that he was using a mirror of Lissa to uh to put on his sort of glamour and so yeah we was another thing we had to iterate on quite a bit and we ended up coming to that's why ultimately Casimir's beam she has a big pink beam that shoots out it hits the mirror and then hits him and the earlier versions of that Moore had her just casting spells at him and while he was supposed to be sort of caught in the mirrors but without that that beam effect it didn't read its hurt as well yeah what's happening here exactly yeah all right so I do want you to know that I went back in and I played through time he's pet project again after we talked about this yeah let's talk about Flint okay because I took what you said into account I gave him a little bit less but one got to save the day he did a little bit that was all you that was all me that was something I added into the script and ran it by our narrative writers and and yeah I just I thought it would be a good payoff for him leaving earlier and I also as I'm turning into more of a cranky old guy I think is is with him more uh but yeah I also like it when you have a character who's not super likable but they get that that moment of redemption in that moment of uh you know getting to these it's not like he's a good person he pointed this but he does something useful yeah exactly yeah if it's still pretty clear he's doing what he's doing for selfish reasons but it ends up being a for the for the good of all he's kind of once you sit back and this might just be me but once you take some time to do more than just kind of hiss at him rhetoric every time he appears in the game yeah because like way back when he took time he's invention and he was kind of like yes I'm commandeering this yeah I'm in front of my computer screaming run tiny right yeah go go and I haven't really gone beyond that but once you take the time to kind of listen to him and you right he isn't he has kind of a fun character he is in he's he's a jerk but he's not totally evil like he's he's not technically one of the bad guys like he's working toward the same purpose more or less that you know we as the players and that the good guys are sort of working towards he's just being a jerk about it and yeah he probably you know thinks that he is the only one who can that you know he can't trust anyone else to do it he's wrong about that way but yeah his his I think his motivations are in line with the players he's just a big jerk I also really appreciated a plank to that content just how good the voice acting on Flint is like yeah yeah such a range of emotions on display yes I did go ask this morning who is this voice acting do you want to venture a guess I thought it was Troy Baker but I could I have no idea Steve Blum Steve Blum okay that was correct I knew it was range is ridiculous yeah yeah yeah I knew it was one of the guys I didn't expect yeah I talked to David Wilson this morning and was asking and he had a just a little quick anecdote about that it was actually just like random old Asura he was doing his a one-off while he was in there doing some V of yours and then we decided you know Flint ended up becoming a main character right so that voice became Flint and nothing else it wasn't just like random oldest or number 14 yeah yeah so Steve Blum is a remarkable talent yeah yeah yeah so that's who that is I checked on that after we talked about it that's cool yeah extremely extremely good all right so let's scoot out into the open world a little bit because we worked on that see you worked on that tracking down the druids and since all the stuff yeah true tracking down the Druids the stuff with Zins tombs the Mocs stuff all basically anything that that you were led there with a little green star on the map I put all of that stuff in and that was yeah that was another thing that that sort of went through changes and transportations over time there there was an earlier version where you were more sort of going around doing things the various heart areas but we added in the the actual druid rescue a bit later just don't you feel a little more impactful and also to bring out more of we had the sort of background plan of what had happened with the druids ends in and all this in here but in the early version the only thing you really saw that was mocks and then the druids who show up in the events and so in the the mastery and so we ended up expanding on a lot of that and putting into the vaults so you could get a lot more information about like xin and what happened to him and then also the druids themselves like sort of making them actual characters as opposed to just sort of creatures who were there really okay well yeah the flushing map because that was it was neat going around talking to them and i appreciated having that yeah I'm having some background yeah and then there I think a they were part of sort of the the Guild Wars bestiary that like hadn't been touched on a lot and it was a one that I thought was pretty interesting and so it seemed like a good opportunity to bring them in and bring that all together the Guild Wars 1 callbacks were a lot of fun yeah they were in that that went back to also you know the whole map was meant to sort of land that time forgot kind of theme and it was sort of a and so the idea of having old ancient things there was was there right from the beginning even before we decided that it was going to be mocks like ancient golems were going to be a part of it an ancient unity and yeah it was like once we had that there was like oh and obviously one of them should be mocks well thank you I mean it kind of went from there I was gonna ask how mocks came about instead yeah random golem right and that that is sort of how it came about like we always knew you were going to that whole area changed quite a bit in its sort of style and theme from how it was conceived until and I want to go too much into the the but just from a story perspective originally it was supposed to be this very sort of dark foreboding scary part where it was going to be like you go in there and there's spy that's why there's spiders all over the place these fighters broken golems and it was supposed to feel more like like like a dark scary sort of phobic space I'm so glad you left all the spiders yeah but and so as we started went