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f13.net General Forums => Guild Wars 2 => Topic started by: sidereal on August 17, 2009, 07:43:10 PM



Title: Guild Wars 2
Post by: sidereal on August 17, 2009, 07:43:10 PM
Placeholder site launched.

Behold (http://www.guildwars2.com/).

I haven't played GW1 in years, but I recall it being fun when I went questing with my bots/henchmen.

Edit: Oh, and Mike O'Brien promising an 'exciting week' (http://wiki.guildwars.com/wiki/User_talk:Mike_O'Brien)


Title: Re: Guild Wars 2
Post by: Velorath on August 17, 2009, 07:45:49 PM
Supposedly some info about it is going to be released at GamesCom.


Title: Re: Guild Wars 2
Post by: Modern Angel on August 17, 2009, 07:48:00 PM
Fucking finally


Title: Re: Guild Wars 2
Post by: Lantyssa on August 17, 2009, 09:38:58 PM
 :yahoo:


Title: Re: Guild Wars 2
Post by: schild on August 17, 2009, 10:53:32 PM
Please don't suck, please don't suck, please don't suck.


Title: Re: Guild Wars 2
Post by: Lucas on August 18, 2009, 12:12:20 AM
Amen.


Title: Re: Guild Wars 2
Post by: Fordel on August 18, 2009, 12:34:00 AM
 :eat:


Title: Re: Guild Wars 2
Post by: Kageru on August 18, 2009, 01:53:52 AM
Please don't suck, please don't suck, please don't suck.

The last shreds of MMO optimism.


Title: Re: Guild Wars 2
Post by: Ingmar on August 18, 2009, 02:01:41 AM
I like the logo!


Title: Re: Guild Wars 2
Post by: Feverdream on August 18, 2009, 02:43:10 AM
I'm almost afraid to have hope in this one.

But fool that I am, I can't fight back this little spark of anticipation.

It's easy enough to crush it back into bitter cynicism by reflecting on...well, I won't name the games for fear of attracting the attention of a few stalker types who seemed to only join these forums to indulge their obsession over specific games/companies. 

We shall see.  I think a lot of us are going to be joining the church of "please don't suck" in the meantime.


Title: Re: Guild Wars 2
Post by: Nevermore on August 18, 2009, 07:00:26 AM
This is one that's been on my radar.  I always liked how Guild Wars handled their skill system.


Title: Re: Guild Wars 2
Post by: Malakili on August 18, 2009, 07:45:57 AM
Please don't suck, please don't suck, please don't suck.

this.


Title: Re: Guild Wars 2
Post by: Hawkbit on August 18, 2009, 07:56:39 AM
I bought GW the day it came out, which was two days before my daughter was born.  I didn't realize how old the game is until I was thinking that she's 4.5 years old now.  Didn't realize GW was that old!


Title: Re: Guild Wars 2
Post by: DLRiley on August 18, 2009, 08:50:53 AM
If anyone can tell a rpg story in a perstitent world it's areanet. The fact that you only need to pay for the box garuntees this game longevity. Geez if it wasn't for GW1 I would have dismissed the entirety of the mmo market for being just for 12 years olds and 35 year olds basement dwellers.


Title: Re: Guild Wars 2
Post by: Murgos on August 18, 2009, 11:46:07 AM
If anyone can tell a rpg story in a perstitent world it's areanet.

Quote
The fact that you only need to pay for the box garuntees this game longevity.

Your mind doesn't work right.


Title: Re: Guild Wars 2
Post by: DLRiley on August 18, 2009, 12:00:08 PM
There is no box sales != success cliff that usually associated with say AoC releases that sold a million boxes but because they needed subs all that box sales money was a drop in the bucket. So assuming the GW2 has found a way around that (they had to have or this project wouldn't be green lighted), then million box sales = success.  I found that GW has actually told a story in an mmo setting albeit an instances one, so unlike say BioWare, I have more faith in Guild Wars ability to play like an rpg even in a persistent setting.


Title: Re: Guild Wars 2
Post by: Murgos on August 18, 2009, 12:48:01 PM
They either make enough money to cover costs or they don't.  They hope that not charging a monthly fee means they sell more boxes but there is no guarantee.  Regardless, that has nothing to do with longevity, at all.

And Arenanet has yet to make a persistent world of any kind, so why they should be the ones to do it if anyone can is not very clear.


Title: Re: Guild Wars 2
Post by: Yegolev on August 18, 2009, 01:00:04 PM
Sell boxes, recover costs, scrape game off shoe.

Makes more sense than the alternative.


Title: Re: Guild Wars 2
Post by: Ratman_tf on August 18, 2009, 01:42:22 PM
Man, I really wanted to like GW1, but it just wasn't sticky enough. I drop in on the game from time to time, kind of like Planetside, but I never had the "gotta play!" for this one.



Title: Re: Guild Wars 2
Post by: Gunzwei on August 18, 2009, 11:59:11 PM
Finally!


Title: Re: Guild Wars 2
Post by: Merusk on August 19, 2009, 04:22:26 AM
Man, I really wanted to like GW1, but it just wasn't sticky enough. I drop in on the game from time to time, kind of like Planetside, but I never had the "gotta play!" for this one.



Same here.  The game just never hooked me, and my interest faded somewhere around level 6.  Maybe it was the class, necromancer, but I tried a ranger and an elementalist and didn't even make it to level 3 on either one of those.  I guess it's just my 'ho hum' for Diablo coming through, since the D2 fans seem to love the game. 

It makes me sad, because I really enjoyed the mechanics of GW.  The skill system, the henchmen and the story all seemed like things that would get me jazzed, but it all felt flat and boring during play.   :?


Title: Re: Guild Wars 2
Post by: Fordel on August 19, 2009, 04:29:33 AM
I adore the Guild Wars combat mechanics.


if only I could fucking jump.


Title: Re: Guild Wars 2
Post by: Zetor on August 19, 2009, 04:33:54 AM
The only bad thing about GW mechanics was how unforgiving it was to players with bad pings (super-spammable abilities, extremely short cast times, etc). But then, my mistake was probably choosing a mesmer as my original character.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Ratman_tf on August 19, 2009, 09:09:27 AM
if only I could fucking jump.

I dunno if it got better in the expansions, but I hated how the terrain would arbitrarily block the characters.

It's only a 2 foot jump, fer chrissakes! *goes around*


Title: Re: Guild Wars 2
Post by: HaemishM on August 19, 2009, 09:47:46 AM
Guild Wars 2 biggest problems were those goddamn invisible zone walls and the reliance on what became pretty boring PVE in order to unlock all the PVP skills needed. The pre-built level 20 PVP matches were fucking awesome. The grind to get to level 20 to be able to have all the flexibility options needed was ass.


Title: Re: Guild Wars 2
Post by: DLRiley on August 19, 2009, 10:26:46 AM
The fix that like 3 months later. But yeah that was ass.


Title: Re: Guild Wars 2
Post by: Modern Angel on August 19, 2009, 10:32:36 AM
Really my complaint was never at release but that they did this wild swing from PvP with a PvE sidegame to almost exclusively their halfassed PvE. And then by the time GWEN rolled around they stuck on this stupid layer of grind. Now, the grind was optional in the sense that you didn't have to do it to complete the game but it wasn't in practice because it became quite clear the content roll outs were drying up entirely. So you basically just had to grind and grind for shit that didn't even make a difference for your character.

Although let me say that we all bitch about players being obsessed with stats and minmaxing to varying degrees. It's always struck me as refreshing to see people do stupid grinds for no other reason than it made their characters look cool.


Title: Re: Guild Wars 2
Post by: tazelbain on August 19, 2009, 10:35:41 AM
I didn't make it to GWEN.  Well before that, A.net had lost interest in their game.


Title: Re: Guild Wars 2
Post by: Modern Angel on August 19, 2009, 10:48:18 AM
I would go through these semiannual affairs with GW. I got GWEN and never really got into it.

This sounds like I'm downplaying my expectations for GW2 but I'm not. They did a lot of stuff right. Tons of stuff. I think they have a better art team when they're on their game than anyone else in the MMO biz and, yes, that includes Blizzard. They can tell a good story in the micro even if it's absurd Salvatore wank material when you zoom it out. I just feel like they got halfway through GW's lifespan and realized that the underlying structure of the game they made wasn't capable of doing what they wanted to actually do so they let GW sort of languish with the fire and forget grinds.


Title: Re: Guild Wars 2
Post by: DLRiley on August 19, 2009, 10:53:52 AM
Really my complaint was never at release but that they did this wild swing from PvP with a PvE sidegame to almost exclusively their halfassed PvE. And then by the time GWEN rolled around they stuck on this stupid layer of grind. Now, the grind was optional in the sense that you didn't have to do it to complete the game but it wasn't in practice because it became quite clear the content roll outs were drying up entirely. So you basically just had to grind and grind for shit that didn't even make a difference for your character.

Although let me say that we all bitch about players being obsessed with stats and minmaxing to varying degrees. It's always struck me as refreshing to see people do stupid grinds for no other reason than it made their characters look cool.

Made me laugh and chuckle. Really the only time the grind actually matters is when you play with pugs.

Really the game lost its steam when they figured Guild Wars 2 needs to be made. So after Nightfalls. I really can't fault the Arena Net for doing so, the PvP stopped having "counterstrike like" competitive scene after the last Guild Wars World Championship. A much larger percentage of their player base has insisted on playing pve and enjoyed equally to or much more than the pvp. My guess it was over half before factions and that half increased as the higher tiers of pvp (Hero Ascent and GvG) becomes increasingly more unavailable for the average player. Even those same pvp'ers watching their community shrink to refused to make concessions necessary to make PvP more accessible.  


Title: Re: Guild Wars 2
Post by: Fordel on August 19, 2009, 03:05:51 PM
The stuff that was accessible was plenty fun at least. I still log in from time to time to play that Fort Aspen battleground.


But yea, the 'real' competitive PvP, it was virtually impossible to "break into" without your own pre-existing dedicated group. If you already had a solid group together, you had virtually no reason to try playing with some random guy you met in a Random Arena.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 19, 2009, 03:41:01 PM
I do it for the Stuffs.  Titles that I work on while playing, getting neat looking items, building out skills, enjoying the story, etc.  The Menagerie is a big one for me right now as I've caught everything I have access to.  Now I'm leveling them up so I have all evolutions while reaching the parts where I can capture the rest.

I have a Survivor character I play around with every now and then.

Really I always have something to work towards, but it's not required I achieve any of it so I don't burn myself out.


Title: Re: Guild Wars 2
Post by: Velorath on August 20, 2009, 05:00:23 AM
Trailer and FAQ now up on the website.

Edit:  IGN has an article up already also (http://pc.ign.com/articles/101/1015971p1.html).


Title: Re: Guild Wars 2
Post by: Lucas on August 20, 2009, 05:20:36 AM
Trailer and FAQ now up on the website.

Edit:  IGN has an article up already also (http://pc.ign.com/articles/101/1015971p1.html).

Familiar and yet not so much with all this new Lore introduced in the game.

How is Guild Wars 2 different from other MMOs?
While Guild Wars 2 adds a persistent-world experience, it retains the unique characteristics of the original game, including strong narrative, extensive instanced gameplay, anti-grind design philosophy, and strong support for competitive play.

When are you going to release more information?
We will release more info about lore and races later this year. We will reveal more about gameplay early next year.

Oh well, see ya in a few months :)


Title: Re: Guild Wars 2
Post by: Fordel on August 20, 2009, 05:33:53 AM
I swear to GOD, I better be able to fucking jump.


And none of that /emote-jump shit either!


-edit-

Quote
During the past two years of development we made huge advances to our game engine, adding a persistent world with free-form movement and exploration,


That better mean I can Jump!


Title: Re: Guild Wars 2
Post by: Koyasha on August 20, 2009, 06:01:04 AM
You know it's funny.  Not being able to jump didn't really bug me in FFXI.  Drove me nuts in Guild Wars.  Seems strange but true.  Major contributor to the reason why I didn't play for very long and never picked up any of the expansions.


Title: Re: Guild Wars 2
Post by: Fordel on August 20, 2009, 06:04:00 AM
Drives me bonkers. Absolutely bonkers.


Title: Re: Guild Wars 2
Post by: Typhon on August 20, 2009, 07:01:01 AM
I think it's the combination of no jumping, invisible walls and the more detailed/realistic world/characters.  Your eyes tell you that you could just step over an obstacle, jumping will easily get you over, and WHAM, you hit an invisible wall.  Drove me nuts and from the game as well.


Title: Re: Guild Wars 2
Post by: NiX on August 20, 2009, 07:12:43 AM
You see an NPC jump in the trailer.


Title: Re: Guild Wars 2
Post by: Fordel on August 20, 2009, 07:17:17 AM
You see an NPC jump in the trailer.


Not good enough!


The next gameplay trailer should just be a shot of someone mashing the spacebar while the character leaps in tune.


Title: Re: Guild Wars 2
Post by: Lucas on August 20, 2009, 07:20:35 AM
You see an NPC jump in the trailer.


Not good enough!


The next gameplay trailer should just be a shot of someone mashing the spacebar while the character leaps in tune.

Picard, where art thou?


Title: Re: Guild Wars 2
Post by: Nevermore on August 20, 2009, 07:37:01 AM
That better mean I can Jump!

It must suck for you, being a white man.  :why_so_serious:


Title: Re: Guild Wars 2
Post by: tmp on August 20, 2009, 08:31:26 AM
Trailer and FAQ now up on the website.
Love how they don't fall for the WoW disease that's vertically exaggerated terrain. FFXIV seems to also avoid that and it makes things so much more like some actual world.


Title: Re: Guild Wars 2
Post by: Jamiko on August 20, 2009, 09:01:35 AM
In the video where the ships are in the air, connected together, you can clearly see people jumping from ship to ship.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on August 20, 2009, 09:07:17 AM
What engine is this?


Title: Re: Guild Wars 2
Post by: Jamiko on August 20, 2009, 09:11:49 AM
What engine is this?

ArenaNet's self-developed graphic engine.

Q: Will Guild Wars 2 use an entirely new graphics engine?
A: The GW1 engine will be the foundation of the GW2 engine, but it will be upgraded and rewritten substantially to provide a visual experience that players will expect in a sequel to Guild Wars. (Source: PCGamer)

http://guildwars.incgamers.com/showthread.php?t=477045&gr_i_ni


Title: Re: Guild Wars 2
Post by: Mrbloodworth on August 20, 2009, 09:14:03 AM
Yeah, just got done reading up on it. Its a home brew engine. Apparently other NC soft games use it, I'm thinking aion. They do not license it to non NC soft companies.

My first thought was hero, but I guess I was wrong.


Title: Re: Guild Wars 2
Post by: tmp on August 20, 2009, 09:18:58 AM
Apparently other NC soft games use it, I'm thinking aion.
Aion is using Crytek's engine, the one used for Far Cry.


Title: Re: Guild Wars 2
Post by: schild on August 20, 2009, 09:32:33 AM
Their art technique is unstoppable.


Title: Re: Guild Wars 2
Post by: Jamiko on August 20, 2009, 09:32:53 AM
According to an interview I read, not only will you jump, but also swim and climb.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 20, 2009, 09:38:54 AM
*Squee*


Title: Re: Guild Wars 2
Post by: schild on August 20, 2009, 09:41:41 AM
According to an interview I read, not only will you jump, but also swim and climb.
According to the totally rigged video I watched, not only will I be buying it, but I'll be buying it with a smile if only for the art book.


Title: Re: Guild Wars 2
Post by: Engels on August 20, 2009, 10:09:07 AM
The world art, as much as is shown in the promo vid, is stunning. The character art, well, its a GuildWars derivative, so its gonna be at least a bit asiany, but well within my tolerance limits. The little munchkin race looks a bit saccarine, but you can't win em all.

Seems like maybe someone somewhere has finally learned that you don't have to reinvent the wheel to have a succesfull MMO. Create good art, a simple world story arc, solo and group gameplay and accessability, and people will be happy.


Title: Re: Guild Wars 2
Post by: tmp on August 20, 2009, 10:09:43 AM
Tasty morsels from another forums (http://www.quartertothree.com/game-talk/showpost.php?p=1856278&postcount=38).

Quote from: HRose
Well, trailer is out and it shows a very similar style to GW and the same trend of 90% cardboard cutout scenery (passive backgrounds and huge structures whose only purpose is to look pretty).

Not impressed.

Quote from: Eric Flannum
Almost none of the scenery in that trailer is cardboard cutout... you can go play around on 90% of it. For instance the giant dam, the massive asura city, the snowy mountains, all places you can go.

Quote from: HRose
What about interiors?

In GW all buildings were solid blocks of nothing. If the environment is a bit more open and without barriers everywhere the game would have solved a significant problem

Quote from: Eric Flannum
GW 2 has full support for interiors. The game is very open with only the sort of barriers you'd expect to see in just about any open world type game.

 :popcorn:


Title: Re: Guild Wars 2
Post by: Lantyssa on August 20, 2009, 10:20:04 AM
Screw his doubting little cynical ways with a Fiery Dragon Sword.


Title: Re: Guild Wars 2
Post by: HaemishM on August 20, 2009, 10:27:44 AM
That trailer has suddenly got me interested. Some fantastic art direction on the scenery and the character models.


Title: Re: Guild Wars 2
Post by: Trippy on August 20, 2009, 10:46:25 AM
Quote
Our goal with Guild Wars 2 is to create nothing less than the definitive online role-playing game of all time.
:facepalm:


Title: Re: Guild Wars 2
Post by: schild on August 20, 2009, 11:16:27 AM
Hey at least they called it a GOAL and not "what they were doing, guaranteed, no refunds."


Title: Re: Guild Wars 2
Post by: sidereal on August 20, 2009, 11:43:11 AM
Quote
Also, to allow players the freedom to play together even if their friends are at a much higher (or lower) level, we are planning to implement a strong sidekick system, similar to that used in City of Heroes™.

We're applying this same philosophy to competitive play. Players will be able to engage in organized, balanced PvP (similar to GvG in the original Guild Wars) without first leveling up characters, finding equipment, and unlocking skills. While inside the organized PvP area, all characters will be the same power level and will have access to the same equipment.

That sounds nice


Title: Re: Guild Wars 2
Post by: Draegan on August 20, 2009, 11:46:51 AM
Interesting.

I wonder what the goals of this game are?  Whats the end game?  Or is it just GW1 but with an open world (which is still a cool thing)?



Title: Re: Guild Wars 2
Post by: AutomaticZen on August 20, 2009, 12:26:37 PM
Jesus Christ.

Who is the world designer?  They need to give that man a raise.  Some of the set pieces in there are inspired as well as being fucking gorgeous.


Title: Re: Guild Wars 2
Post by: Rasix on August 20, 2009, 12:59:45 PM
Didn't care for Guild Wars, but that trailer has me intrigued enough to give GW2 a look.


Title: Re: Guild Wars 2
Post by: Draegan on August 20, 2009, 01:06:42 PM
Eurogamer article. (http://www.eurogamer.net/articles/guild-wars-2-preview_4?page=1)

Quote
"We actually don't have a traditional RPG/MMO quest system," Flannum continues. "Instead what we've got are Events. Think of them as group-orientated activities. This is one of the many things that will encourage the player to explore the world - you can wander through and never quite know what you're going to see. You might come across a fortress that's being attacked by centaurs, or it might be that the centaurs attacked half an hour before you got there and they hold it now. You might start walking along a road you've walked a hundred times and suddenly there's a caravan travelling along that road that you may not have seen, and you can go help that caravan out."

Quote
There's also an attempt to introduce more variety into how the players can interact with this new, living world - and not just the welcome addition of a jump. To say that Guild Wars was combat-focussed would be something of an understatement; the absence of crafting and non-combat professions meant that there wasn't a whole lot else for players to take up on a whim if they felt like it.

"We're definitely introducing crafting, as well as a few other things that are going to provide players with other things to do," assures Flannum, although he can't say what those other things are. "I don't want to say it'd take the focus off combat, but it's definitely not going to be the case that the only way to interact with someone in Guild Wars 2 is to hit them on the head with a sword."

Quote
There are significant new areas, of course: most excitingly, the prospect of exploring an underwater continent. Flannum claims that there will be "a lot" of underwater exploration, and it will be possible for all races and players.

Quote
"Competition has always been consensual in Guild Wars, and we've retained that as one of our core tenets. It also goes along with accessibility and being able to play with your friends," says Flannum. "We looked into dividing the races early on, and we decided against that, specifically because we want you to be able to play the race that you want and also be able to play with your friends. We didn't want to fracture our player base by having a good-versus-evil vibe going on between the players themselves."

Quote
In addition, there's also a new World PvP system, which lets you use your PvE character and equipment to play against other people on a more open battlefield, the Mists. "It's very casual PvP where you can gain levels and have ten-on-one fights or 100-on-20 fights or whatever, where everything flows naturally on the battlefield and there's no limits to how many players can be involved," elaborates Flannum, though the team can't go into specifics about exactly how players will gain access to the Mists.
Quote
"We wanted to give our competitive players, who were a really important part of our GW1 audience, what they want," says Flannum. "Those people don't want to lose to someone who's just played more time than them. They want access to all the same skills as the other person, and they want it to be their skill in making and executing a character build to be what wins them the day."

Hope.  Change you can believe in.. etc.


Title: Re: Guild Wars 2
Post by: Ratman_tf on August 20, 2009, 02:13:58 PM
Their art technique is unstoppable.

Kawaii! Desu! Desu! Desu!

I will say, GW1 looked good while being easy on the system specs (I ran it on my old Win98 box!  :ye_gods:) I'm expecting similar performance from GW2.


Title: Re: Guild Wars 2
Post by: Fordel on August 20, 2009, 03:17:58 PM
I need an emoticon to express the fact that I did, in fact, climax, at the confirmed jumping news and am thoroughly satisfied.


Title: Re: Guild Wars 2
Post by: Koyasha on August 20, 2009, 03:28:05 PM
Lack of crafting was one of the things I actually liked about Guild Wars, so the news that they're adding it is dissapointing.  On the other hand jumping sounds good.


Title: Re: Guild Wars 2
Post by: tazelbain on August 20, 2009, 03:35:21 PM
Actually Jumping is the new crafting system.  Jumps have to be created for combining athletic resources.


Title: Re: Guild Wars 2
Post by: Ozzu on August 20, 2009, 03:46:58 PM
Oooh man, that's a nice looking game. GuildWars provided me a good month's worth of entertainment. I'll take that again any day.


Title: Re: Guild Wars 2
Post by: ghost on August 20, 2009, 04:29:08 PM
Actually Jumping is the new crafting system.  Jumps have to be created for combining athletic resources.

Yeah, I actually lol'd on this one.  Very, very funny.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 20, 2009, 04:41:59 PM
Fordel, while not an emoticon, I find *squee* fulfills that purpose nicely.


Title: Re: Guild Wars 2
Post by: Draegan on August 20, 2009, 05:36:57 PM
Fordel, while not an emoticon, I find *squee* fulfills that purpose nicely.

Oh Joy! (http://www.entertonement.com/clips/xgrdstrygb--JoyBilly-West-Ren-and-Stimpy-Stimpy-?fl_link=)


Title: Re: Guild Wars 2
Post by: Fordel on August 20, 2009, 08:44:19 PM
What blew my mind, was when they were showing off each races city/zones or whatever, when they got to the Plant People, It really looked just like the opening StoryArt, except they had players running around in it and crap.  :drill:


Title: Re: Guild Wars 2
Post by: Soln on August 20, 2009, 08:56:13 PM
any ideas on how this will be actually different from GW1?  it also didn't grab me (too much instancing)

why the sequel, in other words (?)


Title: Re: Guild Wars 2
Post by: schild on August 20, 2009, 08:58:07 PM
any ideas on how this will be actually different from GW1?  it also didn't grab me (too much instancing)

why the sequel, in other words (?)

They've said that GW2 will be a true persistent World with casual but open PvP (battlegrounds, zones, etc I assume). That is was the major thing missing from Guild Wars 1. Also, crafting and other meta systems. In other words, it's an MMOG. Without a monthly fee. Whee.


Title: Re: Guild Wars 2
Post by: Soln on August 20, 2009, 09:00:47 PM
any ideas on how this will be actually different from GW1?  it also didn't grab me (too much instancing)

why the sequel, in other words (?)

They've said that GW2 will be a true persistent World with casual but open PvP (battlegrounds, zones, etc I assume). That is was the major thing missing from Guild Wars 1. Also, crafting and other meta systems. In other words, it's an MMOG. Without a monthly fee. Whee.

Ok so THATS cool, yes


Title: Re: Guild Wars 2
Post by: tazelbain on August 20, 2009, 09:40:03 PM
I wonder about that no sub thing, have they reconfirmed that recently?  It's a shrewd move to focus on box sells rather than subs.  But I don't know how a greedy corp can resist sticking their hands in player's wallet.


Title: Re: Guild Wars 2
Post by: schild on August 20, 2009, 09:41:05 PM
But I don't how a greedy corp can resist sticking their hands in player's wallet.
The same way they did last time?


Title: Re: Guild Wars 2
Post by: tazelbain on August 20, 2009, 09:54:21 PM
I got the impression that the reason GW1 was able to be non-sub is they went very cheap on the back-end which is why there was very little persistence, no real z-axis, and was very instancy.  Now if they going a more traditional MMO back-end in GW2 are they really going to keep the no-sub?  If no-sub was such a great move, why isn't Aion no-sub?


Title: Re: Guild Wars 2
Post by: sidereal on August 20, 2009, 10:58:41 PM
are they really going to keep the no-sub? 

Quote from: FAQ
Will there be a subscription fee for Guild Wars 2?
Nope. Like the original Guild Wars, there will be no subscription fee for Guild Wars 2. You just buy the game and play it online without paying a monthly fee.

Enjoy.


Title: Re: Guild Wars 2
Post by: Lucas on August 21, 2009, 02:11:59 AM
The art direction, the whole architecture, is very promising. In GW1 they managed to give you a certain sense of wonder when you looked at the various structures. I distinctly remember, for example, the ice tower in Pre-Searing Ascalon (Wizard's Folly), thinking "whoa, who built that? How is  the inside?". You know, in a way a child-like sense of wonder, but inspired by how they represented their art.



Title: Re: Guild Wars 2
Post by: jakonovski on August 21, 2009, 02:40:17 AM
This thread inspires me: is it possible to play through the story of Nightfall solo? Are the hero henchmen thingies enough for the tough fights?


Title: Re: Guild Wars 2
Post by: Fordel on August 21, 2009, 02:46:24 AM
There are superior Henchmen called Heros now, that you'll get as you progress. The Primary difference is you can gear/skill them up as you please, their AI is slightly better and you can give them limited commands.


You should be able to finish any of the campaigns using only Hench/Hero's.


Title: Re: Guild Wars 2
Post by: jakonovski on August 21, 2009, 07:09:58 AM
I am now installing Nightfall.  :awesome_for_real:

I was also reading the Eurogamer preview and there was a developer quote that promptly describes why Guild Wars is awesome:

Quote
Guild Wars was a very unique game. It takes a different approach to role-playing. Looking at our competitors, it has its genesis in the Magic the Gathering tradition rather than a straight Dungeons and Dragons tradition[.]


Title: Re: Guild Wars 2
Post by: Modern Angel on August 21, 2009, 07:32:48 AM
Yes, exactly. I'm not a MtG guy but the people who turned their noses up at only eight powers active at a time missed the entire point. That allowed for some awesome synergy between powers that everyone in more traditional MMOs is always bitching about missing.


Title: Re: Guild Wars 2
Post by: jakonovski on August 21, 2009, 07:43:30 AM
Yes, exactly. I'm not a MtG guy but the people who turned their noses up at only eight powers active at a time missed the entire point. That allowed for some awesome synergy between powers that everyone in more traditional MMOs is always bitching about missing.

What's funny that it's also true art wise. MtG was always ultra-high fantasy with improable creatures, structures and magical things. Just like Guild Wars!


Title: Re: Guild Wars 2
Post by: Modern Angel on August 21, 2009, 08:15:42 AM
I could see that. Jesus I am geeked for this fucking game.


Title: Re: Guild Wars 2
Post by: Yegolev on August 21, 2009, 09:17:51 AM
I need an emoticon to express the fact that I did, in fact, climax, at the confirmed jumping news and am thoroughly satisfied.

(http://i202.photobucket.com/albums/aa181/Yegolev/tyrone_chappelle.jpg)


Title: Re: Guild Wars 2
Post by: Ratman_tf on August 21, 2009, 09:23:17 AM
They've said that GW2 will be a true persistent World with casual but open PvP (battlegrounds, zones, etc I assume). That is was the major thing missing from Guild Wars 1. Also, crafting and other meta systems. In other words, it's an MMOG. Without a monthly fee. Whee.

So did GW make enough money without a monthly sub to keep the lolservers running? I know Blizz managed it with battle.net, but I was under the impression that a 'real' MMOG would require more $$$ to pay da billz.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 21, 2009, 09:38:17 AM
Six million sold, two campaigns and an expansion, and funding for a GW2.  I don't know if they're driving Ferrari's while wearing their money hats, but it seems to have at least paid the bills.

This thread inspires me: is it possible to play through the story of Nightfall solo? Are the hero henchmen thingies enough for the tough fights?
It is enough.  You'll have to figure out the best party composition and skills to give your heroes, but I have done most of the game 'solo' this way.

Hero skills - Any skill you unlock for any of the characters on your account, or by spending Balthazar faction for, becomes available to your heroes.  So no matter which character you play, learning skills benefits all of your heroes in the future.  From a mechanics standpoint, GW has one of the best companion systems out there.

Your heroes with Ranger as a class can also have pets if you are so inclined.  I like running around with a Black, White, and regular brown Moa.


Title: Re: Guild Wars 2
Post by: schild on August 21, 2009, 09:40:19 AM
They've said that GW2 will be a true persistent World with casual but open PvP (battlegrounds, zones, etc I assume). That is was the major thing missing from Guild Wars 1. Also, crafting and other meta systems. In other words, it's an MMOG. Without a monthly fee. Whee.

So did GW make enough money without a monthly sub to keep the lolservers running? I know Blizz managed it with battle.net, but I was under the impression that a 'real' MMOG would require more $$$ to pay da billz.
Considering they have what is probably the best network engineering team in the gaming industry, I'd wager their backend costs a good deal less to keep up in terms of hardware. Not to mention, of course they did. Considering you didn't pick a server. I'd be impressed if they pulled off the one cluster thing this time around, but hey, maybe they can do it.


Title: Re: Guild Wars 2
Post by: jakonovski on August 21, 2009, 09:51:52 AM
It is enough.  You'll have to figure out the best party composition and skills to give your heroes, but I have done most of the game 'solo' this way.

Hero skills - Any skill you unlock for any of the characters on your account, or by spending Balthazar faction for, becomes available to your heroes.  So no matter which character you play, learning skills benefits all of your heroes in the future.  From a mechanics standpoint, GW has one of the best companion systems out there.

Your heroes with Ranger as a class can also have pets if you are so inclined.  I like running around with a Black, White, and regular brown Moa.

Ohh, hero skills. I suddenly remembered that when I played Factions, I gathered quite a few of those for my Elementalist/something (necromancer?).

Edit for GW2 content: I'm so hyped for this game now, it's ridiculous.  :heart:


Title: Re: Guild Wars 2
Post by: Sophismata on August 21, 2009, 10:12:59 AM
The only bad thing about GW mechanics was how unforgiving it was to players with bad pings (super-spammable abilities, extremely short cast times, etc). But then, my mistake was probably choosing a mesmer as my original character.  :awesome_for_real:
I don't know how it was immediately after release, but playing the alpha and beta builds I never noticed any problem with latency. I played a Mesmer, as well. I only note this because I live in Australia (and my WoW pings would exceed 4 or 5 hundred), but there were other players (some on dial-up) who seemed to perform fine.


Title: Re: Guild Wars 2
Post by: Fordel on August 21, 2009, 03:57:37 PM
Six million sold, two campaigns and an expansion, and funding for a GW2.  I don't know if they're driving Ferrari's while wearing their money hats, but it seems to have at least paid the bills.

This thread inspires me: is it possible to play through the story of Nightfall solo? Are the hero henchmen thingies enough for the tough fights?
It is enough.  You'll have to figure out the best party composition and skills to give your heroes, but I have done most of the game 'solo' this way.

Hero skills - Any skill you unlock for any of the characters on your account, or by spending Balthazar faction for, becomes available to your heroes.  So no matter which character you play, learning skills benefits all of your heroes in the future.  From a mechanics standpoint, GW has one of the best companion systems out there.

Your heroes with Ranger as a class can also have pets if you are so inclined.  I like running around with a Black, White, and regular brown Moa.


Ingmar runs around with like 2-3 Necormancer Hero's, so whenever I play with him, it's like a zombie movie.  :ye_gods:


Title: Re: Guild Wars 2
Post by: Gunzwei on August 22, 2009, 05:15:37 PM
Saw the trailer on their site and it looked awesome. Will definitely be picking it up. The art as always was amazing.

In case anyone hasn't seen or was curious about the concept art from the GW artists on the expansions. It's pretty amazing how close the illustrations look to the ingame environment.

GW Factions Concept Art - http://www.conceptart.org/forums/showthread.php?t=74118 (http://www.conceptart.org/forums/showthread.php?t=74118)

GW Nightfall Concept Art - http://www.conceptart.org/forums/showthread.php?t=83394 (http://www.conceptart.org/forums/showthread.php?t=83394)


Title: Re: Guild Wars 2
Post by: Shatter on August 25, 2009, 11:40:57 AM
In anticipation of the launch of this year's biggest massively multiplayer online (MMO) release, Aion, NCsoft announced an exclusive cross promotion today giving players the ability to call upon the Aion wings emote within the Guild Wars family of games. For more information on the Guild Wars Aion Wings promotion, please visit www.guildwars.com/aion.

Wings for Guild Wars® characters? Yes! You may not be able to fly, but you'll look awesome on the ground with these flashy wings from NCsoft's upcoming MMORPG Aion™. For a limited time, when you purchase either the Aion SteelBook edition or the Aion Limited Collector's Edition, you will receive an exclusive emote that allows you to summon a pair of Aion wings for your Guild Wars character!

Will the Aion wing emote transfer to Guild Wars 2?
A: No, this promotion is exclusive to Guild Wars.

Oh well, only for GW1


Title: Re: Guild Wars 2
Post by: Ingmar on August 25, 2009, 12:03:51 PM
Six million sold, two campaigns and an expansion, and funding for a GW2.  I don't know if they're driving Ferrari's while wearing their money hats, but it seems to have at least paid the bills.

This thread inspires me: is it possible to play through the story of Nightfall solo? Are the hero henchmen thingies enough for the tough fights?
It is enough.  You'll have to figure out the best party composition and skills to give your heroes, but I have done most of the game 'solo' this way.

Hero skills - Any skill you unlock for any of the characters on your account, or by spending Balthazar faction for, becomes available to your heroes.  So no matter which character you play, learning skills benefits all of your heroes in the future.  From a mechanics standpoint, GW has one of the best companion systems out there.

Your heroes with Ranger as a class can also have pets if you are so inclined.  I like running around with a Black, White, and regular brown Moa.


Ingmar runs around with like 2-3 Necormancer Hero's, so whenever I play with him, it's like a zombie movie.  :ye_gods:

BRAINS.

Anyway, it is possible to solo all the campaigns. Prophecies and Factions are rougher without heroes, but once you hit Lion's Arch or Kaineng City respectively, you can go pick up heroes from Nightfall if you own it, and it makes things significantly easier.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 25, 2009, 12:14:48 PM
Dammit.  Pre-ordered through Steam.  We should be entitled to a code.  We're missing out on the figurine, too.  :sad:


Title: Re: Guild Wars 2
Post by: sidereal on August 25, 2009, 12:18:21 PM
Was going to buy GW1 off steam last night because I'm fellowship-quest-blocked in LOTRO.  Little more expensive than I thought it was going to be.  $20 for the main game and each expansion.  Guess they can't discount it too much since I'm leeching servers and bandwidth.  I suspect it will get cheaper as GW2 gets closer.


Title: Re: Guild Wars 2
Post by: Falconeer on August 25, 2009, 12:40:28 PM
Preordered? When is this supposed to come out?


Title: Re: Guild Wars 2
Post by: Lantyssa on August 25, 2009, 12:43:45 PM
Was going to buy GW1 off steam last night because I'm fellowship-quest-blocked in LOTRO.  Little more expensive than I thought it was going to be.  $20 for the main game and each expansion.  Guess they can't discount it too much since I'm leeching servers and bandwidth.  I suspect it will get cheaper as GW2 gets closer.
Look for a Platinum box somewhere.  Then you would only need GWEN.  You can also find good deals in some stores.

Preordered? When is this supposed to come out?
September 9th.  It's Aion that is pre-ordered, not GW2.


Title: Re: Guild Wars 2
Post by: Fordel on August 25, 2009, 05:31:43 PM
Keep in mind there are 3 'main games'. Factions, Nightfall and Prophecies are all able to stand alone.


Title: Re: Guild Wars 2
Post by: sidereal on August 25, 2009, 05:59:24 PM
But I assume you miss content if you don't get all of them?


Title: Re: Guild Wars 2
Post by: Ard on August 25, 2009, 06:05:47 PM
Yes and no.  Don't treat them like expansions.  They're all more or less stand alone games that you can port your characters between.  The 1-20 grind is just the starting point for all three, they all have stories that go way beyond that.  Prophecies is honestly the slowest and weakest of them all, with the longest grind to 20, and Nightfall is the one I recommend people start with nowadays due to the heroes. 

edit:  I'm a tard, I forgot something important, if memory serves, you don't get all the classes unless you have the game the originated in.
Prophecies:  warrior, ranger, mesmer, elementalist, necromancer, monk
Factions: assassin, ritualist
Nightfall:  dervish, paragon

edit edit:  my memory didn't serve, and apparently I'm just a tard, just so we're all clear here.


Title: Re: Guild Wars 2
Post by: Fordel on August 25, 2009, 06:12:17 PM
you get warrior, ranger, mesmer, elementalist, necromancer, monk in all 3.


Factions and Nightfall are the ones with specific classes.


Title: Re: Guild Wars 2
Post by: Ingmar on August 25, 2009, 06:13:23 PM
You always get the Prophecies core classes with any game, its just the extra Factions and Nightfall ones you can't get without owning those.

The main restriction is actually skill access. Skills come in four categories, "Core" which is the skills that are common to all 3 campaigns, and then a set of skills specific to each campaign. Some of these are duplicates with different names.


Title: Re: Guild Wars 2
Post by: Ard on August 25, 2009, 06:36:45 PM
Okay, my bad, I couldn't remember for sure.  There was never a point where I didn't have prophecies.


Title: Re: Guild Wars 2
Post by: Fordel on August 25, 2009, 06:38:53 PM
I actually bought Factions as my first GW box. I didn't pick up prophecies till much much later when it was on sale.


Title: Re: Guild Wars 2
Post by: sidereal on August 25, 2009, 06:53:44 PM
So, in summary. If I buy only Nightfall, these are the things I will miss:

The Assassin and Ritualist class
Skills from Factions
Skills from Prophecies
The post-20 quests & zones from Prophecies (?)
The post-20 quests & zones from Factions (?)

Yeah?
How does the 3 separate games thing work?  When Factions came out did everyone start new characters because their originals were already maxed?  Or did they increase the level cap?  If not, was there any point to bringing a maxed character over?



Title: Re: Guild Wars 2
Post by: Fordel on August 25, 2009, 07:20:27 PM
Leveling isn't like most other MMO's, it's more like a tutorial then anything. You can hit the level cap in a afternoon really.





Title: Re: Guild Wars 2
Post by: ghost on August 25, 2009, 07:48:37 PM
Leveling isn't like most other MMO's, it's more like a tutorial then anything. You can hit the level cap in a afternoon really.





It seems pretty quick.  I'm having a hard time getting into it, nonetheless.  Something about GW is a bit sterile.


Title: Re: Guild Wars 2
Post by: lamaros on August 25, 2009, 07:55:14 PM
GW1 Beta was the best MMO gaming experience I've had. They fucked it up for me at the end with how they took some things and I didn't manage to follow through on the promise, but if they can get those things right this time around...


Title: Re: Guild Wars 2
Post by: Lantyssa on August 25, 2009, 08:58:07 PM
How does the 3 separate games thing work?  When Factions came out did everyone start new characters because their originals were already maxed?  Or did they increase the level cap?  If not, was there any point to bringing a maxed character over?
As said, up to 20 is the tutorial.  It's pretty fast to reach in Factions and Nightfall.  Prophecies takes a lot longer.  The game is really about collecting skills, decking out yourself and heroes, and just enjoying the story. 

Equipment can make a difference, however it's power curve is pretty low and it's more about finding cool looking weapons and gathering the materials to make a nice set of armor.  Armor has a prefix and suffix for each piece.  Weapons usually have two or three similar slots, plus an inscription.  A rare few powerful items come with a bonus quality.  You can scavenge these slot pieces from equipment you find and apply them to your own stuff.  Everything but green drops (very rare) can be customized in this fashion.


Title: Re: Guild Wars 2
Post by: Ragnoros on August 25, 2009, 09:35:25 PM
Saw the trailer on their site and it looked awesome. Will definitely be picking it up. The art as always was amazing.

In case anyone hasn't seen or was curious about the concept art from the GW artists on the expansions. It's pretty amazing how close the illustrations look to the ingame environment.

GW Factions Concept Art - http://www.conceptart.org/forums/showthread.php?t=74118 (http://www.conceptart.org/forums/showthread.php?t=74118)

GW Nightfall Concept Art - http://www.conceptart.org/forums/showthread.php?t=83394 (http://www.conceptart.org/forums/showthread.php?t=83394)

Its been said a dozen times. But DAMN that is some amazing concept artwork.


Title: Re: Guild Wars 2
Post by: Shatter on August 26, 2009, 10:45:23 AM
Checklist of things to do in this lifetime:

104)  Play a game riding a giant anteater with a house on top  :thumbs_up:


Title: Re: Guild Wars 2
Post by: Ingmar on August 26, 2009, 12:17:31 PM
Prophecies is just set up very differently than the others. The "tutorial" there is Pre-Searing and you end up only level 6ish after it unless you seriously catass some stuff. The campaign is longer and more difficult, too, until you can pick up some heroes but you don't even get to a town you can do that from until after many hours of play.

I think a lot of people's first inclination would be to get Prophecies because it seems like it should be the 'base' game, but Nightfall is definitely the way to go if you're only going to get one.


Title: Re: Guild Wars 2
Post by: sidereal on August 26, 2009, 12:35:36 PM
Hmm. . so I ended up getting the Trilogy since it's the same cost as getting Nightfall and Factions, and I planned on starting with Nightfall, but it forced me to start with Prophecies.  Which I originally took to mean that I had to pass Prophecies to get the other ones, which pissed me off.

But now I'm thinking it's just fucked up and running off the old key I had years ago and thinks I only have access to Prophecies.  So now I have to navigate Steam somehow and figure out how the hell to get they key out so I can get access to the other campaigns.

Seamless!


Title: Re: Guild Wars 2
Post by: Lantyssa on August 26, 2009, 12:42:31 PM
I'll have to look at home.  There should be a right-click option to let you see details.

I'd agree with Ingmar.  If you're only going to play one campaign then go with Nightfall.  Once you finish the starting missions you can go to the other campaigns if you need a change of scenery.  If you get hooked though, then I think playing through with a Prophecies character is worthwhile, but it's a very long-term investment.


Title: Re: Guild Wars 2
Post by: Yegolev on August 26, 2009, 06:16:50 PM
All my people are still there; I'm impressed.  Actually I don't know that I recognize one of them, a Prophecies character.  The other three don't have any details in the login screen because they are OLD, I guess.  No idea how I got Prophecies!

Wife just arrived, fun time stops.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 26, 2009, 06:34:30 PM
I'm not biting you.

There was a graphics glitch a few months ago which reset appearances on the character screen.  They'll return to normal once you log them in.


Title: Re: Guild Wars 2
Post by: Yegolev on August 26, 2009, 08:58:27 PM
Deleted the mesmer, making an elementalist named Waiting Fortwo. :oh_i_see:

Don't worry about the biting.


Title: Re: Guild Wars 2
Post by: sidereal on August 27, 2009, 02:51:31 PM
It was indeed a key problem.  I just had to add the new serial to my account on the ncsoft site and they all opened up.

But I'm playing through Prophecies with my N/R anyway.  Then I'll probably start fresh for each of the campaigns.  I wouldn't mind running the same guy through all 3, but the fractured class availability is kind of annoying.  I'll probably run a Ritualist and a Paragon on the other ones.


Title: Re: Guild Wars 2
Post by: Ratman_tf on August 27, 2009, 03:03:07 PM
So, If I have a Prophecies character, can I buy Nightfall and then just take that Prophecies character into the Nightfall content?

I'm so sick of beating my head aginst Prohpecies and getting nowhere.


Title: Re: Guild Wars 2
Post by: Ard on August 27, 2009, 03:12:11 PM
So, If I have a Prophecies character, can I buy Nightfall and then just take that Prophecies character into the Nightfall content?

I'm so sick of beating my head aginst Prohpecies and getting nowhere.

Only once you get to Lion's Gate, which takes a while in Prophecies if you haven't been there before.

Oh, also of note, bring a character from one campaign to another isn't exactly the same as starting one there.  The point where you join the storyline is different, as you skip the whole tutorial phase and jump in from around the point where you reach the main city, and come in as visitors and existing heroes instead of a new person.  This is especially obvious in the Factions campaign, since one of the main first storyline quests for existing characters actually allows for two full groups, each starting at different points, one from the Factions newbie side, and one from the other campaigns, that join in the middle and brawl up to the end, where the story merges.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 27, 2009, 03:18:48 PM
Lion's Gate for Prophecies (I could be convinced to run you if worst comes to worst), Consolate Docks for Nightfall, and I think Kaining City for Factions.  Once you reach those cities you can do a short quest for each and then gain access to the other campaigns.

There are small differences in the stories depending on where your character is from, but they're fairly minor and you can even 'flashback' through the early missions.  The biggest difference is how you gain skills.  Prophecies characters are given a lot of skills through mission completion.  Factions and Nightfall characters have to buy a great many of theirs.  (Save signets for elite skills which you cannot buy.)


Title: Re: Guild Wars 2
Post by: Yegolev on August 28, 2009, 02:07:03 PM
Right, it's good that I got some skills from a misson since I can't remember how the hell to get skills in this game.  I remember it being a mystery the first time I played as well.

I decided that starting a new character was stupid since nothing has changed in the game, as far as I can tell, so I started playing my lv10 Elementalist/Something.  The Something is like a phantom-type caster.  I guess I could read the manual again. :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Lantyssa on August 28, 2009, 03:36:59 PM
Mesmer.


Title: Re: Guild Wars 2
Post by: sidereal on August 28, 2009, 04:11:24 PM
I say Ritualist


Title: Re: Guild Wars 2
Post by: Ard on August 28, 2009, 04:27:04 PM
He's clearly a Pirate, and dare anyone to claim differently.


Title: Re: Guild Wars 2
Post by: Velorath on September 09, 2009, 02:20:56 PM
Fairly decent length article with information from PAX: (http://pc.ign.com/articles/102/1022360p1.html)

Quote
Unlike Guild Wars, which has always been considered at most a borderline MMO due to its heavy use of instances, Guild Wars 2 is going to be a fully persistent world. There will also be no separation of PvP and so-called "roleplaying" characters. In Guild Wars 2, there will be two different forms of PvP. They have something called "world-vs-world" play, which matches up entire servers against each other. Eric describes this as a more casual type of PvP with big open-world maps featuring castle sieges, siege weaponry and objectives for both solo players and big groups of like a hundred people. Competitive PvP, which was the hallmark of the original GW, will be there as well. Players will be able to level up their characters through world PvP as experience points will be granted for it. However, competitive PvP will put everyone on an even playing field so it becomes more about skill than about level.

The story in Guild Wars 2 happens two hundred fifty years after the original GW. The Charr, who used to be religious fanatics driven to conquest by their beliefs, have forsaken their false gods and magic, relying more on themselves and as a result, becoming the driving force of technological advancement. Meaning that you will see guns in the game, although they will be old-fashioned muskets rather than machine guns and such.

The Charr will also be a playable race. These big cat-like people were the main bad guys in GW so don't expect them to be peaceful and timid in the sequel. They are godless conquerors that have these technologically advanced cities and weapons and who like to win at all cost. In GW2, they are not at war with the humans anymore but that doesn't mean that they like them, and the feeling is mutual.

Humans were originally the only playable race and were once the dominant force in Tyria. With the dragons rising, beings of other races have been forced out of their homelands and into human territory. As a result, the humans have been pushed back and are not the mighty race that they once were. They are now clustered around the city of Divinity's Reach and are ruled by a Queen, a descendant of the last queen of Kryta, who is at times in conflict with the elected ministers of parliament.

The third playable race is the Norn, a race introduced in Guild Wars' Eye of the North expansion. They are giant Viking-type characters who are very individualistic. They worship four animal spirits – the bear, the raven, the wolf and the snow leopard – and they are able to shapeshift into these animals. The Norn don't have a formal government. Their religion is very shamanistic and they value strength, honesty and fair play.

The Asura, another race introduced in Eye of the North, is the fourth playable race. They are short magical creatures who have been driven from their underground homes by the dragons. They believe in the Eternal Alchemy which is their religion, a belief that everything in this world has a power running through it and that it's all part of this one big equation. The Asura are smarter than the other races and are rather proud and arrogant about it. They build golems and magical teleportation devices, objects which they like to use to insinuate themselves into the other societies as they are not very combative. As such, they have spread themselves out all over the face of Tyria.

The Sylvari is the fifth playable race. These are elf-like creatures that spring full-grown from this magical tree. As such, their physique is plant-like but their form is humanoid since a human planted the tree from whence they came. The Sylvari have only been around for twenty-five years so none of them have died of old age and they don't bear children. They're very empathetic and they have this shared dream. They are born with knowledge of the world but no experience, which makes them very childlike in their behavior. So they want to go out into the world and experience the things of which they only know about. They also have this instinctive drive to hunt and kill the dragons because they perceive them to be evil. However not all Sylvari are good. The ones who have turned against their own kind are called the Nightmare Court.

Each of these races will have their own starting cities. According to Eric, the trailer shows the Human and Asura starting cities, Divinity's Reach and Rata Sum. Perhaps the most welcome change in GW 2 is that these beautiful cities will not just be mere backdrops but vibrant places with buildings and houses that you can actually walk into. I did a double take when he mentioned houses, but unfortunately, player housing isn't something the developers are ready to discuss. Eric mentioned that they will probably reveal more about classes and gameplay early next year, so hopefully we won't have to wait too long.

In closing, Eric mentioned two philosophies behind Guild Wars 1 that will continue on to Guild Wars 2: 1) that people shouldn't have to pay a monthly fee to play the game, and 2) that a player should be able to play a game casually if he wants to and that he doesn't have to belong to a group or guild to grind his life away in order to be competitive, and 3) storytelling that will make the player feel that he is a part of the Guild Wars world.

In the meantime, "The Art of Guild Wars 2", a 128-page hardbound book filled with beautiful concept art for the game, was unveiled at PAX and all attendees who went up to the ArenaNet booth got a copy signed by some of the artists. The book is not on sale yet but will be soon after PAX.


Title: Re: Guild Wars 2
Post by: tazelbain on September 09, 2009, 02:39:39 PM
Neato, server vs server like sport teams.  You could power match servers so the strong fight the strong or a playoff system.  At least that's what I would do.  No-sub conformation.  :)  Still have to wonder why he thinks there was no grind to be competitive in GW1.


Title: Re: Guild Wars 2
Post by: DLRiley on September 09, 2009, 02:55:27 PM
Neato, server vs server like sport teams.  You could power match servers so the strong fight the strong or a playoff system.  At least that's what I would do.  No-sub conformation.  :)  Still have to wonder why he thinks there was no grind to be competitive in GW1.



Your going to have to be a tad specific on what your referring to.


Title: Re: Guild Wars 2
Post by: Kageru on September 09, 2009, 07:46:45 PM

Server versus server could be excellent fun. Great way of getting "world pride" and you could even rank it so that the challengers are (moderately) balanced.

That said I'm currently playing through GW again (for complex and external reasons) and it really is moderately ghastly to level up in. Each map being a linear path through a maze and the simplistic power and gearing designs makes it pretty dull. Gaming with henchmen is also the best demonstration of why dragging stupid and largely uncontrollable bots across a map is more frustrating than fun. Maybe the PvP is wonderfully exciting, but the ones I spectated on didn't look all that special.

So I'll keep my expectations low for this one, though I'm always open to being pleasantly surprised.


Title: Re: Guild Wars 2
Post by: Zetor on September 09, 2009, 10:31:06 PM
Are you playing through Prophecies? That's probably the slowest to level up in; you typically hit 20 in nightfall/factions by the time you are finished with the 'noob island'. Henchmen are pretty bad (in my guild Alesia and Orion have sort of become mascots  :awesome_for_real:), but heroes that you can outfit with gear and skills and have a high amoutn of control over are much better. Some missions are still not too soloable though, even with heroes...


Title: Re: Guild Wars 2
Post by: Kageru on September 09, 2009, 10:54:10 PM

Yep, prophecies. The wife has someone in the office who badgered her into playing GW after hearing she'd tried WoW. Thankfully I had an old account and we borrowed one off a friend so it's not costing us anything. Watching her get pissed off by long paths leading to impassable (but very scenic) dead ends and the archer/mages "get aggro, run all over gathering more" AI is making me realize how many people the game turned off.

I've met a couple of people who play in the belief it's just as good as WoW but free and I cry for them.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 09, 2009, 11:03:13 PM
Do you need heroes to set a flag?  It'll keep henchmen confined to a fairly tight area.

The Hero AI is vastly superior to the henchie AI.  If both of you are playing it together then you don't even need any henchmen once you have three.  Besides the campaign, getting Nightfall (and/or GWEN) to add heroes makes life so much better.


Title: Re: Guild Wars 2
Post by: DLRiley on September 10, 2009, 12:18:25 AM
Not to mention if its just the two of you....wow half the stuff you mentioned is hardly should be an issue. Fuck the crapstic henchmen wasn't even a problem until I reached lions arch and that was solo and without flagging. And yes Guild Wars is very much superior to WoW once you realize your skills do more than shoot bigger fireballs.


Title: Re: Guild Wars 2
Post by: EWSpider on September 10, 2009, 09:43:49 AM
I've met a couple of people who play in the belief it's just as good as WoW but free and I cry for them.

Guild Wars is superior to WoW in every conceivable way.  I weep for anyone that thinks otherwise.


Title: Re: Guild Wars 2
Post by: tazelbain on September 10, 2009, 09:47:24 AM
Crafting in Guild War sucks.  :grin:


Title: Re: Guild Wars 2
Post by: EWSpider on September 10, 2009, 10:02:08 AM
Crafting in Guild War sucks.  :grin:

Touche. ;D


Title: Re: Guild Wars 2
Post by: DLRiley on September 10, 2009, 10:42:14 AM
Crafting in Guild War sucks.  :grin:

 :why_so_serious:


Title: Re: Guild Wars 2
Post by: Ingmar on September 10, 2009, 12:18:42 PM
Hey, I have an idea, let's have a THIS SUCKS / NO THIS SUCKS / NO YOU / NO YOU argument for a couple pages, that will really be great.


Title: Re: Guild Wars 2
Post by: schild on September 10, 2009, 12:20:36 PM
Hey, I have an idea, let's have a THIS SUCKS / NO THIS SUCKS / NO YOU / NO YOU argument for a couple pages, that will really be great.

NO U


Title: Re: Guild Wars 2
Post by: Malakili on September 10, 2009, 12:23:54 PM
Hey, I have an idea, let's have a THIS SUCKS / NO THIS SUCKS / NO YOU / NO YOU argument for a couple pages, that will really be great.

NO U

NO ME


oh crap, i screwed it up.


Title: Re: Guild Wars 2
Post by: EWSpider on September 10, 2009, 12:35:45 PM
I was just making a point with no intention of defending my opinion.


Title: Re: Guild Wars 2
Post by: Kageru on September 10, 2009, 09:05:27 PM

I could see there being a small number of people who think the PvP in Guild wars gives it a unique strength. No idea, no knowledge and little interest. But I'd have to imagine it's pretty much played out at this point. Can it really compete with even WoW?

I can say with more certainly the PvE is dull and unexciting. The narrow skillbar and skills with so many conditionals might be thrilling in PvP but make PvE repetitive. The way they use lots of invisible walls (can't go up, down even small slopes, across water unless they let you and can get stuck on all sorts of objects) to turn a map into a maze, the instanced and so far very dull world and the limited mobs make it a chore. The aggro mechanics as well are just bizarre with the best way to avoid aggro (yes, I'm the healer) seems to be to trail the party and do as little as you can, and 90% of the time I'm healing a bot anyway. Like all games with freely picked skills the game is prone to silly combinations (like the monk being an awesome tank if you exploit the mechanics of a single skill) and a lot of other skills that are useless either entirely or outside of some combo involving cards you won't have until you're done with PvE anyway.

