Here are some tidbits:
Are we going to see any increase in FPS this weekend? In other words, did you work on optimization after BWE1 and Stress test?
Our engine and content programming teams made a number of improvements since the last weekend. Ideally you should see at least some increase in performance, but we’re not even close to done yet so don’t be too discouraged if you’re still having performance issues. Please be sure to leave feedback on our forums over the weekend and let us know how it feels!
P4. This warrior has what appears to be a 2-handed axe. Are there any intentions on implementing 2 handed axes in the game, or will there be greatsword skins that are designed to look like axes?
Two handed axes are awesome. No reason to skin, lets save some cool stuff for expansions :)
GP2a. (followup to last question) Does the team consider big changes to the base game possible following launch?
Yes, we intend to listen to the community and figure out what changes will help improve the game for players, as well as which are technically feasible. There will be a lot of effort going into Guild Wars 2 support after ship.
Also if you take a look at the change list from BWE to BWE2, that is literally stuff we have done in the last few weeks. We have a great process here for making changes which helps us make good on our philosophy of iteration. This is the kind of progress we want to keep making on the game as we keep moving forward.
GP10. What is the status on fixing Pet AI?
We have fixed a large number of bugs with pet AI, but there are still some lingering ones. Anyone that finds a good case for reproducing them, please don’t hesitate to post about it in our beta forums or somewhere on the internet and hopefully it finds its way to us.
GP3. Sense of moving is a great idea, what about a sense of being connected to the ground with walking/animations? Players also experience a ‘sliding’ effect when walking.
We have worked hard on this issue. Just like any game there are cases where you can make it look crazy, but we feel like those are mostly edge cases at this point. We still have some things in mind that we want to do here, but what you see now is close to what you will get.
I will explain a bit how it works.
Visually we have transition animations that help blend between different states, but for those worried about responsiveness those transitions are purely visual so as soon as you press strafe left you are moving at full speed to the left. This disconnect is what sometimes causes the floaty feeling.
Is there a possibility that we could then see some “I just started moving” speed ramp-up times then? Maybe the character doesn’t start at full stride, but quickly works into it?
Strait from one of our animators: “we DID have a ramp up speed early in development and removed it because it (surprise) made movement feel sluggish and pissed people off”