then we decided to add mocks into it and as we sort of started writing with him it just felt better to have it be lighter and the environment ended up looking lighter to sort of and that that went well with that nicely but yeah there was an initial like the webby bit came about just uh from an off joke not hand joke initially and this got rewritten somewhat but that he basically was trying to name spiders but he's robot so he's not creative and so he can only think of one word to describe them and so that's why he calls them all by that name but yet the it was fun and I like the tone we hit and yeah it is it is weirdly cute that he's friends with these spiders yeah and I'll I'll say they're theirs I've seen some mention of this on read their site so if people don't know you can after you've played through that area in the story if you go back to your home instance he'll be um and he does some people have claimed that he has webby with him some people have claimed he doesn't he does sometimes but sometimes when you go into a home in your home and since there will be a webby sometimes there's not and I've not I've not had that yet so there is a chance that's a fairly small chance but there is a chance that webby will be running around in your instance as well and my thought with that is that it's not always the same webby he's just full of them and they're occasionally a very fight but uh yeah I've got a doleful spiders into my home instance uh yeah so um but there are they're nice spiders they don't attack anything and they're friendly and they're fairly cute so gone full of spiders yep on a scale of spider to cuteness what would you say webby is well he's not as cute as like the littler they the vagina that the cute spider mean thing like they're not like that like like if you get up close to them they're fairly horrifying but from a distance they they look like it they kind of look like my dog like they're about the same size your dog's best they have you know he's legs like your dog yeah that make sense yeah and and webby will bark at the construction across that's not that's just my dog yeah the mailman hates me exactly full of spiders yeah so what happy bright I mean you can think of it as he just brought one with him and sometimes it's off doing other things okay that's nuts we're gonna go with that yeah let's talk a bit hard for volcanoes I'm so unhappy right yeah and the thought of diving into a volcano just make sure all the spiders are offering kind of a feeling right uh yeah no the spiders you get D spidered when you go into that this is why the ocean is boiling you guys so I can get in there that's right so Trey's off an exfoliate yeah it's foliate yeah about that a little bit but first aid we want to talk about heart of the volcano because you did pretty much that yeah that that was what I worked on um just with help but yes that's true a little help for my friends um yeah no uh heart of volcano we knew the the you're just really stuck on this uh at the yeah we knew that the the plot of the episode was going to take you from the Lazarus reveal to hunting for Lazarus and then figuring out a way to follow Lazarus into the volcano and then we would finish up with that so initially just kind of concept in what that would look like I really wanted to emphasize that descent right and so I took some inspiration from a video game that had this hilariously large drop in it which was in the vault of glass in destiny there's this alternate route you can take to get down to the Gorgons labyrinth that has you just like drop through shaft after shaft that just got ridiculous route falling forever pretty much yeah and that had made an impression on me and so I wanted to try to give that sense of just like absolutely ridiculous dropping and I'd asked Josh for at least 30 seconds of freefall time he ended up delivering I think a total of 72 seconds it's the tallest map in the game oh yeah yeah by far uh in fact it it it was like it's may be nearing stretching the abilities of the engine the engine was not designed to do heavily vertical like crazy midair gameplay yeah like aerial combat for extended periods of time yeah yeah that exposed some interesting foils because everything that we put in the game certainly into the creatures that we put in the game have to be spawned on something generally unless they're underwater they have to be on a surface and so like the initial idea for the the gameplay involved you like sort of interacting with creatures in midair things getting like shot up and exploding next to you and like requiring you to get to one side of the other it was just a little too much and the engine couldn't quite support all of that weirdness so actually there was a point at which we cut the the free flying from the instance but I'd already figured out how to get it in there and when our stakeholders were playing through they just liked the feel of it so much really keep that and so the hound fight got designed around that and then the Chamber's on on the way down the chimney similarly yeah so I'm sorry I'm stuck on what if there had only been 71 seconds of falling would it work haha yes I was only looking for 30 thanks Josh yes no Josh didn't meet him gobble my mouth yeah I did that's it's it's a really good map and it's an unusual way of doing combat that we haven't done before I had a lot of fun going in there and just being able to jump and use the updrafts in there with the heat pushing you upwards yeah it was distracting honestly like there were times where I would be working on it and I would like want to get to the other side of the the chamber to play something I would jump and start gliding and my character was just like and I would like just get a little lost in flying for a few minutes yeah just fine hey yeah you're allowed to have fun when you're playing games that's fair yeah I mean every now and then right like I'd be editing an object and I would have like started gliding I'm gonna be over here editing I come back and my characters like up against the ceilings but I just start dropping and then go edit something and then my character would have splatted and get back up you know and thing you've got destroyers shooting at you the cuz ya like giving it airborne yeah yeah so I wanted to have this like kind of