But hey, since I'm actually spending the time to play it, I'd love to hear about the hidden strengths of guild wars.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 10, 2009, 11:33:07 PM
For lots of specifics it might be best to take this to the Guild Wars board.  How far in are you (last outpost reached is fine) and which campaigns do you have access to?


Title: Re: Guild Wars 2
Post by: Kageru on September 11, 2009, 12:25:09 AM

You might be right, but perhaps it will also reflect what gets brought forward for GW2.

I own prophecies from way back where I got to level 14 before getting bored. This playthrough I'm level 11 and 4 missions in (Nolani academy?) because it seems we spent too much time doing side missions. I'm loath to invest more into the game when I'm not actually enjoying it that much, and besides it'll be obsoleted soon by GW2. We duo warrior/monk and take the warrior + least annoying remaining henchman.



Title: Re: Guild Wars 2
Post by: Lantyssa on September 11, 2009, 09:28:14 AM
Even though it's been said, I really need to emphasize this:  Prophecies starts out really fucking slowly.  (The cursing is to add extra emphasis.)

The plot, at least to me, doesn't open up until you're either done with Ascalon or even until Kryta.  Prophecies feels incredibly long compared to the others.  They learned from it, learned a lot you would see in the other campaigns, but it doesn't really help since you're playing the first.

I got boosted through to Lion's Arch and further, then went and dabbled in the other campaigns.  It wasn't until I had nearly beaten Prophecies that I took a character through the begining and was really able to appreciate it.  It's far too slow as an initial introduction.  If you can find a cheap copy of Nightfall somewhere, I really recommend you try that, either with new characters or by getting your duo to Lion's Arch and sailing over to Kamadan.  The difference in pacing is night and day.


Title: Re: Guild Wars 2
Post by: KallDrexx on September 13, 2009, 11:30:55 AM
Eww, multiple servers?

One of the things i liked about GW1 was there was only one server, and that allowed me not to have to worry about where I played because I knew different groups of people.  That sucks...


Title: Re: Guild Wars 2
Post by: pxib on September 13, 2009, 04:08:07 PM
That was a symptom of their instanced structure. Once the world goes persistant, things get hazy.

To an extent, the instancing provided GW with a problem mostly gone from most recent games: crowds of monsters that actually block the path of a soloer. In an instance, you can't wait around for somebody else to pass through and kill them. You can't tag along with another group without explictly joining them back in town. Plus, since everybody who's been there before can just teleport past, they have no reason to group up and help you along. They'd just be wasting time.

This led to a whole economy of "runners". I ran the route from Ascalon to Lion's Arch, to and through the Sanctum Cay mission and in a circuit to the major locations of the Crystal Desert as my Mo/R just for fun, and to show people that a monk could do it. Much more popular was the (quite challenging) run from Beacon's Perch to Droknar's Forge, skipping an enormous chunk of the game to get to the location of the endgame armor merchants. That such intermediate routes existed leads me to believe this was at least partially intended by ArenaNet.

Though they kept producing routes for such skipping later, there were very few runners in Factions and Nightfall. Their 1-20 portions were considerably smaller, better written, more tightly plotted, and full of optional quests. The market for skipping them dried right up.


Title: Re: Guild Wars 2
Post by: KallDrexx on September 17, 2009, 05:45:35 AM
Wait what?  Maybe it's been too long since I played but I remember runners being an effect of the teleportation/base system (and lazyness) rather than "getting stuck".  Most people would pay runners because they wanted it to be easy for their alts to have access to teleport to all the common base camps without having to do it themselves.  This worked because the instance system made it so once one person left a zone the whole party did afaik.  It had nothing to do with getting physically stuck from monsters, and I remember running past monsters many times and don't remember many areas where they actually blocked your view.

In fact, the more I think about instancing the more it makes me sad that GW2 won't have any.  They were able to do PvE and PvP things that aren't really possible in a persistent world, and while most people here probably think the story was crap, Guild Wars was the best MMO to implement a story and interesting PvE elements because of instancing.  It also allowed me not to have to deal with retards and assholes most of the time.


Title: Re: Guild Wars 2
Post by: Fordel on September 17, 2009, 06:15:12 AM
What makes you think GW2 won't have any instancing?


Title: Re: Guild Wars 2
Post by: KallDrexx on September 17, 2009, 08:12:18 AM
Well ok I phrased that badly.  It will probably have some instancing but they always make it sound like the majority of the game is persistent, which gets rid of the main reasons I really enjoyed the PvE in GW as opposed to every other MMO.


Title: Re: Guild Wars 2
Post by: Modern Angel on September 17, 2009, 10:16:29 AM
They're not mutually exclusive. Cities/hubs as quick zone lines, outside persistent with players milling around. The whole teleporting thing is almost a core feature of GW. I would be surprised if they removed it entirely.


Title: Re: Guild Wars 2
Post by: Yegolev on September 17, 2009, 10:26:04 AM
I kinda got lost in the GW info, do we know what GW2 is going to do as far as persistence?  I am imagining a DDO style persistence.

Anyway, my main concern is that PvE in GW2 will be less fun than PvE in GW.


Title: Re: Guild Wars 2
Post by: schild on September 17, 2009, 10:29:58 AM
Quote
Anyway, my main concern is that PvE in GW2 will be less fun than PvE in GW.

That would be quite the feat.


Title: Re: Guild Wars 2
Post by: Nebu on September 17, 2009, 10:33:02 AM
PvE in GW wasn't unfun so much as it was pointless beyond being a catch-em-all chore.  There were some encounters that I enjoyed.  Ok, enjoyed when my henchmen weren't being complete idiots.  

Then again, I have a much higher tolerance threshold than Schild when it comes to MMO's and grind. 


Title: Re: Guild Wars 2
Post by: tazelbain on September 17, 2009, 10:34:33 AM
Quote
Anyway, my main concern is that PvE in GW2 will be less fun than PvE in GW.

That would be quite the feat.
You rag on all PvE.  Which game has the good PvE?


Title: Re: Guild Wars 2
Post by: Nebu on September 17, 2009, 10:36:12 AM
You rag on all PvE.  Which game has the good PvE?

insert_AAA_console_title_here


Title: Re: Guild Wars 2
Post by: Yegolev on September 17, 2009, 10:54:44 AM
Demon's Souls comment inc....

Anyway, I liked the GW PvE well enough but that's because I'm a collect-em-all whore.  I won't be getting GW2 solely for the PvP.


Title: Re: Guild Wars 2
Post by: Ingmar on September 17, 2009, 12:01:10 PM
PVE is pretty fun in Nightfall I think. Better stories, less 'wander 3 feet farther and more devourers pop out of the ground'.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 17, 2009, 02:11:28 PM
Yeah, you get Mandragores instead.


Title: Re: Guild Wars 2
Post by: Ingmar on September 17, 2009, 04:32:33 PM
Well, to an extent. The cross country travel isn't nearly so tedious though, and the game also rewards you better for the random kill-on-the-way-to-the-quest packs via the wandering priests giving you faction and bonus xp and such.

I think maybe the actual single biggest mistake in Prophecies was the setup of the very first zone you hit post-Searing. It is so completely crowded with aggro, half of which you can't see coming, that it takes forever just to slog your way across it, not to mention it is so ugly compared to where you just were. I think it creates a very bad first impression of the "real" game for a lot of people.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 17, 2009, 04:43:03 PM
It does.  As I said, it took me playing through most of the game, and a good portion of GWEN, before coming back and appreciating it.

I'm loving Nightfall.  Up to 82% explored and cruisin' about in my worms.


Title: Re: Guild Wars 2
Post by: schild on September 17, 2009, 06:05:28 PM
Quote
Anyway, my main concern is that PvE in GW2 will be less fun than PvE in GW.

That would be quite the feat.
You rag on all PvE.  Which game has the good PvE?
Conan was the closest to good melee. The best in MMOGs, for sure.

Ranged? Easy. Fallen Earth, point-click-kill.


Title: Re: Guild Wars 2
Post by: DLRiley on September 17, 2009, 09:03:01 PM
Isn't it more like point-click-several rounds later kill? Monsters don't circle strafe in conan that's why its fun.


Title: Re: Guild Wars 2
Post by: Yegolev on September 18, 2009, 07:01:06 AM
How long is a round?


Title: Re: Guild Wars 2
Post by: Der Helm on September 18, 2009, 11:35:44 AM
Isn't it more like point-click-several rounds later kill? Monsters don't circle strafe in conan that's why its fun.
It took me a while to understand that the mobs in Fallen Earth are not rubberbanding due to lag, but are trying to dodge my rifle shots.

Dodging cockroaches drive me crazy, though  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: PalmTrees on September 18, 2009, 11:47:52 AM
How long is a round?

He didn't mean round as a unit of time, like in D&D, he meant rounds as in number of bullets. If you're being literal-minded you could've interpreted schild's point-click-kill as as everything being 1 shot kills.


Title: Re: Guild Wars 2
Post by: schild on September 18, 2009, 12:13:17 PM
DL was being a troll. Yeg was being "huuuuularious," he's actually playing the game.


Title: Re: Guild Wars 2
Post by: Yegolev on September 18, 2009, 01:06:45 PM
Those motherfuckers teleport.  Not often, but they do.  Had one do so last night versus my pistols.

Also, if I could reload the crossbow faster, I'd say two rounds.  As it is, I shoot a bolt into them and if it is a good hit, I then beat them to death with a board.  Using the air pistols (yeah, I wield two pistols) that I crafted, I can drop a scavenger with ten rounds if I hit them in the face a lot, plus a nice pistol whip to the noggin if they rush me.  Those pistols suck, I'm going to work on my ballistics and make some better guns.


Title: Re: Guild Wars 2
Post by: schild on September 18, 2009, 01:14:36 PM
We have enough people doing ballistics that you can just request a type of gun + level and have it within a day for the most part, especially if we can get you a list of needed resources.


Title: Re: Guild Wars 2
Post by: BitWarrior on December 04, 2009, 08:55:19 AM
Arena Net recently published a new video, titled "The Races of Tyria", which show off some in-game scenes of the new races, their homelands, plus the voice acting. The number of cliches hit reached new heights and caused me to squirm with a little embarrassment on their behalf, but I still hope they manage to pull it off well.

Video is available at the official site.


Title: Re: Guild Wars 2
Post by: Draegan on December 04, 2009, 10:44:28 AM
http://www.guildwars2.com/en/


Title: Re: Guild Wars 2
Post by: Stormwaltz on December 04, 2009, 10:44:56 AM
Arena Net recently published a new video, titled "The Races of Tyria", which show off some in-game scenes of the new races, their homelands, plus the voice acting. The number of cliches hit reached new heights and caused me to squirm with a little embarrassment on their behalf, but I still hope they manage to pull it off well.

I'm totally going to be a giant wolf guy with a rifle. Especially if my VO is from Wrex (Steven Blum).

Also, nerdbait: Felicia Day is the little furry girl with the giant robot.


Title: Re: Guild Wars 2
Post by: Setanta on December 04, 2009, 01:45:25 PM
GW2 has to be at the top of my list for games to buy. Factions was a hell of a lot of fun and I bought a few extra character slots as levelling is a joke... more a "hey, this is how you play the game" than "lets keep you playing by grinding your balls against a rust cheese grater" process. the fact that Blizzard sat up and took notice, implementing the PvP features of GW1 (badly) says it all. If only more MMO developers paid attention to GW and not WoW, there might actually be better MMOs


Title: Re: Guild Wars 2
Post by: Nebu on December 04, 2009, 01:51:24 PM
Factions was a hell of a lot of fun and I bought a few extra character slots as levelling is a joke... more a "hey, this is how you play the game" than "lets keep you playing by grinding your balls against a rust cheese grater" process.

I hated factions and almost gave up on GW entirely because of it.  Nightfall really saved the title for me. 


Title: Re: Guild Wars 2
Post by: tazelbain on December 04, 2009, 02:38:07 PM
I like GW, but after Arena.net dropped their "successful" game like it was radioactive.  I am worried about their commitment to their games.


Title: Re: Guild Wars 2
Post by: Ingmar on December 04, 2009, 02:54:24 PM
I like GW, but after Arena.net dropped their "successful" game like it was radioactive.  I am worried about their commitment to their games.

Huh? GW has had 3 full campaigns and an expansion, and patches regularly for balance etc. How has it been dropped?


Title: Re: Guild Wars 2
Post by: tazelbain on December 04, 2009, 03:24:47 PM
And its been over 2 years since the last one.  We would have at least a campaigns and 2 more expansions if they hadn't put this game on the shelf.


Title: Re: Guild Wars 2
Post by: BitWarrior on December 04, 2009, 03:56:48 PM
And its been over 2 years since the last one.  We would have at least a campaigns and 2 more expansions if they hadn't put this game on the shelf.

I really dislike how Blizzard stopped making expansions for Warcraft 3 after World of Warcraft came out.


Title: Re: Guild Wars 2
Post by: Ingmar on December 04, 2009, 04:38:12 PM
Huh, I had it in my head that GW was older than WoW, but apparently not? What happened to me in the mid-2000s, I wonder?

I'd guess that they are really feeling the limitations of the GW1 engine (it still looks pretty, but it has not aged nearly as gracefully as some others), hence the desire to move to a sequel starting earlier than for most MMOs.


Title: Re: Guild Wars 2
Post by: pxib on December 04, 2009, 04:57:25 PM
The original Guild Wars expansion paradigm was a dangerous combinatorial nightmare. New classes with new skills and systems, new skills for all of the old classes, new armor and weapon enhancements. Everything had to interact with everything else in order to keep all the classes worthwhile. Keeping all those plates spinning was just going to get harder every time they did it.

The more stable framework GW2 will be a lot less trouble to maintain.


Title: Re: Guild Wars 2
Post by: Lantyssa on December 04, 2009, 05:23:34 PM
And its been over 2 years since the last one.  We would have at least a campaigns and 2 more expansions if they hadn't put this game on the shelf.
They've been quite open that they are putting their major efforts into GW2.  They still do regular, if small, updates. 


Title: Re: Guild Wars 2
Post by: UnSub on December 05, 2009, 04:54:32 AM
We're entering into the "how long should a MMO live?" territory. Personally I'd rather a game go out with some sort of dignity than limp to an unglamorous end.

GW still brings in okay revenue levels considering it hasn't released any new boxes for 2 years. 


Title: Re: Guild Wars 2
Post by: DLRiley on December 05, 2009, 08:08:24 AM
GW the only reason why  :drill: should be used in the context of an mmo. But dignity and mmo shouldn't be used in the same sentence...(unless your talking about  :drill: Wars)


Title: Re: Guild Wars 2
Post by: Hoax on December 05, 2009, 08:33:35 AM
So is the tag line for GW2:
"Now much more like WoW in every way"?

Admittedly I've always preferred the art style of GW to almost all fantasy games and adding guns helps that but are there any shots out yet with the ui and have they said what they are doing with the GW1 skill system yet?  Because just watching that races promo vid made me cringe at someone making another pathetic WoW clone.


Title: Re: Guild Wars 2
Post by: Lantyssa on December 05, 2009, 08:34:53 AM
They are allowing GW achievements to carry over as small bonuses and a lot of people still play.  Keeping it running hurts no one, and shutting it down would piss-off their fan base for GW2.  What would possibly make them think doing so would be a good idea?


Title: Re: Guild Wars 2
Post by: Furiously on December 06, 2009, 02:35:41 AM
Someone in accounting who says, we can sell more boxes if we shut the other one down.


Title: Re: Guild Wars 2
Post by: Velorath on December 06, 2009, 02:55:39 AM
I feel like I'm missing some sort of explanation as to why Furiously and eldaec have almost the exact same avatar and are only 1 post apart in post counts.  Like one of them is a chameleon or something.


Title: Re: Guild Wars 2
Post by: NiX on December 06, 2009, 07:35:48 PM
If you mean Hoax, it's Hunter S. Thompson and around here, where we use Bat Country for a guild name, it's not all that out there.


Title: Re: Guild Wars 2
Post by: Hoax on December 06, 2009, 09:42:30 PM
If you mean Hoax, it's Hunter S. Thompson and around here, where we use Bat Country for a guild name, it's not all that out there.

Since my postcount is clearly much larger and manly I'm guessing eldaec also is using some variation of the Goonswarm bee as his avatar.  That means they both play Eve, I would guess.  If he is talking about me then yeah, Gonzo Journalism and whatnot, have you not noticed the flavor text for the various boards?


Title: Re: Guild Wars 2
Post by: Velorath on December 07, 2009, 02:52:14 AM
If you mean Hoax, it's Hunter S. Thompson and around here, where we use Bat Country for a guild name, it's not all that out there.

No, I meant eldeac.  I was unaware that there was a "Goonswarm bee", but I guess that explains it.


Title: Re: Guild Wars 2
Post by: Fordel on December 07, 2009, 02:57:52 PM
The Goonswarm Bee's are like the best part!

http://img105.imageshack.us/img105/6899/beepostervi4.jpg


 


Title: Re: Guild Wars 2
Post by: Zzulo on April 27, 2010, 01:03:39 PM
http://www.arena.net/blog/guild-

New info in this design manifesto released today as they prepare to fuel the hypemachine. 2 in-game pictures provided in the link as well. Elementalist (http://img684.yfrog.com/img684/5804/img4un.jpg) as a class revealed. They obviously intend to reveal the other classes in this silhouette picture soon as well as they step up the information release.

Quote
This week we’re celebrating the 5th anniversary of the release of Guild Wars. Coincidentally, this year also marks the 10th anniversary of the founding of our company. We founded this company because we wanted to shake up a risk-averse industry, and show that game companies don’t have to just keep making the same games over and over again to be successful. We believe that gamers want to try new things, new experiences, and that they’ll reward the companies who can bring them something new.wars-2-design-manifesto
So five years ago we released Guild Wars, which was really a new thing. It was an RPG, but it also had elements of a strategy game; unlike most RPGs it was inspired more by M:tG than D&D; it was an online world with no monthly fees. We called it a CORPG but the ‘net raged with debates about whether or not it was an MMORPG. However you categorized it didn’t matter; it was a fun, new, different experience. We thought we could sell a million copies, and we ended up selling over 6 million.

We’re not going to rest on our laurels now. We started this company to innovate and bring players new experiences. Guild Wars 2 is the perfect game for Guild Wars players, but it’s not just the same game repeated again. We took this opportunity to question everything, and we have some exciting answers for you today.

The first thing you should know about Guild Wars 2 is that, this time around, there’s no question that it’s an MMORPG. It’s an enormous, persistent, living, social world, filled with a wide variety of combat and non-combat activities. There’s so much depth here that you’re never going to run out of new things to discover.

So if you love MMORPGs, you should check out Guild Wars 2. But if you hate traditional MMORPGs, then you should really check out Guild Wars 2. Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs. It doesn’t suck your life away and force you onto a grinding treadmill; it doesn’t make you spend hours preparing to have fun rather than just having fun; and of course, it doesn’t have a monthly fee.


Shouldn’t great MMORPGs be great RPGs too?

It sometimes feels like our industry has thrown the baby out with the bathwater. When you play an RPG, you want to experience a compelling and memorable storyline. You want your choices to matter. You want your actions to leave their mark on the world. Let’s start demanding those things of MMOs too.

The original Guild Wars was known for the level of storytelling it brought to online RPGs, so with GW2 we obviously wanted to take it to the next level. In GW you experience the story of the world, but the story in GW2 is the personal story of your character as well. You fill out a biography at character creation time that defines your background and your place within the world, and that starts you on your path. Then the choices you make will take the story in different directions. Each time you play through the game, you can experience a different storyline.

Some games mostly tell story through quest text. But we’ve all clicked so many exclamation points and accepted so many quests in our lives that we’re pretty immune to quest text at this point. GW2 tells story by allowing the player to befriend and adventure with key characters, by presenting him with moral dilemmas that will impact the lives of the people around him, and by having him live through world-changing events and all the key moments of the storyline.

In addition to great storyline and important player choices, another hallmark of great RPGs is that they create a world that feels real and alive. Let’s say a village is being terrorized by bandits. You don’t want to find out about that because there’s a villager standing there motionless with an exclamation mark over his head who says when you click on him, “Help, we’re being terrorized by bandits.” You want to find out like you would in GW2: because the bandits are attacking, chasing villagers through the streets, slaying them and setting their houses on fire. You can stand up for the villagers, or you can watch their village burn to the ground and then deal with the consequences. We’ve worked hard to create a living, dynamic world for you, where there’s always something new to do.
It’s time to make MMORPGs more social

MMOs are social games. So why do they sometimes seem to work so hard to punish you for playing with other players? If I’m out hunting and another player walks by, shouldn’t I welcome his help, rather than worrying that he’s going to steal my kills or consume all the mobs I wanted to kill? Or if I want to play with someone, shouldn’t we naturally have the same goals and objectives, rather than discovering that we’re in the same area but working on a different set of quests?

We think of GW2 as the first MMO that actually has a cooperative PvE experience. When I’m out hunting and suddenly there’s a huge explosion over the next hill – the ground is shaking and smoke is pouring into the sky – I’m going to want to investigate, and most other players in the area will too. Or if the sky darkens on a sunny day, and I look up and see a dragon circling overhead preparing to attack, I know I’d better fight or flee, and everyone around me knows that too.

With traditional MMOs you can choose to solo or you can find a good guild or party to play with. With GW2 there’s a third option too: you can just naturally play with all the people around you. I personally spend a big chunk of my time in traditional MMOs soloing, but when I play GW2 I always find myself naturally working with everyone around me to accomplish world objectives, and before long we find ourselves saying, “Hey, there’s a bunch of us here; let’s see if we can take down the swamp boss together,” without ever having bothered to form a party.

With GW2 there’s a third option too: you can just naturally play with all the people around you
Of course GW2 has great support for parties, but they just don’t feel as necessary as they do in other MMOs, because your interests are always aligned with all other nearby players anyway. When someone kills a monster, not just that player’s party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.

We even redesigned the competitive part of the game to be friendly like this. Now worlds can compete against each other, through the mists that separate them, for scarce resources that benefit an entire world. Joining this PvP competition is completely optional, just like it was in the original GW, but if you do compete you’re now going to find that your world welcomes you with open arms. You don’t have to join a party to join the fight. All you have to do is get out there and start helping. Everyone has the same objective, and if your world can get 501 people working for the same goal, that’s only going to be more helpful than 500 people.
Rethinking combat

Finally, since combat is such a core part of the gameplay of any MMO, we’ve put a lot of emphasis into rethinking combat. So much of traditional MMO combat is rote and repetitive. You execute the same strategy over and over again, just augmented over time with better and better gear. After a while it starts to feel like you’re playing a spreadsheet. Combat needs to be about making creative choices, and it needs to feel immediate, active, and visceralCombat needs to be about making creative choices, and it needs to feel immediate, active, and visceral. So we’ve put a huge focus on strengthening our combat, giving the player limitless choices, and providing the thrill and joy of being in combat.

The original GW featured a CCG-like skill system that allowed each player to discover unique combos and new strategies. Theoretically every Elementalist in the game could approach combat with a different strategy. In fact players found thousands of interesting strategies over the years, most of which our designers never anticipated, which is always the sign of a flexible system.

GW2 shares this flexible skill system. The big difference is that now skills are much more visual in explaining what they do. The process of actually discovering combos, or understanding them when they’re used against you, is a lot more clear, because you can visually see how skills combo with each other. An Elementalist can cast Fire Wall next to an opponent, and then switch to Water attunement, which freezes all enemies around him. Using the concussive force of Water Trident, he can slam his frozen enemy into the Fire Wall, leaving him to roast in the flames.

GW2 adds even more possibilities for distinguishing yourself in combat. Now you can choose a race, and each race comes with unique combat abilities, such as the Norn’s ability to transform himself into a bear. And now you can build up and select traits for your character which give you new intrinsic abilities, such as the Elementalist’s Stone Boots trait, which keeps his feet firmly planted on the ground even when an attack or skill effect would normally toss him through the air.

And like the original GW, in GW2 the creativity doesn’t end with your own character. When you play with others, you’ll find that your abilities can complement theirs, and that you can discover new skill combos and strategies between professions. So if you’re playing an Elementalist, try casting a fire wall, and then see what happens when your friends shoot projectiles through it.

Then we add environmental weapons to mix up combat even more. In the original GW you’d sometimes find a catapult or trebuchet that you could take over and fire at enemies. That’s one type of environmental weapon, and in GW2 we have dozens more. If a Stone Elemental throws a boulder at you, pick it up and throw it back. Or as an Elementalist, use that boulder to create a meteor storm. If you’re fighting an Oakheart with an axe and you manage to hack off a branch, pick up the branch and try using it as a weapon. If you meet a beekeeper outside town, buy a jar of bees from him and see what happens when you lob it at nearby enemies. If you come across a stash of powder kegs, don’t just blow them up in place, but try moving them to where they can do the most damage. If a centaur wheels a siege machine up to the outskirts of a village, don’t just destroy it; take it over and use it to turn the tide of battle.

And while you’re discovering new opportunities, new weapons, new combos, and new strategies, you’re surrounded by the pure visceral joy of combat. Smash a monster with a plank and watch him fly through the air. Avoid the Oakheart’s roots as they creep out of the ground looking to entangle you. Launch yourself on a sweeping attack that takes you behind your enemy. Smash open the garrison gate and begin your assault. Dodge out of the way before the Drake Broodmother unleashes her fire attack.

It all gets back to our basic design philosophy. Our games aren’t about preparing to have fun, or about grinding for a future fun reward. Our games are designed to be fun from moment to momentOur games are designed to be fun from moment to moment.

Guild Wars 2 is a deep and rich game, and we have so much more to tell you. What I covered here is just the tip of the iceberg. So in the coming days we’ll be releasing a series of in-depth articles on different aspects of the game. The first one is written by our lead designer, Eric Flannum, and will tell you all about our combat systems.

This is an exciting time for ArenaNet. We’re a company of passionate gamers with one mission: to make Guild Wars 2 the best MMORPG ever created. We are a 150+ person development team and we’re betting our company on Guild Wars 2. If this sounds like the kind of game you’ve been waiting for, join us on Facebook and Twitter, and help us get the word out to other gamers as well. As you’re reading this, we’re playing the game constantly, tweaking it and polishing it, adding more content, and getting it ready for you. Over the next few months we’ll be revealing more and more about the game, and we’ll be working with our community every step of the way. Because in the end, this isn’t just our game – we want it to be yours as well – and we can’t wait to play it with you.



Title: Re: Guild Wars 2
Post by: Furiously on April 27, 2010, 01:36:51 PM
This jar of bees has me intreged.


Title: Re: Guild Wars 2
Post by: Draegan on April 27, 2010, 01:38:48 PM
We'll see.  But maybe that's a fancy way of saying you can jump in this game.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 27, 2010, 01:52:32 PM
I'll be in my barracks.


Title: Re: Guild Wars 2
Post by: Zzulo on April 27, 2010, 02:38:41 PM
They released another image as thanks to the community for digg-ing them.

Elementalist casting "Static Field" spell:
(http://farm4.static.flickr.com/3223/4558240121_ff8e6cd329_b.jpg)



Title: Re: Guild Wars 2
Post by: Mosesandstick on April 27, 2010, 02:55:49 PM
Totally stoked. GW was the only MMORPG that held my interest for a while post-WoW.


Title: Re: Guild Wars 2
Post by: pxib on April 27, 2010, 04:50:09 PM
Quote
When someone kills a monster, not just that player’s party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.

 :oh_i_see:


Title: Re: Guild Wars 2
Post by: Ingmar on April 27, 2010, 04:51:24 PM
Why does that get a face of disapproval!


Title: Re: Guild Wars 2
Post by: Hawkbit on April 27, 2010, 04:54:04 PM
Yeah, they'll have to seriously fuck it up for this to not be a day 1 purchase from me.


Title: Re: Guild Wars 2
Post by: pxib on April 27, 2010, 05:29:31 PM
Why does that get a face of disapproval!
It's been promised for a long time, by many different games. The shitty group mechanics we have today aren't just old bad habits... they are the bitter pill result of a stream of failures of "everybody who participates is rewarded" systems. The press release is a great statement of purpose, and great advertising, but it will lead to a lot of disappointment if it isn't taken with a few heavy grains of salt. These are all old promises, and they haven't failed in the past for lack of effort, but rather because they collide poorly with player psychology. I don't see that players have changed much since the last few times, other than that there are more of them.

If I take these promises as optimistically as possible, it sounds like they're making an MMO without an endgame: all journey, no destination. You buy the game once, level up a charcter through your own "unique" storyline, and then retire having gotten your money's worth. There's no point rushing it because there's no prize at the end except repetitive PvP. ArenaNet gets away with this because nobody's paying a monthly fee, so they can't complain if there's nothing worth paying one for. You are expected to play for the sake of playing, not for the sake of winning.

That would be awesome, and I'm buying the game regardless because ArenaNet's done quality work, and I loved Guild Wars. I just hope they don't get too many people expecting the Robot Jesus because how great a game is depends on how people feel playing it. Crowds of disappointed players are poison.

EDIT: Forgot a "don't".


Title: Re: Guild Wars 2
Post by: Ingmar on April 27, 2010, 05:45:36 PM
Gotcha. I read the face as meaning you didn't like the idea of rewarding everyone who jumps in.


Title: Re: Guild Wars 2
Post by: Severian on April 27, 2010, 05:46:45 PM
I thought it got the face of disapproval because the system as stated rewards, fully, serial tap-and-run in fights others are engaged in. 100% EXP for one arrow, I'm in! And out and on to the next, good luck pal!


Title: Re: Guild Wars 2
Post by: Shatter on April 27, 2010, 06:35:10 PM
I thought it got the face of disapproval because the system as stated rewards, fully, serial tap-and-run in fights others are engaged in. 100% EXP for one arrow, I'm in! And out and on to the next, good luck pal!

Hey that 1 arrow maens I participated!


Title: Re: Guild Wars 2
Post by: Cadaverine on April 27, 2010, 07:06:51 PM
Sounds nifty.  Shame the final product won't have any of that stuff, or will have a watered down version if it does.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 27, 2010, 08:50:56 PM
I misread.  Nevermind my comment, which didn't make sense.


Title: Re: Guild Wars 2
Post by: Koyasha on April 28, 2010, 04:21:00 AM
Well it does say 'seriously involved' which probably means minimum amount of damage, or healed someone who did the minimum amount of damage, by a minimum amount.

The 'shoot one arrow and get full exp' is the main problem that needs to be avoided though, yeah.  The trick is to make it so that gaming the system is too difficult to be worthwhile.  Any such system will be able to be gamed in some way, but by making such a thing too difficult/annoying to be worthwhile, it can be effectively prevented.

I can't remember what game it was, but I remember somewhere playing a healer and not caring whether my heals were effective at keeping my side alive - only that I landed a heal on as many people as possible, because it would increase my odds of getting rewards, or something like that.  I don't recall the details, but I distinctly recall being annoyed at having to approach with that attitude in order to maximize rewards.


Title: Re: Guild Wars 2
Post by: Zzulo on April 28, 2010, 05:14:24 AM
I think the "combine powers from different players" idea sounds pretty neat.


Title: Re: Guild Wars 2
Post by: Modern Angel on April 28, 2010, 06:28:02 AM
That's the next logical step in the GW way of doing things though, isn't it? GW lived and died by it nifty synergy mechanics between classes and between stuff on your own bar. In the glory days some of the most fun I've had in a social game was cooking up team builds with my friends.


Title: Re: Guild Wars 2
Post by: Shatter on April 28, 2010, 07:35:16 AM
GW2 is one of only a few MMO's coming out the next couple years I am actually excited about.  On that note I'm still a little leery on how some of the above mentioned game mechanics will work, but hopeful they can follow through and not turn it into sh*t.  I'd be pretty happy to get a beta key for this one. 


Title: Re: Guild Wars 2
Post by: UnSub on April 28, 2010, 08:40:47 AM
I can't remember what game it was, but I remember somewhere playing a healer and not caring whether my heals were effective at keeping my side alive - only that I landed a heal on as many people as possible, because it would increase my odds of getting rewards, or something like that.  I don't recall the details, but I distinctly recall being annoyed at having to approach with that attitude in order to maximize rewards.

Wasn't that WAR?


Title: Re: Guild Wars 2
Post by: CharlieMopps on April 28, 2010, 09:28:02 AM
Am I the only person here that didn't think Guild Wars was an MMO?


Title: Re: Guild Wars 2
Post by: Nebu on April 28, 2010, 09:31:23 AM
Am I the only person here that didn't think Guild Wars was an MMO?

It is in the very loosest sense, but I never considered it an MMO either.  


Title: Re: Guild Wars 2
Post by: KallDrexx on April 28, 2010, 10:23:22 AM
It's as much of an MMO as DDO.


Title: Re: Guild Wars 2
Post by: Zzulo on April 28, 2010, 10:36:15 AM
Day II of information release process (http://www.guildwars2.com/en/the-game/combat/part-one/)

Quote
The Basics
Hi! I'm Eric Flannum, the lead designer for Guild Wars 2. Over the next few months, we'll be telling you about the professions, races, lore, and game systems of Guild Wars 2, as well as talking about our design philosophy and thoughts about the game. First up: combat!

We've got a lot of amazing things planned for combat in Guild Wars 2, and I'll try to cover as many of them as possible before wearing out my welcome. Let's start with the basics.

One of our priorities in developing Guild Wars 2 has been to make the simple act of moving around and interacting with the world an enjoyable experience for our players. We often refer to this as introducing "joy of movement" into the game. This means being able to jump and swim freely, but it also translates directly into combat.

To reinforce the importance of movement in the game, we want your character's position in combat to really matter. You'll see a lot of attacks in Guild Wars 2 that encourage and reward tactical player movement and positioning.

To illustrate what I'm talking about, I was watching two of our game designers--Jon and Isaiah--play the other day. Jon is using his shield to deflect the fire breath of a drake, when Isaiah hits the drake from behind with a skill called Devastating Hammer, launching it into the air. The drake is sent flying over Jon's head, who immediately turns and uses a skill called Savage Leap to impale and finish the drake right as it hits the ground. This was a very cool looking (and effective!) sequence of events that flowed very naturally from how combat in Guild Wars 2 works.

We want combat in Guild Wars 2 to really be visually appealing. We want you to be able to identify the skills being used at a glance and also have a good idea of what that skill is doing. Does a skill have an area of effect? Is it doing damage? What type of damage? Our goal is to design skills that are visually unique and explain them without overly complex skill descriptions. This has resulted in a lot of distinct and impressive skill effects in the game. Even a simple skill like fireball explodes in such a way that you can clearly see the area that they will affect. Beyond your typical fireballs and lightning bolts, you'll see skills that create giant crushing stone hands, turn their users into massive tornadoes, and summon flocks of vicious birds of prey (a particular favorite skill of many people after they see it in action).

(http://www.guildwars2.com/global/includes/images/screenshots/combat/gw260.jpg)
(http://www.guildwars2.com/global/includes/images/screenshots/combat/gw002.jpg)


The Skill System
Much like in Guild Wars, the skill bar in Guild Wars 2 is limited to a set number of skills. Like a collectible card game, we provide the player with a wide variety of choices and allow them to pick and choose skills to create a build that best suits their particular play style. For example, one Guild Wars 2 warrior might decide to build his character around gradual damage which causes his opponents to bleed out, while another may choose to knock his opponents down, controlling their movement with slow, large attacks. Both warriors can choose to equip the skills that matter most to them. It is also very important to us that our skill system be simple to use, leaving the screen as clean and unintimidating as possible. All of this combines to give us a skill bar and skill system that's a bit different than what you'd typically find in an MMO.


The Ten Slot Skill Bar
The first five skills on the skill bar are not slotted directly by the player; instead they are determined by the player's choice of weapon and profession. Because of this, we can ensure that each weapon is balanced with a fun combination of skills. For example, a warrior wielding a mace and shield would get access to strong but slow damage skills like Obliterate, as well as powerful defensive skills such as Block and Shield Bash. A warrior wielding a greatsword would have access to a lot of movement-oriented skills like Rush, and area-of-effect skills like 100 Blades. In each case, the warrior's first five skills are determined by what he's holding in his hands. Weapon skills also take profession into account, so a warrior wielding a sword will have different skills than a different sword-wielding profession.

To provide additional variety to the mix, most professions can have two different weapon sets equipped and can very quickly and easily swap between the sets. For example, a warrior might keep a longbow or rifle for engaging foes at a distance, and then switch to a hammer when that enemy gets close.

We've talked about the first five skills being determined by weapon and profession. What about the second five? These skills are all chosen by the player from a pool of skills determined by both profession and race. To slot a skill, a player simply clicks on a skill slot and it will bring up a list of skills that can be put into that slot. One of these slots is dedicated to healing skills that replenish the health of the character and his allies, while another slot is dedicated to elite skills that trigger visually spectacular and powerful effects. No matter what type of skill is involved, it's important that we give the player a diverse set of tools to choose from so that he can create a build that he'll enjoy playing.

For example, a human Elementalist can choose to bring Aura of Restoration, which is a buff that heals him every time he uses a skill, or he can choose to bring Glyph of Healing, which is a more straightforward heal. A warrior might take the Frenzy skill, which will fill his adrenaline gauge instantly; the shout skill Fear Me! which inflicts the weakness condition on surrounding foes; or the Banner of Courage skill, which inspires his allies and increases their melee damage.

Elite skills are designed to be infrequently-used, ultra-powerful skills that have a dramatic impact on the game. An Elementalist can call upon the power of the wind to shapeshift into a tornado that knocks enemies around and inflicts heavy damage, while a warrior might choose to harness the power of Destruction, to make all of his blows inflict area-of-effect damage.

Tomorrow: Weapons, Professions and Races


Title: Re: Guild Wars 2
Post by: Zzulo on April 28, 2010, 10:59:43 AM
:grin: Oh yeah, more stuff:


Information on the Elementalist with 5 in-game videos showing it in action:
http://www.guildwars2.com/en/the-game/professions/elementalist/

And a new interview:
http://www.rockpapershotgun.com/2010/04/28/guild-wars-2-interview-part-1-fighting-fires/#more-29417


Title: Re: Guild Wars 2
Post by: Draegan on April 28, 2010, 11:09:32 AM
I love the 10 skills max hotbar design.

Edit:
I love those 5 videos.  Nice animation, sounds and visuals.


Title: Re: Guild Wars 2
Post by: raydeen on April 28, 2010, 11:19:44 AM
I'm going to have to get a new computer if I want to play this.

Feck.


Title: Re: Guild Wars 2
Post by: Ingmar on April 28, 2010, 11:22:50 AM
Am I the only person here that didn't think Guild Wars was an MMO?

You may be the only person who thinks it matters if it is.


Title: Re: Guild Wars 2
Post by: Nija on April 28, 2010, 11:29:51 AM
First thing to turn off: stupid catchphrases the characters say.


Title: Re: Guild Wars 2
Post by: Rendakor on April 28, 2010, 11:32:22 AM
Quote
One of our priorities in developing Guild Wars 2 has been to make the simple act of moving around and interacting with the world an enjoyable experience for our players. We often refer to this as introducing "joy of movement" into the game. This means being able to jump and swim freely, but it also translates directly into combat.
Quote
We often refer to this as introducing "joy of movement" into the game. This means being able to jump and swim freely, but it also translates directly into combat.
Quote
This means being able to jump and swim freely, but it also translates directly into combat.
Quote
jump
Thank god.


Title: Re: Guild Wars 2
Post by: SnakeCharmer on April 28, 2010, 11:37:58 AM
Wow, that's purty.

Dx11?


Title: Re: Guild Wars 2
Post by: Draegan on April 28, 2010, 11:44:12 AM
I wonder what the release timeframe is.  2011? 2012?

There are a decent amount of games to look forward to coming from "big names"

SWTOR in 2011 or so.
FFXIV in 2010 (probably 2011).
Rift, Planes of Telara (Rift? RPT? PoT?) in 2011 though not a big name company, has some big names attached to it.

There's a decent chance we'll get at least a decent game out of those three.  Good timing too.  WOW is aged and still has an expansion coming out this year.  I wonder if we'll get a taste of the next Blizzard MMOG this year (probably next year).


Title: Re: Guild Wars 2
Post by: Zzulo on April 28, 2010, 11:44:30 AM
Quote
First thing to turn off: stupid catchphrases the characters say.

I don't know, I don't mind automated phrases and such, as long as they are somewhat varied and do not happen all the time. For example, I love how in Bad Company II, you can hear the automated responses all over the place, but it never really gets annoying or stands out too much. Hopefully GW2 strikes a similar good balance.



Title: Re: Guild Wars 2
Post by: Draegan on April 28, 2010, 11:51:02 AM
Perfect Bad Example: Voices in Aion.



Title: Re: Guild Wars 2
Post by: pxib on April 28, 2010, 12:41:50 PM
Wow, that's purty.

Dx11?
Not necessarily... one thing their art team was great at in the first game was making low end graphics look spectacular. I wouldn't be surprised if this will play on any machine around today, and just looks slightly more spectacular on a high end box.

The only video that got me was the Phoenix. I think it flew out and back, and the caster changed positions to have it hit a different mob on the return. I also like the "5 of your skills are from your class and what you're wielding" idea.


Title: Re: Guild Wars 2
Post by: Fordel on April 28, 2010, 01:46:32 PM
I have no doubt that the GW2 combat Mechanics will be awesome, GW solved like 98% of the problems with traditional MMO style fight mechanics years ago.


Title: Re: Guild Wars 2
Post by: Zzulo on April 28, 2010, 02:35:27 PM
more and more interviews popping up

http://uk.gamespot.com/pc/rpg/guildwars2/news.html?sid=6260499&om_act=convert&om_clk=newsfeatures&tag=newsfeatures;title;1&mode=previews

http://www.mmorpg.com/gamelist.cfm/game/473/feature/4198/Guild-Wars-2-Exclusive-Interview.html


Title: Re: Guild Wars 2
Post by: Nonentity on April 28, 2010, 03:48:37 PM
Perfect Bad Example: Voices in Aion.



Oooo, a DAEVA! Nyerk nyerk!


Title: Re: Guild Wars 2
Post by: CharlieMopps on April 28, 2010, 03:57:44 PM
Am I the only person here that didn't think Guild Wars was an MMO?

You may be the only person who thinks it matters if it is.

Just that it's in the wrong forum is all.

I enjoyed the game... for a few weeks. It's more like a FPS than an MMO though.

And as far as everyone liking the graphics and what-not... you should know better than to believe anything released right now. This is all pre-generated hype and will likely have little to do with what the game looks like when it's released.


Title: Re: Guild Wars 2
Post by: Ingmar on April 28, 2010, 04:08:29 PM
It looks basically like a prettied up GW, so I expect that is basically exactly what it is going to look like visually, actually.

As far as being in the wrong forum, GW2 is not going to all happen in instances like GW did apparently, so, um, yeah?


Title: Re: Guild Wars 2
Post by: pxib on April 28, 2010, 04:48:54 PM
Of Massively, Multiplayer, and Online, I assume you're debating the "massively". I interacted with more different people in Guild Wars than I have in any other game I've played. As much as everything was instanced, there was only one "shard"... so it's not like I'd have to start over to play with any new person I happened to meet. I put the folks I liked playing with on my friend list and eventually joined a guild with a few of them.

Then when we wanted to play together, either in PvP or PvE, we'd call on our guildmates, and the guildmates of our friends and everybody would go run an instance together. It was effortless, interactive, and our progress was persistent. I never had to play alone until I wanted to play alone. If anything the "lobby" spaces between instances often felt simultaneously busier and more purposeful than the ones that exist in, say, WoW.

If you're arguing that it's not massive if you're not fighting over boss spawns, then you have point... but one you could level against almost every modern game.


Title: Re: Guild Wars 2
Post by: Count Nerfedalot on April 28, 2010, 05:00:56 PM
It's as much of an MMO as DDO.

Both are just as much MMOs as the original Diablo.  MMO being neither the first nor the last term to be trivialized to meaninglessness by marketing hacks.

But it sounds like one of the big changes in GW2 is that it really will be MMO this time, so yes, this is the correct forum for it.

I do wonder what degree of instancing will remain though, and if none, how will they handle too many people in too small a space?  Other valid reasons for instancing (like separating me and my play from those whose idea of fun play is disrupting my play) may be solved by other means.  But non-draconian options for dealing with the technical limitations of too many people wanting to be in the same area at the same time are few and far between.  


Title: Re: Guild Wars 2
Post by: DLRiley on April 28, 2010, 05:04:15 PM
So basically noobing up Guild Wars so its impossible to fuck up and show how stupid you are beyond being unable to play the game period. For example in guild wars 1 players had 8 free choices, you can or can not chose to bring vital skills, you can even troll your party members via your skill selection, you can be a totally different class if your secondary allows you to do so. Now? You have real 3 choices in a 10 slot skill bar and the 2 other choices you have is basically the games way of saying "look here dumb idiot take the uber skill and the heal/support skill". I guess this will work considering your typical mmo player have an IQ close to 0 so the hand holding is very necessary. As for me...meh, I'm waiting to see how this plays out competitively.


Title: Re: Guild Wars 2
Post by: Fordel on April 28, 2010, 06:05:23 PM
Considering how many skills were tied to weapons to begin with in GW, it isn't that big of a change really.


Having dedicated support slots could also be a way of insuring that we don't end up with stalemate builds.


Title: Re: Guild Wars 2
Post by: DLRiley on April 28, 2010, 08:27:33 PM
Considering how many skills were tied to weapons to begin with in GW, it isn't that big of a change really.


Having dedicated support slots could also be a way of insuring that we don't end up with stalemate builds.

Well lets consider the context, the Warrior, Paragon, Dervish, Ranger, and Assassin has skills tied to their primary weapons (in the warriors case 3). However to do the job of taking someone from 600+ health to 0 in reasonable time, none of them really needed to fill their skill bar with skills of their weapon mastery. Even the warrior at most needed 4 skills from his weapon mastery to do so (which is why the sword mastery was rarely used lolz). If you play guild wars now, it is perfectly possible for a warrior to not have a single skill from his weapon spec and still achieve competitive results. The paragon can do his job just fine with 2 skills from spear mastery (which is basically the standard), the assassin (before nerfed to high hell) could score kills just as easy without a single point in daggers his primary weapon. The flexibility is my concerned and i know they are trading a lot of it for ease of use. Having to rely on a none customizable weapons bar that accounts for 5 out of the 10 skills your provided is barely a step forward.  

Stalemates happen when both teams become so focus on not breaking under pressure that they devote more skill slots than needed in order to prevent that from happening ever. This is possible only when you build around the concept that everyone and their grandmother takes a support skill. This is common with two types of builds euro builds and spike builds, where the goal is to bring just enough offense to focus fire someone down in .5 seconds (not kidding) and mostly build around keeping each other alive between the intervals of spell cool downs, though euro builds brought some pressure to the table because of the reliance of warriors to do 45% of the damage. This of course created very long games. Not really because the cooldowns were long, a proper spike build had a 3-5 second interval between spikes if not pressured properly. But because it only took 2 types of skills in the game to out right block it and 3 others to weaken it.

Now typical guild wars logic is that self healing <<< 6 guys looking at you funny. This is such common knowledge that anyone who even thinks that one self healing skill is going to mean shit is probably be laughed at all the way back to wow or war or whatever backwards shit mmo they come from. The real concern is the party healing spread about 2-3 different toons besides the main healer.


Title: Re: Guild Wars 2
Post by: Sheepherder on April 28, 2010, 09:14:39 PM
Wow, that's purty.

Dx11?

DX11 only adds support for hardware tessellation.  Which will make for some really cool looking rough stone block walls sometime in the near future.  But is has nothing to do with what you are seeing.


Title: Re: Guild Wars 2
Post by: Fordel on April 28, 2010, 09:27:05 PM
Presumably in this system, the Main Healer weapons would provide those skills, no?


Title: Re: Guild Wars 2
Post by: DLRiley on April 28, 2010, 10:01:52 PM
Presumably in this system, the Main Healer weapons would provide those skills, no?

yes and no. Ok your making a new game to appeal to what todays kids expect from an mmo an its classes. Your building in big retard exclamation point signs and signals into your rather complex system in order for joe wow player who thinks he is something on his level 80 or whatever pvp server toon can understand the game without feeling extremely stupid. Coming from shit like war or aoc, if you give a healer a weapon people expect it to be used as a weapon. If the developers go that route than I'm going to cry for the competitive scene, considering that every match will end in under a minute 30. No way in hell even 6 people can be kept alive with 10 skills (really 6-8  because of auxiliary skill options like energy management or counters to cc). However if the developer does the practical method of giving the healer staff healing abilities I do doubt that they will say "here is the big heal that prevents people from killing your teammates in .3 seconds but you lose half your life in return" and "here is the really strong protection spell that prevents your party member from losing 10% of his life for 2 seconds", since neither skill is pve friendly. An item has to be strong for pve so counters to the pvp metagame won't be built in simply because pve =! pvp. First golden law of guild wars.  


Title: Re: Guild Wars 2
Post by: Sheepherder on April 28, 2010, 11:09:25 PM


Title: Re: Guild Wars 2
Post by: FatuousTwat on April 28, 2010, 11:14:37 PM
Is guildwars2.com down for anyone else? Has been all day for me.


Title: Re: Guild Wars 2
Post by: Fordel on April 28, 2010, 11:36:58 PM
Yea, I'm going with Sheep on this one.


Title: Re: Guild Wars 2
Post by: jakonovski on April 29, 2010, 01:49:03 AM
Old Guild Wars player doesn't want anything to change, ever.

But yeah, this seems exactly what I need these days. A multiplayer RPG but without the hellish grind fueled by subscriptions. As a former M:tG nut, the ccg aspect of skills is totally awesome and leads to better gaming (even if it is less than completely opaque). Collecting colourful skill icons is fun. I fondly remember gathering the elite skills, or whatever they were called, for my fire Elementalist/Mesmer in GW Prophecies. Gave meaning to the pve. I wasn't half bad at the pvp stuff either.  




Title: Re: Guild Wars 2
Post by: Lantyssa on April 29, 2010, 08:33:57 AM
I'm hoping they open up a little bit of variety with the first five.  I don't tend to use any key past 5 or 6, so if we have no control over what they are, it will effectively keep me from using my obtained and racial skills.  (I simply don't have the coordination for it in any fast-paced combat.)

Now if they make 1-5 weapon/shield strikes that you can select from for each weapon combination, that wouldn't be so bad.


Title: Re: Guild Wars 2
Post by: DLRiley on April 29, 2010, 08:39:42 AM
Imagine if CCP decided to make EVE 2 but for the masses. I would imagine something like "not losing your ship if it is destroyed" would set this entire forum ablaze in riot and protest.


Title: Re: Guild Wars 2
Post by: jakonovski on April 29, 2010, 08:44:20 AM
Imagine if CCP decided to make EVE 2 but for the masses. I would imagine something like "not losing your ship if it is destroyed" would set this entire forum ablaze in riot and protest.

Doesn't work. CCP and EVE live off the loldrama, while Guild Wars needs the box sales. Therefore, accessibility is king, or at least some sort of royalty.


Title: Re: Guild Wars 2
Post by: ezrast on April 29, 2010, 08:46:34 AM
I'm hoping they open up a little bit of variety with the first five.  I don't tend to use any key past 5 or 6, so if we have no control over what they are, it will effectively keep me from using my obtained and racial skills.  (I simply don't have the coordination for it in any fast-paced combat.)

Now if they make 1-5 weapon/shield strikes that you can select from for each weapon combination, that wouldn't be so bad.
Even if you can't move your abilities you can probably remap your keys. Anymore I usually keep my primary stuff on ZXCV instead of 1234 with longer cooldowns on F and R. My pinky rests naturally on Shift when I do WASD-type games (this may just be me though) so there are 12 keybinds that don't really require moving my hand at all.

edit: forgot to add, those screenshots are hella pretty.


Title: Re: Guild Wars 2
Post by: jakonovski on April 29, 2010, 08:51:36 AM
I just have one of those multibutton mice. Unfortunately I'm a leftie, so it restricts my choice.


Title: Re: Guild Wars 2
Post by: ezrast on April 29, 2010, 09:01:31 AM
So am I, but I've never moused with my left hand. I still refuse to use right-handed mice though, on principle.


Title: Re: Guild Wars 2
Post by: Zzulo on April 29, 2010, 10:30:30 AM
http://www.guildwars2.com/en/the-game/combat/part-two/

More info released. Some of it was leaked yesterday but not all of it I think:
Quote
Weapons
One of the things that became apparent early in the development of Guild Wars 2 was that we needed a diverse set of weapons to support our skill system. The full list of standard wieldable weapons in Guild Wars 2 is as follows:

One-Handed: Axe, dagger, mace, pistol, scepter, and sword.

Two-Handed: Greatsword, hammer, longbow, rifle, shortbow, and staff.

Offhand only: Focus, shield, torch, and warhorn.

No single profession is able to use all of these weapons, and some of them can wield a lot more than others. Many professions can also wield a one-handed weapon in their offhand. A weapon in the offhand will have different skills than that same weapon wielded in the main hand. A warrior, for example, can learn to dual-wield and choose to equip two swords, which would give him three skills from the sword in his main hand and two skills from the sword in his offhand.


Environmental Weapons
So the weapons you're currently holding in your hands determine your first five skills. This system is the basic building block of Guild Wars 2 combat, but when playing around with it we found that we could extend it into a huge variety of cool situations. For example, when a player interacts with a siege weapon, his first five skills change to skills that are specific to that siege weapon. A player might encounter a boulder in the world and, upon picking it up, find that his skills have changed so that he can now throw that boulder. Discovering a drake nest might yield eggs that can be picked up, and then eaten or thrown. The things a character can do with an environmental weapon vary by profession or race. An Elementalist with a boulder can not only throw it, but can launch it into the air, causing it to rocket down from the sky with the impact of a meteor. In addition to objects that are simply found in the world, many of these environmental weapons are created spontaneously through various events and activities. Wooden planks used to smack enemies can be gained by killing oakhearts, or found in the rubble caused by centaurs breaking down a wooden gate. Breaking a barstool over the head of a rowdy bar patron can yield a chair leg that can be used to great effect as a club. These are just a few of the many environment objects that players will be able to interact with. There are even a few professions whose mechanics are built heavily upon these sorts of interactions, like the Elementalist skill Conjure Flame that creates several large flaming rocks that can then be picked up and thrown at the enemy.


Professions
Choice of profession will of course have a huge impact on how the game plays. There are eight professions in Guild Wars 2, many of which will be familiar to fans of Guild Wars, as well as a few professions new to the Guild Wars world. Each of these professions is roughly categorized by the type of armor they wear: scholars wear light armor, adventurers wear medium armor, and soldiers wear heavy armor. Currently there are three scholar professions, three adventurer professions and two soldier professions.

When designing our professions it was very important to us to make each of them feel as unique and different as possible. In addition to weapon, armor and skill choice, we've developed a number of cool profession mechanics for each one. We'll be revealing new professions on our website, so it should start becoming apparent just how much we've tried to push the unique play style of each of them.

Many players from Guild Wars are familiar with the concept of secondary professions. We included secondary professions in early versions of Guild Wars 2, but due to the unique mechanics of each profession and the increased role of race in character customization, they are no longer a feature of the game. We feel that this decision will allow us to create a more balanced game with really distinct professions that are fun to play.


Cross Profession Combos
It's very important that professions in an MMO have interesting ways to interact with each other. In the past this has mostly been limited to healing and buffing teammates and managing agro in combat. We wanted to expand considerably upon the types of teamwork available to our players. With this in mind, we've implemented a system of cross-profession combinations.

A warrior and an Elementalist playing together could combine their abilities in several different ways. The Elementalist could drop down Static Field, which is an area-targeted lightning effect. A warrior who fires a rifle bullet through the static field would cause his shot to be charged up with electricity, inflicting additional damage. If that didn't suit their style, then the Elementalist might drop a Wall of Fire in front of a group of enemies. The warrior could enter the firewall and use Cyclone Axe, an attack which causes him to spin rapidly, sending the firewall outward and hitting his foes. There are literally hundreds of combinations for players to discover.


Races
A player's choice of race is also an important decision which will affect his combat prowess. We've already discussed how a player can choose racial skills among his second five skills. These skills are designed to provide the player with additional options that capture the flavor of his particular race. A sylvari warrior might choose to bring Grasping Roots, which immobilizes a foe, while an asura warrior might choose to bring Arcane Blast for some additional ranged damage.

A player can also choose to bring elite racial skills. A norn Elementalist might take the norn skill Wolf Form and transform into a giant half-norn half-wolf able to tear across the battlefield, savaging enemies. A human might bring the Hounds of Balthazaar, a skill which summons two massive fiery dogs into the battle. Racial skills can combine with profession skills to give players a wealth of choices when deciding how they want to play their characters.

In The Not So Distant Future
What I've covered here is just the tip of the iceberg! I hope that you all have a clearer view of how combat in Guild Wars 2 works, what some of our goals with the combat system are, and why we've made some of the decisions we've made. I also wanted to note that we have an iterative development process here at ArenaNet. What that means is that we like to implement things early, then play them and see how they are working out. If a feature isn't living up to our expectations, we'll change it, sometimes even cutting it entirely. Anything that I've talked about is subject to change if we find it just isn't working. Look for the next update of this type to be from our Lead Content Designer Colin Johanson, who'll talk to you about our dynamic event system and why it will make playing Guild Wars 2  a very different experience from a more traditional quest-based MMO.



Title: Re: Guild Wars 2
Post by: jakonovski on April 29, 2010, 10:35:18 AM
So am I, but I've never moused with my left hand. I still refuse to use right-handed mice though, on principle.

The right hand is my work mouse hand, and the left is for gaming.


Title: Re: Guild Wars 2
Post by: DLRiley on April 29, 2010, 10:43:50 AM
Imagine if CCP decided to make EVE 2 but for the masses. I would imagine something like "not losing your ship if it is destroyed" would set this entire forum ablaze in riot and protest.

Doesn't work. CCP and EVE live off the loldrama, while Guild Wars needs the box sales. Therefore, accessibility is king, or at least some sort of royalty.

Actually more so for eve because unlike guild wars eve is super reliant on pleasing the nerds fans in order to gain any sort of success. While guild wars 2 can count on the guys who bought war and aoc initially + their fanbase, since all they really need is the box sales.


Title: Re: Guild Wars 2
Post by: Sheepherder on April 29, 2010, 10:56:26 AM
I don't tend to use any key past 5 or 6, so if we have no control over what they are, it will effectively keep me from using my obtained and racial skills.

I use the arrow keys / right number pad with all of my games.  There's 22 keys arrayed around the arrows and several of them are very distinct by feel.


Title: Re: Guild Wars 2
Post by: Ingmar on April 29, 2010, 11:00:24 AM
As another left-handed person, you people are crazy. Just use a right handed mouse with your right hand, it isn't hard! It isn't like it is a pair of scissors!  :grin:


Title: Re: Guild Wars 2
Post by: Nonentity on April 29, 2010, 11:01:11 AM
Aw, they removed subclassing. :(

They added pistols and rifles, though!


Title: Re: Guild Wars 2
Post by: jakonovski on April 29, 2010, 11:14:54 AM
As another left-handed person, you people are crazy. Just use a right handed mouse with your right hand, it isn't hard! It isn't like it is a pair of scissors!  :grin:

Scissors are right hand only.


Title: Re: Guild Wars 2
Post by: Simond on April 29, 2010, 11:21:40 AM
Says who? (http://www.anythingleft-handed.co.uk/acatalog/scissors.html)


Title: Re: Guild Wars 2
Post by: Ingmar on April 29, 2010, 11:23:08 AM
You never had to use those second class citizen left handed safety scissors in elementary school?


Title: Re: Guild Wars 2
Post by: jakonovski on April 29, 2010, 11:25:08 AM
You never had to use those second class citizen left handed safety scissors in elementary school?

They only had right handed scissors and were all like "you fucking use them son!"


Title: Re: Guild Wars 2
Post by: Segoris on April 29, 2010, 11:29:11 AM
They only had right handed scissors and were all like "you fucking use them son!"

That was my experience growing up as well. Finding almost anything left handed was a bitch back then.

Says who? (http://www.anythingleft-handed.co.uk/acatalog/scissors.html)
Nice, a real life leftorium!  (http://images3.wikia.nocookie.net/__cb20100320051607/simpsons/images/thumb/6/6c/Leftorium_2.png/200px-Leftorium_2.png)


Title: Re: Guild Wars 2
Post by: Zzulo on April 29, 2010, 01:26:24 PM
http://www.rockpapershotgun.com/2010/04/29/guild-wars-2-interview-part-2-a-major-event/

2nd part of the interview posted a page back or so. Mentions they have over 1500 "events" in the game, apparently  something similar to Public Quests.


Title: Re: Guild Wars 2
Post by: Tmon on April 29, 2010, 02:30:06 PM
This sounds oddly familiar.

Quote
...Some events are triggered by players, and are almost Easter-eggy. There’s one where if players kill the deer in the forest then one of the predators who are used to feeding on the deer will come out and attack one of the villages...



source http://www.rockpapershotgun.com/2010/04/29/guild-wars-2-interview-part-2-a-major-event/


Title: Re: Guild Wars 2
Post by: LK on April 29, 2010, 03:01:09 PM
This sounds oddly familiar.

Quote
...Some events are triggered by players, and are almost Easter-eggy. There’s one where if players kill the deer in the forest then one of the predators who are used to feeding on the deer will come out and attack one of the villages...



source http://www.rockpapershotgun.com/2010/04/29/guild-wars-2-interview-part-2-a-major-event/

At this point I'd like to get my hands on the game and not listen to any developer speak filtered through PR. What they state exists and what is actually there can be two very different things.


Title: Re: Guild Wars 2
Post by: tazelbain on April 29, 2010, 06:02:00 PM
Since I played my first PQ, I always thought scaling would make them better.  Glad someone is trying this.


Title: Re: Guild Wars 2
Post by: DayDream on April 29, 2010, 07:39:53 PM
Boy, Arenanet, you are indeed promising the moon here.  But I am interested in how close you're going to get.

I did see one mention of instancing in the this recent marketing blast, to whoever said something about GW not being instanced this time around.


Title: Re: Guild Wars 2
Post by: Sheepherder on April 29, 2010, 09:31:04 PM
Imagine if CCP decided to make EVE 2 but for the masses. I would imagine something like "not losing your ship if it is destroyed" would set this entire forum ablaze in riot and protest.

No, we'd all be flying Kamikaze missions.  You're all alone here.  The rest of us don't give a shit how skilled the game is telling us we are, we just want to find the fun.


Title: Re: Guild Wars 2
Post by: pxib on April 29, 2010, 11:45:43 PM
I would imagine something like "not losing your ship if it is destroyed" would set this entire forum ablaze in riot and protest.
You're all alone here.  The rest of us don't give a shit how skilled the game is telling us we are, we just want to find the fun.
I gotta go with Sheep. If the fix their current version of the game for the masses (watch your ship mine for six hours/watch yourself travel through space gates on autopilot/fiddle with spreadsheets for half an hour/log off to play something more exciting while your skills improve) then I wouldn't care if they got rid of the "you lose your ship when you die" part of the game. I don't think I lost a single ship before I stopped playing. If EVE 2 introduces some sort of map that points the masses towards a place where the game is worth playing, then it might have masses playing it... and the folks who hate easy fun could go right on playing EVE. Win/Win for CCP.


Title: Re: Guild Wars 2
Post by: Slayerik on April 30, 2010, 09:21:46 AM
Regardless, they are doing something right. They have a lot of subs. Just because you don't find it fun doesn't make it so. I have a co-worker that loves mining after she wakes up. She has a cup of coffee, mines for like 30 minutes then goes to work. I'm not disagreeing with you, really, but it's pretty subjective.

As for GW2, I'm keeping my hopes contained, though it will probably be the first MMO I buy at launch since AoC.


Title: Re: Guild Wars 2
Post by: Malakili on April 30, 2010, 09:45:21 AM
Regardless, they are doing something right. They have a lot of subs. Just because you don't find it fun doesn't make it so. I have a co-worker that loves mining after she wakes up. She has a cup of coffee, mines for like 30 minutes then goes to work.

Yeah, I always enjoyed mining in EVE as well.  It isn't "fun."  Let me repeat that, it is NOT fun.  However, it is quite relaxing and enjoyable.  It allows me to do something useful in the game while not having to stay 100% glued to the screen and have 100% of my focus on the game.  I can do a little reading, have a drink, catch up on the news, etc.  That sort of multi tasking, while still being able to do something useful is a nice change from say, raiding or even doing 5 mans in WoW, where you really need to be very engaged in the game for the entire duration.

As I read that over, I realize it is probably a odd sounding to a lot of people who think it isn't worth paying 15 bucks a month for that type of experience, but it definitely can be to a lot of people (though in terms of full disclosure, I'm not currently playing EVE right now, I tend to go back now and again)


Title: Re: Guild Wars 2
Post by: Zzulo on April 30, 2010, 10:01:13 AM
I did not enjoy mining in EVE, really. Though getting together with 10 other guys and setting up an operation of mining with haulers, bodyguards etc was kind of neat. But yeah most of the time I just minimize while mining and check back every now and then while talking to guys over vent.

A friend of mine thought mining was "soothing", though, and he looked forward to any opportunity to set up mining ops. I wouldn't be surprised if there were people who seriously enjoyed mining as well. I guess not everything has to be "fun" per se, but can offer other qualities and aspects of entertainment for people. If an activity is stimulating or not is so heavily dependant on the individual


Title: Re: Guild Wars 2
Post by: Rasix on April 30, 2010, 10:02:33 AM
(http://farm1.static.flickr.com/68/201248418_f2957ffe6b_o.jpg)

 :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Ingmar on April 30, 2010, 11:13:36 AM
Boy, Arenanet, you are indeed promising the moon here.  But I am interested in how close you're going to get.

I did see one mention of instancing in the this recent marketing blast, to whoever said something about GW not being instanced this time around.

What I actually said was it wasn't *all* going to be instanced. I'm sure dungeons and arenas and such will still be instances.


Title: Re: Guild Wars 2
Post by: Zzulo on April 30, 2010, 11:34:24 AM
 :heart: Closer look at characters, female this time:  




Title: Re: Guild Wars 2
Post by: Sheepherder on April 30, 2010, 12:22:32 PM
Regardless, they are doing something right. They have a lot of subs. Just because you don't find it fun doesn't make it so.

Obviously.  And throwing a bone to the people who just want nonstop exploding fighter craft wouldn't necessarily impact this.  But even that is irrelevant to complaining about the minutiae of balance changes in a game that hasn't entered closed beta yet.


Title: Re: Guild Wars 2
Post by: LK on April 30, 2010, 12:50:48 PM
:heart: Closer look at characters, female this time:  


I think it's about time they started putting a cleavage stat on clothes.


Title: Re: Guild Wars 2
Post by: Slayerik on April 30, 2010, 12:53:56 PM
:heart: Closer look at characters, female this time:  



I'll be in my bunk.








Come on, it had to be said :P


Title: Re: Guild Wars 2
Post by: Lantyssa on April 30, 2010, 01:03:20 PM
I never left after the first release.  They're getting my hopes up. :|


Title: Re: Guild Wars 2
Post by: PalmTrees on April 30, 2010, 02:43:49 PM
Is it just me of does her belly button look too far up? Other than that looks nice.

I never played GW, can you expect alot of clothing options or is it one of those every lvl 20 mage wears the same robe type of games?


Title: Re: Guild Wars 2
Post by: pxib on April 30, 2010, 03:45:16 PM
I never played GW, can you expect alot of clothing options or is it one of those every lvl 20 mage wears the same robe type of games?
In the final iterations of the original GW, armor was almost entirely cosmetic with unusual costumes being rewards for challenging tasks or discovered by accessing new areas. Then the costume parts could be mixed, matched, and dyed to whatever your tastes required. My monk had tattoos (a clothing option) on his head, lower arms, and lower legs... and then wore torso and upper leg pieces from different sets that I thought looked good together. Stat and ability enhancements (as well as protective wards) came from "runes" and "glyphs" attached to the clothing items separately.

Generally no two players looked exactly the same.


Title: Re: Guild Wars 2
Post by: Merusk on April 30, 2010, 03:53:56 PM
Is it just me of does her belly button look too far up? Other than that looks nice.

It only looks that way because with a waistline that low you know they're going the full Brazilian.


Title: Re: Guild Wars 2
Post by: Azazel on April 30, 2010, 04:38:12 PM
As another left-handed person, you people are crazy. Just use a right handed mouse with your right hand, it isn't hard! It isn't like it is a pair of scissors!  :grin:

I'm a leftie. I use scissors with my right hand, mouse with my right hand, scalpel with either, depending on the task. Harden the fuck up!

 :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Megrim on May 02, 2010, 06:53:41 AM
Am i right in reading the skill system when i understand it as - five abilities keyed to weapon, five left to customize, with one being reserved for a healing ability and one reserved for shiny magical explodey things. That leaves only three for actual 'customization'? Isn't that a little low?


Title: Re: Guild Wars 2
Post by: Lantyssa on May 02, 2010, 07:36:54 AM
You can choose which weapons to use!

Yeah, it is to me unless you can customize those weapon-specific slots, too.  I'd much rather two or three weapon-specific while it lets me pick the rest.  As-is, depending upon key mapping, I'll make as many of those as I can passives or rarely-used utility skills.


Title: Re: Guild Wars 2
Post by: Modern Angel on May 02, 2010, 07:52:18 AM
It sounds to me like you'll be able to choose from a pretty decent list of weapon specific skills. So you'd have a list of Warrior Sword skills, of which five can be active, and a list of Monk Sword skills, of which five can be active, etc. I *really* don't get the impression that it's like five skills permalocked to your hotbar.


Title: Re: Guild Wars 2
Post by: pxib on May 02, 2010, 08:25:27 AM
Am i right in reading the skill system when i understand it as - five abilities keyed to weapon, five left to customize, with one being reserved for a healing ability and one reserved for shiny magical explodey things. That leaves only three for actual 'customization'? Isn't that a little low?
There will be multiple "healing" abilities with different effects and purposes. Ditto elites and, I wouldn't be surprised if there are a lot more skills available with any particular weapon/profession combo than you can slot at one time.


Title: Re: Guild Wars 2
Post by: DLRiley on May 02, 2010, 12:26:51 PM
My guess is that the weapon skills are un-customizable, the idea is that the player can not make a dumb decision even if he tries hard. All classes will be able to equip 2 types of mains while some classes came equip multiple mains. Your offhand weapons account for 2 slots out of the 5 weapon slots. They have posted before that guild wars 2 will have signicantly less skills to choose from than guild wars 1.


Title: Re: Guild Wars 2
Post by: Megrim on May 02, 2010, 05:29:36 PM
You can choose which weapons to use!

Yeah, it is to me unless you can customize those weapon-specific slots, too.  I'd much rather two or three weapon-specific while it lets me pick the rest.  As-is, depending upon key mapping, I'll make as many of those as I can passives or rarely-used utility skills.

Am i right in reading the skill system when i understand it as - five abilities keyed to weapon, five left to customize, with one being reserved for a healing ability and one reserved for shiny magical explodey things. That leaves only three for actual 'customization'? Isn't that a little low?
There will be multiple "healing" abilities with different effects and purposes. Ditto elites and, I wouldn't be surprised if there are a lot more skills available with any particular weapon/profession combo than you can slot at one time.

Hm, we'll see how it works out i guess. I _hope_ that it's not a permalocked thing though.


Title: Re: Guild Wars 2
Post by: ezrast on May 02, 2010, 06:02:33 PM
It's worth noting that the restrictions may well serve to increase the skill required to play, not lower it. Forcing everybody to take exactly one healing skill (for example) will force people to coordinate their healing, rather than one person playing health bar whack-a-mole while the rest faceroll their ten different variants of fireball.


Title: Re: Guild Wars 2
Post by: DLRiley on May 02, 2010, 10:15:46 PM
It's worth noting that the restrictions may well serve to increase the skill required to play, not lower it. Forcing everybody to take exactly one healing skill (for example) will force people to coordinate their healing, rather than one person playing health bar whack-a-mole while the rest faceroll their ten different variants of fireball.

I see someone hasn't made it past Random Arena's.


Title: Re: Guild Wars 2
Post by: Zzulo on May 03, 2010, 05:20:04 AM
Tentonhammer comes out with some new info (http://www.tentonhammer.com/podcasts/live/5/transcript1) They address some of the issues you guys discussed concerning the new supposed simplicity of the combat.


Summary for the lazy:
Quote
Eric Flannum addresses the new skill system, particularly concerns about it limiting creativity. Says it will be easier to maintain balance, will act as a safety net for new players, but allows for a lot of flexibility at the higher end of play. Low end builds should always at least be functional.

He also described a scenario where Izzy leapt behind someone and pushed them off a cliff with a skill called 'Stomp', illustrating how fast paced and interesting the combat is. There's still a lot of strategy for players to learn, despite the supposedly simplified system.

Hammers home the point by saying there are literally millions of possible elementalist builds in GW2.

Moves on to classes. Mentions that the warrior class has already been confirmed in other interviews, but may have some changes/upgrades. They want the same reaction that the Elementalist received when it was unveiled.

Moves on again to talking about the non-traditional tank system in Guild Wars, where it's not limited to heavily armored classes or even encouraged as a strategy at all. "Holy Trinity" builds were not a feature of GW1, and will not be a feature of GW2.

Chris Lye fields some questions about marketing, says they are ready to 'take the gloves off'. If you're going to conventions this summer they might have something for you... very cryptic.(


Title: Re: Guild Wars 2
Post by: Nebu on May 03, 2010, 08:00:55 AM
Quote
Eric Flannum addresses the new skill system, particularly concerns about it limiting creativity. Says it will be easier to maintain balance, will act as a safety net for new players, but allows for a lot of flexibility at the higher end of play. Low end builds should always at least be functional.

He also described a scenario where Izzy leapt behind someone and pushed them off a cliff with a skill called 'Stomp', illustrating how fast paced and interesting the combat is. There's still a lot of strategy for players to learn, despite the supposedly simplified system.

Holy crap... does this mean we'll be able to jump in GW 2?  That alone might get me to buy the box.


Title: Re: Guild Wars 2
Post by: UnSub on May 03, 2010, 08:07:28 AM
I think it was revealed on the last page that there will be jumping.


Title: Re: Guild Wars 2
Post by: Draegan on May 03, 2010, 08:10:37 AM
The jumping thing has actually been known for a while I think.  This is the one game I'm pretty excited about to learn more of.  I'll have a long wait though to finally get my hands on it.


Title: Re: Guild Wars 2
Post by: Ingmar on May 03, 2010, 11:47:44 AM
Quote
Eric Flannum addresses the new skill system, particularly concerns about it limiting creativity. Says it will be easier to maintain balance, will act as a safety net for new players, but allows for a lot of flexibility at the higher end of play. Low end builds should always at least be functional.

He also described a scenario where Izzy leapt behind someone and pushed them off a cliff with a skill called 'Stomp', illustrating how fast paced and interesting the combat is. There's still a lot of strategy for players to learn, despite the supposedly simplified system.

Holy crap... does this mean we'll be able to jump in GW 2?  That alone might get me to buy the box.

I like how you read that and got excited about jumping with out the Tor Anroc danger klaxons going off in your head!  :why_so_serious:

Very excited for this game, the only thing I'm unthrilled about personally is the new races. I liked it better when everyone was human.


Title: Re: Guild Wars 2
Post by: Zzulo on May 03, 2010, 11:52:48 AM
I like the new races. First time I've seen cat people that don't look too ridiculous


Title: Re: Guild Wars 2
Post by: Lantyssa on May 03, 2010, 12:51:26 PM
Very excited for this game, the only thing I'm unthrilled about personally is the new races. I liked it better when everyone was human.
If it makes you feel better, I'm just a nine foot tall human.  And a human that likes to cosplay as a plant.  And a nine foot tall human in a cat suit.

Also I think you'd play a dwarf if it were an option.


Title: Re: Guild Wars 2
Post by: Megrim on May 03, 2010, 04:20:35 PM
Very excited for this game, the only thing I'm unthrilled about personally is the new races. I liked it better when everyone was human.
If it makes you feel better, I'm just a nine foot tall human.  And a human that likes to cosplay as a plant.  And a nine foot tall human in a cat suit.

Also I think you'd play a dwarf if it were an option.

ANGRY cat suit.


Title: Re: Guild Wars 2
Post by: Ingmar on May 03, 2010, 04:40:14 PM
Very excited for this game, the only thing I'm unthrilled about personally is the new races. I liked it better when everyone was human.
If it makes you feel better, I'm just a nine foot tall human.  And a human that likes to cosplay as a plant.  And a nine foot tall human in a cat suit.

Also I think you'd play a dwarf if it were an option.

Actually probably not in that game. I actually found it pretty jarring that in a game that spends so much effort on unique creature design in almost every other area, that there were standard fantasy issue dwarves sitting right in the middle of it. I do  :heart: dwarves, but I find them a little out of context there honestly.


Title: Re: Guild Wars 2
Post by: Zzulo on May 05, 2010, 03:52:59 AM
More models! Now, monsters:






Title: Re: Guild Wars 2
Post by: Tearofsoul on May 05, 2010, 03:55:46 AM
Guk ?  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Furiously on May 05, 2010, 06:25:49 PM
And was that Vrex from Mass Effect?


Title: Re: Guild Wars 2
Post by: Stormwaltz on May 05, 2010, 10:09:44 PM
And was that Vrex from Mass Effect?

Mordin's the amphibian. Wrex is a lizard.


Title: Re: Guild Wars 2
Post by: Threash on May 06, 2010, 03:01:43 PM
There was jumping on the first video posted in like the first page of the thread :P


Title: Re: Guild Wars 2
Post by: Zzulo on May 12, 2010, 11:07:19 AM
New info released today, with some neat screenshots:


Article on the Dynamic Event system:
http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ (http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/)

Screens:


Title: Re: Guild Wars 2
Post by: Draegan on May 12, 2010, 11:30:21 AM
That sounds sexy.  I hope they're right and it doesn't come off hokey and contrived.


Title: Re: Guild Wars 2
Post by: Slayerik on May 12, 2010, 11:45:40 AM
Well, I like the direction they are going. Hope they pull it off, this is a rare title that I have hope for.


Title: Re: Guild Wars 2
Post by: Malakili on May 12, 2010, 12:29:12 PM
New info released today, with some neat screenshots:


Article on the Dynamic Event system:
http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ (http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/)


They talk a good game, but they are setting the bar pretty high.  Though, if they pull it off, it really might change the genre, which isn't something I thought I'd be saying about Guild Wars 2.


Title: Re: Guild Wars 2
Post by: Zzulo on May 12, 2010, 12:32:53 PM
Honestly, it sounds  too good to be true. So it probably is.

Can't help to look forward to it, though.

[€dit] More articles on the subject of dynamic content:

http://www.eurogamer.net/articles/guild-wars-2-dynamic-events-interview?page=1
http://pc.ign.com/articles/108/1089082p1.html


Title: Re: Guild Wars 2
Post by: Jamiko on May 12, 2010, 01:12:24 PM
I'm expecting that the players will still drill it down to finding out which series of "dynamic" events gives the most bang for the buck reward and spend all their time gaming the system and ruining any sort of dynamic feel that may be intended. It sounds great but I can still see a lot of possible problems. Hopefully they are planning for these sorts of things and have some solutions in store.


Title: Re: Guild Wars 2
Post by: Stormwaltz on May 12, 2010, 01:16:43 PM

Article on the Dynamic Event system:
http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ (http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/)

This is essentially what I wanted to do for Ninth Domain back in 2002, with the addition of having procedurally-generated worlds/zones that would periodically open and close (endless new frontiers for the explorers). We didn't have the resources to do it - we were small, poor startup. Arena Net has the resources and ambition, though I predict the events will either not be as spectacular as their examples, or will be rife with exploitable/griefable edge cases.


Title: Re: Guild Wars 2
Post by: HaemishM on May 12, 2010, 01:27:38 PM
Wish had something similar in the early parts of its alpha. The dragon would come out periodically to attack the village, and fly around breathing fire. It just didn't actually effect anything. It was cool as hell to watch before I went back to taming my 15th goat.


Title: Re: Guild Wars 2
Post by: Ingmar on May 12, 2010, 01:35:22 PM

Article on the Dynamic Event system:
http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ (http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/)

This is essentially what I wanted to do for Ninth Domain back in 2002, with the addition of having procedurally-generated worlds/zones that would periodically open and close (endless new frontiers for the explorers). We didn't have the resources to do it - we were small, poor startup. Arena Net has the resources and ambition, though I predict the events will either not be as spectacular as their examples, or will be rife with exploitable/griefable edge cases.

The bit about letting out the cosmic terror that then runs around attacking shipping lanes definitely set off my potential-griefing radar.


Title: Re: Guild Wars 2
Post by: Draegan on May 12, 2010, 01:52:15 PM
I'm expecting that the players will still drill it down to finding out which series of "dynamic" events gives the most bang for the buck reward and spend all their time gaming the system and ruining any sort of dynamic feel that may be intended. It sounds great but I can still see a lot of possible problems. Hopefully they are planning for these sorts of things and have some solutions in store.

That depends on how many iterations they have.  If each shift in the content has more than one possibility, then this scenario would be hard to achieve.  Also if you get more people involved its harder to get them all to cooperate for the a specific result.

This dynamic content will suck if it's just :

A->B->C->D->E->D->C->B->A

Where
A= Peace.  Enemy is at the fort and quiet and the village is going about it's daily activities
B= Enemy moving out.
C= Enemy attacking and taking over village.
D= Enemy securing village and moving outward

It's only going to work if after B you can see C-1, C-2... C-X depending on what happens.  Otherwise it'll just be a very long chain of static Public Quests.  The article specifically says it won't be that way, but that is yet to be seen.


Title: Re: Guild Wars 2
Post by: LK on May 12, 2010, 02:32:59 PM
It's always going to be a fixed number of mechanics in some combination. They might be able to create more and more content but there WILL be repetition.

It will be nice if you can get back to character advancement from a fun activity with occasional special events rather than a guided tour, but there will be repetition.

I do want to try this game and see how it goes now that they appear to be doing more than just Guild Wars 2.0.


Title: Re: Guild Wars 2
Post by: Hawkbit on May 12, 2010, 05:11:41 PM
At this point, I welcome any change to the quest/loot drudgery.  I think it sounds neat.


Title: Re: Guild Wars 2
Post by: Draegan on May 12, 2010, 05:29:16 PM
It's always going to be a fixed number of mechanics in some combination. They might be able to create more and more content but there WILL be repetition.

It will be nice if you can get back to character advancement from a fun activity with occasional special events rather than a guided tour, but there will be repetition.

I do want to try this game and see how it goes now that they appear to be doing more than just Guild Wars 2.0.

Obviously things are repeated, but with scaling it should never been the same (hopefully).  Also, we knew it wasn't just Guild Wars 2.0 for a while now.


Title: Re: Guild Wars 2
Post by: Zzulo on May 12, 2010, 06:09:04 PM
This game is really pretty for an MMO (more (big) screenshots):

(http://i43.tinypic.com/2jc60j9.jpg)
(http://i41.tinypic.com/9kqn9x.jpg)
(http://i41.tinypic.com/1zyh4p.jpg)
(http://i39.tinypic.com/aai050.jpg)
(http://i41.tinypic.com/2urv6tl.jpg)


Title: Re: Guild Wars 2
Post by: schild on May 12, 2010, 06:11:29 PM
Everything Arena.net does is pretty, it's sort of the major certainty of everything they touch.


Title: Re: Guild Wars 2
Post by: DLRiley on May 12, 2010, 09:16:36 PM
New info released today, with some neat screenshots:


Article on the Dynamic Event system:
http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ (http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/)

Screens:


Why does Guild Wars 2 have to come out. Fuck when my epic mmo comes out 10 years from now these ideas where suppose to be new and never seen before ever. Now these fuckers at arena net have managed to use their brains made a "real world" before I did. Fuck me!


Title: Re: Guild Wars 2
Post by: Ratman_tf on May 12, 2010, 10:10:07 PM
New info released today, with some neat screenshots:


Article on the Dynamic Event system:
http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ (http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/)

Screens:


I  :heart: his description of the current questalot paradigm.


Title: Re: Guild Wars 2
Post by: Spiff on May 13, 2010, 12:50:55 AM
Sooo dynamic content is the buzzword for 2011 MMO's now?  :grin: (only a matter of time before Alganon claims it I s'pose).
Love hearing about it, but the 'shared rewards' and all that scares me more than it excites me at this point.

When they're testing these marvellous new systems in house and creating magical moments in MMO-history they're missing one key-component of the average MMO experience I'd say: the propensity for asshats to appear.
People don't just see each other as adversaries because of the gameplay, it comes natural in any environment where one person can achieve an advantage over another (and if it doesn't allow for that, well wtf is the point?), so saying things like 'you'll love to see other players appear because the rewards scale!' aren't filling me with confidence.

Although hearing stuff like this is exactly why I got excited about Tabula Rasa (don't judge me!  :uhrr:), I'm sure they'll do better  :heartbreak:


Title: Re: Guild Wars 2
Post by: Kageru on May 13, 2010, 01:16:12 AM

Was typing up that most of this has been seen before, but think I'll wait till they actually play their hand rather than talk about it. Certainly a world in which this is done really well and makes up the majority of the content will be an interesting one to explore. But making this content have sufficient variety, work and be fun in game is complex and expensive. This might well work well for them if they have the same fast levelling curve they had in GW1.



Title: Re: Guild Wars 2
Post by: UnSub on May 13, 2010, 01:32:00 AM
Yeah, wait and see. The problem with ogres actually smashing houses is that at some point the house gets smashed and that's that. Either things reset themselves or that's the event done for good.


Title: Re: Guild Wars 2
Post by: ajax34i on May 13, 2010, 03:56:06 AM
I see a few problems:

- Failing a quest, for whatever reason, does not give you the option to abandon and re-take it.  It's fine, except if the reason you fail is asshats, lag, disconnects, a mis-click, a bug, or anything not your fault, really.  And people never blame themselves.

- There is at least the perception that if you're not playing at release, you're missing out on the content, as it will be altered by players by the time you get there.

- They're expecting players to spontaneously organize themselves to respond to events (such as a dragon attacking the nearby town)?  They seem to forget how much work player-herding really is.

- Developments (like that dredge fort example) aren't easier to stop as time passes, but rather seem to have a point of no return: once the fort is built, that's it, might as well give up as it's now a 25-man raid area/zone.  The effects on the server are, IMO, similar to bacterial or viral infections of the body - they're letting the playerbase be the immune system.  They should make it the other way around:   players as the bacteria or virii, and NPC's as the immune system. 

- Also, "as time pases" creates timezone issues.


Title: Re: Guild Wars 2
Post by: Malakili on May 13, 2010, 05:30:38 AM
I see a few problems:

- Failing a quest, for whatever reason, does not give you the option to abandon and re-take it.  It's fine, except if the reason you fail is asshats, lag, disconnects, a mis-click, a bug, or anything not your fault, really.  And people never blame themselves.

- There is at least the perception that if you're not playing at release, you're missing out on the content, as it will be altered by players by the time you get there.

- They're expecting players to spontaneously organize themselves to respond to events (such as a dragon attacking the nearby town)?  They seem to forget how much work player-herding really is.

- Developments (like that dredge fort example) aren't easier to stop as time passes, but rather seem to have a point of no return: once the fort is built, that's it, might as well give up as it's now a 25-man raid area/zone.  The effects on the server are, IMO, similar to bacterial or viral infections of the body - they're letting the playerbase be the immune system.  They should make it the other way around:   players as the bacteria or virii, and NPC's as the immune system. 

- Also, "as time pases" creates timezone issues.


Stop it, you're ruining my hopes and dreams.


Title: Re: Guild Wars 2
Post by: Ollie on May 13, 2010, 05:49:38 AM
I hope ArenaNet really takes a critical look at the kind of choice and consequence system they marry these timed events to. While randomly triggered event chains that cascade according to player participation sure sound neat, they're a form of content presentation that risk turning a portion of the players from protagonists into spectators, as Ajax said. If I'm not needed to instigate an event, nor is it critically contingent on my participation, why am I supposed to care again? How is, for example, the ogre attacking the farmer subjectively meaningful to me, as opposed to yet another example of a world where random stuff just happens? And don't say loot, or I'll scream.

Oh well, wait and see. ArenaNet's next article will be focusing on "the personal story system", so it seems they are way ahead of me.


Title: Re: Guild Wars 2
Post by: Malakili on May 13, 2010, 05:58:28 AM
I hope ArenaNet really takes a critical look at the kind of choice and consequence system they marry these timed events to. While randomly triggered event chains that cascade according to player participation sure sound neat, they're a form of content presentation that risk turning a portion of the players from protagonists into spectators, as Ajax said. If I'm not needed to instigate an event, nor is it critically contingent on my participation, why am I supposed to care again? How is, for example, the ogre attacking the farmer subjectively meaningful to me, as opposed to yet another example of a world where random stuff just happens? And don't say loot, or I'll scream.

Oh well, wait and see. ArenaNet's next article will be focusing on "the personal story system", so it seems they are way ahead of me.


Why does anyone ever care about a quest in an MMO?  This would at least give you more reason to care than normal because your action actually has some effect on the game world, as does you inaction (if what they say is true).    The ogre and the farmer should matter to you because you are playing a hero in a high fantasy setting.  If that isn't enough then I imagine you've never completed any task in any game for lack of meaning.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 13, 2010, 06:00:37 AM
This game is really pretty for an MMO (more (big) screenshots):


It is pretty, but the screens you posted look like another title that does it for less overhead.


Title: Re: Guild Wars 2
Post by: schild on May 13, 2010, 06:27:32 AM
Quote
It is pretty, but the screens you posted look like another title that does it for less overhead.

What title? Because there really isn't one that looks like anything Arena produces. Not with the same level of polish and raw talent.


Title: Re: Guild Wars 2
Post by: jakonovski on May 13, 2010, 06:42:22 AM
- Also, "as time pases" creates timezone issues.


http://en.wikipedia.org/wiki/Swatch_Internet_Time   :grin:


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 13, 2010, 06:44:32 AM
Quote
It is pretty, but the screens you posted look like another title that does it for less overhead.

What title? Because there really isn't one that looks like anything Arena produces. Not with the same level of polish and raw talent.

I fully expect some criticism in my comparison.




Granted, arena people clearly have a higher tech set, lots of Normal maps, HDR, soft particles, and perhaps a higher texture resolution. But the first thing I thought of was lotro when I looked at those screens.

Not to say arena net isn't exactly what you say they are, because it is a beautiful game and body of work so far. I guess it struck me more than turbine artists have done more with less and come out with comparable art with out the reliance and overhead of such systems. My post was not a knock, or flame in anyway, simply an observation.




Title: Re: Guild Wars 2
Post by: Malakili on May 13, 2010, 06:57:49 AM
Quote
It is pretty, but the screens you posted look like another title that does it for less overhead.

What title? Because there really isn't one that looks like anything Arena produces. Not with the same level of polish and raw talent.

I fully expect some criticism in my comparison.




Granted, arena people clearly have a higher tech set, lots of Normal maps, HDR, soft particles, and perhaps a higher texture resolution. But the first thing I thought of was lotro when I looked at those screens.

Not to say arena net isn't exactly what you say they are, because it is a beautiful game and body of work so far. I guess it struck me more than turbine artists have done more with less and come out with comparable art with out the reliance and overhead of such systems. My post was not a knock, or flame in anyway, simply an observation.




You're insanely more knowledgeable about this sort of thing than me, but off the cuff, I never would have said that looks like lotro.  Maybe to someone who does stuff like that there are more obvious similarities, but it looks way better than lotro (even maxed out).  Lotro is very pretty, don't get me wrong, but it just doesn't compare in terms of detail, at least to my untrained eyes.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 13, 2010, 07:07:39 AM
No, you are right, the detail is much higher for guild wars, but its a trade off, always is. My comparison was more about finial composition of the shots than the individual techniques used. Looking at more guild wars screen shots it does diverge a good deal from LOTRO, mostly in style used, and graphics budgets, but I still feel, even with its old techniques, lower graphics budgets there is a comparison. I guess my observations was less about them looking the same, and more about turbine artists ability to use older techniques and achieving, while lesser, comparable results. In motion, with all the normals, spec-maps, much more advanced shadow system and high resolution textures and all those post process pixel filters guild wars looks amazing. I just always tend to give more credit to houses that are able to fully utilize older techniques, to the point of refinement.


Title: Re: Guild Wars 2
Post by: Falconeer on May 13, 2010, 07:11:04 AM
I just fired up LotRO yesterday after being away for a couple of years. I have a new lcd monitor and a new computer, and with the DX10 client and everything maxed out in 1920x1080 the game is freaking impressive. In the area just outside Moria, I couldn't believe it is a three years old game.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 13, 2010, 07:13:45 AM
I couldn't believe it is a three years old game.

Exactly, especially since the techniques and graphic standards are even older and were set well before launch, so perhaps tack on another year or so, maybe two. Makes you wonder, if turbine still has the same stable of artists, what the next game would like like if they were unleashed to use more modern techniques. the only one i am aware of that LOTRO uses is normal maps, and thats only for the distant terrain, nothing else.
(other than the drunk post process or dread, maybe a few others, but nowhere near as much as guild wars.)

Anyway, guild wars one and two are some of the most brilliant art and techniques used in modern mmo's.

Is GW2 still instanced? Guess I need to read up.


Title: Re: Guild Wars 2
Post by: Draegan on May 13, 2010, 07:32:36 AM
According to articles and interviews, GW2 is fully open where the only instances are dungeons and such.  I don't know if they're going to have zone maps instance themselves like Aion or EQ2.  Wouldn't really make sense if they did though.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 13, 2010, 07:36:07 AM
I am reading that its a mix, and that increased the poly limit's and texture sizes over the original, as well as added a bunch of post stuff. Including DX10 support. (LOTRO is moving to DX11)


Title: Re: Guild Wars 2
Post by: jakonovski on May 13, 2010, 07:40:49 AM
Do those screenshots exist in a format not mangled by the good folks at IGN?


Title: Re: Guild Wars 2
Post by: ajax34i on May 13, 2010, 07:43:00 AM
Stop it, you're ruining my hopes and dreams.

Well, hopefully they consider / have considered all this already.  I don't imagine that my complaints are anything new.

Actually it sounds like they may not even have quests at all.  Dragon attacks village, your guild's scouts report it, your guild mobilizes and deals with the dragon in an organized and amazing way, and then it's time for let's see how much gold and rewards we can bilk out of the villagers we just saved

No exclamation marks anywhere, no quests given, just the expectation that any action you take will be rewarded by someone, and it's just a matter of finding them and milking them for all it's worth.

They should put the !'s on the quest reward givers, once they're ready to give the rewards.  Click, read about how great you were and why saving the village mattered, and receive the gold and your item.  It can be pretty cool if you walk into the village and everyone has a ! on their head, ready to give you some gold, praise, items, cyber, whatever.


Title: Re: Guild Wars 2
Post by: Tmon on May 13, 2010, 07:47:00 AM
Why does anyone ever care about a quest in an MMO?  This would at least give you more reason to care than normal because your action actually has some effect on the game world, as does you inaction (if what they say is true).    The ogre and the farmer should matter to you because you are playing a hero in a high fantasy setting.  If that isn't enough then I imagine you've never completed any task in any game for lack of meaning.

I've been playing MMOs since UO came out and I doubt if I could tell you much of anything about back story or the story lines lines of the quests in any of the games I've played since.  But I have stories from all of them about stuff that mattered to me.  I like the idea that they will use the character's story line quest to guide you through the game but use the dynamic events thing to give you stuff to do.  At least with dynamic content instead of assigned quests I won't be forced to do stuff I don't want to just because the guy with the exclamation point over his head has offered me magical pants.  Also, not having a virtual to do list staring me in the face every time I log in would be a refreshing change.  


Title: Re: Guild Wars 2
Post by: Draegan on May 13, 2010, 07:52:24 AM
I had an arm-chair forum discussion years ago about the subject of dynamic content and quest progression that's very much like this.  Basically the gist (did I spell that right?) is the world is always moving.  If some event is happening you see it happening regardless of what you did.  You either ignore or participate.  If there is an invasion going on you see it's effects from far off.  Supply trains moving towards the event or people fleeing from it.  You hear and see things that might tip you off that something is wrong.  The more you investigate the more you figure out what's going on and you make decisions as you go on.  You can also get rewarded as you go with either XP, Skillups or loot.  Figuring out what's going on and seeing your actions affect the whole zone is also a reward in itself.

I think they're going to attempt to create the Civilization's motto of "One more turn".  You just want to find out what happens next.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 13, 2010, 09:03:29 AM
Why does anyone ever care about a quest in an MMO?  This would at least give you more reason to care than normal because your action actually has some effect on the game world, as does you inaction (if what they say is true).    The ogre and the farmer should matter to you because you are playing a hero in a high fantasy setting.  If that isn't enough then I imagine you've never completed any task in any game for lack of meaning.
Spot on.  Seriously, because kill ten rats for five copper and a crap sword wasn't motivation enough already?  They're offing players a chance to shape the world based on their own actions, and y'all think that will make them feel disconnected?  What MMOs have y'all been playing?

Assuming it all works, of course.


Title: Re: Guild Wars 2
Post by: Draegan on May 13, 2010, 09:05:42 AM
I think we should now assume that each post about dynamic content in this thread has the caveat of "If what they are talking about works."  This way we don't have to keep typing it.   :why_so_serious:


Title: Re: Guild Wars 2
Post by: UnSub on May 13, 2010, 09:06:49 AM
- They're expecting players to spontaneously organize themselves to respond to events (such as a dragon attacking the nearby town)?  They seem to forget how much work player-herding really is.

Day 1: "Hey, there's a dragon attacking the village! EVERYONE DEFEND IT!"

Day 50: "Hey, that dragon's attacking the village. Anyone want to team up, take it out?"

Day 350: "Drag atack vill agin. 5% rare loot drop. PST. Need healer."



Title: Re: Guild Wars 2
Post by: HaemishM on May 13, 2010, 09:11:26 AM
I think it would be entertaining if in the process of discovering the dynamic event, you could make a choice that was more than binary. As in, you see an orc army massing for an attack on a village. You could 1) choose to attack the orcs and try to save the village, 2) you could ignore it completely and let the orc chips fall where they may or 3) you could choose to fight WITH the orcs to destroy the village. Players who chose #1 would be pitted against an NPC army AND the players who chose #3.

Then I wake up.  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Lantyssa on May 13, 2010, 09:13:05 AM
Not to say arena net isn't exactly what you say they are, because it is a beautiful game and body of work so far. I guess it struck me more than turbine artists have done more with less and come out with comparable art with out the reliance and overhead of such systems. My post was not a knock, or flame in anyway, simply an observation.
I'm playing LotR right now since I got the $10 digital deal.  The game is pretty, and you picked carefully chosen screenshots for examples, but if you compare GW1 and LotR in action, Guild Wars is already way ahead of them.  If you take the few vids we have have GW2, then LotR is completely blown away.

(Caveat:  I have not seen their new zones, and the LotR artists are really talented, however seeing both games in play makes a huge difference over screenshots.)


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 13, 2010, 09:22:37 AM
Picking like scenes for comparison was intentional on my part. I already addressed the in motion part. I guess I didn't explain myself very well. Thats fine though, this is more of a derail anyway. GW1 had much more confined camera perspectives and .... there is a lot to consider, would take an entire thread by itself.


Title: Re: Guild Wars 2
Post by: LK on May 13, 2010, 09:30:46 AM
Day 1: "Hey, there's a dragon attacking the village! EVERYONE DEFEND IT!"

Day 50: "Hey, that dragon's attacking the village. Anyone want to team up, take it out?"

Day 350: "Drag atack vill agin. 5% rare loot drop. PST. Need healer."

This. No matter how brilliant or clever you are, players will undermine that and drag your visions through the mud and show you for what it is.


Title: Re: Guild Wars 2
Post by: Draegan on May 13, 2010, 10:13:35 AM
Content scales, so it may differ.

But given the complexity they have taken on, I doubt they just settled with one event in one area that happens repeatedly.  It also depends on the tools they have and how quickly they can create content.

If they just developed a series of public quests on a repeat timer I will be very disapoint.  What they are describing doesn't seem like that though because content is always shifting back and forth.  They did mention that you could take over the orc fort and then help from afar would come in to take it back so it's not like those orcs have a static spawning point in the fort.  Then the battle is taken to wherever they are coming from.

I don't know, with all their talk and their reputation, I very much doubt it's just Public Quest A lead to Public Quest B which leads to Public Quest C at which point it becomes mundane and repeated.  I think they also mentioned that these things can fuck up vendors and other things if ignore it long enough.

Here is my imagined zone.  Newbie area on a smaller server is dead.  No one is in it.  Orcs are everywhere.  You have your spawn point and then you're in chaos.  Then a small group of new players that are all friends log in and then they have the option of taking back the zone.  Clear a village and the villagers come back spawning vendors etc etc.  Those events, hopefully, have a cause and effect to neighboring zones.  It all depends if they develop this dynamic content in a bubble or not.  I say you can't develop a zone around a dynamic event; rather you have to develop the event around the zone.  It should appear less artificial as well.


Title: Re: Guild Wars 2
Post by: Draegan on May 13, 2010, 10:40:25 AM
MMORPG got an interview regarding Dynamic Content.

http://www.mmorpg.com/gamelist.cfm/game/473/feature/4235/page/1

Quote
Let me give you an example of the Guild Wars 2 dynamic event system in action. Players can gain access to the home city of the skritt -a bunch of rat people- but first, they need to progress an event chain in order to win over their trust. The event chain begins with skritt outside the closed city being kidnapped by members of the Nightmare Court - evil sylvari. Players can join in the event chain and attempt to stop the skritt from being kidnapped.

If the Nightmare Court succeeds in kidnapping the skritt, they take their captives back to a prison, where they prepare to torture and brainwash them. A new event will kick off to rescue the skritt from their captors before they become brainwashed. If the players don’t save the skritt prisoners, the Nightmare Court will drive them insane, and these brainwashed skritt will launch an attack on their brethren back at the home city - which will kick off a new event to help defend the skritt city from the insane ones!

On the other hand, should the players save the skritt from their kidnappers, the event chain will alter dramatically. The skritt will become more trusting towards the players and open the front gate of their home city, allowing players inside. From there, events will cascade out into further chains that kick off as a result of the skritt city being opened. Eventually the chains will reach a point where the players can complete events that open up an audience with the king of the skritt, which will in turn launch an entire new set of events. Should the skritt king ever be slain in the ensuing chains of events that follow, the event chain cycles back around as the skritt throw the players out of the city and turn their backs on the “untrustworthy” outsiders. Players will then need to complete different event chains in order to win back the trust of the skritt and get invited into their city once again, where they will access different event chains. The particular events in this area involve dozens of different events, all contained within various chains involving the skritt city.

Interesting cycle, especially when he talks about it "resetting" and different things that need to be done.  So apparently it's just not a linear chain of events.


Title: Re: Guild Wars 2
Post by: Malakili on May 13, 2010, 10:51:13 AM
MMORPG got an interview regarding Dynamic Content.

http://www.mmorpg.com/gamelist.cfm/game/473/feature/4235/page/1

Quote
Let me give you an example of the Guild Wars 2 dynamic event system in action. Players can gain access to the home city of the skritt -a bunch of rat people- but first, they need to progress an event chain in order to win over their trust. The event chain begins with skritt outside the closed city being kidnapped by members of the Nightmare Court - evil sylvari. Players can join in the event chain and attempt to stop the skritt from being kidnapped.

If the Nightmare Court succeeds in kidnapping the skritt, they take their captives back to a prison, where they prepare to torture and brainwash them. A new event will kick off to rescue the skritt from their captors before they become brainwashed. If the players don’t save the skritt prisoners, the Nightmare Court will drive them insane, and these brainwashed skritt will launch an attack on their brethren back at the home city - which will kick off a new event to help defend the skritt city from the insane ones!

On the other hand, should the players save the skritt from their kidnappers, the event chain will alter dramatically. The skritt will become more trusting towards the players and open the front gate of their home city, allowing players inside. From there, events will cascade out into further chains that kick off as a result of the skritt city being opened. Eventually the chains will reach a point where the players can complete events that open up an audience with the king of the skritt, which will in turn launch an entire new set of events. Should the skritt king ever be slain in the ensuing chains of events that follow, the event chain cycles back around as the skritt throw the players out of the city and turn their backs on the “untrustworthy” outsiders. Players will then need to complete different event chains in order to win back the trust of the skritt and get invited into their city once again, where they will access different event chains. The particular events in this area involve dozens of different events, all contained within various chains involving the skritt city.

Interesting cycle, especially when he talks about it "resetting" and different things that need to be done.  So apparently it's just not a linear chain of events.

I think the question is if it will be dynamic enough to actually make a difference, or, as people have suggested earlier in the thread, will just game it to get the best rewards for the doing whatever parts of the events are best.   

The other question, which might be equally important is how the playerbase will react to really wanting to go into the city...only to find it locked because the last batch of players in the zone didn't save the prisoners in time.  I mean, it sounds really interesting, hypothetically, to walk into a zone, have to take inventory on whats happening because you'll never know, and then choose what to do from there.  But I also think it has a strong potential to turn a lot of people away when they are unhappy with whatever the current state of the zone is.  This is a complaint that can happen with any sort of dynamic content though, player driven pvp stuff, or PvE stuff like this.   To me, it just isn't an issue because I kind of like the idea of not knowing, but I think the huge amount of players prefer consistency, being able to log in to a game where they are fairly sure with what they'll be able to do, etc. 

In any event, I have to say this got me way more interested in GW2 than I would have been otherwise, so good job by arenanet in that regard at least.  I'll probably have to buy this now just to see how it plays out, if nothing else.


Title: Re: Guild Wars 2
Post by: Nebu on May 13, 2010, 11:04:31 AM
I'm just considering this all marketing hype.  If the game is even a slight improvement over GW, then it's a buy for me.  "Over-hyped and under-delivered" is the MMO mantra. 



Title: Re: Guild Wars 2
Post by: ajax34i on May 13, 2010, 11:04:41 AM
Heh that makes me laugh.  So what happens to the city when half the players try to rescue the rats and the other half start farming them for loot and xp?  What happens when 50 roleplaying guilds get together to roleplay meeting with the King and one asshole attacks the king and gets everyone kicked out?

All these examples are single-player-game examples.  MMO players don't act in an unified way like that.  If what they're saying is that access to the city will depend on your faction standing with the rats, then that I can understand, but it's not "something new."


Title: Re: Guild Wars 2
Post by: Draegan on May 13, 2010, 11:08:16 AM
Maybe they use phasing to a certain degree.  It all depends on how you trigger events.


Title: Re: Guild Wars 2
Post by: Ingmar on May 13, 2010, 11:11:04 AM
Heh that makes me laugh.  So what happens to the city when half the players try to rescue the rats and the other half start farming them for loot and xp?  What happens when 50 roleplaying guilds get together to roleplay meeting with the King and one asshole attacks the king and gets everyone kicked out?

All these examples are single-player-game examples.  MMO players don't act in an unified way like that.  If what they're saying is that access to the city will depend on your faction standing with the rats, then that I can understand, but it's not "something new."

None of those things will happen, because there is a 99% chance the rats will not be attackable.


Title: Re: Guild Wars 2
Post by: Draegan on May 13, 2010, 11:11:56 AM
Sure, but everyone will die when I train a shit ton of insane rats into the room.  (Unless it's instanced)


Title: Re: Guild Wars 2
Post by: Draegan on May 13, 2010, 11:33:58 AM
More stuff from Eurogamer:
http://www.eurogamer.net/articles/guild-wars-2-dynamic-events-interview?page=1

A lot of great quotes in this article that I'll just let you guys read it.

Personal stories (I get a Fable feel with that).  Large cities with bar brawls, mini games, and other stuff.  Dynamic Event information.  Raids, dungeons etc etc.  Good read.



Title: Re: Guild Wars 2
Post by: Lantyssa on May 13, 2010, 12:34:43 PM
Sure, but everyone will die when I train a shit ton of insane rats into the room.  (Unless it's instanced)
There will only be enough insane rats for the people in the area.  If you're able to survive long enough to train them, they're capable enough to kill them.


Title: Re: Guild Wars 2
Post by: Draegan on May 13, 2010, 12:51:13 PM
Not if I get enough of my asshat friends to stay in the zone with me to spawn enough of them.


Title: Re: Guild Wars 2
Post by: Sjofn on May 13, 2010, 06:09:27 PM
Not to say arena net isn't exactly what you say they are, because it is a beautiful game and body of work so far. I guess it struck me more than turbine artists have done more with less and come out with comparable art with out the reliance and overhead of such systems. My post was not a knock, or flame in anyway, simply an observation.
I'm playing LotR right now since I got the $10 digital deal.  The game is pretty, and you picked carefully chosen screenshots for examples, but if you compare GW1 and LotR in action, Guild Wars is already way ahead of them.  If you take the few vids we have have GW2, then LotR is completely blown away.

(Caveat:  I have not seen their new zones, and the LotR artists are really talented, however seeing both games in play makes a huge difference over screenshots.)

Man seriously! Guild Wars blows LotRO out of the fuckin' water as far as character models go, if nothing else. LotRO's people aren't ugly, exactly, but they're not even in the same universe as Guild Wars. The worlds I would put up against each other as similar, but the actual people, it's no contest.


Title: Re: Guild Wars 2
Post by: Stormwaltz on May 18, 2010, 08:14:27 AM
I squee'd big time for this article on GW2 clothing design. (http://www.arena.net/blog/the-fashion-of-guild-wars-2-an-interview-with-kristen-perry)

I am such a girl sometimes.


Title: Re: Guild Wars 2
Post by: Sjofn on May 18, 2010, 09:09:37 AM
God, I cannot wait to remake my favorite dude character ever, Orlando Fabuloso. He will be gorgeous. I can SENSE IT.  :drillf:


Title: Re: Guild Wars 2
Post by: Lantyssa on May 18, 2010, 09:56:04 AM
Vu made a perfect William Turner from a mesmer.  Same face?


Title: Re: Guild Wars 2
Post by: Ollie on May 18, 2010, 10:07:18 AM
Orlando again? I swear, I don't see the appeal at all.

I squee'd big time for this article on GW2 clothing design. (http://www.arena.net/blog/the-fashion-of-guild-wars-2-an-interview-with-kristen-perry)

Awww, that article had about as much to do with fashion as a polyblend sweater. Still, failing spectacularly even after stealing Galliano's gypsy motifs is a pretty big accomplishment. I wish fantasy MMOGs would stick to period pieces and those minuscule chain mail bikinis that are mandatory for marketing purposes, and not go bumbling after anything resembling contemporary fashion. Chic by MMOG standards is still the white-washed jeans of the rest of the world. I can almost hear Marc Jacobs weeping in the corner.

FAKE EDIT: Was I being too harsh? I was being too harsh.


Title: Re: Guild Wars 2
Post by: Ingmar on May 18, 2010, 11:04:38 AM
Orlando again? I swear, I don't see the appeal at all.

Not Bloom.


Title: Re: Guild Wars 2
Post by: Ollie on May 18, 2010, 12:14:16 PM
The only other William Turner I know of was the painter (http://en.wikipedia.org/wiki/J._M._W._Turner), but I somehow doubt Lantyssa was referring to him. Someone please help, the suspense is killing me.

By feeding my PM box, you will be endorsing my future silence on the subject of fashion in MMOGs. That should provide plenty of incentive.  ;D


Title: Re: Guild Wars 2
Post by: Ingmar on May 18, 2010, 12:17:37 PM
Oh, that's probably who Lanty meant. Sjofn's Orlando is more um, Latin.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 18, 2010, 01:11:29 PM
Vu's was after Bloom, but purely as a joke since one of the faces is the spitting image.  There isn't really any 'appeal' there, for either of us.  I never got what my friend saw in him (she likes bishies, so had this huge thing for Legolas, but... ugh, no).

I was curious if Sjofn used the face to match the name or it just happened to represent the character's... flair.

And I liked the outfits they showed. :sad:


Title: Re: Guild Wars 2
Post by: Draegan on May 18, 2010, 03:30:19 PM
I'd be more interested on how the clothing moves than looks.


Title: Re: Guild Wars 2
Post by: Typhon on May 18, 2010, 05:16:16 PM
WTF?  What thread am I in?  ...  what site am I on?!


Title: Re: Guild Wars 2
Post by: Ingmar on May 18, 2010, 05:39:32 PM
I'd be more interested on how the clothing moves than looks.

I wouldn't expect it to move much if at all, if history is a guide ArenaNet is going to aim low for the minimum specs to run this thing.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 18, 2010, 06:19:58 PM
The new GW costumes have a fair amount of movement.  I'd be expecting at least as much cloth physics on those in GW2.

WTF?  What thread am I in?  ...  what site am I on?!
You've died and gone to Heaven.  Well, at least my version of it.