feeling a bullet hell right and I don't know that it really quite gets there is about the third level yeah if you're trying to get that achievement that that was the thing that was intended to be difficult like I want to balance the instance around just like spectacle not challenge right there's there's some challenge there but mostly if you just fall for instance the destroyers won't hit you until you like pop your glider and start staying in an area right so if you're good about waiting until they've all fired and then popping your glider you're pretty safe but yeah I did some play testing with some of our producers halfway through who are ya not um not maybe excellent at our game and um and Amy who's in charge of design production was playing an elementalist and I felt so bad she played like I think she tried to get through the third chamber 11 times and she would just get Myrtle ated every single time uh and she was such a sport about it um but yeah I ended up tuning the the destroyer shots to do a little less damage fire a little slower and scale based on the number of players in there so it wasn't originally he was just like bullet bullet bullet bullet all the time and there's it was super exciting but uh super deadly exciting can do many things yes Jake asked is I need to ask you this the other day and I forgot to say me cool with you telling this story I mean it's too late now I'm just curious she is now thanks Amy she's gonna be out there when we finish she got hide yeah there is more than one producer with the name Amy I don't think you said the last name that's true alright yes sir well they're both gonna be out there oh no only one of the Amy's played it but um yeah well I mean I can like throw Tricia under the bus she was officer than that is just getting worse and worse let's talk about the final fight at the boss now yes yeah the hounds man that was that was a process that tweak some yeah well initially so you've already had the opportunity to fight the hounds at to get a mastery point in Oracle and so the the home fight was based off of that in fact two of the skills that were put together for that boss fight basically just copied over and the question was how to kind of make this feel climactic right and also to feel fresh and interesting and so after going back and forth on it a bit kind of settled on the idea of the immortality of these two divine avatars right that tomorrow into GaN can't die right like people have been summoning them since time immemorial you know Balthazar's avatar something's done etc and so yeah we fixated on this idea that like you try to kill them and then they just start like burning the chain or the the platform gets really hostile to encourage you to like fly and then that heat sucks back in they get back up and you're just kind of after a like you're not gonna be able to stop them and so the fight is about trying to figure out like how do you circumvent the immortality of a god the only thing gods that we've established or afraid of at least some goers to is our elder dragons right and you've got this machine that is basically hoovering up elder dragon energy and then feeding it to the other dragon so if we could just fool the machine into thinking that they are that they are part of the other dragons then it will vacuum them up and deliver them into the mob didn't which happens yeah and that was pretty fun I referred to the process of of getting the fragments as either volleyball because you're like getting up there and then spiking the ball or later I refer to it as dragon balling and there's actual yeah the system tracks how many times you have dragon ball of the hounds ah because the fight scales based on that like it yes dragon ball on a much bigger scale yeah sort of thing um but it was it was a super cool to see it work out and I was really glad initially the version of the fight didn't have the like bonfires that pop up and look crazy like sort of turrets that are shooting big chunky bolts at you I managed to get those in at the last moment and it made the fight feel much much better live up to the spectacle of that space it is it it does live up to space like you said it's a stressful fight but in a good way I know that sounds like I'm saying yeah your fight sucks it's I like that you're getting instructions from timing on you know here's what you need to do and you're getting it in a really fast-paced way because I like to at least have an understanding of what I'm supposed to be doing and have to become more skilled at it as I go I'm cool if I fail I'm fine if I fail at it sure I'm fine being under pressure in game yep and screwing it up and having the opportunity to just get better on my own and suck less yeah and I feel like that hit a good balance thank you as clear yeah there was a so back in that play test for the producers um it became clear that uh it was really difficult to figure out what to do because of the time there weren't all the like quest steps kind of walking you through the process once and then I also ended up putting in like this whole hint system that like kicks in so like those those instructions at time he gives you there's like actually a bunch of scripting in the background to like keep track of how you're doing and like how many times you haven't succeeded and then like she'll try to tell you what to do no I mean it I think it came off pretty well it took a lot of iteration to get that right but yeah I was I was pleased with how it turned out yeah it was it was helpful yeah and yeah it was interesting just working with pry mortis and and Balthasar yeah it was a it was an instance with with big stakes yeah it really was um speaking French do you want to talk about the prime or dis art and yeah all of that that we went to yeah that um that almost didn't happen um like we we knew that the fight was going to happen on top of prai mortis right like that was just part and parcel that Balthazar had gotten as close as he could to one of the other dragons to activate the machine and I felt really strongly that you had to see Prime aureus and there was some thought initially that like oh well primers would just be down under the lava and you know we won't actually see him and I thought that felt like a kind of a less satisfying way out and so kind of had some