Title: Re: Guild Wars 2
Post by: Sjofn on May 18, 2010, 06:29:08 PM
Vu's was after Bloom, but purely as a joke since one of the faces is the spitting image.  There isn't really any 'appeal' there, for either of us.  I never got what my friend saw in him (she likes bishies, so had this huge thing for Legolas, but... ugh, no).

I was curious if Sjofn used the face to match the name or it just happened to represent the character's... flair.

And I liked the outfits they showed. :sad:

You know, the face MAY have been similar but it was totally not intentional if it was. I can't remember exactly what he looked like to be honest, and I don't currently have GW installed on my computer. But the name, the name was just so perfect for multiple reasons. I should really get him to level 20, it's just leveling in the original campaign is such a pain in the ass, I completely abandoned him, even though I like the class and everything. Alas!

I also liked the outfits they showed. High five!


EDIT: And haha, yes, Orlando was a mesmer. :P


Title: Re: Guild Wars 2
Post by: Typhon on May 18, 2010, 07:26:01 PM
The new GW costumes have a fair amount of movement.  I'd be expecting at least as much cloth physics on those in GW2.

WTF?  What thread am I in?  ...  what site am I on?!
You've died and gone to Heaven.  Well, at least my version of it.

Lol.  :)  seriously lol'd.  Well played.


Title: Re: Guild Wars 2
Post by: Sjofn on May 18, 2010, 09:16:40 PM
I totally reinstalled JUST TO CHECK and I am pretty sure Orlando has the same face you're talking about. How embarrassing, that totally wasn't on purpose!

Whatever, he is a fabulously pretty man and I heart him.


Title: Re: Guild Wars 2
Post by: UnSub on May 18, 2010, 09:18:00 PM
Orlando again? I swear, I don't see the appeal at all.

Not Bloom.

No, Jones.


Title: Re: Guild Wars 2
Post by: Sheepherder on May 18, 2010, 11:12:19 PM
I wouldn't expect it to move much if at all, if history is a guide ArenaNet is going to aim low for the minimum specs to run this thing.

Most people have hardware T&L these days.  Do you still play on a Voodoo card?


Title: Re: Guild Wars 2
Post by: Ingmar on May 18, 2010, 11:16:56 PM
I wouldn't expect it to move much if at all, if history is a guide ArenaNet is going to aim low for the minimum specs to run this thing.

Most people have hardware T&L these days.  Do you still play on a Voodoo card?

No, but I know plenty of people who may as well. ArenaNet is going to deliver something that looks much better than it has any right to given the technology they're using, that's their 'thing'.


Title: Re: Guild Wars 2
Post by: Ratman_tf on May 18, 2010, 11:28:32 PM
MMORPG got an interview regarding Dynamic Content.

http://www.mmorpg.com/gamelist.cfm/game/473/feature/4235/page/1

Quote
Let me give you an example of the Guild Wars 2 dynamic event system in action. Players can gain access to the home city of the skritt -a bunch of rat people- but first, they need to progress an event chain in order to win over their trust. The event chain begins with skritt outside the closed city being kidnapped by members of the Nightmare Court - evil sylvari. Players can join in the event chain and attempt to stop the skritt from being kidnapped.

If the Nightmare Court succeeds in kidnapping the skritt, they take their captives back to a prison, where they prepare to torture and brainwash them. A new event will kick off to rescue the skritt from their captors before they become brainwashed. If the players don’t save the skritt prisoners, the Nightmare Court will drive them insane, and these brainwashed skritt will launch an attack on their brethren back at the home city - which will kick off a new event to help defend the skritt city from the insane ones!

On the other hand, should the players save the skritt from their kidnappers, the event chain will alter dramatically. The skritt will become more trusting towards the players and open the front gate of their home city, allowing players inside. From there, events will cascade out into further chains that kick off as a result of the skritt city being opened. Eventually the chains will reach a point where the players can complete events that open up an audience with the king of the skritt, which will in turn launch an entire new set of events. Should the skritt king ever be slain in the ensuing chains of events that follow, the event chain cycles back around as the skritt throw the players out of the city and turn their backs on the “untrustworthy” outsiders. Players will then need to complete different event chains in order to win back the trust of the skritt and get invited into their city once again, where they will access different event chains. The particular events in this area involve dozens of different events, all contained within various chains involving the skritt city.

Interesting cycle, especially when he talks about it "resetting" and different things that need to be done.  So apparently it's just not a linear chain of events.

If you think of it as a see-saw with quest opportunites on either end of the see-saw, it makes sense.

In any case, at this point I'd much prefer a new system, even if it gets gamed. That's the fate of all systems.


Title: Re: Guild Wars 2
Post by: Trippy on May 19, 2010, 01:27:39 AM
I wouldn't expect it to move much if at all, if history is a guide ArenaNet is going to aim low for the minimum specs to run this thing.

Most people have hardware T&L these days.  Do you still play on a Voodoo card?
That may not be true given the prevalence of Intel's POS "GPUs" like the GMA950 which don't do hardware T&L (and their software T&L is broken to boot). That isn't true for "gamer" PCs, though.
 
Edit: isn't


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 19, 2010, 05:24:31 AM
Intell cards are a pain to support. It's been keeping us back over on wurm. But dropping support means cutting out a lot of people for any game. There are a ton of them out there.


Title: Re: Guild Wars 2
Post by: Ollie on May 20, 2010, 12:19:54 AM
Lead Content Designer Colin Johanson talks about the event system. (http://www.arena.net/blog/colin-johanson-answers-your-dynamic-event-questions)

Mostly stuff we've been over already, but I did want to quote this bit:

Quote from: Colin Johanson
Loot will never be directly given as a reward for an event. The idea here is you should never feel like you need to participate in a specific event, or feel let down that you missed an event because it had a reward you really wanted.

All events reward you with experience, gold, and karma, which you can spend at merchants and vendors in the game to purchase rewards. This way, we’re rewarding you for participating in any event equally, so you can play in the events you discover, or the event types you really enjoy.


Barter system it is, then.


Title: Re: Guild Wars 2
Post by: Draegan on May 20, 2010, 04:14:26 AM
I'm mixed with that.  I really really hate the badge system in WOW. 

On one hand it makes the game fun in spurts.  You can get certain gear over time.  However it kills the content of the game.  You find the one way to do the best badge/hour and leave it at that.  I'd much rather get loot rewards for doing certain things (whether that's hard or easy).

In the short turn it's a good system but in the long turn it destroys the content.  However we're looking at this in a vacuum, there might be other rewards etc.


Title: Re: Guild Wars 2
Post by: Malakili on May 20, 2010, 05:02:05 AM
I'm mixed with that.  I really really hate the badge system in WOW. 

On one hand it makes the game fun in spurts.  You can get certain gear over time.  However it kills the content of the game.  You find the one way to do the best badge/hour and leave it at that.  I'd much rather get loot rewards for doing certain things (whether that's hard or easy).

In the short turn it's a good system but in the long turn it destroys the content.  However we're looking at this in a vacuum, there might be other rewards etc.

I dunno, people run randoms obsessively so you get a fairly even spread of all the dungeons.  It played out the way you say in TBC and early Lich King. But not anymore. 


Title: Re: Guild Wars 2
Post by: Modern Angel on May 20, 2010, 05:24:07 AM
I'd say the LFD system just made it worse. It removed all sense of geography, scale and persistence from that aspect of the game. Combine with the fact that they're just rock stupid easy to run now and the dungeons went from "NEAT CONTENT" to "oh god this is awful" pretty quickly for just about everyone I know. Not that they aren't still doing it while complaining because they're hopeless addicts or anything.


Title: Re: Guild Wars 2
Post by: Malakili on May 20, 2010, 05:39:37 AM
I'd say the LFD system just made it worse. It removed all sense of geography, scale and persistence from that aspect of the game. Combine with the fact that they're just rock stupid easy to run now and the dungeons went from "NEAT CONTENT" to "oh god this is awful" pretty quickly for just about everyone I know. Not that they aren't still doing it while complaining because they're hopeless addicts or anything.

Geography scale and persistence went out the window in WoW years ago, its purely an item collection game now.   You have to either embrace that or play something else.  The biggest competition WoW is going to have is, for this reason, actually Diablo 3, not another MMO.


Title: Re: Guild Wars 2
Post by: Modern Angel on May 20, 2010, 05:53:39 AM
Not to the extent that it did after LFD and the wholesale changes to badges. At the least you had to go to the dungeons overland, thereby letting you know where they are in the larger world, and put together a group in realtime, obnoxious as that could sometimes be. Now you go to a dungeon with no story, no location and no challenge with people whose names you don't know, won't remember and wouldn't care to even if you did know or remember them. I'm actually not playing WoW and haven't for several months now and it's directly because of this.


Title: Re: Guild Wars 2
Post by: Numtini on May 20, 2010, 05:59:55 AM
I trace my migration from WoW to Eve to the LFD system. Even earlier WoW or EQ2 had some sense of world, but after the LFD system, I just felt disconnected from the game and lost interest. Might not be logical, but it is the case.



Title: Re: Guild Wars 2
Post by: Modern Angel on May 20, 2010, 06:04:45 AM
Yeah. MMOs aren't really good GAMES. They won't offer the twitch satisfaction of a FPS or action game. Won't offer the tactical depth of a good wargame. They offer persistance, scale and large social interactions. And, frankly, a skinner box which is part of the appeal for most people if it's disguised well. So if you remove the persistence of your interactions and gear collection, if there's no sense of scale in the backdrop and connectivity, if the social interactions are anonymous people in spurts of four others at a time and if the elephant in the room reward system is bland badges you grind for then why am I playing it?


Title: Re: Guild Wars 2
Post by: Malakili on May 20, 2010, 06:20:01 AM
then why am I playing it?

The same reason people joined "Hell Cowz 14 ogogogogogo"  Like I said, WoW is just an item collection game, and as they've gone on they realized thats a big part of its appeal.  People don't want to be social with strangers, at best they want to be social with their friends and their guild, and the less interaction necessary with everyone else the better.  The easier you can work on collecting items (gear, mounts, pets, recipes, whatever) the better.  As much as I like to be an armchair dev and talk about persistence, virtual worlds, deep economic systems, etc, 90% of the time its actually insanely more convenient for me to log on, shoot the shit in /g and queue up for a random dungeon.

Now, that isn't going to sustain me forever by any stretch.  I've been bouncing around between MMOs for years at this point, and WoW is just another stop.   I just think for the kind of game WoW is the LFD system is perfectly appropriate.  However, if you don't like the kind of game WoW has become in the first place (and many times I really, really don't, but it strikes my fancy for a few months a year generally), well, then the LFD is a symptom, not a cause, in my opinion.


Title: Re: Guild Wars 2
Post by: Sheepherder on May 20, 2010, 04:07:06 PM
That may not be true given the prevalence of Intel's POS "GPUs" like the GMA950 which don't do hardware T&L (and their software T&L is broken to boot). That isn't true for "gamer" PCs, though.

The last time I tried an Intel chipset (it may even have been a 950 generation) it managed 18 FPS in Nagrand.  You can safely ignore that market, they can't even play WoW anymore.


Title: Re: Guild Wars 2
Post by: Fordel on May 20, 2010, 05:19:45 PM
No, there are buckets of people who happily play with 20 fps like that.


Title: Re: Guild Wars 2
Post by: UnSub on May 20, 2010, 06:08:23 PM
On one hand it makes the game fun in spurts.  You can get certain gear over time.  However it kills the content of the game.  You find the one way to do the best badge/hour and leave it at that.  I'd much rather get loot rewards for doing certain things (whether that's hard or easy).

Ultimately a well designed variable ratio reward system is more engaging than a well designed fixed ratio / continuous ratio reward system. We may not like ultra-rare loot, but we'll keep playing if the next mob killed might just drop the Hat of Kingliness. However, if it is 5000 mobs guaranteed to the Hat, a lot of people will look at it and go, "Why bother?".


Title: Re: Guild Wars 2
Post by: Modern Angel on May 20, 2010, 06:33:09 PM
Well, sure. But if it's roughly the same amount of time, theoretically, which do you want to do? Grind 30 raid nights for badges which are then turned into gear or grind 30 raid nights for a piece of gear? Removing value judgments about how I spend my time or design considerations and having played since original beta until four months ago I can tell you which was more exciting for me.


Title: Re: Guild Wars 2
Post by: Malakili on May 20, 2010, 06:36:53 PM
On one hand it makes the game fun in spurts.  You can get certain gear over time.  However it kills the content of the game.  You find the one way to do the best badge/hour and leave it at that.  I'd much rather get loot rewards for doing certain things (whether that's hard or easy).

Ultimately a well designed variable ratio reward system is more engaging than a well designed fixed ratio / continuous ratio reward system. We may not like ultra-rare loot, but we'll keep playing if the next mob killed might just drop the Hat of Kingliness. However, if it is 5000 mobs guaranteed to the Hat, a lot of people will look at it and go, "Why bother?".

I'm actually the exact opposite at this point.  I'd much rather be able to sit down and plan out what I need to do instead of just being resigned to pure luck.   I'd be more likely to say "Ok, 5000, I'll spend a bit of time per day on it, and I'll have it in X days" than "oh, time to go farm Ogres, maybe i'll get my hat this time."  I might do the latter for like 2 days, but I'll quickly lose interest when it doesn't drop quickly.  My mindset with random drops like that is generally that it feels like I am wasting my time.

Imagine going to work and every time you complete a task, you have a chance of getting paid your whole month's salary, OR you can keep your current monthly wage.  Sure, if you are super lucky, you might get 2 months salary one month, and then nothing for 2 months after that if you are unlucky.  I'd much rather take the guaranteed money than the chance at winning big or getting screwed.

 Then again maybe the fact that I am using a work analogy to talk about MMO loot is the bigger problem.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Sheepherder on May 20, 2010, 09:30:02 PM
I'd much rather be able to sit down and plan out what I need to do instead of just being resigned to pure luck.

(http://dl.dropbox.com/u/1143749/Headmaster%27s_Charge.png)

Wowhead link to the item in question, for those not in the know about the unbearable darkness of old world Blizzard itemization. (http://www.wowhead.com/item=13937)


Title: Re: Guild Wars 2
Post by: Fordel on May 20, 2010, 11:48:29 PM
Man, don't even start with Vanilla itemization, this thread will hit page 500 and we won't even have scratched the surface!


Title: Re: Guild Wars 2
Post by: Ollie on May 21, 2010, 12:58:41 AM
A whopping 2% drop rate. The fact that people even bothered is a grim testament to the mind-numbing power of the Skinner box.

Then again maybe the fact that I am using a work analogy to talk about MMO loot is the bigger problem.  :awesome_for_real:

From a developer's perspective, the challenge is giving radically different player demographics time-appropriate things to achieve, so that the effort spent still yields a sense of meaningful progression. Unless, of course, you're designing a game so hard-core that the potential customer needs to poop in a sock just to get a shot at obtaining the box.

As we get older and accumulate more and more social responsibility, we're far less likely to spend what little energy we have left achieving things in a videogame. The walls of the operant conditioning chamber recede and fade, until the MMOG pellet dispenser is just one button among many that we race to press every day. We'd like to keep hammering it, but only if the rewards are tangible enough in the short time we have available to enjoy them. It seems like GW2 is gearing up to make sure that everybody gets a little something for their efforts, even the middle-aged demographic that doesn't have the time to make the random number generator their bitch.


Title: Re: Guild Wars 2
Post by: UnSub on May 21, 2010, 01:09:18 AM
Imagine going to work and every time you complete a task, you have a chance of getting paid your whole month's salary, OR you can keep your current monthly wage.  Sure, if you are super lucky, you might get 2 months salary one month, and then nothing for 2 months after that if you are unlucky.  I'd much rather take the guaranteed money than the chance at winning big or getting screwed.

The gambling industry says, "Hello!".

There's a balance, of course, but we're wired to focus on that slight chance we'll will what we want over the near inevitability that we won't.


Title: Re: Guild Wars 2
Post by: Sheepherder on May 21, 2010, 01:26:44 AM
A whopping 2% drop rate. The fact that people even bothered is a grim testament to the mind-numbing power of the Skinner box.

It was actually 0.2% at one point.


Title: Re: Guild Wars 2
Post by: Stabs on May 21, 2010, 01:40:11 AM
As a former owner of that staff I loved its rather unique look, unique property and rarity. It was also a conversation starter.

I had it on a priest and it was rather nice to be able to buff Stamina, Spirit and Intellect.

I do think we've headed further down the path of everyone's special so no one is since.


Title: Re: Guild Wars 2
Post by: Malakili on May 21, 2010, 05:01:31 AM
Imagine going to work and every time you complete a task, you have a chance of getting paid your whole month's salary, OR you can keep your current monthly wage.  Sure, if you are super lucky, you might get 2 months salary one month, and then nothing for 2 months after that if you are unlucky.  I'd much rather take the guaranteed money than the chance at winning big or getting screwed.

The gambling industry says, "Hello!".

There's a balance, of course, but we're wired to focus on that slight chance we'll will what we want over the near inevitability that we won't.

I'm well aware of the biology, I also just (like probably a lot of people here, but apparently not a lot of people in general) have taken college level math classes.


Title: Re: Guild Wars 2
Post by: Stormwaltz on May 26, 2010, 04:56:59 PM
New article: Personal Story Overview. (http://www.guildwars2.com/en/the-game/personal-stories/personal-story-overview/)

TL;DR - Like the Shepard background choices in Mass Effect 1 character creation. The options you choose determine how NPCs talk to you and unlock semi-customized "epic" quests.

You know, in all these years I never had even the slightest interest in GW1, but I like where they want to go in GW2.


Title: Re: Guild Wars 2
Post by: Zzulo on May 27, 2010, 04:00:28 AM
New screenshots  :awesome_for_real:
(http://img522.imageshack.us/img522/1508/11057349.jpg)
(http://img204.imageshack.us/img204/8100/33365288.jpg)
(http://img190.imageshack.us/img190/4687/21952193.jpg)
(http://img20.imageshack.us/img20/8215/34909405.jpg)

(http://img217.imageshack.us/img217/8601/34721944.jpg)


so good


Title: Re: Guild Wars 2
Post by: Mosesandstick on May 27, 2010, 04:20:36 AM
Raiding?


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 27, 2010, 05:16:58 AM
Stunning!


Title: Re: Guild Wars 2
Post by: Draegan on May 27, 2010, 06:08:46 AM
Raiding?

It's probably a big event.  But there probably will be raiding.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 27, 2010, 06:26:43 AM
When given the lackluster info for SWTOR and other games which should interest me, it makes it very hard not to get over-excited about every GW2 release to date.


Title: Re: Guild Wars 2
Post by: Hawkbit on May 27, 2010, 09:21:24 AM
Why do I feel as if I'll be upgrading my 8800gtx/q6600/4gig for this game?


Title: Re: Guild Wars 2
Post by: Morfiend on May 27, 2010, 09:32:20 AM
Sorry if this has been covered, but do we know if they are going to use the same control scheme for this? That was the main thing I disliked about the first one.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 27, 2010, 11:29:37 AM
We know very little about controls other than there will be jumping.  Jumping.


Title: Re: Guild Wars 2
Post by: Draegan on May 27, 2010, 12:27:39 PM
There will be jumping, and I'd assume that everything will be controlled like any other modern game.  WASD + mouse and not click to move.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 27, 2010, 04:48:42 PM
Other than jumping I can't think of how it's different than any other MMO though.


Title: Re: Guild Wars 2
Post by: NiX on May 27, 2010, 06:49:37 PM
Other than jumping I can't think of how it's different than any other MMO though.

Forced click to move. Most Western MMOs give you the option.

Why do I feel as if I'll be upgrading my 8800gtx/q6600/4gig for this game?

The first one didn't require a beefy system, I doubt they'd go all out and make it so you need a high end card.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 27, 2010, 06:56:18 PM
Uh, you can use WASD.  And turn off click-to-move.  Like I've played for years now.


Title: Re: Guild Wars 2
Post by: NiX on May 27, 2010, 07:36:40 PM
Could have changed since launch, but I remember the control scheme being very annoying.


Title: Re: Guild Wars 2
Post by: Modern Angel on May 27, 2010, 07:44:57 PM
I've been messing with GW since their early original beta. Click to move was never forced. The only thing that was ever weird was the lack of jumping and being unable to go down slopes.


Title: Re: Guild Wars 2
Post by: Koyasha on May 27, 2010, 08:21:07 PM
I do think it had some annoyances, but yeah, no forced click to move ever.  And moving via WASD wasn't tremendously clunky like in L2 or something, either.


Title: Re: Guild Wars 2
Post by: Draegan on May 28, 2010, 03:31:46 AM
I havnt played in years but I do remember that the wasd movement wasn't smooth.  Something was off on it but its been too long to say what it was.


Title: Re: Guild Wars 2
Post by: KallDrexx on May 28, 2010, 05:59:47 AM
I havnt played in years but I do remember that the wasd movement wasn't smooth.  Something was off on it but its been too long to say what it was.

Probably the fact that space was autoattack, so you'd accidentally hit space and your character would start running towards the person you had targeted.


Title: Re: Guild Wars 2
Post by: Numtini on May 28, 2010, 06:22:05 AM
I always thought click to move made sense in a game like GW where you're always zoomed way out.


Title: Re: Guild Wars 2
Post by: Ratman_tf on May 28, 2010, 08:19:03 AM
I havnt played in years but I do remember that the wasd movement wasn't smooth.  Something was off on it but its been too long to say what it was.

WASD in Guild Wars was(is?) very soupy. Like keyboard turning in other MMORPGS times 3 or 4.


Title: Re: Guild Wars 2
Post by: Nevermore on May 28, 2010, 10:06:03 PM
It feels that way because you can't change the default turn speed, which is very slow.


Title: Re: Guild Wars 2
Post by: Draegan on May 29, 2010, 09:17:51 AM
That could be it.


Title: Re: Guild Wars 2
Post by: Modern Angel on June 04, 2010, 05:07:57 AM
Scuttlebutt is that GW2 is being demoed at PAX. There are a lot of signs pointing to a release not super long from now. I sort of like that there's no release date yet even though it seems to be in a pretty advanced state.


Title: Re: Guild Wars 2
Post by: Ollie on June 04, 2010, 05:29:22 AM
They'll be at PAX Seattle, though Germans get a peek even before September, apparently. According to Chris Lye (http://www.arena.net/blog/arenanet-hits-the-convention-circuit), ArenaNet will unveil their first hands-on public demo at Gamescom in Cologne, Germany on August 19th.

No E3 presence, though.


Title: Re: Guild Wars 2
Post by: Cheddar on June 04, 2010, 12:44:03 PM
Very interesting...


Title: Re: Guild Wars 2
Post by: Draegan on June 09, 2010, 03:04:18 PM
http://ve3d.ign.com/videos/68524/PC/Guild-Wars-2/Gameplay/Guild-Wars-2-Warriors

That looks fun. 


Title: Re: Guild Wars 2
Post by: Aez on June 09, 2010, 04:10:12 PM
They are tough motherfuckers, taking all those heavy hits like it's nothing.


Title: Re: Guild Wars 2
Post by: Fordel on June 09, 2010, 07:02:19 PM
GuildWars 2 makes me want to believe!



Title: Re: Guild Wars 2
Post by: DLRiley on June 09, 2010, 08:55:30 PM
They are tough motherfuckers, taking all those heavy hits like it's nothing.

Well the warrior in guild wars 1 has the highest armor, making stacking him with healing/defense oriented skills pretty worthless in pvp and medicore in pve. Instead warriors sported the highest dps in the game.


Title: Re: Guild Wars 2
Post by: Tarami on June 10, 2010, 08:26:53 AM
That went way above your head, didn't it?


Title: Re: Guild Wars 2
Post by: DLRiley on June 10, 2010, 09:49:31 AM
You know that rush skill looks like rush + bullstrike on visual steroids. Probably has a large damage number + a 1 knockdown at the end... I hate to be the monk being yelled at to keep those warriors from fucking your team sideways.


Title: Re: Guild Wars 2
Post by: HaemishM on June 10, 2010, 11:23:28 AM
http://ve3d.ign.com/videos/68524/PC/Guild-Wars-2/Gameplay/Guild-Wars-2-Warriors

That looks fun. 

BOING!


Title: Re: Guild Wars 2
Post by: Draegan on June 10, 2010, 03:55:21 PM
Traits explained.

http://www.guildwars2.com/en/the-game/combat/traits-overview/


Title: Re: Guild Wars 2
Post by: DLRiley on June 10, 2010, 04:18:27 PM
Either they neglected to mention the negative side effect of frenzy or they made it very noob friendly. also the max number of attributes you can use(20) limited most effective builds to 3 attributes line for any given build. Meaning that if you put points into half the attributes lines available you won't dilute your character... anyway i think that confirms how un-customizable the weapons are. Buying guild wars 2 to say fuck you to every mmo that still treats rerolling attributes as a sin against god? Worth it.


Title: Re: Guild Wars 2
Post by: Draegan on June 10, 2010, 04:38:18 PM
I just like the attitude that's coming across all of the posts is that they want you to try different builds and they want to make it easy for you to do that.  I like the idea of respeccing on the fly anywhere and at no cost.


Title: Re: Guild Wars 2
Post by: Typhon on June 10, 2010, 04:44:25 PM
GuildWars 2 makes me want to believe!

lol, god help me, me too!


Title: Re: Guild Wars 2
Post by: pxib on June 11, 2010, 08:16:04 AM
It is amazing how much I hate those voice clips already.


Title: Re: Guild Wars 2
Post by: Brogarn on June 14, 2010, 02:50:25 PM
http://ve3d.ign.com/videos/68524/PC/Guild-Wars-2/Gameplay/Guild-Wars-2-Warriors

That looks fun. 

Very nice looking!


Title: Re: Guild Wars 2
Post by: Nebu on June 14, 2010, 05:48:27 PM
Traits explained.

http://www.guildwars2.com/en/the-game/combat/traits-overview/

I may be the odd man out, but I always hated the trait concept.  It was a combination of Pokemon "gotta catch em all" with major build micromanagement for each zone/encounter.   It's almost like a CCG meets MMO.  You have all these cool abilities, but you can only ever take a subset with you.  It makes me miss the 6 action bars worth of options I have in other games.   


Title: Re: Guild Wars 2
Post by: Lantyssa on June 14, 2010, 05:56:28 PM
I hate, hate, hate having endless skill bars.  It always makes me feel like I'm inferior for only being able to handle 5-6 abilities.  It's a system that works well for me, and I'm glad there is a game balanced around it.


Title: Re: Guild Wars 2
Post by: Cheddar on June 14, 2010, 06:07:45 PM
I hate, hate, hate having endless skill bars.  It always makes me feel like I'm inferior for only being able to handle 5-6 abilities.  It's a system that works well for me, and I'm glad there is a game balanced around it.

This.


Title: Re: Guild Wars 2
Post by: kildorn on June 14, 2010, 07:24:39 PM
I'm far too cynical. Every time GW2 announces some neat feature, I slide more into "it'll never be released" or "Age of Conan/Warhammer 2.0 here we come!"

I want to believe, but I've been burned too often!  :ye_gods:


Title: Re: Guild Wars 2
Post by: Draegan on June 14, 2010, 07:49:28 PM
Traits explained.

http://www.guildwars2.com/en/the-game/combat/traits-overview/

I may be the odd man out, but I always hated the trait concept.  It was a combination of Pokemon "gotta catch em all" with major build micromanagement for each zone/encounter.   It's almost like a CCG meets MMO.  You have all these cool abilities, but you can only ever take a subset with you.  It makes me miss the 6 action bars worth of options I have in other games.   

Ugh, 6 action bars of options?  No thanks.  I'll take 5-6 with a few situationals with Lanty


Title: Re: Guild Wars 2
Post by: DLRiley on June 14, 2010, 07:49:57 PM
But funcum and mythic has a history of making medicore mmo's and areanet has a history of making good games.


Title: Re: Guild Wars 2
Post by: Draegan on June 14, 2010, 08:58:42 PM
Well ArenaNet is one for one I guess.


Title: Re: Guild Wars 2
Post by: Typhon on June 15, 2010, 06:17:18 AM
If the game got better with every expansion, you probably should give them more credit then just 1 for 1.

Not having played any of the expansions, I wouldn't know firsthand, but they seemed well recieved.


Title: Re: Guild Wars 2
Post by: Draegan on June 15, 2010, 09:50:38 AM
To be fair I give Blizzard 1 for 1 in the mmog department.


Title: Re: Guild Wars 2
Post by: DLRiley on June 15, 2010, 12:09:12 PM
To be fair I give Blizzard 1 for 1 in the mmog department.

good game >> good mmog


Title: Re: Guild Wars 2
Post by: Zetor on June 15, 2010, 01:32:22 PM
If the game got better with every expansion, you probably should give them more credit then just 1 for 1.

Not having played any of the expansions, I wouldn't know firsthand, but they seemed well recieved.
Yeah I think the expansions were steadily improving as well (the original campaign looks a bit dated nowadays, though playing "Undead Lich" and Prince Rurik-related drinking games is always fun  :awesome_for_real:) and introduced new kinds of content without obsoleting older stuff. Having a near-flat character power curve really really helps, imo.

The weakest point is probably Eye of the North.. it's not a bad expansion (mission pack? whatever) but it's kind of on the grindy side with title tracks that you grind to grind your title tracks, dawg.


Title: Re: Guild Wars 2
Post by: Nebu on June 15, 2010, 08:54:04 PM
The weakest point is probably Eye of the North.. it's not a bad expansion (mission pack? whatever) but it's kind of on the grindy side with title tracks that you grind to grind your title tracks, dawg.

I bought that expansion.  Funny thing is that by the time I finished getting skills and gearing up my two mains to do it, I was bored with the game and left.  I have yet to play the expansion. 


Title: Re: Guild Wars 2
Post by: Ratman_tf on June 15, 2010, 09:42:57 PM
I hate, hate, hate having endless skill bars.  It always makes me feel like I'm inferior for only being able to handle 5-6 abilities.  It's a system that works well for me, and I'm glad there is a game balanced around it.

This.

Me too. If I have to put it on more than one bar, I'm gonna forget about it until after the party's dead.


Title: Re: Guild Wars 2
Post by: Tarami on June 16, 2010, 09:58:43 AM
Yes, less of this kind of setups, please:

(http://img694.imageshack.us/img694/9800/wowscrnshot051910201843.gif)


Title: Re: Guild Wars 2
Post by: Zetor on June 16, 2010, 10:17:38 AM
A WOW prot warrior is a tame example, even. My shaman easily had 40+ keybinds... my lotro loremaster had even more. Those were all abilities I used regularly.  :why_so_serious:

Anyway, I've been playing GW again with guildies [going over factions with new characters] and the GW ui does feel kind of dated (can't bind keys with modifiers? wut?). Here's hoping they make it more flexible for GW2!


Title: Re: Guild Wars 2
Post by: Stormwaltz on June 16, 2010, 10:28:08 AM
On behalf of every happy and effective Lore-Master in LotRO, I reject your least-common denominator, anti-intellectual, Glenn Beck Kool-Aide drinking single skillbars!

...with a caveat.

The bread and butter skills you're using 90% of the time should all fit on one bar. Your battery of utilities and special-case tools can stretch over another two or three.


Title: Re: Guild Wars 2
Post by: Sheepherder on June 16, 2010, 11:11:22 AM
A WOW prot warrior is a tame example, even. My shaman easily had 40+ keybinds...

That would be hard, given that the Shaman class has 23 non-talent / non-totem / non-weapon imbue spells according to what I can filter out of the Wowhead list.


Title: Re: Guild Wars 2
Post by: Tarami on June 16, 2010, 11:19:37 AM
The bread and butter skills you're using 90% of the time should all fit on one bar. Your battery of utilities and special-case tools can stretch over another two or three.
I've found that's how LotRO's classes largely function. My prot warrior on the other hand is ALL OVER the bindings all the time. I find it much more demanding to play her than I do playing my LM. LMs are kinda zen. ;D


Title: Re: Guild Wars 2
Post by: Shatter on June 16, 2010, 11:24:06 AM
I can only bind so many keys, I have small hands :( 

(http://2.bp.blogspot.com/_FwtqJwZ9XvM/S6zEGPA3E1I/AAAAAAAAAEc/BBVLUT_rCDA/s1600/small+hands.jpg)


Title: Re: Guild Wars 2
Post by: Nebu on June 16, 2010, 11:26:07 AM
My initial point was: If the game is going to give me access to 20 abilities, let me use 20 abilities at my discretion.  

If you want me to use 10 abilities, then make sure that you balance those 10 abilities better.  

GW is a game of very specific boutique builds that seem to change with every patch.  I don't enjoy micromanaging builds for every encounter and would rather alter my play on the fly than have to change my preset build every time I zone into a new area.  Last time I played, I had like 20 saved setups on my main.  Then you have to repeat the hassle for all of your henchmen.  If I want to micromanage, I'll play Civ.  


Title: Re: Guild Wars 2
Post by: tazelbain on June 16, 2010, 11:34:45 AM
My initial point was: If the game is going to give me access to 20 abilities, let me use 20 abilities at my discretion.  

If you want me to use 10 abilities, then make sure that you balance those 10 abilities better.  

GW is a game of very specific boutique builds that seem to change with every patch.  I don't enjoy micromanaging builds for every encounter and would rather alter my play on the fly than have to change my preset build every time I zone into a new area.  Last time I played, I had like 20 saved setups on my main.  Then you have to repeat the hassle for all of your henchmen.  If I want to micromanage, I'll play Civ.  
You have personal issues.  There was no need to do that.  You did that to yourself.



Title: Re: Guild Wars 2
Post by: Draegan on June 16, 2010, 11:37:24 AM
On behalf of every happy and effective Lore-Master in LotRO, I reject your least-common denominator, anti-intellectual, Glenn Beck Kool-Aide drinking single skillbars!

...with a caveat.

The bread and butter skills you're using 90% of the time should all fit on one bar. Your battery of utilities and special-case tools can stretch over another two or three.

That's fine.  I'm playing EQ2 right now and I've got my highest character on there ever (level 30).  I was grouping with a buddy of mine (he's 84) and he was telling me he was using 20 or so attacks per long fight.

Fuck that.



Title: Re: Guild Wars 2
Post by: Zetor on June 16, 2010, 11:41:52 AM
A WOW prot warrior is a tame example, even. My shaman easily had 40+ keybinds...

That would be hard, given that the Shaman class has 23 non-talent / non-totem / non-weapon imbue spells according to what I can filter out of the Wowhead list.
Not hard at all. I had keybinds for individual totems for pvp reasons (earthbind, grounding, searing, magma, cleansing, stoneclaw, manaspring, healingstream, frost/fire resist). I was resto so I had riptide/ns/tidalforce/earthshield/manatide. I also had my mount hotkeyed (clicking mount in pvp = not a good idea) along with boots (nitro), cloak (parachute), gloves (haste / rocket), bandages, and I could've bound a frag belt too if I bothered to make one. Is that sufficient? :p [edit: also gift of the naaru, healthstones, pots, trinket1, trinket2... I didn't have astral recall and buff totems hotkeyed, that was about it]

Re LMs in LOTRO: I didn't mind having an asston of keybinds (like 5 full hotbars of the stuff including pet abilities / potions / specific condition remover draughts and they couldn't be macroed together like you'd macro charge/intercept/intervene or castsequences onto one hotkey), the only problem was that I sometimes was at a loss just what to cast. Do I drop a protective circle for more damage against the boss along with a bit of a damage reduction, do I refresh debuffs early in case I have to drain, or do I toss the minstrel some mana instead? In those cases I usually just shrugged and started casting embers so I'd figure out what to do in those 3 seconds..


Title: Re: Guild Wars 2
Post by: Mosesandstick on June 16, 2010, 11:48:52 AM
Wait, what about those thingies (I can't even remember the name of? Macros?) With those you can fill up as many slots as you want!


Title: Re: Guild Wars 2
Post by: Lantyssa on June 16, 2010, 12:02:19 PM
GW is a game of very specific boutique builds that seem to change with every patch.  I don't enjoy micromanaging builds for every encounter and would rather alter my play on the fly than have to change my preset build every time I zone into a new area.  Last time I played, I had like 20 saved setups on my main.  Then you have to repeat the hassle for all of your henchmen.  If I want to micromanage, I'll play Civ.  
You really don't need to do that.  I run around with the same set of skills 99% of the time.  [Barrage, Bleed, Interrupt, Pet-mana return, Pet armor/unblockable, Pet damage redux, Capture Signet, Pet Heal]

I change only to test out something new I've acquired, if I'm curious about trying something new, or in the incredibly rare instances where I'm dying and simply cannot proceed.  Switching up my heroes or setting their locations tends to have a much larger effect than a different build though.  As it is, I've dedicated most of my heroes to include a pet since I'm trying to train everything in my menagerie.


Title: Re: Guild Wars 2
Post by: Sheepherder on June 16, 2010, 12:48:30 PM
That would be hard, given that the Shaman class has 23 non-talent / non-totem / non-weapon imbue spells according to what I can filter out of the Wowhead list.
Not hard at all. I had keybinds for individual totems for pvp reasons (earthbind, grounding, searing, magma, cleansing, stoneclaw, manaspring, healingstream, frost/fire resist). I was resto so I had riptide/ns/tidalforce/earthshield/manatide. I also had my mount hotkeyed (clicking mount in pvp = not a good idea) along with boots (nitro), cloak (parachute), gloves (haste / rocket), bandages, and I could've bound a frag belt too if I bothered to make one. Is that sufficient? :p
[/quote]

Got it, only shaman can engineer or bandage.

I laughed at your list of totems.  Call buttons, use them.  Also, fuck healing stream, searing, and possibly stoneclaw.  Also, macros and clique.


Title: Re: Guild Wars 2
Post by: kildorn on June 16, 2010, 12:54:02 PM
iirc, healing stream on a resto shaman isn't actually that shabby. It scales remarkably well.

Stoneclaw is fun in BGs. I smile a little any time someone gets stunned hitting it. It's like a test to see if you're paying attention or just mindlessly attacking totems.


Title: Re: Guild Wars 2
Post by: Zetor on June 16, 2010, 01:12:57 PM
Got it, only shaman can engineer or bandage.

I laughed at your list of totems.  Call buttons, use them.  Also, fuck healing stream, searing, and possibly stoneclaw.  Also, macros and clique.
So who peed in your wheaties today?  :awesome_for_real:

To humor you: Stoneclaw when glyphed is one of the best pvp abilities a shaman has. Clique and friends are all but useless in (esp small scale) pvp and clicking = death.. yes, I use grid and clique in pve. You don't always use totemic calls or macro totems like earthbind/grounding/stoneclaw in pvp when it wastes their cooldowns and/or a ton of mana (you DO have them in a totemic call for an emergency situation), you save them for the appropriate moment and/or you recast important totems like tremor and cleansing or even manaspring when they get stomped. Searing is still useful in certain situations and when you only need a single fire nova with no other fire totem down and don't want to burn your mana pool with magma. And yeah I know everyone can have engineering, that also has buggerall to do with my original point (I wasn't even singling out shaman) Hell, if you wanted to be super serious, you'd have arena1-5, focus and mouseover macros for 2-3 key spells as well...

Anyway, that brings me back to my original point, which is that you can have an insane number of buttons and have them all be useful at certain situations in current games [wow, lotro]. I didn't even say that was bad or good, just different from how GW does it.

edit: unfucked quote


Title: Re: Guild Wars 2
Post by: DLRiley on June 16, 2010, 01:48:24 PM
The difference between Guild Wars and every other mmo on the planet is simple.
In guild wars when you meet rock to your scissors, you are forced to work around your disadvantage.
In every other mmo when you meet rock to your scissors, you press the paper button or log off.


Title: Re: Guild Wars 2
Post by: Ingmar on June 16, 2010, 01:51:02 PM
I laughed at your list of totems.  Call buttons, use them.

Um, no. In PVP you really do need to have some of those on individual binds, especially tremor, grounding, and earthbind. And stoneclaw totem with the personal shield glyph is *invaluable* in PVP at times.


Title: Re: Guild Wars 2
Post by: Sheepherder on June 16, 2010, 05:27:01 PM
Huh?

Clique is faster than all other options aside from a macro that combines targeting and cast into a single spell with a single keypress.  That's why it's used in raiding, the same applies equally to pvp.  It lets you keep your hand on the movement/strafe keys, which is good.  It also lets you unbind a lot of shit, which helps with mis-presses and reaction speed.

Um, no. In PVP you really do need to have some of those on individual binds, especially tremor, grounding, and earthbind. And stoneclaw totem with the personal shield glyph is *invaluable* in PVP at times.

Yeah, I have those three on individual binds.  Binding six or seven totems is still fucking insane though.

I'm not sure how great Stoneclaw is later on, since it doesn't scale beyond 4400 damage.

EDIT FOR RELEVANCE: The point, I guess, is that people choose to be insane with keybinds.  As far as I can tell WoW doesn't really reward this type of play: you have more buttons to counter other buttons, but your capability to manage them all still sucks to a point where people would probably be better off combining them with macros or just not using those capabilities.


Title: Re: Guild Wars 2
Post by: Modern Angel on June 17, 2010, 04:34:29 AM
False. I remember watching Arena videos from the POV of the top players. Their mouse never moved. It never touched a button. It never touched a unit frame. You can't turn quickly while clicking stuff on your hotbars and if you're a keyboard turner well...


Title: Re: Guild Wars 2
Post by: Sheepherder on June 17, 2010, 05:40:13 AM
You have 180* of freedom to move with strafe and forward keys, and if you ever stop to cast (like a Riptided healbomb) you are free to turn for 1.5 seconds.  You are also not supposed to be clicking hotbars, you're clicking unit portraits.  Which is why I mentioned Clique, the mod specifically designed to allow you to initiate a cast by pressing a mouse button on a unit portrait, which is how normal people target allies anyways.

I'm also wondering how the hell you're supposed to select players without a mouse.  Keybinds to tab through them?  Five additional buttons to allow targeting each player?

EDIT: It's probably worth mentioning that a number of recording utilities I've seen are designed to be capable of editing out the mouse cursor.


Title: Re: Guild Wars 2
Post by: kildorn on June 17, 2010, 07:01:41 AM
It's been a while since I've healed without a healing frame, but I'm pretty sure that F1-F5 target your group members. The reason we made heal frames is that it was a bitch to target people OUTSIDE your group. But for arenas that shouldn't matter.


Title: Re: Guild Wars 2
Post by: Sheepherder on June 18, 2010, 06:32:56 AM
They are normally.  It still leaves the question of how you're supposed to retarget and toss an Earth Shield or Riptide without moving your hands from the movement keys.


Title: Re: Guild Wars 2
Post by: kildorn on June 18, 2010, 07:16:28 AM
The first few F keys are pretty close to the movement keys. I never had much of an issue with it. I mean, primarily what you'll run into are keyboards with 3 key press limits causing some of your input to be discarded.

But you can also bind modifiers to mouse buttons all over the place, too.

Personally, I use healframes in pvp. But I also refuse to do competitive arena.


Title: Re: Guild Wars 2
Post by: Ashamanchill on June 18, 2010, 07:33:08 AM
This is the one new MMO I am actually allowing myself hope for....well that and the WoT one, but that is hope for another reason entirely  :awesome_for_real:. I'm with all the soft cores here, a change down to six buttons again is going to be nice.

This is going to be like a second chance at GW for me, since the first time around my friends and I hated it. It was our first MMO, and it just didn't feel, well, RPGy enough. We were used to the Baldur's Gate, and NeverWinter Nights, and to us the leveling up was the fun. We had no concept of 'endgame' yet. Looking back on it, it is entirely naive. Ironically, if we had played it now (or more accurately in a few months) we probably would have dug it, but we dont want to buy six xpacs or so just to get to the fun.

So this one is looking sweet from my perspective!


Title: Re: Guild Wars 2
Post by: Draegan on June 18, 2010, 08:32:32 AM
Wow wrong thread.


Title: Re: Guild Wars 2
Post by: EWSpider on June 18, 2010, 09:57:10 AM
Fuck WoW.  More Guild Wars 2 news, please.


Title: Re: Guild Wars 2
Post by: Nightblade on June 18, 2010, 10:49:18 AM
Yes, less of this kind of setups, please:

(http://img694.imageshack.us/img694/9800/wowscrnshot051910201843.gif)

Please don't make me recall the repressed memories of my time with WoW... For God's sake, there was a point where I was dicking around with my UI more than actually playing the game.


Title: Re: Guild Wars 2
Post by: caladein on June 18, 2010, 03:57:40 PM
But there's that certain appeal to making the space your own.  Guild Wars has the best out-of-the-box UI and is also reasonably customizable so I have high hopes that GW2 will at least match that level of quality.

That said, anything shy of Guild Wars doesn't stand a chance being as useful as my customized WoW UI.


Title: Re: Guild Wars 2
Post by: Ingmar on June 18, 2010, 09:28:30 PM
Guild Wars has the best out-of-the-box UI

wat

The UI is possibly the worst thing about GW. Healing is a huge pain in the ass, and the icons that tell you what effect are on you are pastel colored and nearly indecipherable. The power/health/mana bit of the UI is OK, but the rest of it is  :ye_gods:.

Interface is one of the areas I am really, really hoping GW2 improves on because there is a LOT of room for improvement.


Title: Re: Guild Wars 2
Post by: caladein on June 18, 2010, 11:31:00 PM
Oddly enough, I never really played a healer in GW so I can't speak to that except the party interface was a bit crappy if I remember right.

The health/mana bars being centralized is the big thing that stands out to me (especially when so many games still stick them off in a corner).  I also liked color-coding the bars and the use of arrows for gain/loss.


Title: Re: Guild Wars 2
Post by: Fordel on June 19, 2010, 12:25:39 AM
Guild Wars has the best out-of-the-box UI

wat

The UI is possibly the worst thing about GW. Healing is a huge pain in the ass, and the icons that tell you what effect are on you are pastel colored and nearly indecipherable. The power/health/mana bit of the UI is OK, but the rest of it is  :ye_gods:.

Interface is one of the areas I am really, really hoping GW2 improves on because there is a LOT of room for improvement.


You're just blind is all.


Title: Re: Guild Wars 2
Post by: Gunzwei on July 08, 2010, 10:06:07 AM
Oddly enough, I never really played a healer in GW so I can't speak to that except the party interface was a bit crappy if I remember right.

From the new post/article it appears you won't be playing one in GW2 either.

http://www.guildwars2.com/en/the-game/combat/healing-death/

Quote
We're making players more self sufficient, but are also providing appealing ways for them to effortlessly work together to create a more inspired moment-to-moment experience. That is why Guild Wars 2 does not have a dedicated healing class.



Title: Re: Guild Wars 2
Post by: DLRiley on July 08, 2010, 10:10:43 AM
And the brass balls has just been dropped. Is someone listening to my vent conversations? Next we will find out there won't be a dedicated ranger/archer class.


Title: Re: Guild Wars 2
Post by: Typhon on July 08, 2010, 10:13:29 AM
Oddly enough, I never really played a healer in GW so I can't speak to that except the party interface was a bit crappy if I remember right.

From the new post/article it appears you won't be playing one in GW2 either.

http://www.guildwars2.com/en/the-game/combat/healing-death/

Quote
We're making players more self sufficient, but are also providing appealing ways for them to effortlessly work together to create a more inspired moment-to-moment experience. That is why Guild Wars 2 does not have a dedicated healing class.



I can't tell you how happy I am to hear this.  For those that love healing, or love the holy trinity, sincerely sorry (but it's not like you don't have enough holy trinity games already).  REALLY looking forward to this game now.


Title: Re: Guild Wars 2
Post by: Malakili on July 08, 2010, 10:20:58 AM
Oddly enough, I never really played a healer in GW so I can't speak to that except the party interface was a bit crappy if I remember right.

From the new post/article it appears you won't be playing one in GW2 either.

http://www.guildwars2.com/en/the-game/combat/healing-death/

Quote
We're making players more self sufficient, but are also providing appealing ways for them to effortlessly work together to create a more inspired moment-to-moment experience. That is why Guild Wars 2 does not have a dedicated healing class.



I can't tell you how happy I am to hear this.  For those that love healing, or love the holy trinity, sincerely sorry (but it's not like you don't have enough holy trinity games already).  REALLY looking forward to this game now.

I always play a healer, and do like like them, but to be honest, another holy trinity game isn't exactly going to appeal to me in a sea of games that already do that.  If GW2 comes up with another system that makes groups work well, but can do away with the trinity, I'm at least interested.   Hopefully it works out better than Champions Online's attempt to do away with the trinity where group gameplay is just a clusterfuck.


Title: Re: Guild Wars 2
Post by: tazelbain on July 08, 2010, 10:21:49 AM
I don't mind losing healers, but I concerned about its affect on diversity.  It seems like a path toward hegemony where everyone is slight variation of the same DPS class.


Title: Re: Guild Wars 2
Post by: DLRiley on July 08, 2010, 10:27:36 AM
Now after reading the article... IWAY LIVES!!!

Combat is about different approaches to deal with the problem of sending someone from full health to zero, adding enough variation in order to ensure you don't always know the correct response to a given approach because the means to the end are significantly different. And having the ability to proactively and or re-actively react to the means to take you down. Why do some people take sniper rifles verses assault rifles? Why automatic as a side arm instead of a semi automatic? Why pick ryu as oppose to chun-li? Guild Wars taking this approach to mmo's is fucking win, someone is listening to my 2 years old vent conversations, fuck. 


Title: Re: Guild Wars 2
Post by: caladein on July 08, 2010, 10:36:19 AM
I have no great attachment to making-the-bars-go-up as a playstyle, but do like that it allows for more of an overview of the battle versus being focused on your immediate skirmish.  Guild Wars (1) already provides for that on the more offensive end with CC/Debuffs/DoTs, so I'm not too concerned about being completely left out.


Title: Re: Guild Wars 2
Post by: DLRiley on July 08, 2010, 10:56:21 AM
Well to draw some contrast
Traditional mmo combat at its highest level comes down to:
* target healer
* if healer is dead
   * target rest of team, TANKS LAST SCRUBS
*else
   * keep targeting healer
Guild Wars 1 combat played out like:
*Target support preventing healer from dieing quick death
*Now target healer
*Ok back to targeting support
*Now target warrior overextending
*Now target healer
*Ok back to support

In guild wars teams that trained banged the healer usually lost in quick order, the focus being target switching in order to prevent the healer from keeping up with your dps. I speculate that guild wars two is probably going to see a lot of range stand offs broken by coordinated melee pushes. I can see 8 warrior team devastating a bunch of scrub teams. The nerf iway threads will block out the sun.


Title: Re: Guild Wars 2
Post by: Lantyssa on July 08, 2010, 10:57:51 AM
I want to have kittens with ArenaNet's employees.  All of them. :heart:

I also like how they focus on Support rather than Healer.  I loved my Dark Defender in CoH so much.

 :heart: :heart: :heart:


Title: Re: Guild Wars 2
Post by: Draegan on July 08, 2010, 12:22:07 PM
As long as they don't water down every class to make up for no dedicated healer this might be pretty cool.


Title: Re: Guild Wars 2
Post by: Ingmar on July 08, 2010, 12:22:59 PM
I wonder if 'dedicated healer' will still exist in the NPC companion/hero types?


Title: Re: Guild Wars 2
Post by: DayDream on July 08, 2010, 12:27:32 PM
I'll be curious what the response is to the few healing spells in game.  I can see it being real easy to have them mandatory for the characters that they're available to.  Of course, the most interesting possibility is that they're not, and the healing skills actually have to fight for a spot in the support section of those classes skills.

Either way, Guild Wars 2 looks hotter and hotter.  Hope they deliver.


Title: Re: Guild Wars 2
Post by: Draegan on July 08, 2010, 12:38:26 PM
The heal spells are just spread among the class it looks like.  An elementalist with a Healing Rain ability that's a targeted AOE.


Title: Re: Guild Wars 2
Post by: Malakili on July 08, 2010, 12:41:10 PM
The heal spells are just spread among the class it looks like.  An elementalist with a Healing Rain ability that's a targeted AOE.

If thats all I slightly worry about it simply because I don't trust most people to stop and cast their heal spell when its needed because it would hurt their precious damage meters.


Title: Re: Guild Wars 2
Post by: Lantyssa on July 08, 2010, 12:45:37 PM
I wonder if 'dedicated healer' will still exist in the NPC companion/hero types?
They did away with companions except for a few pet classes.  They mentioned this in one of the early blogs.  Since I liked collecting and outfitting heroes, I was a bit bummed by it.


Title: Re: Guild Wars 2
Post by: Ingmar on July 08, 2010, 12:50:38 PM
Oh, that sucks. Oh well.


Title: Re: Guild Wars 2
Post by: HaemishM on July 08, 2010, 01:33:50 PM
Quote
Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn't think of a reason. Well, we did actually think of a reason--it just wasn't a good one. Death penalties make death in-game a more tense experience. It just isn't fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don't have to penalize you a second time.

Someone's been reading my rants for the last 8 years.  :Love_Letters:


Title: Re: Guild Wars 2
Post by: Fordel on July 08, 2010, 01:49:14 PM
I want to believe!


Title: Re: Guild Wars 2
Post by: DLRiley on July 08, 2010, 01:57:42 PM
someone has been having me on tape recorder for 3 years, fuck this i should sue their ass while playing this godwin game.


Title: Re: Guild Wars 2
Post by: Malakili on July 08, 2010, 02:30:18 PM
Quote
Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn't think of a reason. Well, we did actually think of a reason--it just wasn't a good one. Death penalties make death in-game a more tense experience. It just isn't fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don't have to penalize you a second time.

Someone's been reading my rants for the last 8 years.  :Love_Letters:

That sounds good on paper, but we'll see if zerging like in Champions Online or Star Trek Online becomes problematic.  Its pretty silly to be able to beat any encounter in the game by just respawning and bum rushing and while "running back" might not be fun, either is a game in which all the group play devolves into DPS until you die, respawn, and dps more.


Title: Re: Guild Wars 2
Post by: DLRiley on July 08, 2010, 02:39:45 PM
Except it takes you longer to respawn, monsters recover any health lost after being 20 seconds out of combat. Though I prefer the old death penalty when you get a moral debuff every time you died. Basically if you died enough times you can have your health reduced to 40% of your maximum health and mana and could only be worked off by getting xp.


Title: Re: Guild Wars 2
Post by: Trippy on July 08, 2010, 02:43:10 PM
Quote
Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn't think of a reason. Well, we did actually think of a reason--it just wasn't a good one. Death penalties make death in-game a more tense experience. It just isn't fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don't have to penalize you a second time.

Someone's been reading my rants for the last 8 years.  :Love_Letters:
That sounds good on paper, but we'll see if zerging like in Champions Online or Star Trek Online becomes problematic.  Its pretty silly to be able to beat any encounter in the game by just respawning and bum rushing and while "running back" might not be fun, either is a game in which all the group play devolves into DPS until you die, respawn, and dps more.
People do that even with death penalties (a la EQ back in the old days :geezer:).


Title: Re: Guild Wars 2
Post by: Malakili on July 08, 2010, 02:52:32 PM
Quote
Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn't think of a reason. Well, we did actually think of a reason--it just wasn't a good one. Death penalties make death in-game a more tense experience. It just isn't fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don't have to penalize you a second time.

Someone's been reading my rants for the last 8 years.  :Love_Letters:
That sounds good on paper, but we'll see if zerging like in Champions Online or Star Trek Online becomes problematic.  Its pretty silly to be able to beat any encounter in the game by just respawning and bum rushing and while "running back" might not be fun, either is a game in which all the group play devolves into DPS until you die, respawn, and dps more.
People do that even with death penalties (a la EQ back in the old days :geezer:).


Fair enough.  Regardless of the death penalty though, I hope they find a way to stop zerging to victory.


Title: Re: Guild Wars 2
Post by: DLRiley on July 08, 2010, 03:11:54 PM
Cause aggro and pull to victory is so much more thrilling.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Lantyssa on July 08, 2010, 03:25:41 PM
Fair enough.  Regardless of the death penalty though, I hope they find a way to stop zerging to victory.
If waypoints are far enough away there can't be much of a zerg.


Title: Re: Guild Wars 2
Post by: Kail on July 08, 2010, 04:01:06 PM
If waypoints are far enough away there can't be much of a zerg.

That's true, I guess, but I don't see much difference between running back to where you died as a ghost versus running back as a live character.  Actually, the differences I think of off the top of my head would suggest that running back as a ghost would be easier than doing it alive.


Title: Re: Guild Wars 2
Post by: Lantyssa on July 08, 2010, 05:07:52 PM
You don't suffer a 75% penalty for choosing not to run back.


Title: Re: Guild Wars 2
Post by: kildorn on July 08, 2010, 05:15:23 PM
Zerging requires a target near a spawn point that can be kept in combat.

It doesn't really work in most modern MMOs, because things regen FAST out of combat to prevent it. The main up side I've seen to minimal/non existent death penalties is that it encourages people to try challenging content more. When you're not going to lose anything but the time spent playing the encounter, it's a lot easier to go "enh, I'll try this without the perfect setup"


Title: Re: Guild Wars 2
Post by: Ratman_tf on July 08, 2010, 08:27:14 PM
Fair enough.  Regardless of the death penalty though, I hope they find a way to stop zerging to victory.
If waypoints are far enough away there can't be much of a zerg.

THAT'S 15 SECONDS I COULD BE PLAYING!  :mob:


Title: Re: Guild Wars 2
Post by: Fordel on July 14, 2010, 04:35:57 PM
Update: http://www.guildwars2.com/en/the-game/professions/ranger/


Standard Issue Bow + Pet class, with added bonus of tiny bird minions to peck your enemies eyes out!


Title: Re: Guild Wars 2
Post by: caladein on July 14, 2010, 04:37:34 PM
It's MMOrdecai!


Title: Re: Guild Wars 2
Post by: Sjofn on July 14, 2010, 04:39:08 PM
I wonder if 'dedicated healer' will still exist in the NPC companion/hero types?
They did away with companions except for a few pet classes.  They mentioned this in one of the early blogs.  Since I liked collecting and outfitting heroes, I was a bit bummed by it.

Oh damn, she said a week later, that sucks.

Still, the game is pretty and I hope it's fun.  :heart:


Title: Re: Guild Wars 2
Post by: Lantyssa on July 14, 2010, 06:32:43 PM
Update: http://www.guildwars2.com/en/the-game/professions/ranger/
:heart:


Title: Re: Guild Wars 2
Post by: Cadaverine on July 14, 2010, 07:16:16 PM
Quote
sharks.

 :drill:

I'd love to see a shark flopping along after some ranger as they run through town.


Title: Re: Guild Wars 2
Post by: DLRiley on July 14, 2010, 08:21:42 PM
Update: http://www.guildwars2.com/en/the-game/professions/ranger/


Standard Issue Bow + Pet class, with added bonus of tiny bird minions to peck your enemies eyes out!

Well that was mostly disappointing.

And i was wrong. god damn it guild wars.


Title: Re: Guild Wars 2
Post by: Mosesandstick on July 15, 2010, 02:28:59 AM
I can't wait till I kill someone with the flying chicken attack.


Title: Re: Guild Wars 2
Post by: HaemishM on July 15, 2010, 09:10:16 AM
I want to shoot someone with a bow, then throw a shark at them!  :drill:


Title: Re: Guild Wars 2
Post by: Mrbloodworth on July 15, 2010, 09:57:10 AM
That ranger looks like hotness. I may have to pick this up after all, is there a release date yet?


Title: Re: Guild Wars 2
Post by: Gunzwei on July 15, 2010, 10:06:40 AM
Ranger vid got me hot in the pants.

That ranger looks like hotness. I may have to pick this up after all, is there a release date yet?

Q1 2011 with a beta possibly towards end of 2010 is what I've read.


Title: Re: Guild Wars 2
Post by: Draegan on July 15, 2010, 10:27:34 AM
Read where?  Because it sounds like you're confusing this with Rift.


Title: Re: Guild Wars 2
Post by: Gunzwei on July 15, 2010, 10:48:28 AM
Read where?  Because it sounds like you're confusing this with Rift.

http://dailygamesnews.com/2009/11/guild-wars-2-wont-release-until-2011.html

Quote
Speaking to investors, NCsoft CEO Jaeho Lee has hinted that Guild Wars II will not release until 2011, but a BETA for the MMO will arrive in 2010:
“I believe there will be certain public events in the year 2010, at least a closed Beta test for those titles. Commercialization will be expected, at this point, probably some time in the year 2011.”

Like anything with release dates take it with a grain of salt. My personal guess would be more like spring/summer 2011.



Title: Re: Guild Wars 2
Post by: Draegan on July 16, 2010, 08:20:42 AM
Yea but you said Q1.  The article say "sometime 2011".  I knew that it would launch sometime in 2011.


Title: Re: Guild Wars 2
Post by: Jamiko on July 30, 2010, 07:32:17 AM
Progression and Leveling in Guild Wars 2 (http://www.arena.net/blog/progression-and-leveling-in-guild-wars-2)

Quote
Our goal with Guild Wars 2 is to flatten out the leveling curve, keeping progression simple and straightforward. We expect everyone to make a reasonable amount of progression with each play session. It shouldn’t take days of playing before you feel like you have made any progress, and you definitely shouldn’t have to kill a bunch of creatures or do a bunch of repetitive tasks just to see what’s over that next hill. We want our progression to keep up with your play style. If you’re a causal gamer who plays for a few hours here and there, why should you feel like it’s going to take you a decade to finish your character? If you’re a hardcore player, why shouldn’t you be able to blast through the game with skill and speed, trying to experience every last bit of content?

So how did we accomplish our goals, you ask? Good question! First off, we set the level cap for the game at 80, but we made the time between levels rather short. Instead of taking longer and longer to reach each level, it takes about the same time to go through each level. It’s pretty simple; if we expect you to level up every few hours, then why shouldn’t it be that way all through the game?


Title: Re: Guild Wars 2
Post by: Draegan on July 30, 2010, 07:56:02 AM
Cool.


Title: Re: Guild Wars 2
Post by: ghost on July 30, 2010, 08:01:26 AM
They're saying all the right things about this game.  Of course we all know what that means. 


Title: Re: Guild Wars 2
Post by: kildorn on July 30, 2010, 09:23:48 AM
They're saying all the right things about this game.  Of course we all know what that means. 

gw2.exe?


Title: Re: Guild Wars 2
Post by: HaemishM on July 30, 2010, 09:34:17 AM
Do want. Funny you reference sb.exe. Shadowbane was actually one of the few games that had a flat experience curve, IIRC.


Title: Re: Guild Wars 2
Post by: Der Helm on July 30, 2010, 10:10:53 AM
Do want. Funny you reference sb.exe. Shadowbane was actually one of the few games that had a flat experience curve, IIRC.

One of the best things about SB was the leveling experience... Or rather the shortness of it. In a full (powerleveling) group, it was almost enjoyable.


Title: Re: Guild Wars 2
Post by: Lantyssa on July 30, 2010, 10:13:40 AM
It's too perfect.  There is something that has to be fundamentally flawed with GW2.


Title: Re: Guild Wars 2
Post by: Typhon on July 30, 2010, 10:29:58 AM
Their business model certainly lends itself to this part being true - after you've bought the box, they have all the money they are going to get from you for that set of content.  Making the leveling rate match the amount of content they have makes the most sense.


Title: Re: Guild Wars 2
Post by: Ingmar on July 30, 2010, 11:59:00 AM
...level 80? That's a big difference from before.


Title: Re: Guild Wars 2
Post by: kildorn on July 30, 2010, 12:01:20 PM
...level 80? That's a big difference from before.

Have to keep up with the Joneses.


Title: Re: Guild Wars 2
Post by: DLRiley on July 30, 2010, 12:54:19 PM
Scrubs have been asking them for years to raise the level cap.


Title: Re: Guild Wars 2
Post by: jakonovski on July 30, 2010, 04:05:51 PM
Can I express my hatred of the word "scrub" here? It invariably leads to ONLINE GAMING IS SRS BSNS


Title: Re: Guild Wars 2
Post by: DLRiley on July 30, 2010, 04:12:00 PM
Yes you can, as long as I still get to use it for groups of people who deserve to be call that.


Title: Re: Guild Wars 2
Post by: Shatter on July 30, 2010, 08:44:10 PM
This iis like the hot chick everyone wants to date but we all know she will have herpes and other shit wrong with her.  Too perfect, something has to give. 


Title: Re: Guild Wars 2
Post by: DLRiley on July 30, 2010, 09:04:47 PM
This iis like the hot chick everyone wants to date but we all know she will have herpes and other shit wrong with her.  Too perfect, something has to give.  
This is more like the hot chick everyone wants to date and says she is on the pill. :oh_i_see:


Title: Re: Guild Wars 2
Post by: HaemishM on July 30, 2010, 10:27:04 PM
Please stop talking.


Title: Re: Guild Wars 2
Post by: Ratman_tf on July 30, 2010, 10:39:34 PM
It's too perfect.  There is something that has to be fundamentally flawed with GW2.

How meaningful is it going to be to have 80 levels? Are they just ding achievements? Did they divide all the advancement stuff by four and spread it out?


Title: Re: Guild Wars 2
Post by: Nebu on July 31, 2010, 10:27:44 AM
There are no reasons at all to have levels in guild wars.  None.


Title: Re: Guild Wars 2
Post by: Hawkbit on July 31, 2010, 11:09:49 AM
It really doesn't make much sense for levels.  Gate the content is some other way, by difficulty or whatever... but levels just seem unnecessary.


Title: Re: Guild Wars 2
Post by: Typhon on July 31, 2010, 02:09:35 PM
Please, for the love of god, not this conversation again


Title: Re: Guild Wars 2
Post by: Nebu on July 31, 2010, 03:27:55 PM
Please, for the love of god, not this conversation again

These forums are nothing but rehash.  Eliminate these conversations and you're left with game reviews and politics!  :why_so_serious:


Title: Re: Guild Wars 2
Post by: DLRiley on July 31, 2010, 03:56:43 PM
There are no reasons at all to have levels in guild wars.  None.
Meh most people who have been following this have know they will raise the level cap, apparently they have some none asshat way of doing it besides making the grind less grindy...in this i don't trust them not to piss me off.


Title: Re: Guild Wars 2
Post by: Typhon on July 31, 2010, 04:48:34 PM
Please, for the love of god, not this conversation again

These forums are nothing but rehash.  Eliminate these conversations and you're left with game reviews and politics!  :why_so_serious:

I like your Jackalope. 

I'll allow myself to be convinced by your argument and I'll choose to combat you premise that levels are inapproriate for GW2 with these arguments:

1) For PvE, I like the feeling that my character is progressing in some way.  I realize that it's an illusion, I'm ok with that.  That said, I'd be willing to try a game that tried to break new ground and have the point of doing PvE combat be for "something" else (empire building, getting better costume options, forcing a story to go a certain direction)
2) I think that gating effective participating via levels or gear in PvP is not fun.  I'm currently struggling with WoW PvP because I'm 1 to 2 shot by folks with good gear and I don't find that fun at all.  I'm not really interested in "paying my dues" to get to the point where the PvP stops sucking just so that I can play with my friends.
3) I think that you can have a game that has levels for the PvE, but doesn't have (significant) gating to being a relevant participant in PvP.  That sentence is very terse/hard to read.  Basically I mean that I think you can have a game that has PvE levels/gear, and they even everyone out for the PvP portions of the game to make it skill-based.
4) If they chose 80 levels because, "people won't leave WoW unless we have as many levels", then I think they are making a big mistake
4.1) If they created a bunch of content, and then said, "how many levels, playing at rate x, does this much content equal?  74?  Ok, let's make it 80", then I'm ok with that.


Title: Re: Guild Wars 2
Post by: Nebu on July 31, 2010, 04:51:41 PM
Did you play GW? 

Levels are meaningless in GW because a) gear is pretty easily obtained and b) your character progresses through abilities obtained during encounters... not through levels. 

Even henchmen levels become a pretty tedious and worthless grind.

Adding levels to GW 2 adds nothing but a grind.  Nothing. 


Title: Re: Guild Wars 2
Post by: DLRiley on July 31, 2010, 06:48:15 PM
Its even more pointless because the content is designed around mostly being end game content. 20 levels meant that 80% of the game was still a challenge to the player and hence replayable unlike WoW where reaching max levels means that only 10% of the game now still matters to you. 


Title: Re: Guild Wars 2
Post by: Fordel on July 31, 2010, 07:39:10 PM
The levels in GuildWars, especially the two expansion versions, were more like a tutorial then "leveling up".


Title: Re: Guild Wars 2
Post by: DLRiley on July 31, 2010, 08:16:22 PM
The levels in GuildWars, especially the two expansion versions, were more like a tutorial then "leveling up".
which is the way leveling should be.


Title: Re: Guild Wars 2
Post by: Typhon on August 01, 2010, 07:13:42 AM
Did you play GW? 

Levels are meaningless in GW because a) gear is pretty easily obtained and b) your character progresses through abilities obtained during encounters... not through levels. 

Even henchmen levels become a pretty tedious and worthless grind.

Adding levels to GW 2 adds nothing but a grind.  Nothing. 

I played the first game, and no other.  I didn't like the invisible walls, I didn't like the henchmen, I didn't have any friends playing it and I didn't like the GW community.

The combat itself and the storylines I liked.  It had a different feel than any other MMO, which I also like.

I remember getting new spells that were not really more powerful (in general) than the spells I already had.  I remember getting more "talent" (using that word because I cannot remember what they called them) points which would make my choice of equipment and spells more powerful.  I remember purple gear that was better than the shit I was slogging around in.  I remember it dropping randomly, and I don't remember thinking, "wow, this is easy to get".  I think that I remember that the amount of health that I had staid static as I leveled.

So I guess what I'm focusing on are those "talent" points.  I had a warrior, he'd got a purple hammer. I had been focusing on swords till that point, but I respecced into hammer, and swapped my spells out for hammer-focused spells.  At that point he was more powerful.  A big part of that were the talent points, which were alotted by level.  Therefore I came to the conclusion that levels mattered and they made my character feel more powerful.  I thought it was a decent system, I'm assuming that they are doing more of the same.

Is my assumption wrong?


Title: Re: Guild Wars 2
Post by: Lantyssa on August 01, 2010, 07:32:31 AM
In Prophecies it took you a lot longer to reach 20, and there were two quests you had to do to gain those two final chunks of 15 attribute points.  Because of that, it did seem to take a while to "power up" which is what you are remembering.  They made it so you get past that point a lot faster in the other two campaigns.  Once you've done the first 4-5 missions and are on the mainland, you're done with levels and getting more attributes.

Your feelings on getting new spells and skills and the occasional item drop that was better is more along the lines of normal play.  There are runes and inscriptions which can change your health, though it takes a while to build them up and on average your health will be about the same.  There isn't a huge power curve with most of your increases.  You might find a neat synergy or get a nice item, but most things are minor increases or side-grades.


Title: Re: Guild Wars 2
Post by: kildorn on August 01, 2010, 07:57:45 AM
I liked the rune system and the "well, you're going to kick more ass... but at a health penalty" choices.

I didn't like the escalating costs to buy all your possible skills.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 01, 2010, 08:14:59 AM
It caps at 1 platinum.  I rarely buy anything except capture signets though.  If I need a skill for my hero then I just run the Arena against NPCs a few times.


Title: Re: Guild Wars 2
Post by: Typhon on August 01, 2010, 08:18:38 AM
In Prophecies it took you a lot longer to reach 20, and there were two quests you had to do to gain those two final chunks of 15 attribute points.  Because of that, it did seem to take a while to "power up" which is what you are remembering.  They made it so you get past that point a lot faster in the other two campaigns.  Once you've done the first 4-5 missions and are on the mainland, you're done with levels and getting more attributes.

Your feelings on getting new spells and skills and the occasional item drop that was better is more along the lines of normal play.  There are runes and inscriptions which can change your health, though it takes a while to build them up and on average your health will be about the same.  There isn't a huge power curve with most of your increases.  You might find a neat synergy or get a nice item, but most things are minor increases or side-grades.

I'm good with it being like this (I bolded the part I'm talking about), especially if it makes the gate to effective participation in PvP smaller.  I do see a difference between what Lantyssa typed above and "no levels" though.  "No levels" seems like I'd get bored and leave sooner.


Title: Re: Guild Wars 2
Post by: Sophismata on August 09, 2010, 07:36:22 AM
There are no reasons at all to have levels in guild wars.  None.

They tried that in the the GW1 alpha, and it didn't work.


Levels provide a way to ease people into the game, without overwhelming them. As an online only game, the early levels end up being the tutorial, and provide an early measure of progress as well as an ever-shifting goalpost to help pace the game before players are thrown into the PvP deep end.

Removing the levelling hurt the feel of the game, IIRC. I don't remember complaints being specific.


Title: Re: Guild Wars 2
Post by: Hawkbit on August 09, 2010, 09:17:03 AM
I think someone should make a game with a billion levels so that ding! can be had every few seconds.  That'll keep 'em playing.


Title: Re: Guild Wars 2
Post by: ghost on August 09, 2010, 10:07:55 AM
I think someone should make a game with a billion levels so that ding! can be had every few seconds.  That'll keep 'em playing.

Unfortunately, this is probably correct.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on August 10, 2010, 05:48:37 AM
China GDC 2010 - Concept Sequence  (http://www.youtube.com/watch?v=0_RxPXsOSNA&hd=1)


Title: Re: Guild Wars 2
Post by: EWSpider on August 10, 2010, 10:51:39 AM
Guild Wars manifesto (new movie) is up on the front page:  http://www.guildwars2.com/en/

Plethora of new in-game footage and a whole lot of awesomeness.


Title: Re: Guild Wars 2
Post by: Ingmar on August 10, 2010, 10:55:04 AM
Argh, I really just hate those stupid asuras.


Title: Re: Guild Wars 2
Post by: Draegan on August 10, 2010, 11:11:02 AM
Now that's what I call the hype train.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on August 10, 2010, 11:12:38 AM
Now that's what I call the hype train.

Thats what I thought too!

Also, I noticed boob physics.


Title: Re: Guild Wars 2
Post by: tmp on August 10, 2010, 11:43:12 AM
Was there even single second in that video shot from a perspective player will actually get to see while they you know, play? Felt a bit like watching EVE trailers -- "here's all the awesome things that technically are in our game".


Title: Re: Guild Wars 2
Post by: ghost on August 10, 2010, 11:45:53 AM
EVE should do a trailer showing the exhilarating experience of mining veldspar. 


Title: Re: Guild Wars 2
Post by: Stormwaltz on August 10, 2010, 11:47:39 AM
Guild Wars 2: our dragons are made out of hyperspace.


Title: Re: Guild Wars 2
Post by: Draegan on August 10, 2010, 11:54:31 AM
One of the guys said, "in other MMOS you just swing your sword, again and again" or something to that effect.  We have yet to see a string of two attacks in a typical combat sequence.

I'm sure it's going to be completely different.


Title: Re: Guild Wars 2
Post by: ghost on August 10, 2010, 12:22:43 PM
Maybe they could make elaborate combos in which you have to swing left or right or overhead.  There could be combos that could include as many as five different needed "swings" to make it more skill based.  That would be super cool and great for melee based PvP.


Title: Re: Guild Wars 2
Post by: HaemishM on August 10, 2010, 12:33:41 PM
That video makes me happy in the pants.


Title: Re: Guild Wars 2
Post by: Shatter on August 10, 2010, 12:45:18 PM
So pets made of fire > all...noted


Title: Re: Guild Wars 2
Post by: Velorath on August 10, 2010, 12:48:00 PM
Guild Wars manifesto (new movie) is up on the front page:  http://www.guildwars2.com/en/

Plethora of new in-game footage and a whole lot of awesomeness.

Looks like good stuff.  Of course all I could think of when I heard the developers talking though was that it was the exact kind of talk that would draw ridicule over in the SWTOR thread.  Looking forward to this though, even as someone who didn't play the original past beta.


Title: Re: Guild Wars 2
Post by: ghost on August 10, 2010, 12:51:57 PM
It really does look awesome.  As everything else out right now is pure shite they will certainly get their chance to shine.


Title: Re: Guild Wars 2
Post by: Soln on August 10, 2010, 01:08:59 PM
given that their engine was proven in GW1, expanding the actual gameplay and not worrying just about graphics (i.e. like WAR did and probably what EQ3 will do) should this hopefully be fun.


Title: Re: Guild Wars 2
Post by: Malakili on August 10, 2010, 02:17:44 PM
Ok, that video was awesome, even to a jaded MMO gamer like myself.


Title: Re: Guild Wars 2
Post by: Nebu on August 10, 2010, 02:22:11 PM
Ok, that video was awesome, even to a jaded MMO gamer like myself.

I'm drinking the Kool-Aid as well.  I'm in.


Title: Re: Guild Wars 2
Post by: Ingmar on August 10, 2010, 02:26:52 PM
I've quite liked all their previous more substantial videos but this one just kind of made me go  :oh_i_see:. I think it was the sort of forced enthusiasm from the designers that did it.

Still looking forward to the game, though, even if no heroes still makes me QQ and I'm a little leery about 80 levels and I'll have to look at those damn asuras all the time. Nobody tell me if they also got rid of the pokemon skill collecting please, I liked that too.  :-P


Title: Re: Guild Wars 2
Post by: ghost on August 10, 2010, 03:15:25 PM
I've quite liked all their previous more substantial videos but this one just kind of made me go  :oh_i_see:. I think it was the sort of forced enthusiasm from the designers that did it.

You're just hedging your bets  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Fordel on August 10, 2010, 03:21:49 PM
Needs more actual new footage imo, I've seen those birds peck out those eyes like 50 times now!


Title: Re: Guild Wars 2
Post by: Lantyssa on August 10, 2010, 03:44:40 PM
I'm never going to be able to leave my bunk long enough to play the actual game.


Title: Re: Guild Wars 2
Post by: Mattemeo on August 10, 2010, 05:51:26 PM
I just sat watching that, willing the devs to shut the fuck up and stop interrupting my viewing. This game seems... impossible. I mean, GW looked astonishing when it came out, and yet played beautifully on underpowered PCs with hardly a drop in visual quality. I think the Arenanet graphics team might actually be wizards if they can pull of GW2 as advertised. To be able to walk around these places... I don't even think I'll notice I'm playing a game. I barely even care it is a game. I just want to go there.


Title: Re: Guild Wars 2
Post by: Modern Angel on August 11, 2010, 05:38:34 AM
You can log into GW1 right now, crank your graphics up to the top in a four year old machine and it STILL looks better than any other MMO on the market. I've been saying since day one that they have the best art team on the market. I see no reason for GW2 to be any different.


Title: Re: Guild Wars 2
Post by: Numtini on August 11, 2010, 05:51:53 AM
Yeah, that was one of the most convincing demos I've seen for an MMO. One big key in GW1 was that everything was instanced and on rails. That let them do a lot more and I'm not sure how they'll pull everything off with an actual Massively MMO.

Probably the only thing on the radar at all that I'm honestly looking forward to.


Title: Re: Guild Wars 2
Post by: Shatter on August 11, 2010, 06:23:28 AM
GW2 has pretty much inched its way up to the top MMO Im waiting for now.  If they dont live up to the hype and promises Im pretty much gonna go on a kitten killing rampage


Title: Re: Guild Wars 2
Post by: Brogarn on August 11, 2010, 06:30:32 AM
This is the only MMO on my radar. Everything else looks like shit to me.


Title: Re: Guild Wars 2
Post by: caladein on August 11, 2010, 10:46:26 AM
You can log into GW1 right now, crank your graphics up to the top in a four year old machine and it STILL looks better than any other MMO on the market. I've been saying since day one that they have the best art team on the market. I see no reason for GW2 to be any different.

Not really, no.  GW1 looks good, but it's really a low-res/low-poly Aion with slightly better art direction.

At this point, the only part of their FAQ dealing with PvP is buried in their character advancement question and only mentions something "similar to GvG in the original Guild Wars" (and their blog posts only mention it in questions about other systems) so I still have my cynical trousers on.


Title: Re: Guild Wars 2
Post by: Draegan on August 11, 2010, 11:49:25 AM
They talked about world vs. world and stuff too.


Title: Re: Guild Wars 2
Post by: EWSpider on August 11, 2010, 11:56:12 AM
You can log into GW1 right now, crank your graphics up to the top in a four year old machine and it STILL looks better than any other MMO on the market. I've been saying since day one that they have the best art team on the market. I see no reason for GW2 to be any different.

Not really, no.  GW1 looks good, but it's really a low-res/low-poly Aion with slightly better art direction.

At this point, the only part of their FAQ dealing with PvP is buried in their character advancement question and only mentions something "similar to GvG in the original Guild Wars" (and their blog posts only mention it in questions about other systems) so I still have my cynical trousers on.

http://wiki.guildwars2.com/wiki/Pvp

Three types of PvP:  Structured PvP (ala GW1 GvG), World PvP (open pvp), and "Activities" (mini games).



Title: Re: Guild Wars 2
Post by: caladein on August 11, 2010, 02:37:13 PM
Yeah, unless the Structured stuff offers a way to unlock/reward skills outside of it, I see it as a net loss over having PvP-only characters.  Bah.

If you just spent your time in GvG or RAs, it's not so bad.  Also, they're not going to nickel-and-dime you into buying skills (even though I quite liked the unlocking process) if you just want to play Structured. Unfortunately, I equally liked RAs and Fort Aspenwood so seeing one be locked away in PvE-land annoys me.  :heartbreak:


Title: Re: Guild Wars 2
Post by: Ratman_tf on August 11, 2010, 02:44:39 PM
Also, I noticed boob physics.

Female characters should get bigger boobs that jiggle more as they level up.


Title: Re: Guild Wars 2
Post by: Ratman_tf on August 11, 2010, 02:50:52 PM
I've quite liked all their previous more substantial videos but this one just kind of made me go  :oh_i_see:. I think it was the sort of forced enthusiasm from the designers that did it.

I'm now tired of hearing NCSoft talk about how immersive and awesome GW2 is going to be. It's all jibber jabber that other companies have done. Let's play the game already, so we can tell if they're full of crap or not.


Title: Re: Guild Wars 2
Post by: tmp on August 11, 2010, 03:51:29 PM
Also, I noticed boob physics.

Female characters should get bigger boobs that jiggle more as they level up.
LotRO-style deed grinds for +1 cup size.


Title: Re: Guild Wars 2
Post by: UnSub on August 11, 2010, 08:19:51 PM
Also, I noticed boob physics.

Female characters should get bigger boobs that jiggle more as they level up.
LotRO-style deed grinds for +1 cup size.

New EE-cup jiggle physics are interfering with new jump physics. Plz fix.


Title: Re: Guild Wars 2
Post by: Velorath on August 11, 2010, 09:51:27 PM
I've quite liked all their previous more substantial videos but this one just kind of made me go  :oh_i_see:. I think it was the sort of forced enthusiasm from the designers that did it.

I'm now tired of hearing NCSoft talk about how immersive and awesome GW2 is going to be. It's all jibber jabber that other companies have done. Let's play the game already, so we can tell if they're full of crap or not.

Isn't that (and similar complaints about PR for other games) more a result of a lot of people here following every bit of news about particular games or MMO's in general?  What I'm saying is that sure, when you've watched every video and read every substantial article to this point, you're going to get tired of hearing them say the same thing over and over again.  For the people who clicked on it because it was the top headline on IGN's PC site that day, it might snag their interest though.

At this point, most of us have already decided we're going to at least try the beta.  We are no longer the main target for their PR.


Title: Re: Guild Wars 2
Post by: Zzulo on August 12, 2010, 01:12:06 AM
yeah that video looks spectacular

the water dragon swimming past at the end, after the credits, made me giddy too. I guess I am a sucker for underwater monsters


Title: Re: Guild Wars 2
Post by: Tarami on August 12, 2010, 08:33:09 AM
I'm never going to be able to leave my bunk long enough to play the actual game.
http://www.youtube.com/watch?v=PeBMTBgdG60 :grin:

PS: Can't someone fix so that the pop-up respects time skipping?


Title: Re: Guild Wars 2
Post by: Stormwaltz on August 12, 2010, 10:25:16 AM
New EE-cup jiggle physics are interfering with new jump physics. Plz fix.

Most MMGs can't even get cloak physics right...


Title: Re: Guild Wars 2
Post by: Mrbloodworth on August 12, 2010, 12:01:18 PM
Upon more research, I think the boobs are just canned animations. This was a serious issue that I thought required more research.


Title: Re: Guild Wars 2
Post by: Ingmar on August 12, 2010, 01:55:03 PM
yeah that video looks spectacular

the water dragon swimming past at the end, after the credits, made me giddy too. I guess I am a sucker for underwater monsters

I still wince and have TOA flashbacks whenever I see underwater stuff, so anytime I see it it doesn't help my enthusiasm for a game. It is my one big fear about Cataclysm too.


Title: Re: Guild Wars 2
Post by: Paelos on August 12, 2010, 02:07:59 PM
ToA turned an entire generation of gamers against anything related to water. I have the same fears.


Title: Re: Guild Wars 2
Post by: Rasix on August 12, 2010, 02:29:31 PM
ToA turned an entire generation of gamers against anything related to water. I have the same fears.

EQ didn't help either with Kedge Keep.

Edit: I don't really like water or boat activities in games for the most part.  In UO it was OK because there was no z-level. 


Title: Re: Guild Wars 2
Post by: Numtini on August 12, 2010, 02:29:52 PM
Add me to the list please. I have yet to see anything underwater that wasn't a total irritant.


Title: Re: Guild Wars 2
Post by: Paelos on August 12, 2010, 02:35:37 PM
I liked Pirates! but they could never implement boats in an MMO that wouldn't have me getting all stabby.


Title: Re: Guild Wars 2
Post by: Ingmar on August 12, 2010, 03:02:42 PM
I liked Pirates! but they could never implement boats in an MMO that wouldn't have me getting all stabby.

The boat part of PotBS was actually pretty cool, it was the EVERYTHING ELSE ABOUT THE GAME that ruined it.


Title: Re: Guild Wars 2
Post by: HaemishM on August 12, 2010, 03:10:52 PM
EQ didn't help either with Kedge Keep.

Kedge Keep was awesome, the kind of awesome devs don't even bother to try anymore because MMOG players are whiny douches with sandy vag syndrome that can't take anything with a little bit of a challenge.

Sure, water-breathing requirements meant you'd probably die at least once in the night, but if you could get a decent group, it was as challenging or more challenging than planes runs.


Title: Re: Guild Wars 2
Post by: tmp on August 12, 2010, 03:45:11 PM
New EE-cup jiggle physics are interfering with new jump physics. Plz fix.

Most MMGs can't even get cloak physics right...
Cloaks are harder to make. Breasts don't go all way past the knees and flap around in the wind.

Well, most of them don't, anyway...


Title: Re: Guild Wars 2
Post by: Rasix on August 12, 2010, 03:55:35 PM
EQ didn't help either with Kedge Keep.

Kedge Keep was awesome, the kind of awesome devs don't even bother to try anymore because MMOG players are whiny douches with sandy vag syndrome that can't take anything with a little bit of a challenge.

Sure, water-breathing requirements meant you'd probably die at least once in the night, but if you could get a decent group, it was as challenging or more challenging than planes runs.

It was mostly challenging because of how poorly implemented it was.  AOE spells, derp derp derp. 


Title: Re: Guild Wars 2
Post by: Koyasha on August 12, 2010, 04:04:06 PM
Kedge Keep was great after they fixed the main problems with pathing and such.  It always had some little hiccups, but eventually it turned out pretty ok.  I think a lot of people that tried it early on got the horribly bugged version stuck in their heads and don't remember that they patched it a few months later and made it much improved.

For most of the times I went down there, I liked the place quite a bit.  If you knew the zone it posed a reasonable but not excessive challenge, and was easy to move around in, doubly so because invis worked against everything in the zone except a few of the seahorses around Phinigel.  If I remember right, even boss-fish himself couldn't see invis.  (Either that or the other way around - he could and his seahorses couldn't).  The exp that everything in the zone gave was boosted considerably to make up for the underwater environment, so it was actually a great place to go.

A well-done underwater environment is nice.  Poorly done ones suck.  We haven't seen any that are really well done to my recollection, and even Kedge Keep which was good in my opinion (after the fixes) was only moderately well done.  Hopefully if they do have underwater environments, they will be as well done as Kedge was, or ideally, much better.


Title: Re: Guild Wars 2
Post by: Pyran on August 12, 2010, 06:55:19 PM
Its not the underwater that's the problem, its the z-axis.  Developers are not used to design for and players are not used to dealing with z-axis navigation.  They could remove "underwater" and call it a zone where you can fly around like Superman and you'd still have the same issues.


Title: Re: Guild Wars 2
Post by: patience on August 12, 2010, 07:45:34 PM
Pretty much that's the problem. Remember your first experience trying to play Descent?


Title: Re: Guild Wars 2
Post by: HaemishM on August 13, 2010, 08:14:16 AM
EQ didn't help either with Kedge Keep.

Kedge Keep was awesome, the kind of awesome devs don't even bother to try anymore because MMOG players are whiny douches with sandy vag syndrome that can't take anything with a little bit of a challenge.

Sure, water-breathing requirements meant you'd probably die at least once in the night, but if you could get a decent group, it was as challenging or more challenging than planes runs.

It was mostly challenging because of how poorly implemented it was.  AOE spells, derp derp derp. 

You just described most of the content in EQ. Mistmoore pathing trains to the zone anyone?


Title: Re: Guild Wars 2
Post by: Nebu on August 13, 2010, 08:48:19 AM
I enjoyed Kedge and thought it was novel enough to be interesting (at the time).

Mistmoore was bad and Unrest was similarly hilarious.  I have fond memories of pulling the rooms above and below a floor because they hadn't figured out how to deal with z-axis aggro. 

Good times.


Title: Re: Guild Wars 2
Post by: HaemishM on August 13, 2010, 09:00:05 AM
Despite the fucked up pathing, I liked both Unrest and Mistmoore. Now Guk, there was a loathsome set of dungeons if ever there were one.


Title: Re: Guild Wars 2
Post by: Nevermore on August 15, 2010, 10:31:43 AM
New EE-cup jiggle physics are interfering with new jump physics. Plz fix.

Most MMGs can't even get cloak physics right...

Say whatever else you will about CoX, but the capes in that game are awesome.


Title: Re: Guild Wars 2
Post by: Paelos on August 15, 2010, 01:59:42 PM
Its not the underwater that's the problem, its the z-axis.  Developers are not used to design for and players are not used to dealing with z-axis navigation.  They could remove "underwater" and call it a zone where you can fly around like Superman and you'd still have the same issues.

Absolutely, but it's a catch 22 for developers. You can make something "underwater" where everyone walks around on the ocean floor, and the physics are exactly the same as everywhere else. You can also make underwater where everyone can swim around at will. In the former, it begs the question of bothering with the design if it's exactly the same as your other zones with some seaweed. In the latter, there's no physical way you can implement that in a non-collision, non-twitch game that won't absolutely drive the players to revolt. The sticky wicket in all that is the z-axis underwater shit sounds cool with so many design possibilities, but none of them bear out well in practice.


Title: Re: Guild Wars 2
Post by: Goreschach on August 15, 2010, 02:55:59 PM
Given that most of these people are going to be wearing heavy armor anyway, and wouldn't float, you could handwave it by having people able to swim around as a replacement for jump, with people that don't keep swimming inevitably sinking to the floor where they walk and attack like normal with some kind of slow effect. This would keep combat and most travel stuck on the xy axis, while still allowing some 3d design to the layout of the level.


Title: Re: Guild Wars 2
Post by: Malakili on August 15, 2010, 03:59:23 PM
Given that most of these people are going to be wearing heavy armor anyway, and wouldn't float, you could handwave it by having people able to swim around as a replacement for jump, with people that don't keep swimming inevitably sinking to the floor where they walk and attack like normal with some kind of slow effect. This would keep combat and most travel stuck on the xy axis, while still allowing some 3d design to the layout of the level.

Hey, just like a normal zone except I have a slow effect on me all the time, sound fantastic.   I remember hoping Champions Online might manage to do a good water zone because a game where you can fly at level 5 is designed with the vertical in mind.  Nope, same shit as always.  Disorienting, can't use your normal travel power, melee is horrible.   What it comes down to is that its a gimmick.  Gimmicks suck.  Vehicles sucked in WoW becaused they were gimmicky, underwater zones suck because they are gimmicky.   Just stick to your solid game mechanics, if I'm playing the game to begin with its because I like playing the game, you don't need to randomly change how the game mechanics work for a level/zone.  Its the same reason vehicle levels end up sucking so often.


Title: Re: Guild Wars 2
Post by: Fordel on August 15, 2010, 04:17:41 PM
Water levels have sucked since SMB1 and will continue to suck for many years to come.


Title: Re: Guild Wars 2
Post by: Rendakor on August 15, 2010, 04:26:24 PM
Water levels have sucked since SMB1 and will continue to suck for many years to come.
This.


Title: Re: Guild Wars 2
Post by: Nightblade on August 17, 2010, 07:52:51 PM
First actual gameplay video:

http://multiplayer.it/video/guild-wars-2-per-pc/guild-wars-2-gameplay-gamescom-2010.hi/


Title: Re: Guild Wars 2
Post by: Zzulo on August 18, 2010, 03:57:30 AM
more gameplay, with the necromancer I think;

http://gamevideos.1up.com/video/id/30947
http://gamevideos.1up.com/video/id/30949


Title: Re: Guild Wars 2
Post by: Fordel on August 18, 2010, 04:08:37 AM
I'm sold, here's my money Arena Net!


Title: Re: Guild Wars 2
Post by: Outlawedprod on August 18, 2010, 06:33:21 AM
First actual gameplay video:
http://multiplayer.it/video/guild-wars-2-per-pc/guild-wars-2-gameplay-gamescom-2010.hi/

This is probably the same thing but I can't get that site to load.
Cam footage.  Canons fired 2:55.  Map at 3:34 looks nice.  Map transition to the live field is sweet.
http://www.youtube.com/watch?v=vXgTFsrNseE



Title: Re: Guild Wars 2
Post by: Outlawedprod on August 18, 2010, 07:07:41 AM
fighting dragon on livestream
http://www.ustream.tv/channel/ncsoft-west


Title: Re: Guild Wars 2
Post by: statisticalfool on August 18, 2010, 09:33:04 AM
Given that most of these people are going to be wearing heavy armor anyway, and wouldn't float, you could handwave it by having people able to swim around as a replacement for jump, with people that don't keep swimming inevitably sinking to the floor where they walk and attack like normal with some kind of slow effect. This would keep combat and most travel stuck on the xy axis, while still allowing some 3d design to the layout of the level.

Hey, just like a normal zone except I have a slow effect on me all the time, sound fantastic. 

Exactly.

I'm not holding out hope for great water levels, but the only way it seems like it would work is to make it more fun: design a game that can do 3d combat well (large draw distances, good targeting, meaningful radar), and then have your intro questgiver say: "Swim? Of course we don't expect you to swim, you're saving our civilization! Take this free ultra-fast underwater jetpack that does barrel rolls!"




Title: Re: Guild Wars 2
Post by: Lantyssa on August 18, 2010, 10:38:01 AM
Of course we don't expect you to swim, you're saving our civilization!
That usually means walk everywhere and use rusty weapons until you can pay outrageous prices to buy slightly better stuff...


Title: Re: Guild Wars 2
Post by: Draegan on August 18, 2010, 11:17:04 AM
Looks really good.


Title: Re: Guild Wars 2
Post by: Ingmar on August 18, 2010, 12:49:07 PM
Well I can cross the Charr off of my "will I play one of these" list now, I hate that running on all fours thing.


Title: Re: Guild Wars 2
Post by: Threash on August 18, 2010, 01:08:09 PM
Between this, Tera online and Rfits i don't know what ill end up playing, probably whichever comes out first since i'm freaking bored.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 18, 2010, 01:18:15 PM
Well I can cross the Charr off of my "will I play one of these" list now, I hate that running on all fours thing.
Funny.  Vu and I saw that and were "OMG, I'm so playing a Charr" because of that.  Well, Vu already was and I had alts lined up, but that was one more thing which made us excited about the game.


Title: Re: Guild Wars 2
Post by: Zetor on August 18, 2010, 01:24:58 PM
You can't argue with that dual wielding bladestorm animation, though*. Especially if you do that firewall combo attack they talked about, so you're a whirling dervish of death... on fire.  :awesome_for_real:

* I'm REALLY curious how the Asura pull that animation off, btw. Go gnome or go home!

edit: Rift looks pretty good, but its problem is timing; if it released a year or two ago, it would've cleaned house. It's really just a better / more awesome WOW, which may not be enough when going up against GW2 (and yes, maybe SWTOR). I've been burned by the hype train a few too many times to be much of a pre-release fanboi, but GW2 still looks like a 'must buy' to me.


Title: Re: Guild Wars 2
Post by: Sky on August 18, 2010, 01:33:49 PM
I never played GW but that looks pretty cool. Given I'm not a big mmo player, having this, Rift and SWTOR all coming out is pretty overwhelming.

Also, I'll probably need a new damned computer.


Title: Re: Guild Wars 2
Post by: Mattemeo on August 20, 2010, 07:39:19 PM
Well I can cross the Charr off of my "will I play one of these" list now, I hate that running on all fours thing.

Really? I'm still annoyed Blizzard didn't even keep the feral run animation for Worgen's racial sprint. I think that looks fantastic, properly bestial, what I'd expect from a Charr. Put me in mind of the animations they did for Tai Lung in Kung Fu Panda, really emphasises power, brute energy.


Title: Re: Guild Wars 2
Post by: Ingmar on August 20, 2010, 08:10:23 PM
It makes me think of the stupid Valkyn from DAOC.


Title: Re: Guild Wars 2
Post by: Dark_MadMax on August 20, 2010, 11:57:46 PM
more gameplay, with the necromancer I think;

http://gamevideos.1up.com/video/id/30947
http://gamevideos.1up.com/video/id/30949

Wow am I the only one completely unimpressed? This same old same old MMO gameplay ,with retarded mobs ,tanking mechanics and  clickable powers. I mean not that its very bad per se but combat wise its not gonna be any better than wow


Title: Re: Guild Wars 2
Post by: jakonovski on August 21, 2010, 01:08:20 AM
Wow am I the only one completely unimpressed? This same old same old MMO gameplay ,with retarded mobs ,tanking mechanics and  clickable powers. I mean not that its very bad per se but combat wise its not gonna be any better than wow

You're missing the ccg-esque mechanic of limited skill bars. Half the game is making builds for different situations. So no, I'm still definitely impressed. 


Title: Re: Guild Wars 2
Post by: Lantyssa on August 21, 2010, 06:10:26 AM
I'm not impressed by a blurry screen with load, distorted sounds coming from all directions.  I didn't see anything which suggested this wasn't going to be a good game though, since it's a floor show demo I'm not there for or controlling.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 21, 2010, 10:02:42 AM
Here, try this (http://www.gametrailers.com/video/gc-10-guild-wars-2/703344).  Much better quality videos of walk throughs.  (There are several on the right, so don't miss 'em.)

Edit: Fixed.  Dunno what happened there.


Title: Re: Guild Wars 2
Post by: Draegan on August 21, 2010, 12:01:30 PM
I always love watching the fanboy base grow as game info gets put out.  I like watching the cycle over the years.  I even enjoy watching myself go through it and unfortunately there are more facepalms than smiles.


Title: Re: Guild Wars 2
Post by: jakonovski on August 21, 2010, 01:15:35 PM
I actually give GW2 almost 100% chance of success. What they have on show is already rock solid, and their business model is good. I'm certainly going to be there, and this time there's no WoW to steal their show.


Title: Re: Guild Wars 2
Post by: Nightblade on August 21, 2010, 03:23:25 PM
I actually give GW2 almost 100% chance of success. What they have on show is already rock solid, and their business model is good. I'm certainly going to be there, and this time there's no WoW to steal their show.

Unless Blizzard decides to suddenly announce their mystery MMO.  :oh_i_see:


Title: Re: Guild Wars 2
Post by: Hawkbit on August 21, 2010, 06:03:02 PM
Nah, I still think GW2 has a solid shot.  It's already got a strong core and the no-sub model is strong. 

I cleaned out my old games today and put the trade on a GW2 preorder.  It just looks good.


Title: Re: Guild Wars 2
Post by: AutomaticZen on August 21, 2010, 10:20:15 PM
I actually give GW2 almost 100% chance of success. What they have on show is already rock solid, and their business model is good. I'm certainly going to be there, and this time there's no WoW to steal their show.

Unless Blizzard decides to suddenly announce their mystery MMO.  :oh_i_see:

This was my thought.  I was feeling good about SWTOR, GW2 and Rift for different reasons, and Blizzard wil wait until release and then drop a single trailer for their next MMO.

And proceed not to talk about it for another year.


Title: Re: Guild Wars 2
Post by: Rendakor on August 21, 2010, 10:24:17 PM
Which will give us something NEW to have a 35+ page thread about.  :drill:


Title: Re: Guild Wars 2
Post by: jakonovski on August 22, 2010, 01:37:50 AM
This was my thought.  I was feeling good about SWTOR, GW2 and Rift for different reasons, and Blizzard wil wait until release and then drop a single trailer for their next MMO.

And proceed not to talk about it for another year.

I don't think that's going to work. Blizzard is ironically facing the same problem: whatever new MMO they reveal, it's going to suffer from the "it's not WoW" syndrome.


Title: Re: Guild Wars 2
Post by: Ashamanchill on August 22, 2010, 03:06:04 AM
Nor will they be able to wheel out the tired old excuse that they are not Blizzard with it's endless budget and established dev team.


Title: Re: Guild Wars 2
Post by: PalmTrees on August 22, 2010, 11:52:26 AM
Here, try this (http://www.gametrailers.com/video/gc-10-guild-wars-2/703344).  Much better quality videos of walk throughs.  (There are several on the right, so don't miss 'em.)

Edit: Fixed.  Dunno what happened there.

The voice acting in those quest deliveries was kinda flat, if they really have 60 movies worth of voice acting I hope they found a few actors that can do emotion. I have mixed feeling about those events. Running from event point to event point until I find one with a big enough zerg rush to join doesn't sound all that much better than kill ten rats. If they do make good on their promises that events effect the world I just wonder what's gonna happen to bread prices once everyone levels up and the newb areas are deserted and there's no one to protect those farms but a few free trial folks.

The tab targeting with hotkeys plus a little twitch dodging looked good. Looked better implemented than Spellborn's version at least. I'd like to see a melee's prespective though.


Title: Re: Guild Wars 2
Post by: Zetor on August 22, 2010, 11:55:35 AM
If they have the same voice actors they used in GW1, I foresee much  :awesome_for_real: ahead. Master Togo's kung-fu movie villain voice, the Undead Lich's ridiculous tone and Prince Rurik were the causes of many a virtual drinking game in our guild...

(I actually didn't mind them in gw1, not all voice acting has to be super srs bsns)


Title: Re: Guild Wars 2
Post by: Lantyssa on August 22, 2010, 01:07:39 PM
Running from event point to event point until I find one with a big enough zerg rush to join doesn't sound all that much better than kill ten rats.
Why do you need to find a zerg rush?  The events scale to the players present.  That's one of the big selling points.  PQs that don't have fixed "you must have this many to participate" numbers.


Title: Re: Guild Wars 2
Post by: PalmTrees on August 22, 2010, 03:31:32 PM
Running from event point to event point until I find one with a big enough zerg rush to join doesn't sound all that much better than kill ten rats.
Why do you need to find a zerg rush?  The events scale to the players present.  That's one of the big selling points.  PQs that don't have fixed "you must have this many to participate" numbers.

Because I don't really buy the scaling claim. There's not a dev alive that can resist the big boss mob finish. The first couple stages might spawn an appropriate number of regular mobs but the end boss ...
We'll see how it goes.


Title: Re: Guild Wars 2
Post by: Spiff on August 23, 2010, 04:06:14 AM
How do you actually measure participants effectively?
Do they have to simply be in the vicinity, if so what if someone goes afk or kills a few mobs and decides to bugger off.

It's one of those systems that always makes me think: brilliant and a lot of fun in a controlled environment, but expose it to the average asshat MMO audience and  :ye_gods:

Not a big problem with a constant influx of players (what's the difference between 10 or 12 participants anyway), but especially for smaller numbers it could turn into a micro-management balancing nightmare.


Title: Re: Guild Wars 2
Post by: patience on August 25, 2010, 02:20:42 PM
Running from event point to event point until I find one with a big enough zerg rush to join doesn't sound all that much better than kill ten rats.
Why do you need to find a zerg rush?  The events scale to the players present.  That's one of the big selling points.  PQs that don't have fixed "you must have this many to participate" numbers.

Because I don't really buy the scaling claim. There's not a dev alive that can resist the big boss mob finish. The first couple stages might spawn an appropriate number of regular mobs but the end boss ...
We'll see how it goes.

Actually this concern is addressed in a demo I watched on gamespot. When you have to encounter fewer number of mobs the scaling is manipulated through the access of skills. When more players are present more powerful skills are enabled.


Title: Re: Guild Wars 2
Post by: Zzulo on August 25, 2010, 04:40:02 PM
The official class page is up for the necromancer;

http://www.guildwars2.com/en/the-game/professions/necromancer/

You get some much clearer gameplayvids there as they demonstrate a few powers


Title: Re: Guild Wars 2
Post by: birdsguts on August 25, 2010, 07:30:48 PM
EEeeeeeegods that is exciting.  :heart: :heart:
Maan. I'm ... I think that just pushed me over the edge. I'm officially really really really excited about this game.

I'm getting a little bit of a "Zealot from WAR" flashback but it sounds like they are doing it right instead of... boring... and using a bit of what they developed in GW1 to boot.
I'm down for sure.
I swore I'd never pre-order another MMO type game again but I guess I'm gonna eat those words.



Title: Re: Guild Wars 2
Post by: Lantyssa on August 25, 2010, 08:46:58 PM
Some people claim Guild Wars isn't an MMO, so as it's successor you could claim you're not really breaking your promise by saying it's just Guild Wars the Second!  How were you to know?


Title: Re: Guild Wars 2
Post by: Brogarn on August 26, 2010, 06:46:47 AM
Because I don't really buy the scaling claim. There's not a dev alive that can resist the big boss mob finish. The first couple stages might spawn an appropriate number of regular mobs but the end boss ...
We'll see how it goes.

I don't know how good of an idea it would be, but you could always scale the end fight according to how many people show up by having the final encounter either be the true "boss" or just one of his/her lieutenants or captains. I mean, why show up if it's just a rag tag bunch of people not worth your time? You're the boss! That's why you have underlings...

Fake edit: Or, further, decide whether or not the real boss shows up based on other factors, like time it took for the earlier stages to complete. Which would not just indicate how many folks showed up, but also how well geared and skilled they were. So it wouldn't depend necessarily on the number of combatants, but also their ability and gear.


Title: Re: Guild Wars 2
Post by: HaemishM on August 26, 2010, 09:15:50 AM
I absolutely love how GW2 is doing the pre-release PR. Everything is well-written, the videos are fucking awesome and it's enough of the important stuff to get you excited about the game. The necro looks shit-hot.


Title: Re: Guild Wars 2
Post by: Draegan on August 26, 2010, 10:17:10 AM
The necro looks shit-hot.

Steamy?


Title: Re: Guild Wars 2
Post by: tmp on August 26, 2010, 10:21:09 AM
I thought it looked like "this shit will get really annoying on the ears roughly 5th foozle spawn into the game"...


Title: Re: Guild Wars 2
Post by: HaemishM on August 26, 2010, 11:38:27 AM

As in, I'll be in my bunk.


Title: Re: Guild Wars 2
Post by: Sky on August 26, 2010, 12:24:28 PM
Wow, that looks really slick. I hope Hartsman is taking note of the visuals and mechanics. You might not be able to compete with WoW, but Rift will have to stand out between GW2 and SWTOR.


Title: Re: Guild Wars 2
Post by: Soln on August 26, 2010, 12:27:42 PM
both GW2 and SWTOR will have a lot rails -- if Rifts is more open, as it seems to be promising, it could be Ok.


Title: Re: Guild Wars 2
Post by: Ingmar on August 26, 2010, 12:35:00 PM
GW2 necromancer seems more or less the same as GW1 necromancer to me - pets, lifedrain, areas npcs don't want to stand in. Which is not a problem of course.


Title: Re: Guild Wars 2
Post by: Sky on August 26, 2010, 12:52:59 PM
both GW2 and SWTOR will have a lot rails -- if Rifts is more open, as it seems to be promising, it could be Ok.
Good point, I'm a graphics and story whore, so I'm pre-biased.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on August 26, 2010, 12:59:23 PM
I'm not sure if I enjoyed that so much because of the abilities, or because of the editing of the video. I will go ahead and assume the camera will not jump around like that.

To be fair, while the art animation and sounds were top notch, looked rather standard.


Title: Re: Guild Wars 2
Post by: Modern Angel on August 26, 2010, 01:01:00 PM
The corpse explosion animations on the little risen gribblies was really awesome.


Title: Re: Guild Wars 2
Post by: jakonovski on August 26, 2010, 01:04:36 PM
Overall, this iteration of the mmorpg cycle is sounding pretty damn good. Then again you can't get much worse than AoC/WAR.


Title: Re: Guild Wars 2
Post by: Sky on August 26, 2010, 01:16:06 PM
Sure you can. Each had very strong points and could've been great games with a bit of tweaking. You can't beat Tortuga for a beginning mmo experience imo.


Title: Re: Guild Wars 2
Post by: jakonovski on August 26, 2010, 01:34:28 PM
Sure you can. Each had very strong points and could've been great games with a bit of tweaking. You can't beat Tortuga for a beginning mmo experience imo.

Well sure, with enough ifs anything's possible. Tortuga was ok but made the rest even worse by comparison.


Title: Re: Guild Wars 2
Post by: Sky on August 26, 2010, 01:41:01 PM
My point was many games don't even have Tortuga.


Title: Re: Guild Wars 2
Post by: SnakeCharmer on August 26, 2010, 01:43:16 PM
PotBS does.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on August 27, 2010, 09:43:02 AM
Guild Wars 2: Wartower Spotlight GC 2010 (http://vid.buffed.de/v/mvzjEXAUHA7/Guild-Wars-2/Wartower-Spotlight-GC-2010-Folge-7/)

AKA: 50 min of unedited hunter class game play.


Title: Re: Guild Wars 2
Post by: Zzulo on August 27, 2010, 09:54:04 AM
I like that

A lot


Title: Re: Guild Wars 2
Post by: Soln on August 27, 2010, 10:31:15 AM
I just love Germans:" As you know, we have recorded way too much footage..."  Unedited, uncommeted.   :awesome_for_real:

This looks terrific.  Mr.BW and the GDR +1


Title: Re: Guild Wars 2
Post by: HaemishM on August 27, 2010, 11:52:03 AM
I absolutely LOVE the art design of this game, the cinematics especially. That illustrative watercolor feeling to everything, including the menus is just fantastic.


Title: Re: Guild Wars 2
Post by: Soln on August 27, 2010, 12:38:13 PM
11mins in and they show the best dye UI I've ever seen.  Gone are the days of having to craft dyes.  You can customize your toon from the start.


Title: Re: Guild Wars 2
Post by: HaemishM on August 27, 2010, 12:49:16 PM
Yeah, I saw that dye UI and was totally sold. I have seen nothing whatsoever from Guild Wars 2 to make me doubt in the slightest that I will buy this thing day 1 if I have the money.


Title: Re: Guild Wars 2
Post by: Sky on August 27, 2010, 01:51:14 PM
I absolutely LOVE the art design of this game, the cinematics especially. That illustrative watercolor feeling to everything, including the menus is just fantastic.
BUT IT DOESNT LOOK LIKE WOW, ITSA GONNA FAAAAIL!

Srsly, the character creator art, the madlibs creation story... I only did a bit of GW in beta, but I don't see why I shouldn't be interested in this, production values are cranked pretty high. Love the art style.

Why did I ever click on this thread. How am I ever going to play three mmo next year? That's just silly. I don't even like mmo.


Title: Re: Guild Wars 2
Post by: tmp on August 27, 2010, 02:53:57 PM
11mins in and they show the best dye UI I've ever seen.  Gone are the days of having to craft dyes.  You can customize your toon from the start.
Isn't that presuming all these colours will be actually available to the player from the start, as opposed to say, being unlocked for the preview event so the dye system can be showed off, but still being something you acquire item-by-item in actual game? Just like these l.45-50 characters they get to check out in the latter part of the video.

I like the visuals and the camera being closer to the character seems to help it too, but beyond that for all the claims how they're doing something unlike any other MMO it's still the "stand in a spot and whack perpetually respawning foozles till your eyes bleed", very much like expected. With public quests now, it seems.


Title: Re: Guild Wars 2
Post by: Ashamanchill on August 27, 2010, 04:00:44 PM
I know this has been said before, this point, with the game devs saying all the right things, and it looking as good as it does, it almost seems too good. Like, when you buy the game and install it it, it just has a big picture of the lead designer pointing out of the screen with a 'GOTCHYA!' caption.

Or we've all just been left jaded by too much junk mmos, that's a possibility as well.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 27, 2010, 04:20:45 PM
I like the visuals and the camera being closer to the character seems to help it too, but beyond that for all the claims how they're doing something unlike any other MMO it's still the "stand in a spot and whack perpetually respawning foozles till your eyes bleed", very much like expected. With public quests now, it seems.
The same area, maybe.  You do know you can dodge attacks, yes?