back and forth and then the artists were a bit twitchy about it because the older dragons are like such a big deal for our game that even just showing the nose of this model of the dragon which is really all you see of prai mortis they were really edgy about that because once we show that nose we have committed to that yes now this huge thing that is a force of nature yes you know set in stone what part of it looks like yeah and so will always always look that way yeah there was also some back-and-forth because there's at the end of goers one the depiction of the Great destroyer and then this leg dragon eye opening right when you defeat the Great destroyer and so there was some question about like well is that prime mortise is that a prime Otis lieutenant like what was going on there I don't think it's ever clarified if it wears one and we had concept art that seemed to indicate that maybe that was much smaller than like real prime motors to actually look so there was lot of back-and-forth about this but ultimately the concept art that is the loading image for that for that instance was put together and then our prop artists Sam and Chris did an amazing job on that prop Vincent the effects artists Chuck putting together the greening animation and everything just to make that live and it was an amazing amazing difference from when it was just like sitting there kind of flat actually initially back when the map was just all test assets Josh had put in a giant version of the super adventure box alligator as the prime mortise nose just to give like a sense of scale which was hilarious you had this like monolithic like big googly eyes like looking left and right in the distance are there screenshots better anything ah maybe someone preserve this I don't know I'm not sure I didn't I don't know yeah smug Josh looks right now smirk yeah I need to see this at some point I'll see if I have a screenshot of it somewhere that is that is a beautiful note to finish on it was pretty awesome that's amazing thank you for sharing this my pleasure alright we're gonna take a quick break because we have two more guys to talk to and we have a short video to show you guys I had a chat with Paul Ella about legendary armor Paul put the armor through its paces and talked a little bit about the design of it so we're going to show you guys that and then we'll be back with Josh and Tyler thank you guys cheers thank you I'm here with Paul Ella he is our raids producer and the product owner for legendary armor how good did it feel to finally get this out the door it felt exceptionally good it was really good I'm really happy with the way it's turned out and the fact that we've we finally managed to get it to the hands of our players I'm so glad before we get into the first one you and I were talking before we have a couple of questions that have been floating around this of course like I know um how come it took two years to get this out the door not that you were slacking we originally had the concept for having a legendary armor reward when we started the raids and so that's when we kind of started bending the idea around really we wanted it to go out with the conclusion of the Forsaken thicket so behind that there's there's a lot of mechanics that have to be done the engine had to be re-written in certain places we wanted to push the the models as far as they would go and so we got to that period in time and it it wasn't up to the standard that we felt the players were deserving especially as raids are some of the most challenging content that we've put out we wanted the armor to reflect that and it it just didn't at that point and so we went back and we we kind of reworked our ideas and our designs so that we got the the product that we wanted to get into the hands of the players and so I guess you could say it was two years but it was really one year twice do you feel like the work spent going back to the drawing board turned out well absolutely yeah I wouldn't have felt comfortable as a product owner putting out what we had put we had originally I think the rework the artists have gone back they re-engineered what their their original concepts were and I think it's a much much better place okay well let's talk about one last thing and then let's dig in and kind of take a look at these do you want to talk a little bit about rune swapping on armor but not weapons we did originally have the plan to put out rune swapping not only on the armor but also on the on the weapons as well during our development cycle we started digging into the the actual economics around putting it onto the weapons and there are just some areas that we feel we have concerns over the economic impact if we were to put this in its current state on to weapons that makes sense all right let's do the fun thing all righty start with the light yes so we're starting with light I've got a light silvery male here when we move him into combat you can see quite quickly so there are multiple aspects to the armor as it goes into combat as you heard it has an audio with it each set of armor each weight has a specific audio that plays and in fact it has a selection of audio that it plays from and it randomly picks as you go into combat you saw the crystals here they all came out the theme around the light is that it is a it's powered by crystal energy by magical crystal energy and that is dissipated throughout the armor causing it to transform as it does you see the wings there and the electrical effect that's that plays whenever you go into combat and also the aura the electrical aura that you saw and goes through the body of the player as you can see the crystals are alive and so as you idle the in its idle state here you can see the crystals are just moving around and just kind of idling with you and then as you go into the out of combat mode everything falls away you still have a glow on the body which persists throughout and the idle state and also continues when you are in the combat state phase let's look at it one more time from the back so we get a good view of those crystals on the back because that's one of the neatest things about it okay he's not cooperating with me he's turning sideways yeah let's trick him okay here we go no I love that so yeah and then you have the as you can see the glow