Title: Re: Guild Wars 2
Post by: birdsguts on August 27, 2010, 04:42:45 PM

I like the visuals and the camera being closer to the character seems to help it too, but beyond that for all the claims how they're doing something unlike any other MMO it's still the "stand in a spot and whack perpetually respawning foozles till your eyes bleed", very much like expected. With public quests now, it seems.

The biggest thing to me that could differentiate it is the "feel"... and that's something you can't really see in a gameplay vid.
I agree that seeing this footage does in some ways "worry" me, but it doesn't seem that the "pilot" in these vids is really "plumbing the depths" of what a character can do. Not to mention alot of the gameplay seems to be geared towards using group combos.... another thing you can't really get a feel for in a video.

If you watch the hour vid though... you can see a bit of the overall "flow" design.
... at least in the "intro event".
Looks pretty smart if you ask me. I think it deserves a weee bit more than someone just calling it a "Public Quest".
Maybe not a whole lot more..... at least not yet... but we'll see.


edit: chopped out useless rambling.... must... edit... self... better....


Title: Re: Guild Wars 2
Post by: tmp on August 27, 2010, 04:45:46 PM
The same area, maybe.  You do know you can dodge attacks, yes?
I saw the guy at the controls jumping around few times, yes. There seemed to be zero need for that in the actual game though. Standing still and mashing attack key worked for him 98% of the time. The remaining 2% he used a self-heal to go from half health back to full while the mobs were whacking on him. :grin:


Title: Re: Guild Wars 2
Post by: Zzulo on August 27, 2010, 04:46:59 PM
That enormous dragon boss fight at the end of that video is pretty amazing. It looks very frantic and the screen is filled with all kinds of interesting stuff.


Title: Re: Guild Wars 2
Post by: jakonovski on August 28, 2010, 12:34:19 AM
Also let's not forget that this game is just a one time purchase of 50 monetary units, no monthly fees. The visuals alone are worth that price.

plz don't add monthly fees now that I've become your white knight arena.net   


Title: Re: Guild Wars 2
Post by: eldaec on August 28, 2010, 06:26:56 AM
The UI in that demo looks so much better than it will be when they add unnecessary clutter to make it feel more like WoW.


Title: Re: Guild Wars 2
Post by: Fordel on August 28, 2010, 09:15:20 AM
I doubt the UI will change much at all.


Title: Re: Guild Wars 2
Post by: KallDrexx on August 29, 2010, 07:51:41 AM
I love the map open and close effects.  That game as a whole looks sexy.


Title: Re: Guild Wars 2
Post by: Zzulo on August 29, 2010, 09:30:10 AM
Two high def videos (1080p) of some gameplay with a lot of commentary. It's also played by a dev and not some random player. Check them out (full screen), the quality is excellent.  :heart:

You get to see the city, some different PQ's and just random bits and pieces of the world as well as that huge purple dragon at the end as well. The city looks really gorgeous

http://www.youtube.com/watch?v=zE5ZE4SebTk
http://www.youtube.com/watch?v=STsjcWT4XSA

The more I see the more I am falling for their marketing  :uhrr:


Title: Re: Guild Wars 2
Post by: Engels on August 29, 2010, 10:50:41 AM
Similar coverage to the German link provided by Bloodworth. Better quality, tho.

I don't like the feeling of becoming interested in a fantasy MMO. It makes me feel naked and vulnerable. Someone hold me.


Title: Re: Guild Wars 2
Post by: Murgos on August 29, 2010, 11:33:21 AM
I'm pretty impressed.

I couldn't get into GW 1 but this looks much more streamlined and attractive.  The game looks really solid, stable and fleshed out for this point in their development, I guess that's what you get when you have an A team that's been around the block a few times.


Title: Re: Guild Wars 2
Post by: Modern Angel on August 29, 2010, 12:46:03 PM
The world in Guild Wars was awesome and I actually liked the lore. HOWEVER, the story for the games (all of them) was pretty terrible. Perhaps counter-intuitive but the base world is gorgeous, interesting and well-realized. It's easy to plug stuff into, assuming it turns out to be good.

I think it's also important to remember that this thing has been in the works for a long time, before GWEN if I had to guess. They seem to have realized pretty early on that the GW they created was never going to be the GW they wanted. A shift was obvious pretty early on.


Title: Re: Guild Wars 2
Post by: Riggswolfe on August 29, 2010, 01:19:36 PM
So, is there a character creation video out? I'm intriqued by some of what I read and it sounds like GW2 is really going for story in the game.


Title: Re: Guild Wars 2
Post by: Modern Angel on August 29, 2010, 01:58:17 PM
Watch the first six minutes or so of that German video. Customization for appearance looks limited for now but everything else seems good. It's like a choose your own adventure, 20 questions style. Pick a god, obvious. Pick some formative experience from your childhood, not so obvious and awesome that it's in.


Title: Re: Guild Wars 2
Post by: tmp on August 29, 2010, 05:06:15 PM
So, is there a character creation video out? I'm intriqued by some of what I read and it sounds like GW2 is really going for story in the game.
The videos shown so far had a note on character creation screen that customization is yet to come, so probably too early for that.


Title: Re: Guild Wars 2
Post by: PalmTrees on August 30, 2010, 11:28:59 AM
I thought it was kind of funny that he mentions that they don't want players doing menial tasks then a few minutes later he's describing how you can gain favor with an npc by watering their plants and feeding their cows.



Title: Re: Guild Wars 2
Post by: Nightblade on August 30, 2010, 11:32:23 AM
I thought it was kind of funny that he mentions that they don't want players doing menial tasks then a few minutes later he's describing how you can gain favor with an npc by watering their plants and feeding their cows.



Maybe they're kick ass fighting cows with action missiles.


Title: Re: Guild Wars 2
Post by: Sky on August 30, 2010, 12:02:39 PM
Go feed my cows...more missiles.


Title: Re: Guild Wars 2
Post by: birdsguts on August 30, 2010, 01:43:47 PM
Pretty interesting interview:
http://www.guildwars2guru.com/forum/devs-answer-your-questions-gamescom-t6867.html

Alot of old info but some newish implications here and there.

Quote
What's your thoughts about the content that will be available at the time of release to players? How long do you expect it to "last", and is anything else you want to tell us in particular?

    So the biggest thing is that we don't want the experience part to be the driving force on how long it's going to take to play the game. The content that is around should be enjoyable, so however long it takes you to play it to have an enjoyable time is probably how we're thinking it should be like. It's going to take quite a short time to reach the cap.

Random excerpt.
Just interesting to me to see them say "short time to cap" officially.
Bits about crafting nodes and resource availability stuff throughout.
Sounds like some things I've seen in LOTR:O (and other games) with the quest items not de-spawning.


PS: Also it seems this interview is one of the links in their recent wiki drop: http://www.arena.net/blog/link-roundup-gamescom-demo-and-necromancer


Title: Re: Guild Wars 2
Post by: Riggswolfe on August 30, 2010, 02:14:08 PM
You know, I picked up GW1 at 1/2 price books and while I quite enjoy Nightfall (I found Prophecies to be kind of boring) I still hate that I can't swim and jump. It looks like GW2 is changing that.

Now, if only someone could talk them into bringing heroes back!

Oh, and I finally saw a character creation vid. 3 choices on each screen it looked like. Still, that's a decent amount of options.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 30, 2010, 05:20:30 PM
There may be more to the final character creation.  They were trying to keep things simple so people played instead of taking the time to make a character.


Title: Re: Guild Wars 2
Post by: LK on September 01, 2010, 12:05:21 PM
I'll be working NCSoft's booth this weekend at PAX so I'll get a good look at this. All I have is a general sense of quality for this game; I haven't seen nor read any other previews.


Title: Re: Guild Wars 2
Post by: birdsguts on September 01, 2010, 12:31:18 PM
Water-board them until they tell you about PvP plans.


Title: Re: Guild Wars 2
Post by: Soln on September 01, 2010, 12:44:22 PM
1.  when is the Beta?
2.  when is the GM?


start with those and be a hero


Title: Re: Guild Wars 2
Post by: Tearofsoul on September 01, 2010, 12:50:36 PM
Agreed, PvP is what I am concering for GW2.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on September 01, 2010, 12:52:48 PM
    * Part 1 (http://www.youtube.com/watch?v=nJC2KVNl68w)
    * Part 2 (http://www.youtube.com/watch?v=pak242IKoWM&feature=related)
    * Part 3 (http://www.youtube.com/watch?v=joyKeV4xbe4&feature=related)


Title: Re: Guild Wars 2
Post by: birdsguts on September 02, 2010, 08:04:19 PM
    * Part 1 (http://www.youtube.com/watch?v=nJC2KVNl68w)
    * Part 2 (http://www.youtube.com/watch?v=pak242IKoWM&feature=related)
    * Part 3 (http://www.youtube.com/watch?v=joyKeV4xbe4&feature=related)

I believe it was in part two, when they stumbled across the brood mother. That actually "got" me. Looked fun, felt cool to suddenly see it come charging through the grass at her. Good stuff, thanks for the links.
I was hoping they'd show more when they brought up the topic of class interaction but I understand they were pressed for time. Still curious about collision and all that jazz. Patience...


Title: Re: Guild Wars 2
Post by: LK on September 02, 2010, 08:37:59 PM
I'll get to play it first thing tomorrow. It's a 40 minute demo. Should be interesting.


Title: Re: Guild Wars 2
Post by: LK on September 03, 2010, 12:22:56 PM
I got to be the first person in North America to play the game.  :grin:

What they are setting out to do is fucking amazing. Too much to go into over iPhone, nerdgasming here. PvP is supported, player vs. Player, Guild vs guild (I think) server vs. server.[/i] No beta or release date announcement.

Felicia Day voices the little female engineering dudes.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Lantyssa on September 03, 2010, 01:44:11 PM
Can you play a Norn at PAX?  I need Norn gameplay.  Sylvari would be nice, too.


Title: Re: Guild Wars 2
Post by: Stormwaltz on September 03, 2010, 01:51:29 PM
server vs. server.

You mean clustered instances, or something different?


Title: Re: Guild Wars 2
Post by: Soln on September 03, 2010, 01:54:11 PM
or regional clusters like WoW battlegroups?



Title: Re: Guild Wars 2
Post by: LK on September 03, 2010, 02:23:57 PM
The jist of what I was able to find is that it is what I said: servers competing with each other. Best comparison I could make is Chromehounds. Imagine if the populace of a WoW server was competin in massive multiplayer fights. More details will emerge but the thought of huge battles fought between servers for prizes makes my gamer bits tingle.

They have accounted for the possibility of one server getting repeatedly stomped, the competition will be mixed. As someone who hadn't played it before I was very excited by their mix of public quests (events) and nonlinear gameplay.


Title: Re: Guild Wars 2
Post by: caladein on September 03, 2010, 02:30:46 PM
What Lorekeep is referring to is World/Casual PvP (http://wiki.guildwars2.com/wiki/World_PvP):

Quote
World vs World, WvW, World PvP or Casual PvP, is a mode of Player versus Player combat which takes place in the Mists. Worlds, or servers, are randomly matched up against two other worlds. Those match-ups will be rotated every week to match worlds against those of similar strength. The combat is open and features many objectives and roles which players can do; "players may decide to fight alone against a supply caravan, join a single group and capture a mine or create a large alliance to assault one of the numerous fortress that could give an advantage in the zone." The battle is on a large scale, where hundreds of people can fight on each side in week-long battles.

Each opposing world starts out with castles, mercenary camps, mines, lumber mills and villages. Separating the starting zones are neutral zones controlled by no one, also containing fortresses, mines, and villages.

The resources gained from mines and lumber mills are used to rebuild walls, create siege engines, and generally defend the team's fortress.

These territories and control points will confer benefits to the world that controls them; "maybe everyone gets increased energy regeneration or healing rate or enhanced loot drop rate." Players can gain experience and level their character in World PvP. Guilds will be able to take and hold keeps.

Players are free to come and go from the battle as they please and there is no limit to the number of players entering. Players enter with a character of any level and use skills they have available to that character. Characters can enter as a sidekick which will allow them to play as a higher level character.

World PvP is intended as a casual form of PvP, designed to be a more relaxed bridging point between PvE and the tactics and pressure of structured PvP. It is hoped that players of any level or PvP experience can participate and be useful.

Really, it seems like if Fort Aspenwood and Isle of Conquest had a baby with one important difference from FA: no PvP-only character analogue ala Structured PvP (http://wiki.guildwars2.com/wiki/Structured_PvP) (aka GvG/RAs).


Title: Re: Guild Wars 2
Post by: Nevermore on September 03, 2010, 02:34:01 PM
This is shaping up to be the first MMO I might be willing to buy on release since way back when City of Heroes was released.


Title: Re: Guild Wars 2
Post by: LK on September 03, 2010, 02:50:09 PM
IT'S HOOOOOT.

Weapons determine first 5 skills - all 5 is two-handed, 3/2 if main / off hand, 6th is dedicated healing, unlockable is 7-9, 0 is Ultimate skill, it's hard to describe on iPhone, they want to keep momentum in play, anyone can resurrect, ANYONE, you can fight in a downed state a la LFD when you hit 0 HP, it's awesome and different and positive.


Title: Re: Guild Wars 2
Post by: Fordel on September 03, 2010, 03:13:18 PM
Anyone resurrecting isn't a new thing in GW. :)


Title: Re: Guild Wars 2
Post by: caladein on September 03, 2010, 03:20:27 PM
Yeah, this is probably just the same demo they had at Gamescom last month so I doubt we're getting any new info.

To save Lorekeep touchscreen typing: the wiki link (http://wiki.guildwars2.com/wiki/Skill_bar).

E: Grammar.


Title: Re: Guild Wars 2
Post by: DayDream on September 03, 2010, 04:50:43 PM
Alright, time to put at least something negative down.  I'm loving just about everything I'm reading about this game, but I got one big gripe from the videos I've seen.

I think the Elite skills (http://wiki.guildwars2.com/wiki/Elite_skill) with their 12 minute cooldown are going to be "a balance problem."  At least for PvP.

If the skills are effective enough to be worth the timer and see use, they're likely to be encounter-deciding, barring special circumstances.  That's not good, because people value negative experiences much higher than positive experiences.  So the negative experience of "I jumped a guy and he popped his elite and pasted me" is a lot more important in player perception than "I found this guy farming and owned him with my tornado skill, he never had a chance."

The longest cooldown I'd want to make a skill for a diku combat engine would be the average time between the start of encounters.  As in, I first spawn in with all cooldowns ready.  I go out the usual attack route, use all my cooldowns, then die.  As I spawn in and move forward to where I was, my cooldowns refresh and I'm ready to fight again at the same performance level.

Any longer than that, and the skills become so encounter warping that gameplay suffers.  This is why WoW arenas have the limits on long cooldown skills that they do.  And why many cooldowns introduced with burning crusade and later are in the 2-3 minute or less range.  Because that's the average time between start of encounters.

So it worries me to see 12 minute cooldowns, because then I expect to a third or more of all small scale encounters decided by elite skills, one way or another.  And then because of that, to have player perception, my own included, translate that to "every fight comes down to who has their elite and who doesn't."



Arena.net aren't new to this, however, they've got experience from guild wars one.  Most likely, their designers were aware of this stuff long ago, and have moved beyond this conversation.  So what I'm curious about, is what they've got that works around this?  Are they telling player expectations of skill rarity to fuck off, and these elite skills are actually going to be about average while in effect, and simply not present while on timer?  They've mentioned different rulesets for PvE and PvP, are they going to be reducing both the skill's duration and cooldown by some multiple across the board?  Do they consider the relative value of these long cooldown skills in PvE to be higher than the negative gameplay in PvP?  I doubt their pvp encounters are so murderously boring that 12 minutes IS the average time between start of encounters, but I guess that's possible too.

Anyway, I don't know how PAX is set up, but if anyone there can ask a booth jockey and see if they've got an answer about how these long cooldowns are going to work in PvP, it might be really interesting.


Title: Re: Guild Wars 2
Post by: birdsguts on September 03, 2010, 10:37:39 PM
They scaled skills and other factors between PvP and PvE in the original Guild Wars. They've already mentioned they balance them differently in this one so I'm assuming they'll use some variation of that same system. It's like a switch that flips when you go into a PvP area or lobby or however it will work. The skill is swapped out for it's PvP equivalent that is balanced relative to whatever else they allow into that particular part of the game. Maybe the cooldown will change, maybe some stats will change... maybe something about the usage or drawback... It was pretty situational if I'm remembering it right.


Title: Re: Guild Wars 2
Post by: jayfyve on September 04, 2010, 03:56:06 AM
Interesting. I'd use this app.

http://www.massively.com/2010/09/03/pax-2010-arenanet-announces-guild-wars-2-app-for-smartphones-an/

Quote
PAX 2010: ArenaNet announces Guild Wars 2 app for smartphones and iPad

The latest news on Guild Wars 2 comes from a direction that most of us were not considering. Part of Guild Wars 2's development is being done by the Extended Experience Team, a group working on game experience that's not strictly limited to your computer.

Today the Guild Wars 2 developers unveiled that team's current project: Guild Wars 2 for smartphones and the iPad. The project isn't completed, but it's already very extensive. Players will have the ability to check their friends lists, follow their friends on the map, message their friends, and move around the world on their characters.

Game Designer Colin Johanson says that the Extended Experience Team doesn't plan to stop with that, however. The team is planning to take the application much further before release, so expect to see even more in the way of Guild Wars 2-on-the-go.


Title: Re: Guild Wars 2
Post by: KallDrexx on September 04, 2010, 07:33:25 AM
Sooooo many promises.  This is starting to sound way to awesome to be real....

Anyone resurrecting isn't a new thing in GW. :)

I think the new thing is that anyone can resurrect without wasting a skill spot.  Before (IIRC) you had to bring resurrection signet and waste a skill spot, and it kind of looks like in gw2 you don't need to do that.


Title: Re: Guild Wars 2
Post by: LK on September 04, 2010, 08:35:14 AM
One of their major philosophies with gameplay is to keep momentum and minimize downtime.


Title: Re: Guild Wars 2
Post by: HaemishM on September 04, 2010, 09:23:03 AM
Holy fuck, that description of World PVP makes me very happy in the pants.  :drill:


Title: Re: Guild Wars 2
Post by: Mosesandstick on September 04, 2010, 09:36:25 AM
Damn, I'm not just thinking of buying the game but pre-ordering!


Title: Re: Guild Wars 2
Post by: DayDream on September 04, 2010, 02:38:14 PM
They scaled skills and other factors between PvP and PvE in the original Guild Wars. They've already mentioned they balance them differently in this one so I'm assuming they'll use some variation of that same system. It's like a switch that flips when you go into a PvP area or lobby or however it will work. The skill is swapped out for it's PvP equivalent that is balanced relative to whatever else they allow into that particular part of the game. Maybe the cooldown will change, maybe some stats will change... maybe something about the usage or drawback... It was pretty situational if I'm remembering it right.


Yeah, I hope they do.  I do remember them mentioning that elite skills were supposed to be impressive or something in one of the demo videos, so I guess we'll see.


I do find their constant hyping, etc. is triggering all my "that's impossible to make, the game is doomed to failure" responses though.  Seeing pieces of it in gameplay is a little comforting, but who knows.


Title: Re: Guild Wars 2
Post by: LK on September 04, 2010, 07:01:47 PM
Isiah, Skills Designer, and I paraphrase: Elite Skills are more scatter the battlefield than FUCK YOU guy, they are WELL aware of the concerns.

Human and Charr only at PAX plus 4 classes.


Title: Re: Guild Wars 2
Post by: birdsguts on September 12, 2010, 02:24:31 PM
I enjoyed this interview about the combat system.

http://www.tentonhammer.com/gw2/features/interviews/pax-combat

"Combat" interview from PAX posted the 9th. Small amount of info dealing with the issue mentioned earlier in the thread... that whole PvP vs. PvE balancing deal.


Title: Re: Guild Wars 2
Post by: Outlawedprod on September 30, 2010, 10:13:43 PM
http://www.arena.net/blog/rick-ellis-answers-your-extended-experience-questions
http://www.arena.net/blog/live-and-let-dye-kristen-perry-on-the-gw2-dye-system
http://www.arena.net/blog/a-rewarding-experience-john-hargrove-talks-about-loot


Title: Re: Guild Wars 2
Post by: March on October 01, 2010, 06:37:39 AM
We took the WaR Dye system, loaded it into the LoTRo Customization system and plan to hit WoW right between the eyes shoulder blades.

Love the concept... though I'm a little confused by the planned execution of the customization feature... sounds kida Aion-ish to me... combining Item A with Item B via some sort of (dropped? Crafted? Bought?) reagent does not sound even remotely as good as LoTRo's genius Wardrobe system.  Wardrobe should be the new standard for all customization and iterations should begin there.


Title: Re: Guild Wars 2
Post by: Nebu on October 01, 2010, 06:40:38 AM
What they are setting out to do is fucking amazing.

Aren't these the famous last words of every development team? 

It's not what they "set out to do", what they "aim to do", or what they "hope to do".  It's what gets rushed out the door at the last minute that matters. 


Title: Re: Guild Wars 2
Post by: Stormwaltz on October 01, 2010, 07:33:13 AM
It's not what they "set out to do", what they "aim to do", or what they "hope to do".  It's what gets rushed out the door at the last minute that matters.

"Ideas are cheap."

But 'tis nobler to begin with lofty ideas than it is to begin with, "Let's make WoW with a different coat of paint. Ka-ching!"


Title: Re: Guild Wars 2
Post by: Murgos on October 01, 2010, 08:14:36 AM
"Ideas are cheap."

But 'tis nobler to begin with lofty ideas than it is to begin with, "Let's make WoW with a different coat of paint. Ka-ching!"

At this point I feel that the accompanying sound effect to the "Let's make WoW but different..." should be "Wakka wakka wakka".  Replete with waggling ears and goofy grin.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 01, 2010, 10:40:12 AM
Aren't these the famous last words of every development team? 

It's not what they "set out to do", what they "aim to do", or what they "hope to do".  It's what gets rushed out the door at the last minute that matters. 
They've shown enough that I believe they've already accomplished what they wanted.  At this point it's a matter of whether the game is engaging enough to be considered fun or not and how rushed for time they are on finishing the areas we haven't seen.


Title: Re: Guild Wars 2
Post by: Nebu on October 01, 2010, 10:51:14 AM
They've shown enough that I believe they've already accomplished what they wanted.  At this point it's a matter of whether the game is engaging enough to be considered fun or not and how rushed for time they are on finishing the areas we haven't seen.

I know... I was just poking the bear a little.

I'll buy the game and play for a month.  Even if it was just GW with new skins, it will still be worth picking up. 


Title: Re: Guild Wars 2
Post by: Cheddar on October 01, 2010, 10:09:35 PM
It's not what they "set out to do", what they "aim to do", or what they "hope to do".  It's what gets rushed out the door at the last minute that matters.

"Ideas are cheap."

But 'tis nobler to begin with lofty ideas than it is to begin with, "Let's make WoW with a different coat of paint. Ka-ching!"

Serek Dmart coupons just ran out. New avatar/mmo/theme plz.

Dude, you asked for it,


Title: Re: Guild Wars 2
Post by: pxib on October 02, 2010, 02:25:36 PM
I'll buy the game and play for a month.  Even if it was just GW with new skins, it will still be worth picking up. 
Especially since that month can be stretched over as many years as the servers stay up... and if you want another month you don't have to pull out a credit card.


Title: Re: Guild Wars 2
Post by: Crumbs on October 03, 2010, 03:19:21 PM
Was just reading the loot article linked from the home page.  Found a disturbing quote:

"With the transmutation system, you’ll be able to acquire new items known as Transmutation Stones through our in-game store that allow you to customize your appearance."

I didn't realize...is this a pay rl money for in game stuff thing?  (didn't play GW1)


Title: Re: Guild Wars 2
Post by: caladein on October 03, 2010, 03:57:10 PM
That's my interpretation, yes.  Pay money to add Model of Item A to Stats of Item B.  Want to change model later?  Pay again.

GW1 added costumes (http://wiki.guildwars.com/wiki/Costume) last year for $7 but was rather light on microtransactions for the most part.  I expect GW2 to be rather different :oh_i_see:.


Title: Re: Guild Wars 2
Post by: tmp on October 03, 2010, 07:11:56 PM
GW1 added costumes (http://wiki.guildwars.com/wiki/Costume) last year for $7 but was rather light on microtransactions for the most part.  I expect GW2 to be rather different :oh_i_see:.
Quote
The dye hues themselves will be unlockable through various means, both in-game and out.
Yup :oh_i_see:


Title: Re: Guild Wars 2
Post by: Rendakor on October 04, 2010, 04:09:39 AM
I don't see how that's surprising to anyone; with no monthly fee, GW2 is sure to be MTX heavy.


Title: Re: Guild Wars 2
Post by: Zetor on October 04, 2010, 04:24:55 AM
GW1 had plenty of microtrans: skill unlock packs, extra char slots, makeovers, expanded bank slots, bonus 'flashback' missions, pets, etc. As long as the GW2 cash shop isn't stupid like EQ2 (can't use the AH or legendary items unless you sub), lotro (pay to utilize fast travel) or allods (we just doubled the xp-to-level... btw, xp scrolls are now available in the cash shop!) it should be fine.


Title: Re: Guild Wars 2
Post by: Nebu on October 04, 2010, 08:42:14 AM
As long as the GW2 cash shop isn't stupid like EQ2 (can't use the AH or legendary items unless you sub), lotro (pay to utilize fast travel) or allods (we just doubled the xp-to-level... btw, xp scrolls are now available in the cash shop!) it should be fine.

To be fair, LotRO travel is easy to open with faction.  You also have classes that can port/summon in combination with access to multiple bind points through deeds.  Where LotRO screwed up was forcing players to obtain TP through the most boring part of the game - Deed grinding.


Title: Re: Guild Wars 2
Post by: Zetor on October 04, 2010, 09:34:20 AM
When I last played, you couldn't use swift travel at all unless you were a VIP or bought the "$2.50 per non-interruptable hour bus ticket", even if you had the (sometimes crazy) faction requirements to use a swift travel path. Have they changed that?


Title: Re: Guild Wars 2
Post by: Sky on October 04, 2010, 09:49:03 AM
We took the WaR Dye system, loaded it into the LoTRo Customization system and plan to hit WoW right between the eyes shoulder blades pads.


Title: Re: Guild Wars 2
Post by: Nebu on October 04, 2010, 10:38:17 AM
Have they changed that?

I don't know about f2p.  I guess I should check that.  I've always been a VIP. 

If you're playing for free, then I don't see what's wrong with dealing with travel times.  Just alt tab while on the horse. 


Title: Re: Guild Wars 2
Post by: Crumbs on October 04, 2010, 05:34:28 PM
 :uhrr:

My initial, albeit emotional reaction is, "great, so the people willing to dump the most cash into the game are the ones who (using wow comparisons) stand on the mailboxes with their mammoths, see the endgame content, and one shot all the baddies (ie people not willing to pay for the gear) in pvp."



Title: Re: Guild Wars 2
Post by: Ragnoros on October 04, 2010, 07:14:45 PM
:uhrr:

My initial, albeit emotional reaction is, "great, so the people willing to dump the most cash into the game are the ones who (using wow comparisons) stand on the mailboxes with their mammoths, see the endgame content, and one shot all the baddies (ie people not willing to pay for the gear) in pvp."



Jump to conclusions much?

They are selling costume recolors. You end up at: OMG I GOT PKED BY A KID WHO BOUGHT GM WEAPONS! RAGE!!!


Title: Re: Guild Wars 2
Post by: Crumbs on October 04, 2010, 09:44:24 PM
:uhrr:

My initial, albeit emotional reaction is, "great, so the people willing to dump the most cash into the game are the ones who (using wow comparisons) stand on the mailboxes with their mammoths, see the endgame content, and one shot all the baddies (ie people not willing to pay for the gear) in pvp."



Jump to conclusions much?

They are selling costume recolors. You end up at: OMG I GOT PKED BY A KID WHO BOUGHT GM WEAPONS! RAGE!!!

With initial, albeit emotional reactions, yes.

Like I said, I didn't play GW1, but I heard good things about it from people I used to pvp in older games with.  After years of WOW, I'm looking for something with a little more balance.  They're selling GW2 pvp as something you can just jump into, with gear not being a factor (are they not?). 

After reading the article I originally quoted, I did a search on GW1 microtransactions, and found that there were many different types.  Seeing as how GW2 isn't going to have a monthly sub, the subject of microtransactions seemed like an obvious revelation (to me), and at the same time I found it to be deflating. 

So I didn't really jump to a conclusion, I just wanted to post my reaction here in hopes of getting some clarification from anyone who might know.  If the one and only microtransaction in the game is costume recolors, then yay?


Title: Re: Guild Wars 2
Post by: Lantyssa on October 04, 2010, 09:57:56 PM
What you could buy in GW was all reasonable unlocks, costume gear, and things like extra character slots and eventually storage.

The bought unlocks are for PvP characters.  It's all gear and skills that you could work to get through playing the game or spending Balthazar faction, but if you absolutely must positively have it RIGHT NOW, then you could buy it in one fell swoop for a relatively cheap price.

I've only ever bought the costumes and I don't feel like I was missing out.


Title: Re: Guild Wars 2
Post by: Zetor on October 04, 2010, 09:58:34 PM
Have they changed that?

I don't know about f2p.  I guess I should check that.  I've always been a VIP. 

If you're playing for free, then I don't see what's wrong with dealing with travel times.  Just alt tab while on the horse. 
I made a few posts on the lotro forums back when it went f2p. Basically, horse times are LONG; to get from one end of Middle-Earth to another you'd need to afk for over 2 hours (technically you couldn't even afk, since you'd need to be there to click the next destination). You can not mitigate it completely with teleport spells, especially if you play a class that doesn't have one. And yeah, it doesn't affect VIPs, but I was only mentioning f2p games in there (since guild wars 1/2 are f2p).

:uhrr:

My initial, albeit emotional reaction is, "great, so the people willing to dump the most cash into the game are the ones who (using wow comparisons) stand on the mailboxes with their mammoths, see the endgame content, and one shot all the baddies (ie people not willing to pay for the gear) in pvp."


Jump to conclusions much?

They are selling costume recolors. You end up at: OMG I GOT PKED BY A KID WHO BOUGHT GM WEAPONS! RAGE!!!

With initial, albeit emotional reactions, yes.

Like I said, I didn't play GW1, but I heard good things about it from people I used to pvp in older games with.  After years of WOW, I'm looking for something with a little more balance.  They're selling GW2 pvp as something you can just jump into, with gear not being a factor (are they not?).  

After reading the article I originally quoted, I did a search on GW1 microtransactions, and found that there were many different types.  Seeing as how GW2 isn't going to have a monthly sub, the subject of microtransactions seemed like an obvious revelation (to me), and at the same time I found it to be deflating.  

So I didn't really jump to a conclusion, I just wanted to post my reaction here in hopes of getting some clarification from anyone who might know.  If the one and only microtransaction in the game is costume recolors, then yay?
GW1 microtransactions didn't give you any kind of advantage. Basically you had
- unlock packs: good if you only PVP'd and didn't do the PVE content to unlock skills; anyone else could just unlock them normally or spend their Balthazar points from pvp to do so.
- pet packs, costumes, makeovers, renames: purely cosmetic.
- new chara slots: I never needed to buy any.
- expanded bank slots: Ditto.
- 'flashback' quests: These were mostly for flavor. You could get a good weapon by finishing one, but those are not expensive to buy normally (unlike other games, GW's power curve is very flat -- you start finding "top-end" loot very very soon)


Title: Re: Guild Wars 2
Post by: caladein on October 04, 2010, 10:03:08 PM
GW1 had plenty of microtrans: skill unlock packs, extra char slots, makeovers, expanded bank slots, bonus 'flashback' missions, pets, etc.

My point is more that GW2 looks to move microtransactions much more to the core of the game versus being on the periphery like it is in GW1.  GW1 microtransactions are limited to:

- A mission pack.
- Cosmetic outfits.
- Skill/pet unlock packs.  (For people that haven't played GW1, these are like Skate 2's Time is Money.  Pay $10, unlock all skills for use from that expansion.)
- Account stuff like extra character slots, renames, sex changes, and appearance redoes.

Now, just from one systems post: you can pay to unlock dyes and you'll need to pay to add/change the model of your gear.  The latter will act as a constant stream of purchases for as long as the servers are up.


Title: Re: Guild Wars 2
Post by: Zetor on October 04, 2010, 10:09:19 PM
Well, my point was that it's not a gamebreaker at all. As long as they keep their philosophy of 'fluff only' (and that's what dyes are -- you can't even dye stuff in most other games!), I don't mind -- heck, I might even give them some $ occasionally.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: tmp on October 04, 2010, 10:18:31 PM
(and that's what dyes are -- you can't even dye stuff in most other games!)
They are pretty much standard at this point, i think? Can't recall off the bat a game i'd play recently that didn't have them to some extent or in some form. Well, there's World of Tanks, but well :drill:

edit: unless by other games you mean games that aren't MMOs, in this case my bad for misreading.


Title: Re: Guild Wars 2
Post by: Crumbs on October 04, 2010, 10:23:34 PM
Sounds good.  If I can jump into some barrel-of-monkeys pvp and some interesting pve content without a 2 year grind commitment, I'm good.  All the better if Joey Credit Card isn't running around one shotting everything with the sword he just spent fifty rl bucks on.  


Title: Re: Guild Wars 2
Post by: Zetor on October 04, 2010, 10:30:56 PM
(and that's what dyes are -- you can't even dye stuff in most other games!)
They are pretty much standard at this point, i think? Can't recall off the bat a game i'd play recently that didn't have them to some extent or in some form. Well, there's World of Tanks, but well :drill:

edit: unless by other games you mean games that aren't MMOs, in this case my bad for misreading.
Ok, I'll rephrase -- the ones in my personal monkeysphere don't have dyes. :awesome_for_real:
The games I played recently with the exception of LOTRO: WOW is the obvious elephant in the living room; COH and CO don't have/need dyes since they have far superior customization anyway. EVE doesn't really have dyes either...


Title: Re: Guild Wars 2
Post by: birdsguts on October 05, 2010, 08:24:41 PM
To allay Crumbs fears:

I've played GW1 for a long time (since just after launch up until just after Eye of the North). In that time I've followed the forums/news sites and read these guys and heard them talk about their game and their design ideas as well. For all I know I might get proven wrong in the future, but for what it's worth, I don't believe the Anet team would actually institute any kind of RMT that would give anyone an advantage in any way (perm.statistical/temp.buff/vs.P/vs.M). It's against the very heart of what they claim they are trying to accomplish. They frequently said this themselves in older interviews when asked about the PvP system and item purchasing in the original Guild Wars.

If any gear grants combat advantages and can be acquired via a store purchase it will almost certainly be confined to PvE only... and I doubt they'd even go that far. It would be against the rhetoric. In the end only time will tell, obviously.

edit: mixed up expansion titles


Title: Re: Guild Wars 2
Post by: Crumbs on October 06, 2010, 07:54:22 AM
To allay Crumbs fears:

I've played GW1 for a long time (since just after launch up until just after Nightfall). In that time I've followed the forums/news sites and read these guys and heard them talk about their game and their design ideas as well. For all I know I might get proven wrong in the future, but for what it's worth, I don't believe the Anet team would actually institute any kind of RMT that would give anyone an advantage in any way (perm.statistical/temp.buff/vs.P/vs.M). It's against the very heart of what they claim they are trying to accomplish. They frequently said this themselves in older interviews when asked about the PvP system and item purchasing in the original Guild Wars.

If any gear grants combat advantages and can be acquired via a store purchase it will almost certainly be confined to PvE only... and I doubt they'd even go that far. It would be against the rhetoric. In the end only time will tell, obviously.

Cool, thank you.


Title: Re: Guild Wars 2
Post by: Shatter on October 06, 2010, 07:59:35 AM
To allay Crumbs fears:

I've played GW1 for a long time (since just after launch up until just after Nightfall). In that time I've followed the forums/news sites and read these guys and heard them talk about their game and their design ideas as well. For all I know I might get proven wrong in the future, but for what it's worth, I don't believe the Anet team would actually institute any kind of RMT that would give anyone an advantage in any way (perm.statistical/temp.buff/vs.P/vs.M). It's against the very heart of what they claim they are trying to accomplish. They frequently said this themselves in older interviews when asked about the PvP system and item purchasing in the original Guild Wars.

If any gear grants combat advantages and can be acquired via a store purchase it will almost certainly be confined to PvE only... and I doubt they'd even go that far. It would be against the rhetoric. In the end only time will tell, obviously.

As much as I would like to believe this is the case companies change and their direction does as well.  Seeing the success of GW1 there is little doubt that they are looking at huge $$ from GW2 and making it as successful as possible..thats business.  So I guess the point is that regardless of what they did on GW1, what they do from a business standpoint in GW2 could be completely different(someone in a suit sees $$$).  But yes, time will tell...


Title: Re: Guild Wars 2
Post by: UnSub on October 06, 2010, 07:20:25 PM
How many of the core people who developed GW1 are still working on GW2? ArenaNet lost a heap of senior people due to NCsoft politics or those who went off to set up their own studios.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 06, 2010, 08:01:53 PM
My impression is that the dev team has kept a lot of the same people.  All the news I've heard about so-and-so leaving GW1 is that it was for GW2.


Title: Re: Guild Wars 2
Post by: pxib on October 06, 2010, 08:35:35 PM
In the original Guild Wars there just wasn't enough quantitative difference between high end gear to make it worth buying. There was a specific combination of qualitative features you wanted on your outfit to match whichever set of abilities you were using, but all the combinations were available somewhere and it was just a matter of finding the right one. Over time they made it easier and easier to get those combinations, and as the game stands now you can hunt down the specific weapon bonuses you want and attach them to whichever weapon you happen to have. They're also unlockable in PvP-only mode for mix-and-match access there.

What their players fought for instead... what they struggled for, arranged groups for, and made deep trips into difficult dungeons for... was cosmetic outfits. Folks had a real pride in picking up sets of armor that were particularly esoteric to collect or construct. They showed off the goofy custom emotes they could do because of their PvP ranking. They wore silly holiday hats at inappropriate times. They paid real money at the online store for costumes.

In short, with no way to improve their characters' performance other than to learn how to set their skills and how to play the game, players found somewhere else to focus their desire to waste time and money on their avatar.

I can't imagine ArenaNet would suddenly decide to throw game-breaking gear at people for money. Or even experience buffs. They'd lose player goodwill, and they wouldn't get any more cash than they would selling jester hats and sparkle ponies.


Title: Re: Guild Wars 2
Post by: birdsguts on October 07, 2010, 01:29:53 AM
Exactly.
Give people the ability to customize themselves and craft a really "unique" and personal image... something they can actually identify with... and they will be more than happy to throw some microtran cash at it or grind their butts off for it and walk away feeling more invested in their character. It's killing two birds with one stone and I hope they are still too smart to just toss that away for dollar signs. ... and then he says the obligatory bit about "we've seen that happen before however etc etc etc doom doom doom".


Title: Re: Guild Wars 2
Post by: birdsguts on October 08, 2010, 04:20:43 AM
http://www.arena.net/blog/john-and-eric-answer-your-items-and-loot-questions

Questions. Answers. Some that pertain to stuff above.


Title: Re: Guild Wars 2
Post by: Zetor on October 08, 2010, 09:30:16 AM
For those who played GW1... Hall of Monuments info is out (http://www.massively.com/2010/10/08/guild-wars-hall-of-monuments-details-revealed-for-guild-wars-2/). Basically, your "achievements" in GW1 transfer into cosmetic pets / item appearances / titles in GW2.

Use this (http://hom.guildwars2.com) calculator to see where you stand. I'm currently only 5/50, and I gotta say, I have this sudden urge to get at least 10 more points so I get a zombie chicken!


Title: Re: Guild Wars 2
Post by: Draegan on October 08, 2010, 09:54:42 AM
I never played GW1 past the first 5 levels of the original game.  Makes me sad that I missed it.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 08, 2010, 10:03:10 AM
You can still get them.  I'm up to 16 points.

Need. Moar. Minis. :drillf:


Title: Re: Guild Wars 2
Post by: Zetor on October 08, 2010, 10:07:10 AM
Yeah, the FAQ says you can even get the points after GW2 is released.

I'm really tempted to get to 30 points, but it seems... far away. 15 is a more reasonable goal, and that's where the zombie chicken is! :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Nevermore on October 08, 2010, 10:53:56 AM
How the hell do I have 23 out of 50 points?  :headscratch:  I haven't played GW1 for years.  I tried to give it a try again a few months ago but I found the slow, unadjustable turn speed of all things too annoying so I couldn't get back into it.

Of course, now I *have* to somehow get two more points for the white raven.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 08, 2010, 12:26:48 PM
I have a few minis to trade if you don't have them. ;D

Other stuff is harder to help with.  You can do a breakdown of all the categories to see exactly where your points come from.


Title: Re: Guild Wars 2
Post by: Ingmar on October 08, 2010, 01:07:05 PM
I only have 8 points total, maybe I should play some GW this weekend...

One thing I never did was get any upgraded armor art for my heroes, maybe I will look into that.


Title: Re: Guild Wars 2
Post by: LK on October 08, 2010, 02:21:49 PM
Well, I consider this an arguement against sequels. I feel like a bastard for not playing GW1 more and yet am hyper-excited for 2.

Yeah, the FAQ says you can even get the points after GW2 is released.

Nevermind.


Title: Re: Guild Wars 2
Post by: Mattemeo on October 08, 2010, 10:08:51 PM
I think I'm going to have to reinstall GW just to find out what the hell any of my characters are called. The system didn't recognize any of the ones I tried, and there's at least one go-to character name amongst them.


Title: Re: Guild Wars 2
Post by: Nevermore on October 08, 2010, 10:39:29 PM
That could be a problem.  They added a security measure a while back where you have to enter the name of one of the characters on the account to log in.


Title: Re: Guild Wars 2
Post by: Ard on October 08, 2010, 10:51:30 PM
You can put in a support ticket to get them to send you one of the names.  It's what I had to do earlier today.


Title: Re: Guild Wars 2
Post by: Mattemeo on October 08, 2010, 11:23:53 PM
That could be a problem.  They added a security measure a while back where you have to enter the name of one of the characters on the account to log in.

It was a problem for a few minutes. My face fell a bit when I got it installed, but I did some mental calisthenics and tried to remember some old DAoC char names and one of them stuck, hooray!
The really worrying part was that all my chars looked wrong/had been generic'd on the log-in screen but when they actually logged in they looked fine. Weird. Whole bunch o' Birthday Minis on all three of my vanilla chars though. Including a tiny Charr and whatever the GW2 gnomealikes are called pet.

On the other hand, the Hall of Monuments seems to still not recognize any of my chars. Why aren't I in bed?

[EDIT] Aha! Just tried typing my chars' names (with an underscore between first and surname) at the end of the 'demo mode' URL and bingo, we have recognition.

27 points on my Ranger/Elementalist! What does it mean! Nothing in Devotion or Valor on any char, either. So cryptic. So tired.


Title: Re: Guild Wars 2
Post by: caladein on October 08, 2010, 11:37:12 PM
Yeah, I'm stuck waiting for a reply to a support ticket that asked for everything short of birthmark descriptions.

I'm all for enhanced security (I've had an authenticator for ages) but I didn't know I'd have to remember what the names of my mostly throw-away PvP-only characters were :uhrr:.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 09, 2010, 05:40:25 AM
23 and 27 points?  What am I doing wrong? :cry:


Title: Re: Guild Wars 2
Post by: Furiously on October 10, 2010, 06:56:31 PM
I'm guild leader!!!!!


Title: Re: Guild Wars 2
Post by: Mattemeo on October 11, 2010, 06:06:52 AM
23 and 27 points?  What am I doing wrong? :cry:

If I had even the slightest clue what any of it meant, I'd tell you!

I might be giving the game another go in earnest if I can track down a copy of Nightfall, though right now it seems the best bet is to just pick up the complete GW edition from amazon for stupidly cheap.
I wanna play a Dervish.


Title: Re: Guild Wars 2
Post by: Maledict on October 11, 2010, 06:19:53 AM
I'm not a huge poster here, but I've been happily soloing my way through Prophecies with a Mesmer for the last couple of months to relax and any guild / group just to chat with as i play would be great. I already have a level 20 elementalist and necro, both from Nightfall, but have never participated in any of the high end stuff (or even finished the campaigns). Thanks to guild wars pay structure I often find myself coming back to it at random times for fun.

I also have an absolute ton of minitures including some duplicates if anyone is after them. (Duplicates only of the easy to get ones I'm afraid).


Title: Re: Guild Wars 2
Post by: Lantyssa on October 11, 2010, 06:30:07 AM
I'll be happy to take duplicates I don't have, but don't want to get too greedy.  The mini I want most is a Water Djinn.  I love their look.


Title: Re: Guild Wars 2
Post by: Sjofn on October 11, 2010, 07:01:58 AM
I played for the first time in a loooooong time last night. I'm glad Ingmar has been playing more frequently than me, I mostly just followed him around and hexed things with my mesmer until nothing was alive anymore. I totally forget how to play! Also no jump and tiny little ledges preventing me from moving forward never get annoying ever!

We theoretically are working towards me actually getting some heroes and then seeing how awesome a duo we are, we'll see if it actually happens!


Title: Re: Guild Wars 2
Post by: Furiously on October 11, 2010, 09:36:13 AM
I love my discoway hero setup. Course when I don't have bodies to exploit it stinks.


Title: Re: Guild Wars 2
Post by: Ingmar on October 11, 2010, 11:38:50 AM
23 and 27 points?  What am I doing wrong? :cry:

If I had even the slightest clue what any of it meant, I'd tell you!

I might be giving the game another go in earnest if I can track down a copy of Nightfall, though right now it seems the best bet is to just pick up the complete GW edition from amazon for stupidly cheap.
I wanna play a Dervish.

23 and 27 are impossible without a pretty extreme amount of grinding titles and 15 plat armor sets and minipets and hero alternate armor and such, so unless you remember actually played the game that much I'm going to lean towards 'it is buggy'.


Title: Re: Guild Wars 2
Post by: Nevermore on October 11, 2010, 12:19:19 PM
It must be.  I've never visited that 'Hall of Monuments' (in game) to register anything, or whatever you need to do to get credit for stuff, and it still has me at 23 points.  I'm still not entirely clear on how you actually get the stuff and 'register' it to get the points even though the process has sort of been explained to me already.  I'm just that unfamiliar with the game now after all the time I've been away from it.


Title: Re: Guild Wars 2
Post by: Zetor on October 11, 2010, 12:27:37 PM
Massively is running a series (http://www.massively.com/2010/10/11/flameseeker-chronicles-brother-can-you-spare-a-diamond/) this week about getting 30 [or even 50!] points with a minimum of fuss*

* yeah, even that minimum of fuss is going to mean a lot of grind... but I want that zombie chicken dammit  :awesome_for_real:

edit: miniature info here (http://www.massively.com/2010/10/11/the-road-to-50-a-guide-to-filling-your-guild-wars-hall-of-monum/)


Title: Re: Guild Wars 2
Post by: Furiously on October 12, 2010, 10:38:36 AM
Running the nightfall challenges for the hero armor isn't too bad. I'm struggling with the worm one though. I'm not getting any high scores but I think the first one took like an hour or two for four heroes to get the armor.

I also need to get the master bonus on the tree singer mission in factions. Kifu furiously is my assassin.


Title: Re: Guild Wars 2
Post by: Mosesandstick on October 12, 2010, 10:50:55 AM
As somebody who played GW for around an hour but thinks he'll end up playing GW2 (for a lot more), can somebody explain if this should matter to me?


Title: Re: Guild Wars 2
Post by: Ard on October 12, 2010, 11:02:19 AM
Do you want to be a pretty, pretty princess with fabulous titles and pets?  Because I do!  :drillf:

I suppose I should also note that I already owned all the GW1 expansions though, so it's not like I need to go out of my way to do this.


Title: Re: Guild Wars 2
Post by: Typhon on October 12, 2010, 11:12:38 AM
Do you want to be a pretty, pretty princess with fabulous titles and pets?  Because I do!  :drillf:

LOL


Title: Re: Guild Wars 2
Post by: Ingmar on October 12, 2010, 11:17:20 AM
Sitting at 11 points - 20 minipets displayed (all rarities), 1 ranger pet, 1 hero, 3 campaign win statues. Getting any farther is going to take *work*. Although I guess I'm not sure just how low-hanging the hero alternate armor fruit is.


Title: Re: Guild Wars 2
Post by: Furiously on October 12, 2010, 11:21:12 AM
Really low for prophecies. Day or two for all the challenge.

Actually if you have a good glints group EOTN armor isnt bad either.


Title: Re: Guild Wars 2
Post by: Mattemeo on October 12, 2010, 11:37:19 AM
Massively is running a series (http://www.massively.com/2010/10/11/flameseeker-chronicles-brother-can-you-spare-a-diamond/) this week about getting 30 [or even 50!] points with a minimum of fuss*

* yeah, even that minimum of fuss is going to mean a lot of grind... but I want that zombie chicken dammit  :awesome_for_real:

edit: miniature info here (http://www.massively.com/2010/10/11/the-road-to-50-a-guide-to-filling-your-guild-wars-hall-of-monum/)

It's worrying that even when someone's dilligently explaining how any of this works, I just don't get it. Has GW become some sort of inexorable environment since I stopped playing?
I logged on the other night just to see what was what and I came away with the feeling that I'd somehow lost a whole gamut of knowledge and information that isn't showing any sign of returning. Admittedly I only ever played Vanilla (to 'completion' vis-a-vis the storyline, mind) and never had the oppurtunity to do any Underworld stuff, so the mass of expansions information isn't helping any.

I mean, I have no idea if there's any storage system available, for example; I think there's a mail system - I recall there being one... I think! But all three of my original characters have but a smattering of bags between them and they all seem to be full of animal parts and pets. I wouldn't even know where to start getting back into the game because of it, really.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 12, 2010, 01:15:29 PM
Running the nightfall challenges for the hero armor isn't too bad. I'm struggling with the worm one though. I'm not getting any high scores but I think the first one took like an hour or two for four heroes to get the armor.
Geez, how?  I could never get shards to drop when I was exploring the worm area for Cartographer.  (97.9% Canthan;  Once that's done I'm Legendary.)

I mean, I have no idea if there's any storage system available, for example; I think there's a mail system - I recall there being one... I think! But all three of my original characters have but a smattering of bags between them and they all seem to be full of animal parts and pets. I wouldn't even know where to start getting back into the game because of it, really.
Xunlai chests are in every city and outpost of the world.  You open an account and up to four tabs plus material storage with the Xunlai Agent standing next to them.  This is shared storage across your account.  (Anyone that did the special deal during their 4th Anniversary has a free fifth tab.)

There is no mail system.

Send me a PM if you have specific questions.  I'll only charge you a handful of mini's. ;D


Title: Re: Guild Wars 2
Post by: Furiously on October 12, 2010, 04:00:07 PM
I have not done the worm area - I'm working on the portal one now. I completed the corsair one last night. So like 7 down, I think I'm going to go grab the bird later tonight too.


Title: Re: Guild Wars 2
Post by: Trippy on October 13, 2010, 04:17:14 AM
How many minis are there are where are they all listed? I only see 4 on the HoM calculator and on the Wiki but from what Lantyssa has been posting it seems like there are a lot more than that.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 13, 2010, 07:35:35 AM
List of all miniatures (http://wiki.guildwars.com/wiki/Miniature)
Fourteen released each birthday, plus a bunch of others.  Some limited by time and promotions, others always obtainable.


Title: Re: Guild Wars 2
Post by: Zetor on October 13, 2010, 01:31:42 PM
Part 2 (http://www.massively.com/2010/10/12/the-road-to-50-a-guide-to-filling-your-guild-wars-hall-of-monum/) (heroes/pets) and Part 3 (http://www.massively.com/2010/10/13/the-road-to-50-a-guide-to-filling-your-guild-wars-hall-of-monum/) (titles) are up now.

I gotta say, those titles seem a bit... overly grindy. Good thing I'm not going for 50!

OTOH, the hero/pet stuff is fairly painless, I already got all the armor from the corsair challenge mission in less than 40 minutes and leveled the phoenix that I got from doing factions back in the day (doing luxon hardmode runs to get more points for the eventual luxon elite armor as well). I've read that "drop rates" in those other two hero challenges are not as good, but we'll see -- any experiences?


Title: Re: Guild Wars 2
Post by: Ingmar on October 13, 2010, 02:18:21 PM
The titles are INCREDIBLY grindy. Like worse than LotRO deeds grindy. But hey at least you aren't paying them to do it, right?


Title: Re: Guild Wars 2
Post by: Furiously on October 14, 2010, 12:13:15 AM
Part 2 (http://www.massively.com/2010/10/12/the-road-to-50-a-guide-to-filling-your-guild-wars-hall-of-monum/) (heroes/pets) and Part 3 (http://www.massively.com/2010/10/13/the-road-to-50-a-guide-to-filling-your-guild-wars-hall-of-monum/) (titles) are up now.

I gotta say, those titles seem a bit... overly grindy. Good thing I'm not going for 50!

OTOH, the hero/pet stuff is fairly painless, I already got all the armor from the corsair challenge mission in less than 40 minutes and leveled the phoenix that I got from doing factions back in the day (doing luxon hardmode runs to get more points for the eventual luxon elite armor as well). I've read that "drop rates" in those other two hero challenges are not as good, but we'll see -- any experiences?

The close the portal one seemed not too horrid. I've yet kill more than one or two of the ghosts.


Title: Re: Guild Wars 2
Post by: Zetor on October 14, 2010, 01:10:56 PM
Part 4 (http://www.massively.com/2010/10/14/the-road-to-50-a-guide-to-filling-your-guild-wars-hall-of-monum/) [elite armor] is up. The biggest payout seems to be luxon/kurzick stuff... also getting trade contracts via questing to trade for rubies/sapphires for vabbi armor. Obsidian armor... haha, no.  :why_so_serious:

Regarding challenge missions: I concur that the portal one is ok, though not as good as the corsair one. I got two drops in roughly 2 hours, which is passable (certainly when compared to the effort needed to max a title!). However, the pacman game seems really really annoying to play -- I've killed ~10 of those angry ghosts with nothing to show for it. IMO it's safe enough to ignore -- especially since Glint seems to be far easier and gives guaranteed armor that is usable by all EOTN heroes, unlike pacman which has a small chance of dropping an armor fragment that's only usable by 5 nightfall heroes.


Title: Re: Guild Wars 2
Post by: Furiously on October 14, 2010, 04:19:14 PM
I'm struggling with glint too.  I'm sure I'm just using the wrong team for that one.


Title: Re: Guild Wars 2
Post by: Furiously on October 17, 2010, 03:39:52 PM
Also looking to trade for missing pets... here are the one's I have.

https://dl.dropbox.com/u/1870260/list%20of%20pets.jpg (https://dl.dropbox.com/u/1870260/list%20of%20pets.jpg)


Title: Re: Guild Wars 2
Post by: Zetor on October 18, 2010, 01:55:25 AM
I've done a few glint runs; it doesn't seem too soloable (maybe with a very overpowered hero build and lots of high-end pve skills). Ended up doing it with two guildies -- I was running discordway with 3 heroes, my 2 guildies had a healer and spirit spammer hero. We mostly kept together except for the few waves where dudes are coming from both sides at once at which point I split to one side and they took the other.

In other news, the zaishen key thing might not be so out of reach after all -- I did a lot of jade quarry / fort aspenwood to get jade for my elite luxon armor, and ended up with 6 z-keys over the weekend from balthazar faction. You 'only' need 200 and can buy more keys for 5k a pop... something to think about, it's 3 points after all!

re pets: 5 of my characters are getting a new pet in November, so I'll be sure to hit you up then.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Lantyssa on October 18, 2010, 08:55:58 AM
I have a Google doc set up with the minis I have and what I'm missing, plus my few extras.  If anyone wants me to create a tab for them, or wants to see it just to have their own for tracking, PM me and I'll give you the link and set you up as a collaborator if you'd like.


Title: Re: Guild Wars 2
Post by: Zetor on October 18, 2010, 11:55:16 AM
A more down-to-earth "how the heck am I going to get those points?!" post, imo it's pretty good: http://www.massively.com/2010/10/18/flameseeker-chronicles-stop-telling-me-how-to-get-50-points-whe/

Idle aside, but has anyone here gotten to rank 3 in the 'gladiator' title rank, aka random arena (as any class / build) solo without synced queues? I've gotten a few 10/15 streaks on my ritualist, but never a complete 25 streak... atm getting those 300 points with completely random groups looks like a worse proposition than trying to get exalted with silverwing pre-BC in WOW.  :ye_gods:


Title: Re: Guild Wars 2
Post by: Murgos on October 19, 2010, 07:35:34 AM
URL string says it all I guess: http://www.pcgamer.com/2010/10/18/guild-wars-2-hands-on-preview/

Part 1 of a 5 part series.


Title: Re: Guild Wars 2
Post by: pxib on October 19, 2010, 12:50:52 PM
I've gotten a few 10/15 streaks on my ritualist, but never a complete 25 streak... atm getting those 300 points with completely random groups looks like a worse proposition than trying to get exalted with silverwing pre-BC in WOW.  :ye_gods:
It's really a matter of luck. Every single group of builds, even a synced set, can be taken down by some other set of builds somewhere.


Title: Re: Guild Wars 2
Post by: EWSpider on October 20, 2010, 07:54:22 AM
I took Lantyssa up on her offer for a tab in her Google doc and have updated it with all the minis I have, including which ones I have extras of for trade:

https://spreadsheets.google.com/ccc?key=0Aoct0ydiAZbmdEFSNnNhaTExdTViWXhaZlZLa0hQUkE&hl=en&authkey=CJOfg5AG#gid=2

If you see a mini you need in the Extras section, and you have an un-dedicated mini that I haven't highlighted in the spreadsheet, then feel free to make a trade offer.


Title: Re: Guild Wars 2
Post by: Murgos on October 20, 2010, 10:15:58 AM
URL string says it all I guess: http://www.pcgamer.com/2010/10/18/guild-wars-2-hands-on-preview/

Part 1 of a 5 part series.

Part 2 is up.  No more hirelings but it sounds like you do get to adventure with a fully scripted team of NPC's in Story Mode.  I like the Story mode vs Exploration mode bit, seems like it will give you a reason to hang around.


Title: Re: Guild Wars 2
Post by: Nebu on October 20, 2010, 10:44:52 AM
Part 2 is up.  No more hirelings but it sounds like you do get to adventure with a fully scripted team of NPC's in Story Mode.  I like the Story mode vs Exploration mode bit, seems like it will give you a reason to hang around.

Does this mean that we will no longer be able to train and collect henchmen?  I enjoyed this part of the game. I'm fine with ditching the hirelings.  They were largely useless.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 20, 2010, 10:51:46 AM
Unfortunately it does.  Getting my heroes equipped and skilled up is something I really enjoy.


Title: Re: Guild Wars 2
Post by: Nebu on October 20, 2010, 11:01:19 AM
Unfortunately it does.  Getting my heroes equipped and skilled up is something I really enjoy.

That's a bummer.  Some of the replay value was built into the "catch 'em all" mentality of both henchmen and signets.  I'll miss that a lot.


Title: Re: Guild Wars 2
Post by: EWSpider on October 20, 2010, 11:39:37 AM
Word on the street is they're going to allow you to fill your entire party with Heroes in an upcoming patch:

http://www.arena.net/blog/what-does-it-all-mean-john-stumme-discusses-war-in-kryta-survey-results

Quote
Q:  How would you feel about having a party that you could fill with Heroes?

    Our final category proves to be another big positive—50.7% of people say that they “love it,” while 14.4% are between that and “OK,” which comes in at 23.1%.  Only 5.7% “hate it like burning,” while the final 6.1% were seemingly indifferent.  You can look forward to filling out your party with Heroes as another feature of the free update build that will include Embark Beach.

I'm looking forward to all the different party builds I could try.  Good stuff!


Title: Re: Guild Wars 2
Post by: Nebu on October 20, 2010, 11:41:06 AM
Word on the street is they're going to allow you to fill your entire party with Heroes in an upcoming patch:

If that's true, that would make a HUGE difference in solo play. 


Title: Re: Guild Wars 2
Post by: Draegan on October 20, 2010, 12:16:25 PM
Which game are we talking about now GW1 or 2?  I'm thinking 1 but it's very confusing.


Title: Re: Guild Wars 2
Post by: Sky on October 20, 2010, 12:19:24 PM
Yeah, go talk your confusing GW1 talk somewhere else!  :geezer:


Title: Re: Guild Wars 2
Post by: Nebu on October 20, 2010, 12:42:18 PM
I believe EW is referring to GW 1 with regard to Heros. 


Title: Re: Guild Wars 2
Post by: Lantyssa on October 20, 2010, 01:10:33 PM
Word on the street is they're going to allow you to fill your entire party with Heroes in an upcoming patch:
:heart: SQUEE :heart:


Title: Re: Guild Wars 2
Post by: EWSpider on October 20, 2010, 01:20:24 PM
Yes, the heroes thing is in regards to Guild Wars 1.  It's relevant to Guild Wars 2 because it will make it much easier to populate your Hall of Monuments in GW1 for shinies in GW2.   :-P

Edit:  Easier with less humans


Title: Re: Guild Wars 2
Post by: Maledict on October 20, 2010, 01:30:51 PM
To be fair (unfortunately), it's more a thing they would *like* to do - they haven't confirmed it's going to be done at all. Hopefully it's something they can get done, but don't expect it anytime soon.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 20, 2010, 01:49:09 PM
Them saying "You can look forward to filling out your party with Heroes as another feature of the free update build that will include Embark Beach." seems like they are  confirming it.


Title: Re: Guild Wars 2
Post by: Ard on October 20, 2010, 02:03:36 PM
:heart: SQUEE :heart:

My reaction also, especially after trying to do Ring of Fire with henchmen last weekend.  I wish I could just flag henchmen to move like heroes.  It's make pulling some of those nastier groups in that mission easier.


Title: Re: Guild Wars 2
Post by: Maledict on October 20, 2010, 02:43:07 PM
Them saying "You can look forward to filling out your party with Heroes as another feature of the free update build that will include Embark Beach." seems like they are  confirming it.

You're more up to date than me - huzzah, this is fantastic news! Ive just finished the crystal dessert section of prophecies (never played the original through), and although I've gotten all the bonus mission objectibves so far things are becoming very tricky with henchmen. They are just so dumb!


Title: Re: Guild Wars 2
Post by: Lantyssa on October 20, 2010, 03:55:04 PM
If you have Nightfall or Eye of the North, it's well worth making a detour to get a couple of heroes before getting any further.

Henchies aren't so much dumb as not possessing a great skill selection and no way of upgrading their capabilities.


Title: Re: Guild Wars 2
Post by: tazelbain on October 20, 2010, 04:05:10 PM
Reminds how hilariously bad the original Henchmen A.I. was.


Title: Re: Guild Wars 2
Post by: Ard on October 20, 2010, 04:19:54 PM
Henchies aren't so much dumb as not possessing a great skill selection and no way of upgrading their capabilities.

Actually, my major problem with them is that they really are dumb.  You can't pull things back to them like you can with other players or heroes.  They see a mob in your circle, and they want to kick it's ass then and there, which has lead me to getting smooshed by patrols a few times now.  In theory you can drag them backwards, but they'll get stuck in a cycle of healing and you'll lose your monks as they try to keep the henchmen up.  It's been a real pain in the ass on some of the later prophecies missions for me.


Title: Re: Guild Wars 2
Post by: Maledict on October 21, 2010, 03:04:35 AM
If you have Nightfall or Eye of the North, it's well worth making a detour to get a couple of heroes before getting any further.

Henchies aren't so much dumb as not possessing a great skill selection and no way of upgrading their capabilities.

Yeah, I'm running with my main tank, healer and elementalist as Heroes, but the other 4 slots being henchmen really dampens the party. Will be a lot more fun having 8 differnet barbie dolls to dress up and choose skill sets for.


Title: Re: Guild Wars 2
Post by: Furiously on October 25, 2010, 11:11:25 AM
There are going to be some horrendously nasty team builds. Like unstoppable.


Title: Re: Guild Wars 2
Post by: waylander on October 25, 2010, 11:35:23 AM
Regardless this is a good way to get people interested in both GW1 and GW2 again, and to generate some additional marketing.  I know since this announcement went out a lot of my old guild players are picking up the game again, and even some new folks are buying GW1 to get this stuff so they can get a leg up in GW2.


Title: Re: Guild Wars 2
Post by: Nebu on October 25, 2010, 11:51:36 AM
It has me considering a trip back to GW.  If I can run a group of myself and 7 heros, that's enough to help me grind out some of the Eye of the North content. 


Title: Re: Guild Wars 2
Post by: Ingmar on October 26, 2010, 03:19:23 PM
Kind of increases the temptation to frivolously buy the PVP unlocks so my heroes have access to all the elites...


Title: Re: Guild Wars 2
Post by: Nevermore on October 26, 2010, 04:54:58 PM
Just to show my ignorance, doesn't that only unlock them for PvP?  Now if they were unlocked for PvE too, I might be tempted as well.


Title: Re: Guild Wars 2
Post by: Ingmar on October 26, 2010, 05:04:14 PM
Just to show my ignorance, doesn't that only unlock them for PvP?  Now if they were unlocked for PvE too, I might be tempted as well.

It unlocks them for PVP, but as a consequence of that it means they're unlocked for heroes as well, who only care if an ability is unlocked on the account somewhere, not if the particular character you have the hero hanging out with knows it. It won't unlock it for your characters themselves for PVE.

So for example, unlock Elite Skill #1 on character A, and character B won't know it - but all of the heroes belonging to BOTH characters will be able to use it.


Title: Re: Guild Wars 2
Post by: Ard on October 26, 2010, 05:26:53 PM
It unlocks them for PVP, but as a consequence of that it means they're unlocked for heroes as well, who only care if an ability is unlocked on the account somewhere, not if the particular character you have the hero hanging out with knows it. It won't unlock it for your characters themselves for PVE.

So for example, unlock Elite Skill #1 on character A, and character B won't know it - but all of the heroes belonging to BOTH characters will be able to use it.

Holy crap, I didn't know that.  I was going to end up doing this the hard way.  That'll make doing a cookie cutter hero farming build so much easier.


Title: Re: Guild Wars 2
Post by: Nevermore on October 26, 2010, 06:23:27 PM
Ah, I gotcha.  I keep thinking 'heroes' means your characters, not the heroic henchmen.  Yeah, from my limited exposure to heroes I remember it's actually much easier to unlock skills and make builds for them that it is to do so for your actual characters.


Title: Re: Guild Wars 2
Post by: Lantyssa on October 26, 2010, 07:27:35 PM
Very much so.  Does unlocking Heroes themselves make them available for PvE?  It'd be an easy way to get one or two more heroes for armor so I can get companion unlocks.


Title: Re: Guild Wars 2
Post by: Ingmar on October 27, 2010, 01:12:47 AM
No, I think that just unlocks them for hero battles, and I don't think those actually exist anymore?


Title: Re: Guild Wars 2
Post by: Zetor on October 27, 2010, 01:23:19 AM
You can also unlock skills for your [pve!] heroes by buying the skills from the Balthazar vendor. I used to do this before the hall of monuments stuff came out -- now I'm spending all of my balthazar points on zaishen keys.  :awesome_for_real:

Getting elite skills for all heroes on your account is as easy as capping it on a single character: check wiki for skill location, log on character with access to said location (of course you need basically every campaign finished for this among all of your chars) switch secondary class appropriately, buy/equip capture signet, kill boss, capture skill, profit. As a bonus, one of the most popular/overpowered hero team builds (Discordway) uses the same elite for all 3 heroes (caveat: you need 3 necro heroes, which means doing about 1/2 to 2/3 of Nightfall and about 1/2 of EOTN).


Title: Re: Guild Wars 2
Post by: Lantyssa on October 27, 2010, 06:29:53 AM
I thought that's what they were talking about? (http://escapedredpanda.net/hotlink/smiley/huh.gif)


Title: Re: Guild Wars 2
Post by: Zetor on October 27, 2010, 06:48:59 AM
Yeah, but I think they were talking about buying an unlock pack ($20-ish per campaign iirc?); I was talking about buying skills individually ingame with Balth points (when you can't unlock them otherwise because you don't have a character who finished a particular campaign, etc). For a hero build like discordway you don't really need too many hero skills... just capping that one elite and getting the other (common) skills either from trainers or Balth faction should set you up for PvE dominance.


Title: Re: Guild Wars 2
Post by: Ard on October 27, 2010, 09:50:14 AM
No, Ingmar was talking about using Balthazar points, which I totally didn't know you could do.  I thought it only applied to pvp heroes.  I wanted to put together a Sabway or Discordway team, but I'm missing some of the key skills, and am inherently lazy and didn't want to have to go capture them all.

edit:  okay, I was wrong and misread what Ingmar was saying, my bad.


Title: Re: Guild Wars 2
Post by: Ingmar on October 27, 2010, 12:43:16 PM
No, Ingmar was talking about using Balthazar points, which I totally didn't know you could do.  I thought it only applied to pvp heroes.  I wanted to put together a Sabway or Discordway team, but I'm missing some of the key skills, and am inherently lazy and didn't want to have to go capture them all.

I was talking about the PVP unlock packs rather than the Balthazar points, but they all work the same way.


Title: Re: Guild Wars 2
Post by: Ginaz on November 22, 2010, 05:52:27 PM
Is it just me, or does it seem like theres and awful lot of people schilling for this on gaming sites? 


Title: Re: Guild Wars 2
Post by: Lantyssa on November 22, 2010, 09:26:57 PM
I don't visit other sites to know.  As it's the first game to seemingly offer a significant leap forward I am not surprised.

Whether it can truly accomplish this we'll see, but I haven't heard any negatives from the live demos they've had and so far and they are also saying the right things.


Title: Re: Guild Wars 2
Post by: UnSub on November 23, 2010, 12:58:10 AM
Is it just me, or does it seem like theres and awful lot of people schilling for this on gaming sites? 

There are quite a few who are promoting GW2 as The New Jesus.

It will, of course, turn out to be just like The Old Jesus, but with more RMT.


Title: Re: Guild Wars 2
Post by: KallDrexx on November 23, 2010, 09:51:18 AM
If Old Jesus is Guild Wars 1, then that's fine with me. 


Title: Re: Guild Wars 2
Post by: Tarami on November 23, 2010, 09:59:07 AM
It will, of course, turn out to be just like The Old Jesus, but with more RMT.
So it's the expected Jewish Messiah?


Title: Re: Guild Wars 2
Post by: DLRiley on November 23, 2010, 12:08:19 PM
The mmo industry needs a savior  :drill:


Title: Re: Guild Wars 2
Post by: Chenghiz on November 23, 2010, 12:16:10 PM
If Old Jesus is Guild Wars 1, then that's fine with me.  
With jumping. New Jumping Jesus!


Title: Re: Guild Wars 2
Post by: Paelos on November 23, 2010, 12:41:39 PM
If Old Jesus is Guild Wars 1, then that's fine with me.  
With jumping. New Jumping Jesus!

Jesus frowns on your jumping. It's not easy in sandals.


Title: Re: Guild Wars 2
Post by: Lantyssa on November 23, 2010, 01:26:38 PM
Snowy-white modern Christian interpretation of Jesus can't jump.  My New Jumping Jesus gets lots of air!


Title: Re: Guild Wars 2
Post by: FatuousTwat on November 23, 2010, 05:29:16 PM
(http://dl.dropbox.com/u/99701/jesus_get_shit_out_here.jpg)


Title: Re: Guild Wars 2
Post by: Outlawedprod on January 23, 2011, 08:57:26 AM
Info on Guardian coming soon.
http://www.guildwars2guru.com/forum/showpost.php?p=518576&postcount=140


Title: Re: Guild Wars 2
Post by: LK on January 23, 2011, 11:06:45 AM
It's the shiny new, the fact it's different and *works*. The limited exposure I had to the game was fantastic, but it was just that: limited exposure. No idea how it would hold up over hours or days. But I want to see more.


Title: Re: Guild Wars 2
Post by: Lantyssa on January 27, 2011, 09:10:04 AM
Newest class is released:  The Guardian (http://www.guildwars2.com/en/the-game/professions/guardian/)

I haven't read it yet, so impressions to follow.


Title: Re: Guild Wars 2
Post by: Paelos on January 27, 2011, 10:24:49 AM
Newest class is released:  The Guardian (http://www.guildwars2.com/en/the-game/professions/guardian/)

I haven't read it yet, so impressions to follow.

My impression? Paladin tank.


Title: Re: Guild Wars 2
Post by: kildorn on January 27, 2011, 12:10:00 PM
skimmed, but I liked the idea of passive skills on your bar (does X if you haven't use it, permanently, or disable the passive for 30s to do Y)

The line that mobs can't cross thing seemed odd and situationally bullshit. Overall, just made me want a gw2 beta already.


Title: Re: Guild Wars 2
Post by: Typhon on January 27, 2011, 12:14:02 PM
I'm kinda disappointed, actually.  I was hoping to not see any of the trinity besides hybrids that could DPS.  I could be reading it wrong though, because it seems to read like the guardian can invest an ally with his/her tanking ability - which doesn't actually remove the role (so I'm still a bit disappointed).  I was hoping for fluid combat where mitigation was handled via positioning (via snares/jumps) and cc.


Title: Re: Guild Wars 2
Post by: Lantyssa on January 27, 2011, 12:44:44 PM
It should allow for both.  Both the Warrior and Guardian videos had them moving about.  If tanking means hold the mob still so your friend can set up a combo, it's not a bad thing.

It's only bad if tanking means I stand here letting the mob wails on me while everyone else stands still and throws whatever they have at it.  From all the videos we've seen though, movement seems to be a part of the game.


Title: Re: Guild Wars 2
Post by: Ashamanchill on January 27, 2011, 02:49:21 PM
Dammit! I don't want to move I'm lazy! Although with only six(?) buttons to push maybe moving around and giving the old rotation a go wont be as bad.


Title: Re: Guild Wars 2
Post by: Lantyssa on January 27, 2011, 02:58:24 PM
Well, since you can use environmental and spell effects to change the affects of the attacks you do have, it shouldn't be a problem.


Title: Re: Guild Wars 2
Post by: Ashamanchill on January 27, 2011, 03:05:57 PM
Oh don't worry about me, I was just being melodramatic. Plus, depending on the classes they realease, or how one can 'spec' them, I was actually mulling making this game a rare exception and not being a tank.


Title: Re: Guild Wars 2
Post by: Ingmar on January 27, 2011, 03:17:41 PM
Playing as melee was generally crappy in GW so I will probably shy away from it myself.


Title: Re: Guild Wars 2
Post by: Mattemeo on January 27, 2011, 05:40:01 PM
Playing as melee was generally crappy in GW so I will probably shy away from it myself.

Dervish changed all of that for me. Apart from some chronic snare issues at lower levels, it just feels so much more fluid in combat than any other melee oriented class.

As for the Guardian, it looks very much like a Paladin with bells on. Actually reminded me most of 'Good' specced Dante from Dante's Inferno, lots of glowy blue Jesus Disc action.
Loved the videos, if not for the flash bang whizz but more for seeing the friendly old GW foes in shiny new form, Grawls, Drakes etc. Looking very, very good. Still believe art department may be wizards.


Title: Re: Guild Wars 2
Post by: Nevermore on January 27, 2011, 05:50:20 PM
I just dislike playing melee in GW because it seems like I'm constantly having to chase around stuff just to hit it.  Interestingly, it seems that this Guardian class would be less annoying in that respect since there seems to be all kinds of blue fireballs and shit you can shoot off at ranged targets.


Title: Re: Guild Wars 2
Post by: pxib on January 27, 2011, 05:52:09 PM
The Dervish changed how I thought about things like enchantments and cooldowns. A number of dervish enchantments worked in three parts: Immediate effect at cast-time, sustained effect during enchantment, effect when enchantment expires. Plus they had abilities which depended upon having a certain number of enchantments up (or which scaled by number of sustained enchantments) and others that would gain effects by removing enchantments, which also (usually) triggered the expiration effects of those enchantments.

A lot of depth in small packages.

The passive-effect-you-temporarily-cancel-for-an-instant-effect that they listed in Guardians sounds like exactly that sort of creativity. They really are the MtG of MMOs. I continue to look forward to exploring the classes more than I look forward to exploring the world.


Title: Re: Guild Wars 2
Post by: DLRiley on January 28, 2011, 06:28:47 PM
Newest class is released:  The Guardian (http://www.guildwars2.com/en/the-game/professions/guardian/)

I haven't read it yet, so impressions to follow.

Looks like it plays like a bloody paragon. So going to get nerfed.


Title: Re: Guild Wars 2
Post by: Fordel on January 29, 2011, 03:06:00 PM
The Dervish was the WoW Paladin Judgment system, 'done right' as they say.


Title: Re: Guild Wars 2
Post by: Sheepherder on January 30, 2011, 12:12:59 AM
WoW Paladin Judgment system, 'done right' as they say.

Which incarnation?  I've seen like four now.


Title: Re: Guild Wars 2
Post by: Fordel on January 30, 2011, 11:39:54 AM
One of the earlier ones, which they wouldn't let go of for what seemed like years.


Where you had Seals lasting like 10-20 seconds, dropping on judge and determining the judge effect.



Same basic idea and theme as what the Dervish in GW does, but the execution was terrible.


Title: Re: Guild Wars 2
Post by: Modern Angel on January 30, 2011, 01:08:02 PM
Dervish was a very well done class. The elite skills which turned you into avatars of the four(?) gods were especially awesome.


Title: Re: Guild Wars 2
Post by: Lantyssa on January 30, 2011, 01:26:58 PM
Five.

Dervish is one of my favorites, but I tended to go with longer lasting enchants so I didn't have to juggle so many at once.


Title: Re: Guild Wars 2
Post by: Fordel on January 30, 2011, 04:25:49 PM
One of the best things about the Dervish was also one of it's most basic.


All attacks being AE/Cleave, even the Auto was a cleave that hit 3 adjacent targets.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 02, 2011, 01:22:19 PM
Death to the Holy Trinity! (http://www.arena.net/blog/jon-peters-talks-combat)

The article gives a summary of the GW2 combat system with a few new tidbits.  Highlights:
 - Everyone has a slot devoted to a healing skill
 - Everyone can revive a fallen player, from level 1
 - Seven types of boons: Regeneration, Might, Fury, Swiftness, Protection, Vigor, and Aegis.  Aegis is Guardian-specific.  Others are shared.
 - Boon system; Similar buffs stack in duration, not effectiveness
 - No allied targeting.  Targeting is based on position and ground effects!
 - Adaptability and Mobility are major design points of the system.  Positioning and awareness matter.

This makes me so very happy.


Title: Re: Guild Wars 2
Post by: kildorn on February 02, 2011, 04:51:35 PM
Death to the Holy Trinity! (http://www.arena.net/blog/jon-peters-talks-combat)

The article gives a summary of the GW2 combat system with a few new tidbits.  Highlights:
 - Everyone has a slot devoted to a healing skill
 - Everyone can revive a fallen player, from level 1
 - Seven types of boons: Regeneration, Might, Fury, Swiftness, Protection, Vigor, and Aegis.  Aegis is Guardian-specific.  Others are shared.
 - Boon system; Similar buffs stack in duration, not effectiveness
 - No allied targeting.  Targeting is based on position and ground effects!
 - Adaptability and Mobility are major design points of the system.  Positioning and awareness matter.

This makes me so very happy.

The bolded makes me rage at people running out of healing fires in my mind <3


Title: Re: Guild Wars 2
Post by: Morfiend on February 02, 2011, 08:33:32 PM
So far they are saying everything right, everything. I know there is another shoe somewhere.


Title: Re: Guild Wars 2
Post by: Typhon on February 03, 2011, 05:11:26 AM
The other shoe is that it's a computer game, it's not the robot-jesus-unobtainable game that is playing right now in all our heads.  At the end of the day it's still a bunch of procedures that will need to run on your home machine and on servers.

I'm just happy that they are philosophically committed to not doing the trinity again.  I'm delighted that "mobility" is something they are stressing as an important part of combat.  More and more psyched about this release.


Title: Re: Guild Wars 2
Post by: Murgos on February 03, 2011, 05:21:59 AM
I have far more hope for this game then I do for SWTOR.  Well, except lasers.  I like lasers.  And spaceships.


Title: Re: Guild Wars 2
Post by: Sky on February 03, 2011, 08:01:20 AM
Other people are that shoe.


Title: Re: Guild Wars 2
Post by: Rasix on February 03, 2011, 08:08:09 AM
I have far more hope for this game then I do for SWTOR.  Well, except lasers.  I like lasers.  And spaceships.

Yah, I'd like to say I'm more psyched for this kind of approach but... I have the Imperial March as my ringtone.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Lantyssa on February 03, 2011, 08:29:46 AM
If GW2 does turn out to be better than sliced bread, maybe ArenaNet can make the next Star Wars MMO. ;D


Title: Re: Guild Wars 2
Post by: DLRiley on February 03, 2011, 08:42:59 AM
The major tenants of GW2 "anti-holy trinity" combat is very present in GW1. In GW1 to adopt a playstyle without a trinity you needed to actually understand the game, they were teams of all mesmers doing the hardest dungeons since prophecies, the problem was two fold
- you actually had to understand the game at a level beyond equating w/mo to a wow paladin.
- the game is filled with options, too many for the average player who instinctively looked for "how do I nuke? how do I tank? do we have a main healer?"

Because you can have the trinity most players relied on it and went with it despite the designers numerous attempts to allow players to play without it. Most of these attempts are present in the very first installment of the game. GW2 takes the same player who didn't know what a water ele was and gives him no choice but to play within the confines of the more advance system. However I suspect that the GW2 will take the "advanced" out of system, because the more people are forced to actually learn the system to actually play the more tears you will get in the first month of the games release. I'm more interested in seeming how much of this game runs on auto pilot and how much I have to actually do to master the system.


Title: Re: Guild Wars 2
Post by: Sky on February 03, 2011, 12:13:58 PM
Rift is dealing with a bit of that, though their anti-trinity ideas look stillborn. I'm tempted to log into this weekend's Rift event, but I think I'll just put an ear to the ground to see if the situation has improved at all.
Quote
That is why we want to eliminate things that we felt were burdens on the game such as:
Group LF Healer/Tank…
Party wipes when you lose the wrong person.
Watching the interface instead of the world.
Playing with people because you have to, not because you want to.
Being stuck in the same combat patterns over and over again.
Wow, this is pretty much my beta 1 Rift feedback. The Rift soul system can /easily/ be tweaked to incorporate this, but it seems by beta 3 they were pulling away from that goal.


Title: Re: Guild Wars 2
Post by: Merusk on February 03, 2011, 02:09:52 PM
Rift is dealing with a bit of that, though their anti-trinity ideas look stillborn. I'm tempted to log into this weekend's Rift event, but I think I'll just put an ear to the ground to see if the situation has improved at all.

There's an event this weekend? I hunted down a key last week only to find by the time I'd downloaded that the beta went down on Saturday so I got about 4 hours of game time total.  I've gotten no notice about anything since then.


Title: Re: Guild Wars 2
Post by: Ashamanchill on February 03, 2011, 09:29:08 PM
I know it sounds funny to you all, but I think if you take the trinity out of DIKUs you will lose a lot of players. Many people are set in having roles. Some people LIKE healing. Others, (myself included) like tanking. I find it fun.

This is definately a personal opinion, but saying shit like "The Holy trinity is bad mechanics! Let's free players from it and they will love us!' Kind of has a whiff of the ivory tower. It may not be a 'good' game mechanic, but I suspect it's something many DIKU players secretly enjoy.

Don't get me wrong, I will definately play GW2, I am looking forward to it (I like the 6 skill action bar), but I don't think you are going to vacuum off a horde of players by having 'a better design'.


Title: Re: Guild Wars 2
Post by: pxib on February 04, 2011, 12:13:54 AM
Many people are set in having roles. Some people LIKE healing. Others, (myself included) like tanking. I find it fun.
There will always be games available for them. I promise.


Title: Re: Guild Wars 2
Post by: Arrrgh on February 04, 2011, 05:39:56 AM
I know it sounds funny to you all, but I think if you take the trinity out of DIKUs you will lose a lot of players. Many people are set in having roles. Some people LIKE healing. Others, (myself included) like tanking. I find it fun.

There are two people in my guild who only play healers. Over years and several MMOs I've never seen them play anything other than a healing class. 

What does GW2 offer them?



Title: Re: Guild Wars 2
Post by: Typhon on February 04, 2011, 05:44:42 AM
Something new and different. Queue times not based upon waiting for role X.  A reason to watch what is actually happening versus watching people's health bars.


Title: Re: Guild Wars 2
Post by: Modern Angel on February 04, 2011, 05:45:01 AM
Have they ever played anything besides MMO? I wouldn't compare this thing to WoW (at least on paper; we'll see at release) or EQ beyond the number of people playing at once. It's the wrong comparison.


Title: Re: Guild Wars 2
Post by: Merusk on February 04, 2011, 05:51:18 AM
I totally wouldn't play Mass Effect if it didn't have the cleric job.  Ditto for Diablo.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 04, 2011, 06:42:21 AM
What does GW2 offer them?
The option to play RIFT, SWTOR, or any of the other fifty games using the Holy Trinity.


Title: Re: Guild Wars 2
Post by: Sky on February 04, 2011, 07:20:26 AM
I think if this game doesn't have stunt driving, it will lose a lot of players. I love stunt driving.


Title: Re: Guild Wars 2
Post by: Rasix on February 04, 2011, 07:30:01 AM
I totally wouldn't play Mass Effect if it didn't have the cleric job. 

Fine, dismiss the importance of medi-gel.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Fordel on February 04, 2011, 07:31:41 AM
People may in fact enjoy tanking, in the sense that they enjoy having 50 mobs beat on them with total futility like they are superman or the hulk.


Almost no one actually enjoys HEALING. They might enjoy the the guaranteed group spots, or how needed they are across the game, but the actual healing mechanics... the number of people that would enjoy just healing and would heal their quest mobs to death are very very small.


Title: Re: Guild Wars 2
Post by: Modern Angel on February 04, 2011, 07:51:47 AM
I've been playing MMOs a long, long time and I've run across way more people who enjoy exclusively healing than being even part-time tanks. I admit that the appeal is lost on me; healing is the one part of the trinity that I absolutely detest. But whatever floats your boat.


Title: Re: Guild Wars 2
Post by: Nebu on February 04, 2011, 08:06:10 AM
I've been playing MMOs a long, long time and I've run across way more people who enjoy exclusively healing than being even part-time tanks. I admit that the appeal is lost on me; healing is the one part of the trinity that I absolutely detest. But whatever floats your boat.

I absolutely love playing the healer in a group.  It allows me to control a portion of the game flow without having to be the leader (I get enough leadership crap at work).  I just wish that a game would allow healers to watch more than the UI during the gameplay experience. 


Title: Re: Guild Wars 2
Post by: Stormwaltz on February 04, 2011, 09:09:12 AM
I enjoy healing; it's grouping that I hate.  :oh_i_see:

I stand in the back and watch how the battle plays out. When appropriate, I step in. My job is to keep everyone else running, so they can focus on what they're doing without worrying that they're going to die. It's like what God told Bender in Futurama - when you do things right, people won't be sure you've done anything at all.

Now tanks, geez, those guys have a boring and unfulfilling job! Standing around and getting punched, but unable to really kill anything themselves? Ugh, count me out.


Title: Re: Guild Wars 2
Post by: DLRiley on February 04, 2011, 09:33:12 AM
I think GW2 main goal here isn't to remove the trinity for the sake of removing the trinity, though it looks like it at a glance. Arenanet figures that they are catering to a crowd more used to single player games than WoW. GW2 doesn't assume your in a group, in fact they assume your playing solo, not an innovation since most modern mmo's assume this is true as well. But I think Arenanet wants to take it even further, GW2 isn't trying to differentiate between solo play from group play, the class structure allows any combination or no combination of classes to stand together as a "group", the only thing required is x number of warm bodies. GW1 was the same except it gave the choice of falling back to the trinity.

The key to GW2 will be how will this translate to the player who runs flare on a warrior/elementist (google it). They already dumb down the deck building, till there is basically no way for the average player to ever mess up their build. The implications on pvp is enormous but to that later. The next step is how close to the trinity will the players get before frothing in the mouth, my guess will be warrior, necromancer, guardian or warrior, elementalist, guardian. The fact is even if you remove the dilku from the game, the players attracted to the big -mmo- sign will still be diku in mindset and playstyle.


Title: Re: Guild Wars 2
Post by: Ingmar on February 04, 2011, 11:34:51 AM
I've been playing MMOs a long, long time and I've run across way more people who enjoy exclusively healing than being even part-time tanks. I admit that the appeal is lost on me; healing is the one part of the trinity that I absolutely detest. But whatever floats your boat.

Not to go pop psychology here but I think most of those people enjoy the feeling of being needed more than the actual mechanics of healing.


Title: Re: Guild Wars 2
Post by: DLRiley on February 04, 2011, 12:35:16 PM
I've been playing MMOs a long, long time and I've run across way more people who enjoy exclusively healing than being even part-time tanks. I admit that the appeal is lost on me; healing is the one part of the trinity that I absolutely detest. But whatever floats your boat.

Not to go pop psychology here but I think most of those people enjoy the feeling of being needed more than the actual mechanics of healing.

I played a healer once, in GW1, and it was akin to playing wack-a-mole, while running for your life. At a scale of 1-10 from a pvp'ers perspective, i was a 2 at the job. If you want to see a stressful job type in "GW infuser" in google.


Title: Re: Guild Wars 2
Post by: Malakili on February 04, 2011, 12:48:37 PM
I've been playing MMOs a long, long time and I've run across way more people who enjoy exclusively healing than being even part-time tanks. I admit that the appeal is lost on me; healing is the one part of the trinity that I absolutely detest. But whatever floats your boat.

Not to go pop psychology here but I think most of those people enjoy the feeling of being needed more than the actual mechanics of healing.

I look at it as reactive v. proactive gameplay.  With DPS its about optimizing your rotation or whatever, you can plan that, and you can perfect that.  Healing is much more reactive (with a dash of prediction thrown in for classes that can prevent damage).  I like constantly reassessing the situation, having to choose who to cast spells on and so forth.


Title: Re: Guild Wars 2
Post by: SnakeCharmer on February 04, 2011, 01:11:36 PM
I've been playing MMOs a long, long time and I've run across way more people who enjoy exclusively healing than being even part-time tanks. I admit that the appeal is lost on me; healing is the one part of the trinity that I absolutely detest. But whatever floats your boat.

Not to go pop psychology here but I think most of those people enjoy the feeling of being needed more than the actual mechanics of healing.

Which is kinda weird in itself when you think about it.  When you do your job well, nobody really says anything because they expect you to keep them alive.  Drop the ball and the raid wipes, all eyes are you for the blame.


Title: Re: Guild Wars 2
Post by: birdsguts on February 04, 2011, 01:17:03 PM
I thought about it and realized I've actually played almost exclusively healers in any game that worked on a variation of "the trinity" for quite some time now. This extends even into games like Bad Company or TF2.
The reason though, has nothing to do with enjoying healing as a mechanic. Most of the time I'm just the most wiling to do that job in the group I'm playing with. No one else picked the healer so "what the hell?". After a while I actually became interested in what it allowed you to see and learn while playing. With healing you have to have much "softer eyes", you have to watch the whole battlefield and be willing to "peel off" of a target quickly and sometimes try and predict what is about to happen. Some games made this very fun... the Monk in GW1 was actually my favorite in a "fantasy rpg" style game. The older Shaman design from WAR was pretty fun too because you could throw out attacks after every 5 heals and they would be pumped up enough to really mess with whoever your DPS was focusing down or harassing.

What I'm trying to say is that at some point I realized the position allowed you to get a feel for a game's general battle flow... it helped me develop battle sense. In alot of the games I've done that role in you even got to control the "pushes" in some fashion. Usually via some kind of timer-ed ability. So the role itself became fun despite the fact that most implementations fail to impress or even entertain. That's almost a good thing (in certain games(but not really)) because it allows you to spend more time watching the actual battlefield.... but I'm glad to see a game trying to do away with the actual mechanical part of the "mechanic" in favor of making every class require that kind of awareness. That's the only thing I ever got out of playing healers in dikus. That broad awareness. They are retaining that part.

Maybe I'm an odd duck and not all healy types feel that way, but they are still using the part of that "role" that I like, they are just expanding it to cover the whole cast/game.


Title: Re: Guild Wars 2
Post by: DLRiley on February 04, 2011, 02:35:14 PM
Its not an expansion more of a removal. Every ones self interest will benefit the people who happen to be next to them. A real team will coordinate and stack the mitigation, while everyone else will probably just cast when their personally danger and since almost every "heal/support" skill is aoe, it benefits the players around them. Though I'm guessing most of the time that "party" heal will be wasted on a single person who drew too much aggro. In guild wars positioning and awareness were key in pvp anyway, i remember the tears when they changed the AI to actually switch targets based on the relative armor of the person they are attacking. The joy  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Numtini on February 07, 2011, 06:22:08 AM
I generally play a healer because it's useful and I have found I'm good at it and enjoy the role, but it's not so much any parts of the trinity, including healing, that make it appealing to me. What's appealing is that it requires working together. There doesn't seem to be any reason that someone couldn't make a game system that required cooperation and intra-party synergy of abilities, but was not the trinity. But so far, I can't think of a game that has. Closest would probably be some of the non-healing damage mitigators in COX. But usually it's eitiher been one of the two trinities (tank/healer/cc or tank/healer/dps) or it's been a DPS zerg with self-healing.


Title: Re: Guild Wars 2
Post by: DLRiley on February 07, 2011, 06:58:03 AM
True teamwork requires communication, something that mmo's still haven't added. Even on the TF2 scale of a button that plays the audio of "MEDIC!". The trinity doesn't enable teamwork, its just designed to look like teamwork. Its really just well disguised self interest, tank "tank" because he can't do anything but tank, even if his objective is to kill something. A healer heals as long as the aggro is kept far far away from them. Everyone is given a hyper specialized job to do and as long as everyone shows up to work the project gets done, that's not teamwork.


Title: Re: Guild Wars 2
Post by: croaker69 on February 07, 2011, 07:17:14 AM
True teamwork requires communication, something that mmo's still haven't added. Even on the TF2 scale of a button that plays the audio of "MEDIC!". The trinity doesn't enable teamwork, its just designed to look like teamwork. Its really just well disguised self interest, tank "tank" because he can't do anything but tank, even if his objective is to kill something. A healer heals as long as the aggro is kept far far away from them. Everyone is given a hyper specialized job to do and as long as everyone shows up to work the project gets done, that's not teamwork.

wat?


Title: Re: Guild Wars 2
Post by: DLRiley on February 07, 2011, 07:21:49 AM
True teamwork requires communication, something that mmo's still haven't added. Even on the TF2 scale of a button that plays the audio of "MEDIC!". The trinity doesn't enable teamwork, its just designed to look like teamwork. Its really just well disguised self interest, tank "tank" because he can't do anything but tank, even if his objective is to kill something. A healer heals as long as the aggro is kept far far away from them. Everyone is given a hyper specialized job to do and as long as everyone shows up to work the project gets done, that's not teamwork.

wat?

Work being whatever raid/dungeon, the project is simply actually completing the objective.


Title: Re: Guild Wars 2
Post by: UnsGub on February 07, 2011, 08:23:00 AM
True teamwork requires communication, something that mmo's still haven't added.

Disagree.  Look at a basketball and all the non verbal communications.  The same applies to groups in mmo.  Position, timing, movement, effects, timers, etc. are all forms of communications.


Title: Re: Guild Wars 2
Post by: Sky on February 07, 2011, 08:52:19 AM
 :heart: DL

No teamwork in mmo. Heh.


Title: Re: Guild Wars 2
Post by: ghost on February 07, 2011, 09:05:03 AM
There seems to be a lot less of a teamwork feel to WoW now that they have the dungeon finder.  I found that a good deal of the teamwork component was actually in the setup and education of the team (if it was a new group).


Title: Re: Guild Wars 2
Post by: DLRiley on February 07, 2011, 09:51:06 AM
True teamwork requires communication, something that mmo's still haven't added.

Disagree.  Look at a basketball and all the non verbal communications.  The same applies to groups in mmo.  Position, timing, movement, effects, timers, etc. are all forms of communications.

Counts as communication. In a mmo the above isn't an example of "non verbal communication", if your tank sprints into an open field and aggro's three mobs, you have 2 choices, take his "position" in front of three mobs as a sign of "hey I'm tanking" or call him a retard and leave him. Is it team work if you follow his lead, despite him making no previous indication that was his intentions or even bothering to see if your ready? 

:heart: DL

No teamwork in mmo. Heh.

I would say that a holy trinity done right usually requires extremely little communication especially if the GUI gives enough relevant information. When was the last time you was in a group and you actually had to tell the guy next to you or behind you what your planning on doing in a diku? Verbally or non verbally? Most people are too focused on doing their job to actually look up and say something of relevance. Most mmo's do a good job of allowing you to perform a role too efficiently if you pick a class with that "role" as the primary attribute of said class. Which alllows people to function individually despite being co-depednant on the guy behind or in front of them.

Like bee's and flowers, flowers need bee's to pollinate other flowers. Bee's need nectar. The bee getting covered in pollen and pollinating every flower he runs into isn't an example of teamwork.


Title: Re: Guild Wars 2
Post by: Typhon on February 07, 2011, 11:12:30 AM
There is communication in MMOs, but in general it isn't initiated by the player (exception: rdy?).  The game tells the healer who is hurt (no one needs to yell 'medic!').  The game tells the tank if he has aggro (actually, the game tells the DPS when they are getting too much aggro).  The game tells the team when to interrupt.  The internet tells the players what the strategies have succeeded for a particular dungeon.  There is a great deal of communication of information, but very little of it is (or needs to be) spontaneous and between players (exception: lrn2playUdouche!).

Where comm is important, in PvP, it already happens via ventrillo (or something else).

What MMOs typically lack is an explicit leader or commander role.

Edit 2: somehow thought that I had slipped into the Rift thread given Sky's response (after mine).


Title: Re: Guild Wars 2
Post by: Sky on February 07, 2011, 11:25:37 AM
Ok, let's LoS pull that mob, you polymorph that one, you sap that one. I'll run cures and backup heals, you MH this one. Watch out for the wanderer. Hey, this guy is using a debuff I can only single cure, you'll have to deal with it.

Etc. And that's the first instance in Rift.

I wouldn't know much about group/raid dynamics in most modern games, since the gameplay is a pile of shit played with a bunch of sociopathic retards.


Title: Re: Guild Wars 2
Post by: Typhon on February 07, 2011, 12:45:56 PM
Sky, all that is the same shit that happens in every MMO when everyone is new to the game.  (LoS pull that mob, apply this cc to that mob, etc).  In MMOs the encounters are pretty static - you get the same types of critters and you apply the same types of strategies.  (eg: Moon = sheep!)

Unless Rifts are spawning with variable geometries (that matter to the encounter) and/or spawning different mobs in different compositions (that behave differently dependent upon the composition) then it will settle down pretty quickly to not needing communication (duh! you always ploymorph the caster!).  Communication isn't necessary when the tactics required for victory are well known.


Title: Re: Guild Wars 2
Post by: Sky on February 07, 2011, 12:52:12 PM
Why are you playing a game where the tactics are all well-known?  :why_so_serious:


Title: Re: Guild Wars 2
Post by: DLRiley on February 07, 2011, 01:17:53 PM
A trick question is a trick question indeed   :why_so_serious:


Title: Re: Guild Wars 2
Post by: tazelbain on February 07, 2011, 01:32:58 PM
A trick question with weed is better.


Title: Re: Guild Wars 2
Post by: Ingmar on February 07, 2011, 01:34:04 PM
Why are you playing a game where the tactics are all well-known?  :why_so_serious:



Title: Re: Guild Wars 2
Post by: Typhon on February 07, 2011, 02:23:08 PM
Why are you playing a game where the tactics are all well-known?  :why_so_serious:

 :grin:  I'm willing to believe that eventually someone releases a game that actually delivers enough different types of encounters that it feels something like you need to come up with the tactics on the fly.  It's called 'hope', and it, rather than religion, is the true opiate of the masses.


Title: Re: Guild Wars 2
Post by: Mosesandstick on February 07, 2011, 02:41:15 PM
Sometimes, doing a new encounter would be the most I'd ever have, because you don't know what's coming and you have to think about it and respond dynamically. And then you die and it takes forever to do it again  :x


Title: Re: Guild Wars 2
Post by: Sky on February 08, 2011, 06:57:44 AM
Best answer I've heard, but I don't like chess, either :p To get introspective for a moment, that's part of why I tend to stay away from games like Blood Bowl. When I was a kid I loved chess, but I played it totally by the seat of my pants. Then I got to be friends with a kid who was actually trained in chess, knew all the gambits or whatever. He completely sucked the fun out of it for everyone else. Technically he was a great player, and I'm sure it was fun for him to stomp people by carrying out these tactics without the opposing tactics being enacted. But the result was nobody played chess with him anymore.

Anyway. There's a reason I tend to group a lot more in mmo betas than in releases.


Title: Re: Guild Wars 2
Post by: Xilren's Twin on February 08, 2011, 08:22:35 AM
Why are you playing a game where the tactics are all well-known?  :why_so_serious:

:grin:  I'm willing to believe that eventually someone releases a game that actually delivers enough different types of encounters that it feels something like you need to come up with the tactics on the fly.  It's called 'hope', and it, rather than religion, is the true opiate of the masses.

It's a bit of a catch-22 though; sure having some type of randomness to actual encounters would make them possibly more interesting, but a) there's only so much randomness you could reasonably expect to automatically use without them screwing up too easy/too hard, and more importantly, b) MMO players have been trained to avoid/minimize randomness as much as they can, so the sturm and drange whines over players dieing to randomized encounters would be epic.  Lets face, the "fun" part for most MMO players is NOT the encounter itself, its the rewards.  It's why people skip quest text and just look at the reward to see if it is "worth it", or look up boss fight plans someone else came up with.  It's all about the lewt.
(and who am I kidding; what I actually want is more focused on small groups with a person making encounter decisions (ala a DM) rather than random encounters anyway)


Title: Re: Guild Wars 2
Post by: DLRiley on February 08, 2011, 08:36:27 AM
Why are you playing a game where the tactics are all well-known?  :why_so_serious:

:grin:  I'm willing to believe that eventually someone releases a game that actually delivers enough different types of encounters that it feels something like you need to come up with the tactics on the fly.  It's called 'hope', and it, rather than religion, is the true opiate of the masses.

It's a bit of a catch-22 though; sure having some type of randomness to actual encounters would make them possibly more interesting, but a) there's only so much randomness you could reasonably expect to automatically use without them screwing up too easy/too hard, and more importantly, b) MMO players have been trained to avoid/minimize randomness as much as they can, so the sturm and drange whines over players dieing to randomized encounters would be epic.  Lets face, the "fun" part for most MMO players is NOT the encounter itself, its the rewards.  It's why people skip quest text and just look at the reward to see if it is "worth it", or look up boss fight plans someone else came up with.  It's all about the lewt.
(and who am I kidding; what I actually want is more focused on small groups with a person making encounter decisions (ala a DM) rather than random encounters anyway)

If you design an mmo and you hope for it succeed, than the bolded can not be true. Otherwise play WoW. It goes back to concept of designing a "good game" verse a good mmo. One will sell more than the other. We can't talk about a new mmo if we're already deducing that the game itself won't be fun. If that is the case, people won't play it, and the reward grind won't matter.


Title: Re: Guild Wars 2
Post by: Typhon on February 08, 2011, 08:53:36 AM
Known encounters breed douchebags that "do research" on those encounters and get pissy with the folks that enjoy thinking on their feet.  I don't care about what those players want.  They have self-selected themselves into crap games.  They want games that stroke the e-peen.  I want a game that starts difficult but will allow me to scale it based upon how much trouble I (we) are having with the encounter.

What I want is:

1) Demon's Souls (and/or Oni) character control and combat
2) Diablo (I) mob, level and loot randomness,
3) CoX scaling of difficulty based on squad size
4) The option to decrease difficulty based upon failure.  You don't get the "Ironman!" achievement, but you get to kill the encounter, you get loot.  Only giving loot to the folks that can already beat the encounter is making the rich richer.

Edit: grammar


Title: Re: Guild Wars 2
Post by: Sky on February 08, 2011, 09:16:39 AM
Otherwise play WoW.
You've made a couple assumptions, there.


Title: Re: Guild Wars 2
Post by: DLRiley on February 08, 2011, 10:12:46 AM
Otherwise play WoW.
You've made a couple assumptions, there.

I'm not assuming why people play WoW. I am saying if you are fixated on loot tables you could just play WoW.


Title: Re: Guild Wars 2
Post by: Sky on February 08, 2011, 11:14:43 AM
You did it again.


Title: Re: Guild Wars 2
Post by: birdsguts on February 08, 2011, 01:56:25 PM
*cough* GuildWars *cough*
http://www.arena.net/blog/against-the-wall-humanity-in-guild-wars-2
.. ughm.... Pretty .... bad voiceovers. I dunno. The female ones aren't AS bad but there's this one male voice in particular... Ugh.
Despite it all I'm still optimistic. If the rest of it feels good I'll barely notice the voices after about 10 minutes.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 08, 2011, 02:10:28 PM
"My sister is marrying a BARD!"

"I can accept the dead returning to life, but marrying a musician makes no sense whatsoever..."


Title: Re: Guild Wars 2
Post by: NiX on February 08, 2011, 04:21:34 PM
I'm still saddened by the fact that they release a ton of concept work. Leave that for the collector's edition!


Title: Re: Guild Wars 2
Post by: Sky on February 09, 2011, 09:04:37 AM
"My sister is marrying a BARD!"

"I can accept the dead returning to life, but marrying a musician makes no sense whatsoever..."
:drill:


Title: Re: Guild Wars 2
Post by: Lantyssa on February 09, 2011, 09:13:56 AM
The kids playing pretend was awesome as well.

"LightNING Bolt! LightNING Bolt!"

"I have no regrets.  <hurk>"


Title: Re: Guild Wars 2
Post by: Spiff on February 09, 2011, 11:23:49 AM
They're outBiowaring Bioware!  :awesome_for_real:

And I concur; the kids playing was excellent.

I'm so superexcitedIwantitNao!


Title: Re: Guild Wars 2
Post by: Sobelius on February 09, 2011, 01:28:10 PM
Yikes!  :uhrr:

Yes,a  couple of the voiceovers were good but someone is not giving any of the actors proper context or coaching so their tone sounds horribly disconnected and deaf to the content. Or whoever is approving these doesn't seem to care that the tone matches the content.

One exchange (the one that nailed the problem for me) is in the Queen/Minister/Ebonhawke track (0:49-0:55):

Woman:  "We can't make a treaty with the Charr. They can't be trusted."
Man: "The Searing is ancient history. Get over it."

They sound like a pair of Californians drinking wine in a hot tub and discussing a neighbor who doesn't hang tasteful lights at the holidays. Yes, the words give you "facts" and "lore" but a computer could do it - heck the text itself does that without a human sound.

If you're going to spend money on voiceover work make it count. These might be throwaway lines but how much more visceral it would feel to overhear a woman whose words said what these do but her tone let you know that she must have lost someone close to her because of the Charr, or that the vitriol in her tone tells you her distrust must be partly an irrational fear. Likewise, the man's tone could tell you he is likely a survivor of countless battles with the Charr, or maybe he's just weary of hearing the woman say the same tired thing a hundred times. None of this possibility comes through in these "I'm reading the words of the script" voiceovers. The kids sound like kids because they don't have to put anything behind what they say other than make it sound like they're playing a game, which they do just fine.


Title: Re: Guild Wars 2
Post by: Sky on February 09, 2011, 01:39:26 PM
I was just bitching about the same thing regarding F:NV. There is some decent VO on that title, but it's pretty sparse with a whole lot of non-contextual poorly-delivered lines in between.


Title: Re: Guild Wars 2
Post by: birdsguts on February 09, 2011, 04:42:33 PM
Excerpt from:
http://www.arena.net/blog/designing-humans

Quote
I would like to say a quick word about where we stand when it comes to the “sexiness” of our armors and costumes. This is a controversial subject that I encounter frequently on forums and message boards—not just about Guild Wars, but about a lot of games. I understand that many players feel that armor should be practical, realistic, and shouldn’t leave skin exposed to attack. When coming up with ideas for armor, the character and concept department try to balance the practical with the fantasy. We make armor that looks protective and functional, but we also make armor that looks sexy and shows a generous level of strategically placed skin. We recognize the “fantasy” aspect of our game; if you are able to rain down balls of fire from the sky, your clothing should not be a factor when it comes to body temperature, whether you are wearing your underwear or a fur coat. We’ve always intended to create outfits for male and female characters that are appealing and attractive without making our players feel uncomfortable about what their character or other player-characters are wearing. I think that Guild Wars has been very successful in this regard, and we will continue to make outfits that adhere to this philosophy.

Not to be unfairly negative but the fact that someone over there equates "fantasy" with "sexy" does kind of scare me. But hey... I don't exactly play these games for the immersion so as long as those kinds of ideas are contained to the art realm I guess I'm not too worried. The world design seems to look interesting enough anyway... so I suppose if I have to run around in it dressed like an idiot that's fine. It should still satisfy that occasional "must immerse and explore" craving. A slight knock to my confidence in the team as a whole but whatever. Not the worst designs out there at least.


Title: Re: Guild Wars 2
Post by: Sky on February 10, 2011, 08:25:21 AM
The bullshit detector, courtesy of Frank Frazetta:


It's ok if there are armors that look like that. However, if you just get the one and not the other, it's all about male developers and bewbs.


Title: Re: Guild Wars 2
Post by: Engels on February 10, 2011, 08:38:23 AM
it's all about male developers and bewbs.

In other words, the realm of fantasy  :grin:


Title: Re: Guild Wars 2
Post by: Hawkbit on February 10, 2011, 08:40:12 AM
I've always been a fan of choice - it wouldn't kill them to allow similar stat armors, one with skin and one without.  I'm in that small minority that would play in full plate instead of chainmail thong, but hey... at least it would be my choice. 


Title: Re: Guild Wars 2
Post by: Lantyssa on February 10, 2011, 09:04:25 AM
Y'all mean like Guild Wars does now (http://wiki.guildwars.com/wiki/Armor_art)?  (With most of those sub-links having different armor for 6-10 classes)

I really don't expect a lack of sexy, practical, and gaudy armor to be a problem.  Especially since every dungeon will also have its own styles on top of what you get elsewhere.  Guild Wars has always been about having style choices.  They've also turned it into a nice revenue stream by offering some really good looking costumes on top of the huge variety of armors available.

I'll eat my in-game reward hat if choice is a problem.


Title: Re: Guild Wars 2
Post by: Sky on February 10, 2011, 09:11:08 AM
I'm missing the Conan to balance the skimpy female outfits.

Also, very spiky looking stuff. Not much in there to my taste, the first real negative I've felt about the franchise. Do thing get less trendycool in GW2?


Title: Re: Guild Wars 2
Post by: Ingmar on February 10, 2011, 11:34:10 AM
There's a dude with an armored Go Navy half shirt in one of the pictures there, so I guess it is more equal opportunity than most MMOs so far on that front. We won't really know if they're mostly blowing smoke on that front until we see the range of elementalist wear though.  :oh_i_see:


Title: Re: Guild Wars 2
Post by: Shatter on February 10, 2011, 11:51:09 AM
http://www.ncsoft.net/global/ir/quarterly.aspx#none

Earnings reported with some info on beta, launches, etc.  By the sounds of it GW2 will likely be a 2012 launch. 

Snippet(pulled from guildwars2guru):

(about 25% in)
"... as for GW2, I think the development process is on track and we expect there will be at least a closed beta test during the year, and depending on the feedback we will further decide the actual date of open beta and commercialization launch. There are a lot of uncertainties, and we decided not to include the additional revenue which would come from the launch of Blade and Soul and GW2 when we make our guidance for 2011, but also there is a possibility that we may be able to launch those titles before the end of the year. If that happens we may be able to exceed our guidance. At this point the development is on track. Because this is a very sensitive matter, depending on the feedback of the beta, we may decide the actual date for commercialization. That is our stance regarding the progress of the development of those two titles."

Later on (about 80% of the way through)
"We have a wide range of scenarios from launching Blade and Soul and GW2 before the end of the year, to not launching both titles within the year. All our developers believe they will be able to complete the project definitely before the end of the year. The uncertainty is after we finish the production and run the open and closed beta, and feedback for customers. If everything goes well we will be able to launch the product soon enough, otherwise they will be delayed.

If we could launch them early enough, there will be huge impact. If we launch nearing the end of the year, the impact on the revenue will be limited."



Title: Re: Guild Wars 2
Post by: Sjofn on February 10, 2011, 02:56:01 PM
Y'all mean like Guild Wars does now (http://wiki.guildwars.com/wiki/Armor_art)?  (With most of those sub-links having different armor for 6-10 classes)

I really don't expect a lack of sexy, practical, and gaudy armor to be a problem.  Especially since every dungeon will also have its own styles on top of what you get elsewhere.  Guild Wars has always been about having style choices.  They've also turned it into a nice revenue stream by offering some really good looking costumes on top of the huge variety of armors available.