is persisting through the crystals the crystals actually pick up on one of the dye channels and bleed through so if you have set that dye channel they will pick up the color of that dye channel and it will emanate that color rather than it just been the white that we have here okay well um do you want to notice I would love to see the dye channels anyway sure gonna show us what that means in practice so you should be able to see on the shoulders and you have the two channels here one will be for the base of the crystals and the other one will actually be for the crystal itself so from which peak should be able to see as we go in that we now have a yellow hue to the crystal mm what was the hardest part about this particular set when we got to that initial design stage we felt that the weights weren't quite right and we felt like the medium felt like heavy and the heavy and the light felt like a medium so going back in and streamlining and reducing the actual weight of the cloth and is one of the key items that that we took away on our second design pass I think it's the mechanics the actual rotating crystals and the crystals overlapping and folding in on themselves is a testament to the work that Vinnie has done on on making the rigs as amazing as they are and then the the wings that you saw there the crystalline wings Franco has just done miracles and as you know Franco is the raids effects artist and some of the stuff he pulls out is just jaw-dropping and again on all three weights is just an done an amazing job that's fantastic well let's take a look at the medium if we can move up one weight absolutely into the next weight class our favorite the Char Char is an interesting one because as we all know Charla to have their tails disappearing into the armor whenever possible that cannot feel good and is that they're not happy so we we have done our best to reduce the clipping as much as possible the armored our our main aim was that the armor would not clip with itself so that's one of the key things we have noticed for those of you who are building the medium armor for a char that there is some clipping on the tail that seems to have snuck in we are trying to address that so I just wanted to let you know that is not something that we have just decided now we can't do it as we go into combat on this we we are channeling a a dragon where that's the aim here we have the wyvern heads on the armor we have a bone and leather type approach to this to this armor you can see the Y bone heads on the back and on the shoulder and that the belt is alive and moving and we are also trying to have it so the the trench coat is addressed I'm gonna ask trench coats yes my favorite we get trench coats are a design aesthetic they are a a conscious choice from ArenaNet as part of our silhouettes for the characters so when you are fighting another character it's important that you can tell what kind of character that is basically from its silhouette trench coats are a key way for us to maintain that aesthetic now we do understand that a lot of people don't like the trench coats or feel that trench coats are just overdone it is something that we wanted to try and get the best of both worlds so while you are in combat yes the trench coat folds out and it is still there while you are out of combat as you can see it folds away just into pants I like the little pulsating glow here and there yep it's not I see what you mean about the weight it's not quite as light as the crystals right but it's still there yeah it's again this is a glow that persists a glow that you can color you can change the design colorful the headpiece on the shoulders so we can put a red glow on the shoulder piece and have that in place and then you can see the eyes have changed on there and then the other channel will change the the glow itself and the glow is persistent in and out combat and again those amazing wings from Franco its Thank You Franco yes Thank You Franco it is I've seen this develop over over several months and each time I've gone back and I've looked at it the animations have just gotten better and better and the effects have just they've just moved it into that space which i think is absolutely fantastic again you have the audio there's the dragon call in there it's a selection of audios that gets played so you won't hear the same thing every time we wanted to make sure that the medium felt like a medium set we wanted to make sure that it had the dragon and that it wasn't too heavy and but it it conveyed that the look of a hunter that we've got which is what I'm showing here the Ranger all right one more one more so the heavy the heavy is a you know the Knights of old chivalry big suits of armor things like that that's the the heaviness that we wanted to convey with this one there's a lot of fine detail on the heavy there's a lot of filigree within the actual armor itself which I if I can get in and show you a little closer you can see there on the armor the armor is very it's like an Iron Man kind of approach that we were taking with this is that he transforms you into some kind of battle unit so as we go into combat I'll show you the close-up on this one well actually I'll show you the full one so again we have the wings on here that shattered and we have the ember effect that that floats away so you can see when we get close in there's all of these armored blades have come out and as he goes back the actual animations a bit folding in on itself there's I just beautiful yeah there's so much going on the and I love that it's not just going from that active to inert state with an institute change right we go into the combat a lot faster and because you want to be in your hand you come back yes as you're about to be run down but when the battle is over you can very quickly fold this away those animations I love it you can hear the audio is a very mechanical ratchet sound again there's a multitude that get played depending on a random selection now we have the glow and then Franco is amazing amazing wind let's um can we zoom out and get like a full shot of the wings we can see if they look like because and then we can hear the animation again and you've got the the audio as it powers down and it's shutting down full or swings looks fantastic the whole thing does yes we are extremely proud of where this armor is of course it's not for everyone and it does take a lot of time and effort to get this this armor it's it is raid only you have to complete a hundred and fifty boss kills which is approximately three months worth of kills full clears on a weekly basis and each piece of the armor costs around four hundred and fifty gold so you're looking around about the same cost as a legendary weapon about two and half thousand gold all right are you planning on getting it absolutely I was I just wondered I am absolutely going to be getting my armor I have my legendary insight I have the the gold stowed away and all the items so we have had the recipes out all on the wiki for quite a considerable amount of time so that people can start preparing but when the armor is released you will also be able to craft any of the other weights so if when you complete your first one you'll be offered a a twosie box for the weight that you want to take when you finish the collection and then from there you will be able to buy from Glenna the raid guide legendary insignias which will allow you then to buy the recipes for the different weights so everybody should have the ability to create their to craft light medium and heavy you just need to be able to have the legendary insights to do awesome cool thank you for showing it off and for answering the fun questions no worries yes I appreciate it I really appreciate it thank you very much keep sleeping baby charm and we're back with two new people mmm I just totally lost my voice like right as we went live and I was like oh gosh I can't talk so we're brand new people really not existed in normal they were out on the street they seemed nice I brought them in to talk about flashpoint so um I do want to point out that you guys have new WeLoveFine t-shirts on too and they are awesome we have the sleeping baby sloth asur so those are at the same place and we love fine and again thinks we love fine for giving us some little presents to show off today um same thing I'll let you guys introduce yourself and talked about what you worked on for this release and then we'll jump on in Josh your closest you can go first ah-ah I know it's rush you'll be okay my name's Josh my name is still Josh I'm almost sure of it what uh I still - okay and I worked on the open world map and the the one instance map where you go and fight it at Durgan heart of volcano yes sweet I mean top that what what I'm Tyler I'm a game designer I worked on the open world for Draconis bombs I worked on the new mastery Oh carts reach so much fun okay and it was okay yes because it was fun yeah I see you guys making me smile and have a go bar yeah all right so let's start with talking about the map and heart of the volcano since we finished up with that um link had link was saying he had some specific stuff in mind he had he only wanted 30 seconds but you know uh ever I aimed over deliver at all time I can't say I mean you know just look at my performance here if I do it it's it's very nice I like the stormtrooper outfit thank you I'm sorry we didn't accommodate it better with the t-shirt I'll do the next times that need to be troop time right there mm-hmm that's livestream yeah next livestream very very soon okay so link had this huge open space with the arrow combat that he wanted you had the interior okay no to work with so you have a pretty good starting point than what Oh when we fought a dragon yeah so well it was was all matter of like what makes this different than just a normal ball keno thing because we already did well I want to call a episode to a normal volcano as there were like crazy skulls everywhere and and weird structures what I did that yeah I mean that's the last map that I worked on before this one and when I found out we were going back to do more volcano stuff my first thought is well how can we make this a different kind of volcano so um yeah I'm my first conception for the overworld map and how the fight with the dragon was gonna work was you know if if the dragon had dug down through the earth and and it kind of into a giant cave but under a cave I don't know I just wanted to do something different so I kept throwing different different adjectives at it until it felt different enough which one works yeah so yeah and I always wanted to make like a big Land of the Lost Journey to the Center of the Earth type of you know biomes inside a cave and always but that notion is always fascinated me so I thought of like how could you get plant life inside a cave and so that led me to this idea of like a boiling ocean that so you've got you've got you know miss rising and then it forms a cloud layer and that rains and then there's got to be a light source so there's like I love that that little worm cave in New Zealand it's got the glow worms on the ceiling so I was like we got to get some of those in there and so those create some artificial light she'll be that later cuz that sounds cool let's look at the bottom one if you ever look at the ceiling there's all these blue daily bits well no the actual cave in New Zealand oh yeah yeah yeah you book it up online videos one cave New Zealand I remember early on when you were pitching it and some of the designers are having trouble visualizing what it might look like and you're like trust me it'll be good and lo it was okay so I'm moving back out to the open world you mentioned the Oh cards reach mastery which you worked on I did and are you happy with it yeah yeah everybody else is yeah yeah it was actually cut from episode 2 in ember Bay it wasn't a mastery then it was just like a grappling gun where you'd pick up a bundle in the caldera region to do a task heart there and you would like grapple up to the the higher elevations in the caldera and we had a bunch of content spawn it like you would collect dwarven artifacts and fight Librans up there wow I just heard that one shouting Noren and the Shiverpeaks about dwarf an artifact sorry yeah but but the reason we didn't include it in that episode was if it felt too cool to just be tucked away in a little heart somewhere and we wanted to make it a bigger feature where a map really focused and revolved around it yeah I was thinking I'm so it doesn't really hurt I wanted to do a cave yeah yeah I mean it was a dream things to grapple to if I were an interior what is the ultimate playground for this type of of mastery yeah I mean we've got this whole map now to play with this in and this was I mean you worked on the map and I think playground is the best descriptor for it this ended up being it would have had to be a really collaborative thing with you guys working together okay what's the best use we can possibly make of I keep saying grappling hook Oh cards reach mastery I think we all know what I'm talking about I mean you know everybody's screaming spider-man different things like grappling vine is also really common and and it went through several versions like themes as it went like at one point it was going to be literally a spiderweb right like we talked about heavy having a literal spider on your arm what is from you guys like as I was it was a gun originally that shot like a dart with a rope attached to it and we also had an idea where it was like more of like a tractor beam or something or shoot like a beam of energy that would pull you do that later yeah I just like the idea okay um I wanted to talk about designing the map a little bit because you had talked about how you had this great top-down view and everything worked really good and then you added art and everything just yes I mean it was a bit of a sell like well first of all anytime you do anything new it inherently there's risks with it and all the systems and processes and pipelines that we have in place are oriented to make what we've done before so I really wanted to do this crazy new thing I had to get the designers on board with this crazy new thing and and I mean it was very important for usability that players were able to tell where they were supposed to go what they were saying do that kind of stuff and so originally was just going to be this giant massive cave complex with all these floors everywhere and going going through the design process we were like okay well we need to make sure the hearts are spaced out in such a way that you're it's clear like if you're on the floor above or below it you're not there you know we didn't want stuff stacked up on top so so we kind of cut it down to two primary floors and I further differentiated those by putting different biomes and then making them look distinctive and stuff and so so on paper it all looked like it was gonna pin that it was going to work out perfectly but then we hit some snags once I started going in and making it arty you know making it not look like a diagram the official term yeah art the map once he ordered the map yeah um yeah so that introduced problems where I was trying to make things not be totally flat and have some interesting shapes and variation and stuff like that and had it at points it was pretty scary as far as just people were completely lost had no idea where to go their perception was that there were like ten floors really there's there's basically two but I mean there's ramps and there's like subfloor so yeah it was it was tricky to kind of nail that balance between discoverability where you spend time in the map and you learn in and you get to know it and that process is fun for some people for other people it's not fun for other people they want to go into a map and just like beeline from one place to the right so of me it give me a flat floor yeah and all the hearts run here in here and that's death was interesting to me to learn that you had simplified the map quite a bit I'm trying to imagine what that previous iteration was and just stay in the end just picturing my character standing in the middle of the map like weeping like I don't know pretty much that's we ended up making a lot of people weep we had to pull back so yeah fix that a little bit oh gosh um the mastery you know we talked about the Oh carts reach mastery a little bit and I've had as much fun I think watching people figure out what all you can do with that as I have playing with it myself because watching people find out I can use this thing mid glide is incredible and I'm sorry that the diving goggles and the little tiny bucket you don't look sorry but so many people are just like I landed on the edge of the bucket again it hurts so bad yeah the bucket was a piece of content I implemented in edge of the myth spec when I worked on world versus world and it was a fun little gameplay element there and when I saw how tall this map was and we needed somewhere to dive to but if you dive from anywhere you would either hit concrete you know or the rock or but boiling see neither of those things you really want to dive into so I was like oh the the bucket from edges the mess would make a good thing floating in the boiling sea and you can land in that and if we make it this big yeah but then uh you jumped in it and you were like oh well now I'm stuck in this bucket in the boiling sea like where do you go from there right so I added an interactive would hop out of the bucket super high and into an OP traffic and source is my life and play from there the bucket I've found so many people saying okay but if you do it just right you've got the grappling hook you can like yo Inc yourself into the bucket so it's it's been neat the creativity and finding out oh this isn't just a thing where you stand on the flat ground find a rock up high and okay now I can get there so really really well done on that and it's been so much fun seeing the collaboration between the map design and this awesome new mastery that does so much stuff yeah I mean that that's always the goal and game design is to have all the different disciplines really aiming towards the same thing and pulling that off and I think we did a good job on on this particular instance we hit that sweet spot where the environment calls out the best of the mechanics and vice versa so yeah and the oak arts reach almost didn't even make it into this episode even though we cut it earlier because come on you know there are people that didn't like believe that we could do it like in a really good polished way that we could like feel proud of when we shipped it right yeah that was scary since the map was already pretty much laid out and it was built around this will cut this whole mechanic good luck it so there was like a lot of back-and-forth even like moderately the way through the development of the map but I pushed hard on it because I really wanted it it was it was super fun to me and it seemed like a shame to not like she's thinking about that map without the master Ian yeah I'm just running up map ramps for the rest of my life and hoping yeah a lot of the craziness of the map and the verticality and stuff is only warranted by having you know the ability to to discover new ways to get around in it so that does speak to what you said a few minutes ago about doing something new from a design standpoint and having to kick down those walls and okay you really see what happens yeah let's just do this we can and I think it worked out for ya and I was saying that the mastery was in flux even midway through the project the fact that there's a druid presence in the map wasn't something that was part of the initial design that actually came as part of the theming for the mastery right like our mastery for the season was ancient magics right so I we decided to be druid magic and maybe nature-themed and stuff but now we needed a druid presence on the map to help sell that that's why you're learning this thank air right and then that sort of got more and more integrated into the story as time went on that's pretty cool how all of that came together because I can't imagine how difficult that was trying to make all of these pieces fit so yeah it's always an interesting collaborative iterative process of just kind of finding ways to make stuff fit together it's a moving target yeah to what congratulations on hitting at them so you mentioned the boiling sea earlier and you and I were talking the other day about how much of a kick I got out of the exfoliating I just lost the word for achievement how much I liked the exfoliating achievement because I found it by accident yeah I just somehow fell into the ocean and said well I can't hop out because now I'm too far away from the shore and you know how you do like that frantic just pound on the space bar trying to get out no now I'm dead hey achievement who did that that was a hilarious just I love those little one offs that you stumble into by mistake yeah that one was too much it is something that I really wanted to add because I'm a troll in game and any any time I can like take those little pokes and like make a funny thing when you know and you know what it takes the sting out because I got an achievement so thanks for that um I was going through something to do that yeah I told I needed to sign it on reddit that there's this hidden achievement so I was purposely dying in the water okay guys there are some really fun achievements in there um there was one that we've talked about here and they're on our different channels the Wayfarers backpack is really really awesome but was kind of unlike crashing the map so yeah yes yeah you're not that big of a troll no we had to disable a couple of the conversations for planting seeds because they were crushing the map and thinking the Tuesday update will have a fix for that okay yeah so it's not disabled forever yeah hang in there it's coming back so it's not fun when that stuff happens I mean we know you guys are working toward it and I know a lot of people are kind of like it's almost there so you know thanks it was like checking to see if you had one seed but it would take two so if you only had one seed then it would crash but if you had two or more you'd be fine right and the Kershaw had like a different number of seeds that you needed to not crash them up what's the progress I'm so sorry that you guys are having to deal with that because I know you actually do have other work to do but no we do move now and chillin like okay you're coming here take a nap abroad you know no big deal but yeah I mean we do we want you guys to have your backpack but we don't want it badly enough to keep crashing the map for the entire playerbase so working on it um I did want to mention the lessons learned achievement because he did I mean you did the work on mostly achievements didn't you but not that one seriously yeah you are a troll I know you're the worst I was just really happy to have like another oh this thing eats unbound magic okay so once I get everything that I want I don't have I'm not like stuck with all of this extra stuff I like anything that's useful for me after I'm done getting everything I want so think whoever yeah uh Charlie and Elijah also worked on the open okay map so it's like trouble go I was trying to give you credit for that one yeah well I'll take it okay you can't answer I don't I don't see Charlie so you know and the rock collector achievement yeah I really like putting things in easy places to find yeah easy the easier the more fun nights I don't know I love Easter egg hunts alone I love doing them and I love studying them up so this this was a particularly exciting one for me because of the vine mastery and being able to actually populate like every little nook and cranny and even the crannies without nooks weird something about that yeah yeah just yeah yeah cuz you could go everywhere in this map and and trying to lean into that as opposed to fight it was was kind of the theme of the map yeah are you happy without turned out you know it's one of those things where it's way easier to find map outs and so I'm still like patching holes in the map you know weeks afterwards which is not the best but I feel like the the bang per buck ratio is still there what reason oh I was just gonna say that like it's sort of always just a constant battle of like how much do we go towards the the hardcore like the people that are super invested in exploring and like not scare off the people that are you know more entry casual like the early version of The Rock collector achievement hints had like really vague clues right you know yeah under a curved rock and you'd be like well there's lots of rocks in this giant mountain cave volcano so only don't look under the rocks that are perfect so I was like no we need to like at the minimum put like the sector name in front of every clue and then like preferably give them better you know this is North Way north east of this EUI or something this is near a volcano I make the maps enormous oh well thank you for making it a little bit easier for casual and that is that's the thing about an MMO