I'll eat my in-game reward hat if choice is a problem.

I fucking hated nearly all of the lady elementalist armor, and the stuff I didn't was rep bullshit armor (Kurzick is the kind that doesn't make me want to punch a kitten). They do have choices, but they didn't have enough "OK, I don't want to show that much skin because that is stupid" choices that were easy for me to get. And I get the "the really awesome armor, we want you to eeeeeeeeeeearn" thing, but when I was still playing, it was a pain in the ass I wasn't willing to go through (and that goes for all the classes, elementalist is just the very worst offender for the lady armor). For the most part, I do agree they did a decent job of their stated goal of wanting the ladies and gentlemen of the world to look sexy-but-functional, but the lady elementalists failed. A lot.

On the other hand, some of their male designs are hot. It's the only MMO I've played where the men are honest to god attractive to someone who is attracted to men, rather than some stupid power fantasy "straight dudes want to look like this" bullshit (I'm looking at you in particular, WoW).


Title: Re: Guild Wars 2
Post by: Strazos on February 10, 2011, 03:13:07 PM
Female Mesmers were kind of dumb looking.


Title: Re: Guild Wars 2
Post by: birdsguts on February 10, 2011, 03:33:58 PM
At least you could make a male mesmer that looked exactly like Prince after Nightfall came out.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 10, 2011, 04:14:16 PM
Sjofn, aren't you still trying to reach Lion's Arch? ;D


Title: Re: Guild Wars 2
Post by: Sjofn on February 10, 2011, 06:19:42 PM
I have all the expansions, it's just my Prophesies people who keep stalling out. Because Prophesies sucks.  :oh_i_see:

Honestly though, their whole armor system is a gigantic, hateful mess.


Title: Re: Guild Wars 2
Post by: ezrast on February 10, 2011, 07:47:11 PM
Usually a tiny hateful mess actually.

For the record, as a straight dude, I agree with you 100% on this kind of thing. Platemail brassieres just look stupid to me, and GW males looked way better than the standard roided out gorillamen. The WoW male models in particular are ugly as shit.


Title: Re: Guild Wars 2
Post by: Ashamanchill on February 10, 2011, 08:09:52 PM
When I make a toon I usually crank my muscle settings all the way to the max. If I'm paying  for a fantasy game, my avatar better damn well be a beast!


Title: Re: Guild Wars 2
Post by: Fordel on February 10, 2011, 09:18:46 PM
I'm fine with ridiculous armor as long as :

A) People who want to not be ridiculous can be.

B) It's equal opportunity ridiculous. If the lady is sporting a plate thong, the dude better wear a steel banana hammock.




My personal "no that is retarded!" is heels. Nothing seems more ridiculous to me then a warrior woman in stiletto heels. Be it fantasy art, super heroes or sci-fi stuff, the god damn heels. Heels are not for high adventure dammit.


Title: Re: Guild Wars 2
Post by: schild on February 10, 2011, 09:41:47 PM
I just want this game to be real. I don't give a fuck if the armor looks like MSPaint "art."


Title: Re: Guild Wars 2
Post by: Stormwaltz on February 11, 2011, 08:09:13 AM
I have all the expansions, it's just my Prophesies people who keep stalling out. Because Prophesies sucks.

I started with Prophesies, which may have been a mistake. I have to force myself to log in. I look at the GW wiki and see all this cool stuff, then I look around at the wasteland of Ascalon and wonder, "How do I get to the good parts?"


Title: Re: Guild Wars 2
Post by: Nevermore on February 11, 2011, 10:53:23 AM
For the most part I like the armors in GW, except for the most of the Assassin armors (points! look at all the POINTS!).  Even the Elementalist has a couple of armors that cover up most everything.  And what's really nice is there are costume pieces that you can turn on to cover up whatever armor you're wearing, though you have to buy those separately.

Now, if only there was more bag space to store all the different armors..   :cry:


Title: Re: Guild Wars 2
Post by: Ingmar on February 11, 2011, 11:23:06 AM
I would like the GW armor system a lot better if the economy/materials gathering for it was a little less irritating. That's where the 'mess' comes in for me.


Title: Re: Guild Wars 2
Post by: birdsguts on February 11, 2011, 12:13:45 PM
I have all the expansions, it's just my Prophesies people who keep stalling out. Because Prophesies sucks.

I started with Prophesies, which may have been a mistake. I have to force myself to log in. I look at the GW wiki and see all this cool stuff, then I look around at the wasteland of Ascalon and wonder, "How do I get to the good parts?"

In my opinion, start in Nightfall and work on getting Heroes and messing with different "team builds". That's the only thing that ever managed to really "hook me" into the single player experience. Being able to design a team build with the bots. Once you complete Nightfall you can go to wherever. I would say EotN is pretty fun in places. Save prophecies for later. Like when you need to get to places for the War in Kryta storyline.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 11, 2011, 12:50:34 PM
You don't even need to complete Nightfall.  Just getting a few critical heroes is enough.  Then a few more from Eye.  Then work on whatever you want.


Title: Re: Guild Wars 2
Post by: Sjofn on February 11, 2011, 03:38:34 PM
I would like the GW armor system a lot better if the economy/materials gathering for it was a little less irritating. That's where the 'mess' comes in for me.

Yeah, that's what I was specifically thinking of when I called it a mess.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 11, 2011, 04:23:25 PM
It's not that hard if you break down items while playing.  Stash what you can, keep the rares, sell the stuff you know you won't need to the material vendors.

After the very early levels, ID everything, including whites.  Trophies you can generally sell, though some salvage into useful things.  If it sells for less than 50g, break it down for materials.  If it is worth more and you don't need the mods, sell it.


Title: Re: Guild Wars 2
Post by: Ingmar on February 11, 2011, 04:44:35 PM
My objection isn't that it is hard. My objection is that it is annoying as shit.


Title: Re: Guild Wars 2
Post by: Sjofn on February 11, 2011, 05:29:57 PM
Like Ingmar said, it's not hard. It is annoying and terrible. I hate having to buy salvage kits and ID kits and the inventory juggling and the vault crap (which was a horror beyond imagining in the early days) and the remembering who the hell I even talk to to get my armor and what zone they're in (this is the worst in Prophesies, if I remember right) and oh shit this wasn't actually the style I wanted.

If I can only change one thing about it, though, I have to go with the materials. There is absolutely no reason for the number of different materials you have to keep track of.


Title: Re: Guild Wars 2
Post by: Nevermore on February 11, 2011, 07:13:43 PM
While I'd like the armor crafting to be more streamlined (are over 30 different materials really necessary?  really?), getting the armor you want is guaranteed in a straightforward, relatively easy (if time consuming) way.  Sure it would be nice if there was an in-game preview on the armors so I don't have to go to the wiki to make sure I'm getting the correct one.  The system could certainly use improvement.

But I'll take the GW imperfect system to the asstastic WoW raid paradigm of going to raid after raid, week after week, hoping that the RNG will take pity on you and the shiny finally drops and omg! you actually win it!  That to me is far more annoying.  And that's not even getting into all the various kinds of currencies, marks, seals and whatnot you have to deal with in WoW.  Yeah, just because WoW is worse (imo) doesn't mean GW's system is great, but I'll take going at my own pace knowing I'll eventually get what I want over annoying RNG any day of the week.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 11, 2011, 07:39:21 PM
You can also make sure all of your armor matches. :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Sjofn on February 11, 2011, 09:01:08 PM
While I'd like the armor crafting to be more streamlined (are over 30 different materials really necessary?  really?), getting the armor you want is guaranteed in a straightforward, relatively easy (if time consuming) way.  Sure it would be nice if there was an in-game preview on the armors so I don't have to go to the wiki to make sure I'm getting the correct one.  The system could certainly use improvement.

But I'll take the GW imperfect system to the asstastic WoW raid paradigm of going to raid after raid, week after week, hoping that the RNG will take pity on you and the shiny finally drops and omg! you actually win it!  That to me is far more annoying.  And that's not even getting into all the various kinds of currencies, marks, seals and whatnot you have to deal with in WoW.  Yeah, just because WoW is worse (imo) doesn't mean GW's system is great, but I'll take going at my own pace knowing I'll eventually get what I want over annoying RNG any day of the week.

You know very well that you could do the slow and steady way in WoW with the badger/point/whatever system. T9 and T10 were completely buyable. Yeah there were some things where you'd want a drop (goddamn trinkets) but don't pretend WoW is 100% RNG (which I agree that if it was, that sucks too, albeit in a completely different way).

Thing is, with RNG, it's simple and understandable. It's not ideal, but you don't have to open a wiki to understand it. GW's system is complicated and fiddly and, frankly, really poorly done in retrospect. It's actually a gamebreaker for me.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 11, 2011, 09:33:46 PM
If you're looking for a specific piece of armor, you have to go to the wiki for either one.  Sure there are a few sets you can buy in WoW, but they're good for a couple of levels then they're useless.  Nor are they the best.

In GW if you absolutely don't want to fiddle with it, just buy the materials.  It's more costly than breaking down items, but you can buy everything you need to have them crafted.  The only show stopper I'd really understand complaining about is that reaching some of the armor crafters can be difficult.  That's not to say some of the other complaints aren't valid.  Some of the suits I'm interested in are a pain, because I'm not willing to buy the materials.

GW2 we know there will be armor token drops in dungeons.  One dungeon, one token for everyone, so those will at least be reasonably obtainable.  Other sets we'll have to see since we haven't been told anything of the crafting system.


Title: Re: Guild Wars 2
Post by: Nevermore on February 11, 2011, 10:13:00 PM
While I'd like the armor crafting to be more streamlined (are over 30 different materials really necessary?  really?), getting the armor you want is guaranteed in a straightforward, relatively easy (if time consuming) way.  Sure it would be nice if there was an in-game preview on the armors so I don't have to go to the wiki to make sure I'm getting the correct one.  The system could certainly use improvement.

But I'll take the GW imperfect system to the asstastic WoW raid paradigm of going to raid after raid, week after week, hoping that the RNG will take pity on you and the shiny finally drops and omg! you actually win it!  That to me is far more annoying.  And that's not even getting into all the various kinds of currencies, marks, seals and whatnot you have to deal with in WoW.  Yeah, just because WoW is worse (imo) doesn't mean GW's system is great, but I'll take going at my own pace knowing I'll eventually get what I want over annoying RNG any day of the week.

You know very well that you could do the slow and steady way in WoW with the badger/point/whatever system. T9 and T10 were completely buyable. Yeah there were some things where you'd want a drop (goddamn trinkets) but don't pretend WoW is 100% RNG (which I agree that if it was, that sucks too, albeit in a completely different way).

Thing is, with RNG, it's simple and understandable. It's not ideal, but you don't have to open a wiki to understand it. GW's system is complicated and fiddly and, frankly, really poorly done in retrospect. It's actually a gamebreaker for me.

RNG is endlessly frustrating because there's nothing you can do about it other than keep pumping in the tokens, pulling the handle and hoping for the payoff.  Everything you need in GW is easily attainable, if sometimes time consuming for the 'prestige' stuff.  And all you have to worry about after buying your armor is your weapon, which is also easy to get.  In WoW, you can get your 'tier' basic armor with badges but that still left half your slots (necks, trinkets, rings, etc) subject to RNG.  Most importantly you're stuck with RNG for your weapon, which is what sucked the most.

Added to that is in GW, once you have your armor and weapon of choice, you're done.  Sure you can go chasing after new looks if you want but it's all purely cosmetic.  In WoW, you get to play the role of Sisyphus as all that gear you spent time getting just becomes a gateway for the next tier of content.  And you can't just ignore the treadmill unless you want to give up on seeing the gated content.  It boils down to a different style of game where gear in WoW is a means to an end while in GW it's largely just fluff.  I don't mind playing a game for the sake of playing the game, getting fluff armor along the way.  I do mind having to grind gear just to experience content.

Now if the Luxon or Kurzick armor turned out to be *necessary* rather than just a unique look, that grind would have been hellacious and I'd have dropped GW in a heartbeat.  Arenanet is no stranger to grinds, having seen what they did with Factions.  So to bring things back on point, if GW2 moves towards a WoW 'chase the loot' model, I'll be very disappointed.


Title: Re: Guild Wars 2
Post by: Sjofn on February 11, 2011, 10:18:52 PM
None of that really changes what I said: GW's system sucks nut. You find it tolerable. I do not. To the point where I cannot play the game.

Big surprise, that was your solution to hating WoW's system.


Title: Re: Guild Wars 2
Post by: Nevermore on February 11, 2011, 10:48:58 PM
I suppose one of the reasons I find it more tolerable is because I've been doing what Lantyssa mentioned; I just ignore all the materials and buy what I need off the traders when I have the money to do it.  Sure it's more expensive that way but it's well worth not having to put up with the aggravation of the resource gathering.  And since it's all cosmetic anyway, there's no hurry so it just comes when it comes.  No stress because it's not *needed*.

But yeah, if that option wasn't there I'd be in the 'sucks big fat hairy ones' club too.


Title: Re: Guild Wars 2
Post by: Ratman_tf on February 11, 2011, 11:12:52 PM
I have all the expansions, it's just my Prophesies people who keep stalling out. Because Prophesies sucks.

I started with Prophesies, which may have been a mistake. I have to force myself to log in. I look at the GW wiki and see all this cool stuff, then I look around at the wasteland of Ascalon and wonder, "How do I get to the good parts?"

That was my whole experience with Guild Wars. I like to hear about what they have planned for GW2, but goddamn. Whenever I actually boot up the first game, and look at my level 12 toon that's been stuck at level 12 for YEARS, I have to wonder if GW2 is going to be a closet warmer.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 12, 2011, 06:17:01 AM
If you're stalling due to Prophecies, play a different campaign.  I cannot emphasize this enough.  Prophecies is an order of magnitude slower, perhaps bordering on two, than Factions or Nightfall.


Title: Re: Guild Wars 2
Post by: Cheddar on February 12, 2011, 01:53:11 PM
If you're stalling due to Prophecies, play a different campaign.  I cannot emphasize this enough.  Prophecies is an order of magnitude slower, perhaps bordering on two, than Factions or Nightfall.

Stop tempting me!


Title: Re: Guild Wars 2
Post by: Nevermore on February 12, 2011, 02:59:39 PM
I can see why you're hesitant, since it's so expensive resubbing and all.  :grin:


Title: Re: Guild Wars 2
Post by: Morfiend on February 12, 2011, 05:38:45 PM
I can see why you're hesitant, since it's so expensive resubbing and all.  :grin:

It is if you only have Prophecies.  :oh_i_see:

I have been wanted to get in to GW many times, but thats all I have, and from that, I could just never get in to it enough to justify buying mote expansions.


Title: Re: Guild Wars 2
Post by: DLRiley on February 12, 2011, 06:22:21 PM
Unless you hate the concept of a single player rpg... you can

A. delete your crap toon for a new toon and start from the beginning, removing the jetlag from years of not caring.
B. ask f13 members who still play guild wars to play with you, you can do option A. together and have a blast watching Prince Leroy die 5 hour into the game.


Title: Re: Guild Wars 2
Post by: Koyasha on February 12, 2011, 07:37:34 PM
Every time I consider playing GW1 again, I remember that I can't jump, go 'meh', and figure I might as well just keep playing something else and see what happens when GW2 comes along.


Title: Re: Guild Wars 2
Post by: Sjofn on February 12, 2011, 07:38:51 PM
The not jumping bugs me a little less than the OH GOD IT'S A ONE INCH DROP, COMPLETELY IMPASSIBLE thing. But only a little.


Title: Re: Guild Wars 2
Post by: Ratman_tf on February 12, 2011, 08:14:23 PM
If you're stalling due to Prophecies, play a different campaign.  I cannot emphasize this enough.  Prophecies is an order of magnitude slower, perhaps bordering on two, than Factions or Nightfall.

I know. I eventually got Nightfall, but Prophecies just killed my enthusiasm deader than a doornail.


Title: Re: Guild Wars 2
Post by: Phred on February 13, 2011, 12:42:26 PM
People may in fact enjoy tanking, in the sense that they enjoy having 50 mobs beat on them with total futility like they are superman or the hulk.


Almost no one actually enjoys HEALING. They might enjoy the the guaranteed group spots, or how needed they are across the game, but the actual healing mechanics... the number of people that would enjoy just healing and would heal their quest mobs to death are very very small.

Personally I found the healing in EQ1 quite enjoyable. Even raid healing wasn't the bore others claimed and I could certainly tell when someone was attempting to bot. I tried healing in WoW but it was way too twitchy and fast for my taste.


Title: Re: Guild Wars 2
Post by: Phred on February 13, 2011, 01:11:43 PM
. What's appealing is that it requires working together. There doesn't seem to be any reason that someone couldn't make a game system that required cooperation and intra-party synergy of abilities, but was not the trinity. But so far, I can't think of a game that has.

You could say that the fellowship maneuvers in LoTRO are similar to this, badly implemented but they do tend to involve the whole party. It woulidn't be hard to make the mechanism aoe and work for anyone in range instead of just in your party too. Wouldn't expect that kind of innovation out of turbine though. After working hard to make every quest in the first book's epic arc soloable, they repeated their mistake with moria and made bottleneck quest chains and mandatory group quests everywhere. Those guys just don't learn.



Title: Re: Guild Wars 2
Post by: Sky on February 14, 2011, 09:02:21 AM
The great thing about mmo threads is they eventually get to the end game grindy bits and remind me why I hate mmo without ever having to go back and play mmo.


Title: Re: Guild Wars 2
Post by: Numtini on February 15, 2011, 07:02:04 AM
Quote
You could say that the fellowship maneuvers in LoTRO are similar to this, badly implemented but they do tend to involve the whole party. It woulidn't be hard to make the mechanism aoe and work for anyone in range instead of just in your party too. Wouldn't expect that kind of innovation out of turbine though. After working hard to make every quest in the first book's epic arc soloable, they repeated their mistake with moria and made bottleneck quest chains and mandatory group quests everywhere. Those guys just don't learn.

Actually attack chains work really well as a way to make groups more powerful than individuals, require working together, and not force you into strict roles. I think something like that would work out really well.

As to LOTRO, I think Moria was out before they got around to making all the epic quests soloable. I still wonder why they go to all the work to make them soloable and won't budge on a global LFG channel or a LFG system that actually works.


Title: Re: Guild Wars 2
Post by: Tmon on February 15, 2011, 07:52:55 AM
What I've never got is how poorly most games implement LFG, especially given how important grouping is in most MMOs.  The pattern seems to be ship with a really crappy/no LFG system and then introduce a revamped/new (possibly useful) system a year later that no one uses because they have become conditioned to use the work around (trade channel, spamming ooc, etc) that players developed after launch.  The devs then use the lack of use of the system to justify ignoring the problem for the foreseeable future.


Title: Re: Guild Wars 2
Post by: Sky on February 15, 2011, 08:18:06 AM
The popular excuse now is pointing to people whining about wow's dungeon finder destroying the community of the game.


Title: Re: Guild Wars 2
Post by: Numtini on February 15, 2011, 08:19:51 AM
Before the LFD system, which I think has ruined the game, WoW was as close to perfect as I could imagine. It had a useable dungeon finder and a global chat that you joined IFF you were in the dungeon finder. EQ2s tiered every-ten-levels chat system also worked wonderfully and other than the 0-10 channel was largely spam free.


Title: Re: Guild Wars 2
Post by: kildorn on February 17, 2011, 10:18:08 AM
The only logical point to LFD having issues with community cohesion is when it went cross server/battlegroup. As a core tool, it does it's job perfectly: takes the mess of X Y and Z roles looking for a group, and puts them into one. It even obeys ignore lists so if there's some prick you really dislike, it will never group you with them.

A server constrained LFD system won't damage server community at all, beyond the side effect of getting people out of trade chat and starving the trolls who like to live there because everyone is in it looking for groups.


Title: Re: Guild Wars 2
Post by: Koyasha on February 17, 2011, 12:43:16 PM
I don't know, I have to say I did prefer it when the LFG channel was global with the tool, and you had to actually form your own groups to a certain degree.  It wasn't as easy as 'queue up and get in a group eventually' but you actually had some control over your group.  While you could still do that even if there was a server constrained LFD tool like now, the pool of available players would be small because most people would just queue up automatically.

I also like there being a global chat channel.  Not sure what GW's history with global chat is, but I hope they have at least one channel that's global and you can be in anywhere, anytime.  I never liked WoW's apparent insistence on prohibiting any sort of global chat.


Title: Re: Guild Wars 2
Post by: kildorn on February 17, 2011, 01:20:50 PM
I always leave global and zone chats instantly in every MMO. Seriously, they all suck. My kingdom for the first company that puts Chuck Norris in the profanity filter.


Title: Re: Guild Wars 2
Post by: Tarami on February 17, 2011, 05:40:30 PM
Personally I think LFD with its auto-party function is the most evil and dehumanizing thing ever put into a game. By that I don't mean ambigiously, French Fries-evil, just traditionally, 1984-evil.


Title: Re: Guild Wars 2
Post by: Numtini on February 17, 2011, 07:31:40 PM
At least on the server I was on at the time, Earthen Ring Alliance, the LFG channel was great. I used the auto-lfg tool to get into it and would see people looking. I knew a bunch of the guilds by rep, so I had some clue. Pretty much the same experience I had with the EQ2 70-79 etc. channel. It wasn't as fast as the LFD tool, but it wasn't bad either -- usually had a group by the time I finished my dailies -- and when I got a group I usually had fun instead of grinding my teeth.

GW from memory, you formed groups by putting a tag up and people would join you. Not unlike the personal shops thing in Korean grinders. It was a complete failure.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 18, 2011, 09:42:39 AM
You show in the Group tab of the group/heroes/henchman page ('P').  I don't know how it was originally, but the existing one allows notes, shows party size, and whether normal or hard mode.


Title: Re: Guild Wars 2
Post by: Kageru on February 20, 2011, 07:36:22 PM

The WoW dungeon finder is terrible and the future. I'd be pretty certain it is based on their investigation of how long people are willing to wait from "press button" to "in dungeon" and finding there's a lot of people expecting it to be near instant or at least as fast as a online game lobby service.


Title: Re: Guild Wars 2
Post by: Vinadil on February 21, 2011, 05:08:29 AM
You can bet LFD leads to more money, or it won't stick around... which means it is not the developers "fault" if it gets implemented because more people like it than don't.  In a strange way that tool may actually lead to MORE community in games by showing people more value for joining a guild and getting to know people that they can group with on a regular basis.


Title: Re: Guild Wars 2
Post by: ezrast on February 21, 2011, 08:35:42 PM
Yes, MMOs haven't incentivized being in a good guild enough before now.  :oh_i_see:


Title: Re: Guild Wars 2
Post by: Vinadil on February 21, 2011, 08:42:40 PM
I see the attempt at sarcasm... but the data says that your statement is very true.  Most people are still not connected to a "good" guild, if "good" is defined as one that can access and beat all of the content in the game.  Sure those people who can do so are at an "advantage" (this term used loosely since most of these games are PvP by choice), but if the incentives were truly good enough then more people would do it.  The fact is most people say it takes too much time or requires them to be around too many idiots... so the incentives just don't measure up to the cost.  Granted this LFD seems to be more of a negative consequence rather than a positive incentive, but it will be interesting to see how it evolves.


Title: Re: Guild Wars 2
Post by: ezrast on February 21, 2011, 09:09:17 PM
Er, your argument is that devs need to make more rewards gated away from solo and small group players, so that people with time constraints or small social guilds will just have to buck up and join a big raid guild if they want the good stuff? Because if you're not in a progression guild, you're not having fun the right way?

I don't want to think you're saying that but I can't figure out how else to interpret it.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 21, 2011, 09:42:05 PM
It's Norn Week! (http://www.arena.net/blog/norn-week-begins)
Quote
They come from the land of the ice and snow—the norn! A valiant race of shape-changing barbarians, the norn are one of the five playable races in Guild Wars 2. This week we’re going to get within axe-throwing distance of the norn on the ArenaNet Blog with posts full of lore, art, screenshots, audio clips, fiction, and more. On Thursday, Feb 24th, we’ll be updating the GuildWars2.com norn page with a brand new video featuring the Shiverpeaks, the norn hunting grounds.
This makes me happy in my yurt.  Lots of pretty Norn fluff to be released this week.  Not too much of sustenance in todays, just telling us what we'll be seeing for the week.  There is one new screenshot at the end.

Hopefully they'll be doing a race a week now.


Title: Re: Guild Wars 2
Post by: Spiff on February 21, 2011, 11:53:14 PM
Read the first line, heard the big "AaaaaAAAaaaa" in my head, youtubed the song (again).
I'm content  :heart: (and feeling kind of old, stumbled on a vid of Page looking ancient now).

Don't think I've seen a screenshot of this that's disappointed me yet (I'm that guy that cares about graphics, sort of, I need to at least be able to discern my own avatar in a crowd).


Title: Re: Guild Wars 2
Post by: Vinadil on February 22, 2011, 06:45:14 AM
Yes, MMOs haven't incentivized being in a good guild enough before now.  :oh_i_see:

A more clear answer... No, MMOs haven't incentivized being in a good guild enough before now; as evidenced by the fact that most people do not form the necessary guilds to access these incentives.  I am not really making a value statement about this, though I am a part of the many that stopped playing games like WoW when it became necessary to spend hours a night simply to have a chance to win a single piece of armor that I needed in order to get to the next encounter that I could then spend hours a night working through for another increasingly smaller chance at another piece of shiny.

I think MMOs can make better incentives for encouraging people to get into guilds.  I suppose there are people who play with 5-6 friends in a guild, and that can be fun.  Personally I like our guild to run closer to 40-50 as I find that allows for a much more flexible and casual experience around multiple level ranges... but most MMOs punish that kind of play rather than incentivize it (IE level restrictions for groups, required gear levels for participation in raids, etc.).

But, to the topic of the LFD tool, I was mostly just wondering if it might have the unintended consequence of moving people to look for a guild so that they could have more chemistry with their teammates... revealing that often over-looked benefit of a "good guild".


Title: Re: Guild Wars 2
Post by: Murgos on February 22, 2011, 08:08:08 AM
Er, your argument is that devs need to make more rewards gated away from solo and small group players, so that people with time constraints or small social guilds will just have to buck up and join a big raid guild if they want the good stuff? Because if you're not in a progression guild, you're not having fun the right way?

I don't want to think you're saying that but I can't figure out how else to interpret it.

Um, yeah, the 'good stuff' should be hard to get, I don't see what's wrong with that.  Or, rather, I'm not interested in a game where any mouth breather can push butan and get bacon because the only person that game is fun for is the mouth breather.

Let me rephrase it this way, "Why should time constrained solo and small group players who have a limited ability to perform get the same rewards as the people who can achieve detailed, complicated goals?"


Title: Re: Guild Wars 2
Post by: Numtini on February 22, 2011, 10:59:34 AM
Quote
But, to the topic of the LFD tool, I was mostly just wondering if it might have the unintended consequence of moving people to look for a guild so that they could have more chemistry with their teammates... revealing that often over-looked benefit of a "good guild".

Probably, but at the same time it makes finding a guild even more difficult because you never group with people more than once.


Title: Re: Guild Wars 2
Post by: ezrast on February 22, 2011, 06:32:07 PM
"Why should time constrained solo and small group players who have a limited ability to perform get the same rewards as the people who can achieve detailed, complicated goals?"
"Not in a raid guild" and "not a mouth breather" are not mutually exclusive.

A more clear answer... No, MMOs haven't incentivized being in a good guild enough before now; as evidenced by the fact that most people do not form the necessary guilds to access these incentives.  I am not really making a value statement about this
You are, though - you're saying that if players aren't joining large guilds, then there is something wrong the game. My point is just that small group play is a valid playstyle and there's nothing wrong with catering to that style. There's nothing wrong with catering to large guild play, either, but it's not the default "right" choice.


Title: Re: Guild Wars 2
Post by: Sky on February 22, 2011, 08:39:47 PM
Yeah, screw you Murgos!  :drill:


Title: Re: Guild Wars 2
Post by: Typhon on February 23, 2011, 06:59:33 AM
Let me rephrase it this way, "Why should time constrained solo and small group players who have a limited ability to perform get the same rewards as the people who can achieve detailed, complicated goals?"

I think you've wandered into the wrong thread.  This is Guild Wars 2.


Title: Re: Guild Wars 2
Post by: Murgos on February 23, 2011, 07:21:24 AM
"Not in a raid guild" and "not a mouth breather" are not mutually exclusive.

If all you have to do is log in to get the phat lewts why should you get the same rewards as people who have to coordinate dozens of individuals in completing a complex multi-stage task?

Heck, why should a complex multi-stage task that can be completed by 3 people be rewarded as highly as a complex, multi-stage tasks that requires to coordinated efforts of 4 people?


Title: Re: Guild Wars 2
Post by: Stormwaltz on February 23, 2011, 07:48:03 AM
...why should you get the same rewards as people who have to coordinate dozens of individuals in completing a complex multi-stage task?

Because you'll retain more subscribers?


Title: Re: Guild Wars 2
Post by: Lantyssa on February 23, 2011, 10:03:55 AM
Because my money is just as good as theirs.


Title: Re: Guild Wars 2
Post by: Nevermore on February 23, 2011, 11:18:11 AM
Because it's just a game and not work?


Title: Re: Guild Wars 2
Post by: Typhon on February 23, 2011, 11:34:04 AM
I'm convinced he's trolling.  Especially since this is the GUILD WARS 2 thread.


Title: Re: Guild Wars 2
Post by: pxib on February 23, 2011, 06:56:29 PM
Indeed. Diminishing returns and cosmetic enhancements are proven and successful commodities.

The prestige emotes in Guild Wars were quite popular for e-peen flaunting. Also the hard to reach costumes. People who work hard (and/or waste a lot of time) get to look their own special kind of awesome, even if their stats are the same as the rubes'.


Title: Re: Guild Wars 2
Post by: Murgos on February 24, 2011, 06:41:22 AM
...why should you get the same rewards as people who have to coordinate dozens of individuals in completing a complex multi-stage task?

Because you'll retain more subscribers?

Anecdotally, the big companies who can afford studies into what contributes most to player retention and new subscriptions and who are on their third gen MMO don't seem to agree.


Title: Re: Guild Wars 2
Post by: Murgos on February 24, 2011, 06:44:37 AM
Because my money is just as good as theirs.

But your effort is worth more?  This is what you are saying with that argument.  That you, being a better person than the people in the raid guild, deserve to be rewarded more for your effort than they do for theirs?


Title: Re: Guild Wars 2
Post by: Murgos on February 24, 2011, 06:46:20 AM
Because it's just a game and not work?

Right?  Games have winners and losers?  No idea what you're talking about.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 24, 2011, 08:15:58 AM
Well, Guild Wars 2 seems to disagree with your (and their supposed) assessment.  We'll see who is right in the end.


Title: Re: Guild Wars 2
Post by: Sky on February 24, 2011, 08:36:37 AM
Murgos is trying to out-Bruce Bruce. Did that really need three posts?

Then again, what do us mouth-breathers know, right?

Oh, and you're sounding like an entitled twat.


Title: Re: Guild Wars 2
Post by: Mosesandstick on February 24, 2011, 09:07:01 AM
Can't we be civil and discuss that GW2 might be targetting a different segment of the audience than other MMOs?


Title: Re: Guild Wars 2
Post by: SnakeCharmer on February 24, 2011, 11:28:55 AM
Oh, and you're sounding like an entitled twat.

To be fair, even though I'm in agreement with the following statement, so does this:

Because my money is just as good as theirs.

Truth is, nobody is right about this and nobody is wrong.  Just got to meet in the middle.


Title: Re: Guild Wars 2
Post by: Typhon on February 24, 2011, 11:55:03 AM
[snip] Just got to meet in the middle.

Not really.  There are enough games in the market for you to pick you preference.  Want gear to matter?  Play WoW, Vanguard, EQ, there are many options.  Want to not be blocked from content and PvP by gear only obtainable by enforced grouping?  Play GW 2.  Everyone gets to be right, no need to meet in the middle.

Sorry.  I didn't mean to distract from Murgos' trolling.  Carry on.


Title: Re: Guild Wars 2
Post by: Sky on February 24, 2011, 01:42:50 PM
I wasn't talking about the group v solo issue, I was talking about the constant framing as:
winners and losers
being a better person...deserve to be rewarded
mouth breather.
That kind of twattery where the implied thought is that people who can put up with the bullshit for a raid are somehow better people. Weighing the argument like that is utter douchebaggery.

I like Murgos, but enough of that shit. You want to debate group content vs solo content, fine. But leave your superiority complex at the door, thanks.


Title: Re: Guild Wars 2
Post by: Sophismata on February 24, 2011, 11:42:51 PM
Anecdotally, the big companies who can afford studies into what contributes most to player retention and new subscriptions and who are on their third gen MMO don't seem to agree.
Hasn't WoW, the only 'successful' MMO after EverQuest (in the sense of meeting or exceeding its publisher's expectations for profit), continually reduced the requirements for raiding and continually provided more options for obtaining 'loot' outside of raiding? Given the continued (and increasing) successes of WoW, doesn't that say something about subscriber retention having nothing to do with kowtowing to the elitist?


Title: Re: Guild Wars 2
Post by: UnSub on February 25, 2011, 12:16:35 AM
I'd like a link to the anecdotal evidence, but I don't think it would surprise people that different MMOs cater to different groups, so what might retain players in one title won't retain them in another.

From a content point of view, you need to give something to the elitists - which also gives the non-elite something to aspire to - but you also have to create content that the non-elite enjoy too. And release it at the same time. Major content updates that only focus on one group tend to alienate the other groups who are left twiddling their thumbs / replaying old content.


Title: Re: Guild Wars 2
Post by: Zetor on February 25, 2011, 12:39:52 AM
Guild Wars (1) has elite pvp (and pve, iirc?) guilds, even though there's nothing to gain from hardmode pve or high-end pvp other than titles and swanky-looking armor with the same stats as average joe armor from the first level 20 outpost.


Title: Re: Guild Wars 2
Post by: Sky on February 25, 2011, 06:52:47 AM
Yeah, because solo players don't want swanky-looking armor.  :oh_i_see:


Title: Re: Guild Wars 2
Post by: Zetor on February 25, 2011, 06:57:59 AM
You can just opt to buy the armor instead (since it only takes tradable crafting materials and gold)... and the most expensive piece [obsidian armor] is ugly as sin anyway. :p

My point was that vanity rewards [titles and such] are fine as a 'differentiator' if they want hardcore players to feel special.


Title: Re: Guild Wars 2
Post by: Sky on February 25, 2011, 07:38:16 AM
Or, you know, stop rewarding "hardcore" players. There are games for that. And hardcore really translates into 'willing to grind' or group/raid content. I guess since we're beating the horse, I could drag out the old equine corpse that says in many ways soloing content is more difficult than taking it with a group, since you don't have the trinity to back you up (even npc help won't be as good as having players fill those roles, though I didn't play GW1).

 :grin:

But srsly, so tired of 'grind = reward'.


Title: Re: Guild Wars 2
Post by: Nebu on February 25, 2011, 08:10:03 AM
But srsly, so tired of 'grind = reward'.

I'm also getting increasingly bored with time = power as well.  I'm all for character development, but I'd rather that time = more choices. 


Title: Re: Guild Wars 2
Post by: Lantyssa on February 25, 2011, 09:16:56 AM
Or, you know, stop rewarding "hardcore" players. There are games for that. And hardcore really translates into 'willing to grind' or group/raid content. I guess since we're beating the horse, I could drag out the old equine corpse that says in many ways soloing content is more difficult than taking it with a group, since you don't have the trinity to back you up (even npc help won't be as good as having players fill those roles, though I didn't play GW1).
Except GW allows you to have henchman, and with Nightfall heroes.  With their next update your entire party can be made up of heroes, with challenge missions even allowing you to put heroes in all 11 slots.

Now GW2 isn't going to have heroes, but events will scale to the number of people there.  Dungeons always drop an armor token.  If a creature drops an item, everyone gets a drop.

I think they have the soloers and casuals covered.

Dungeons might require a group.  We'll have to see how they work.  Given the rest of their systems that may be okay though.


Title: Re: Guild Wars 2
Post by: Sobelius on February 25, 2011, 10:13:58 AM
Part of me wonders if the whole time/grind=better reward thing isn't at its heart a much deeper issue. The Christian biblical parable about the workers in the vineyard came to my mind, as it showcases a group of folks who felt that those who had worked "longer" should be paid "more". Fortunately, in game worlds, when it comes to fun and achievements, you don't always have to pair reward with difficulty/complexity.

Personally, I prefer the reward of the game to be a "fun experience" instead of "pixellated stats/money". Many times the early part of a game is the most enjoyable to me because it usually feels less like work and more like play.


Title: Re: Guild Wars 2
Post by: Malakili on February 25, 2011, 10:27:12 AM
Part of me wonders if the whole time/grind=better reward thing isn't at its heart a much deeper issue. The Christian biblical parable about the workers in the vineyard came to my mind, as it showcases a group of folks who felt that those who had worked "longer" should be paid "more". Fortunately, in game worlds, when it comes to fun and achievements, you don't always have to pair reward with difficulty/complexity.

Personally, I prefer the reward of the game to be a "fun experience" instead of "pixellated stats/money". Many times the early part of a game is the most enjoyable to me because it usually feels less like work and more like play.

The real problem is that these games are intended to be played for months or years on end.  There isn't any grind in games you are supposed to play once because it doesn't matter if you put it down in a few weeks when its finished.  If everyone could get what they wanted solo/easily, the retention would drop dramatically in my opinion.   The % of people who end game raid has always been kind of small compared to the people who don't, but the other side of it is that the people who don't get reinforcement of the fact that there is tons more out there in front of them, even if in reality they probably won't ever do it.


Title: Re: Guild Wars 2
Post by: Sobelius on February 25, 2011, 10:41:21 AM
... but the other side of it is that the people who don't get reinforcement of the fact that there is tons more out there in front of them, even if in reality they probably won't ever do it.

So much of the fun for the non-end-game-raider types is dependent upon constantly looking at the carrots dangling in front of them? Maybe, but even that won't keep someone around if another game comes in with equally good carrots obtainable for less 'work'.

I always find myself back at the place of seeing MMOs as attracting/losing players for lots of different reasons. Much depends on what the player wanted from the game in the first place and, kind of like musical taste, what experiences hit the right pleasure centers in the brain and signal that something is "fun" or "what I like and want more of".


Title: Re: Guild Wars 2
Post by: Malakili on February 25, 2011, 11:37:03 AM
... but the other side of it is that the people who don't get reinforcement of the fact that there is tons more out there in front of them, even if in reality they probably won't ever do it.

So much of the fun for the non-end-game-raider types is dependent upon constantly looking at the carrots dangling in front of them?

Thats not really what I said.  So much of what keeps them playing long term is that.  Whats "fun" might get you into the game, or what gets your to resub if you've cancelled, but I don't think that most people play MMOs, especially DIKU MMOs, long term because its just so damned entertaining to play.  Probably that any playing with friends are the two major factors.  Without something to aspire to, and people to help you get there, these games break down pretty quick in my opinion.


Title: Re: Guild Wars 2
Post by: Gunzwei on February 25, 2011, 12:38:53 PM
Dungeons might require a group.  We'll have to see how they work.  Given the rest of their systems that may be okay though.

PC gamer did an article on dungeons awhile back http://www.pcgamer.com/2010/10/19/guild-wars-2-exclusive-dungeon-reveals/ (http://www.pcgamer.com/2010/10/19/guild-wars-2-exclusive-dungeon-reveals/). Also gathering nodes as well are per individual and not shared. So if I mine a node it disappears for me but is still there for everyone else.

Yeah, because solo players don't want swanky-looking armor.  :oh_i_see:

I played GW1 primarily solo and had about 20 sets of prestige armor across all my characters. Any of the elite missions I wanted to do I pugged just fine (many times with most the group not speaking the same language). As someone who played GW for years I just see GW2 taking the good parts of GW (exploration/community/art) and dumping the shit parts of GW (super specific team builds, no jump/swim, healers).




Title: Re: Guild Wars 2
Post by: Stormwaltz on February 25, 2011, 01:26:54 PM
Hey, will I create any issues for myself by starting with Nightfall rather than Factions? One of the Nightfall female Ranger hair styles is this awesome gypsy/hippie deal. I must have.

Unless there's some way to access another campaign's appearance options that I don't know about.*




*Aside - GW vies with Star Trek Online for "most non/under-documented features."


Title: Re: Guild Wars 2
Post by: Ingmar on February 25, 2011, 01:30:06 PM
Hey, will I create any issues for myself by starting with Nightfall rather than Factions? One of the Nightfall female Ranger hair styles is this awesome gypsy/hippie deal. I must have.

Unless there's some way to access another campaign's appearance options that I don't know about.*




*Aside - GW vies with Star Trek Online for "most non/under-documented features."

No issues in particular, a Nightfall character can go do (most of) Factions and vice-versa, it just determines which starter experience you'll have basically.

On documentation, GW has (two) giant well-detailed wikis:

wiki.guildwars.com
guildwars.wikia.com

Honestly besides perhaps WoW it is the best-documented MMO I've ever played.


Title: Re: Guild Wars 2
Post by: Ard on February 25, 2011, 01:36:59 PM
Except GW allows you to have henchman, and with Nightfall heroes.  With their next update your entire party can be made up of heroes, with challenge missions even allowing you to put heroes in all 11 slots.

Wait, sorry to derail, they actually confirmed this when I wasn't looking?  I thought it was still in the "we're seriously thinking about this" phase.  This makes me happy if so.  I hate people with the fire of a thousand starved piranhas.


Title: Re: Guild Wars 2
Post by: Nevermore on February 25, 2011, 02:57:27 PM
Hey, will I create any issues for myself by starting with Nightfall rather than Factions? One of the Nightfall female Ranger hair styles is this awesome gypsy/hippie deal. I must have.

Unless there's some way to access another campaign's appearance options that I don't know about.*

Not only can you do that, but I'd recommend it so you'll have heroes when you go back to do Factions.

You can change a character's appearance after the fact by talking to an NPC at the Great Temple of Balthazar, but it's a micro-trans you have to pay for.  $9.99 for five appearance change tokens, I think?


Title: Re: Guild Wars 2
Post by: Lantyssa on February 25, 2011, 02:58:28 PM
Wait, sorry to derail, they actually confirmed this when I wasn't looking?  I thought it was still in the "we're seriously thinking about this" phase.  This makes me happy if so.  I hate people with the fire of a thousand starved piranhas.
Won't know for sure until it's done, but the wiki reads like it's a firm commitment now.


Title: Re: Guild Wars 2
Post by: birdsguts on February 25, 2011, 08:57:54 PM
No issues. Starting in Nightfall is the way to do it. You only miss trivial "starter" content.

Also, as far as the "full part of heroes" deal? That's confirmed to be coming in after the update that includes dervish changes. Whenever embark beach hits the heroes change should supposedly go live.
http://wiki.guildwars.com/wiki/Upcoming_changes_and_features


Title: Re: Guild Wars 2
Post by: FatuousTwat on February 25, 2011, 10:16:35 PM
Also gathering nodes as well are per individual and not shared. So if I mine a node it disappears for me but is still there for everyone else.

Why was it ever anything else? I mean, sure, It's fun to snake people, but it does get tedious after a while (especially if your class doesn't have some kind of speed buff).


Title: Re: Guild Wars 2
Post by: Nevermore on February 25, 2011, 11:18:06 PM
No issues. Starting in Nightfall is the way to do it. You only miss trivial "starter" content.

Also, as far as the "full part of heroes" deal? That's confirmed to be coming in after the update that includes dervish changes. Whenever embark beach hits the heroes change should supposedly go live.
http://wiki.guildwars.com/wiki/Upcoming_changes_and_features

The update that includes Dervish changes went live last week, so I guess that means the one with the hero changes is next?


Title: Re: Guild Wars 2
Post by: Lantyssa on February 26, 2011, 05:39:40 AM
Yep yep!  <bounces>


Title: Re: Guild Wars 2
Post by: Arrrgh on February 26, 2011, 05:51:39 AM
No issues. Starting in Nightfall is the way to do it. You only miss trivial "starter" content.

Also, as far as the "full part of heroes" deal? That's confirmed to be coming in after the update that includes dervish changes. Whenever embark beach hits the heroes change should supposedly go live.
http://wiki.guildwars.com/wiki/Upcoming_changes_and_features

Don't you miss out on spells/abilities if you don't have all the games?


Title: Re: Guild Wars 2
Post by: Lantyssa on February 26, 2011, 06:11:49 AM
There are four sets of skills:  Core, Prophecies, Factions, and Nightfall.  (Eye of the North stuff is all racial/reputation based skills)

If you don't own a campaign then, yes, you do not get access to those skills.  If you own it, then the campaign you start in only affect your starting skills.  All can be purchased or captured.  But there are so many, and with the core skills, it's possible to make a viable character no matter which campaigns you own.


Title: Re: Guild Wars 2
Post by: Stormwaltz on February 26, 2011, 03:12:08 PM
On documentation, GW has (two) giant well-detailed wikis:

If I have to alt-tab out of a game and search a wiki to find out how to play, the designers have failed. STO failed pretty badly. GW, so far, is only failing slightly less.

Sorry. Pet peeve. If you don't give me a really good manual, you damn well better explain things in the game.


Title: Re: Guild Wars 2
Post by: pxib on February 26, 2011, 04:21:08 PM
Sorry. Pet peeve. If you don't give me a really good manual, you damn well better explain things in the game.
A thousand times this, even if I think Guild Wars is a less-than-ideal example. MMOs have yet to implement a great tutorial, but GW has one of the best I've seen.

To get a good map of how your skills work and what their vocabulary means, as well as an idea of the specifics of each condition, go to the tutorial area off of the PvP hub island. It's west of the area with the trophies where you first appear after teleporting there from any of the PvE contients. It was included with Factions -- though it's now part of the core world -- and its range rings, demonstration conditions, and target dummies (moving and stationary) are fantastic at explaining the game's basics. Explore them at your leisure.

The wikis are worthwhile not because the game is unplayable without them, but because the game is complicatred and the interactions between skills are deep. And because there's no in-game source for "where do I find skill X via PvE".



Title: Re: Guild Wars 2
Post by: Lantyssa on February 26, 2011, 06:19:28 PM
If I have to alt-tab out of a game and search a wiki to find out how to play, the designers have failed. STO failed pretty badly. GW, so far, is only failing slightly less.

Sorry. Pet peeve. If you don't give me a really good manual, you damn well better explain things in the game.
I generally agree, and I played GW for years before really looking at the wiki.

However, the GW wiki is integrated into the game (F10) and is an unbeatable in-depth manual which is constantly updated.  You don't need it for anything but the most obscure things or if you just absolutely need to know where to get a suit of armor or obtain a specific skill.  It's the exception to my "I don't like wikis" rule.


Title: Re: Guild Wars 2
Post by: Ingmar on February 26, 2011, 06:33:19 PM
On documentation, GW has (two) giant well-detailed wikis:

If I have to alt-tab out of a game and search a wiki to find out how to play, the designers have failed. STO failed pretty badly. GW, so far, is only failing slightly less.

Sorry. Pet peeve. If you don't give me a really good manual, you damn well better explain things in the game.

And yet you play Paradox games.  :-P


Title: Re: Guild Wars 2
Post by: Stormwaltz on February 26, 2011, 07:20:56 PM
However, the GW wiki is integrated into the game (F10)

They never told me that in the game. I had no idea you can access the wiki in-game until reading your post.


Title: Re: Guild Wars 2
Post by: Stormwaltz on February 26, 2011, 07:22:09 PM
And yet you play Paradox games.  :-P

I gaze pointedly at the 145 page manual for EU3.  :grin:

EDIT: Okay, my point was poorly articulated. I consider a manual a barely-acceptable substitute. If your game is complex, you should either explain the features in-game (preferred), or include a decent manual I can reference while I have the game up on my screen, or read when I'm not playing.


Title: Re: Guild Wars 2
Post by: Engels on February 26, 2011, 09:25:51 PM
You mofos are spoiled. I remember having to print out so much stuff from Allakazam's back in the day I had a friggin' trapper keeper to play EQ with.


Title: Re: Guild Wars 2
Post by: Stormwaltz on February 26, 2011, 09:46:00 PM
You mofos are spoiled. I remember having to print out so much stuff from Allakazam's back in the day I had a friggin' trapper keeper to play EQ with.

I don't have a problem with obscure content. I have a problem with obscure core mechanics.

As a crude analogy, imagine if Doom never told the player how to switch weapons.


Title: Re: Guild Wars 2
Post by: Strazos on February 27, 2011, 07:29:06 AM
What is the game not explaining? I don't honestly remember being confused about the mechanics of the game at all - just looked up locations for drops/spells.


Title: Re: Guild Wars 2
Post by: Stormwaltz on February 27, 2011, 02:54:59 PM
Things that I recall finding through trial and error:

How to adjust chat channel settings.
How to salvage items (components and materials).
How and why to identify items.
How to craft (I bet people wondered why I was still wearing newbie armor at level 10).
How to follow the main plot (jump to he glowing shields and enter mission).

For that matter, I don't recall if they say explorable areas are all private/party instances, or that you can use the map to teleport from one hub to another.


Title: Re: Guild Wars 2
Post by: Fordel on February 27, 2011, 03:09:39 PM
I had no issues with any of those things.



I had issues with figuring out the exact effect of armor outside of the basic "more is better". I swear to christ I don't understand why games make armor and damage reduction so god damn retarded. It's like designers have contests on who can make the most obtuse armor system imaginable.


Title: Re: Guild Wars 2
Post by: Sheepherder on February 27, 2011, 06:35:50 PM
Which one is the obvious choice then?

1. Decreases damage taken by [armour value].
2. Decreases damage taken by [armour value] %.
3. Bonuses versus attack rolls made against you (d20 system).

With this feature to allow for mudflation:

1. Nothing.
2. Downgrading based on gear level vs. player level.
3. An arbitrary rating system analogous to #2.

And this to prevent players from becoming immune to physical damage:

1. Nothing
2. Diminishing returns.
3. Hard caps.
4. #2 and #3.

 :awesome_for_real:

There's a reason that pen and paper games are so ridiculously easy to game, and a well designed computer game takes spreadsheets and simulators.


Title: Re: Guild Wars 2
Post by: Fordel on February 27, 2011, 08:42:38 PM
Which one is the opposite of http://wiki.guildwars.com/wiki/Armor_rating  :why_so_serious:



Obvious armor/reduction to me is what they do in 4e and SC2.


Title: Re: Guild Wars 2
Post by: Sheepherder on February 27, 2011, 11:25:42 PM
SC2 isn't so obvious, since what it does is entirely dependent upon the attacking unit, it utterly horsefucks any character using fast / low damage weapons unless the amount of damage a player can do is utterly disproportional to the amount that armour can soak, and because the damage reduction isn't percentile based it would utterly destroy any hopes of a lowbie touching a higher level player unless you did some level-scaling-fu.

4e armour has increasing returns up until the only damaging attack result is a natural 20.  It would also need level scaling unless you like the D&D paradigm of high level characters wrecking low level ones.


Title: Re: Guild Wars 2
Post by: Fordel on February 28, 2011, 01:54:46 PM
Why do we give a shit about lowbies touching high level players, at least in terms of our armor system.

Ensuring low levels don't get farmed by high levels is a world design issue, not something addressed through armor. Doubly so in a game like GuildWars, where the level cap is 20 and you reach it in an weekend, assuming you just didn't just make a auto-20 to pvp with.


Title: Re: Guild Wars 2
Post by: Sheepherder on March 01, 2011, 02:53:23 AM
Why do we give a shit about lowbies touching high level players, at least in terms of our armor system.

You don't.  It's a fringe benefit of using a percentile based system, which goes along nicely with real numbers, which lets you use diminishing returns.  The reason you use the latter is for the same reason that Blizzard added diminishing returns to avoidance in WoW: at some point, nothing can hit you, approaching that point your survivability is exponentially greater than someone without those levels of avoidance.

Starcraft isn't even really in the scope of this argument.  It's purposefully built unbalanced so that the rapid fire tier 1 units get phased out due to massively diminishing DPS versus armored targets.  That's not the kind of system you want in an MMO unless you intend your rogue archetypes to be at a significant to insurmountable disadvantage in melee combat versus armoured targets.  It would be a great mechanic for wargames, tabletop games, or roleplaying games attempting to approximate reality.


Title: Re: Guild Wars 2
Post by: Margalis on March 01, 2011, 10:59:48 PM
Quote
1. Decreases damage taken by [armour value].
2. Decreases damage taken by [armour value] %.

This is like the hardest question in game design.

Both are terrible in their own way. Percentage reduction doesn't accomplish what you want or feel right, flat reduction is nearly impossible to make actually work.

Ideally I want a system where a high rate of fire, low damage weapon wrecks targets with no armor but fail against hardened targets, which are then owned by low rate of fire, high damage weapons. Percentage based reduction does not accomplish this as DPS becomes the universal single stat that matters, and flat reduction is a numbers nightmare.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 02, 2011, 06:28:14 AM
If only computers were capable of doing complex mathematics quickly.  Then we could have a system which doesn't use a linear curve and maybe even adjusts on the fly!

Imagine an armor curve that provides rapidly diminishing returns as it nears a set amount of reduction, or has armor resistant to different types of damage, or has dozens of skills that shift these armor values up and down!  That would be a marvel to behold.


Title: Re: Guild Wars 2
Post by: Ingmar on March 02, 2011, 11:18:18 AM
If only computers were capable of doing complex mathematics quickly.  Then we could have a system which doesn't use a linear curve and maybe even adjusts on the fly!

Imagine an armor curve that provides rapidly diminishing returns as it nears a set amount of reduction, or has armor resistant to different types of damage, or has dozens of skills that shift these armor values up and down!  That would be a marvel to behold.

I see what you're doing here, but the GW armor system really does suck, because it is so mathy that it is really hard to get a handle on just how good a +armor skill or armor mod is. It is very hard to know "should I put on this +20 against elemental damage rune on my armor instead of a +energy one" when you don't know how much it will even help you. Seeing an actual percentage value is much, much more understandable for people.

Remember how DAOC weapon styles used to say things like "high damage" or "very high damage" and you had to guess at what it meant? The math involved in GW's armor puts the decisions into "guess" territory for most people, and that really kind of sucks.


Title: Re: Guild Wars 2
Post by: Sky on March 02, 2011, 11:38:45 AM
I agree with that. Drove me nuts when I found out Rift's debuffs were basically useless because most mobs had no resistance to debuff. They don't ever tell you that. And the thing Draegan and I were on about with the soul screen, should have a summary telling you how everything you're choosing interacts with your stats.

Bah.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 02, 2011, 02:25:42 PM
I see what you're doing here, but the GW armor system really does suck, because it is so mathy that it is really hard to get a handle on just how good a +armor skill or armor mod is. It is very hard to know "should I put on this +20 against elemental damage rune on my armor instead of a +energy one" when you don't know how much it will even help you. Seeing an actual percentage value is much, much more understandable for people.
The main flaw with GW's armor system is that it doesn't show the numbers.  I'll agree with that.

But people are talking as if no one has invented a decent system when the game is about to turn six and it's got enough complexity to make the WoW number crunchers wet themselves in numerical joy.


Title: Re: Guild Wars 2
Post by: Kail on March 02, 2011, 02:40:37 PM
But people are talking as if no one has invented a decent system when the game is about to turn six and it's got enough complexity to make the WoW number crunchers wet themselves in numerical joy.

I had issues with figuring out the exact effect of armor outside of the basic "more is better". I swear to christ I don't understand why games make armor and damage reduction so god damn retarded. It's like designers have contests on who can make the most obtuse armor system imaginable.

The original complaint was that the armor calculations are too complex, I believe, followed by "that's because simple armor systems are all exploitable".  Having a super complex algorithm with a million different skills does me no good if I can't figure out which of those skills to use when , or which armor piece is better for what I'm trying to do than the others.  There are a number of different armor systems that work fairly well, but it seems like most of them require spreadsheets in order to understand what the actual effects of any given skill are.


Title: Re: Guild Wars 2
Post by: Fordel on March 02, 2011, 02:41:12 PM
Well since the original complaint (from me) is that the GW armor system is as transparent as a brick wall, then yes, no one has developed a decent armor system.  :oh_i_see:


Title: Re: Guild Wars 2
Post by: Stormwaltz on March 03, 2011, 07:31:21 AM
Some John Woo shit for a Thursday morning: a dual pistol Thief shown off at GDC.

http://www.gametrailers.com/video/gdc-11-guild-wars-2/711234


Title: Re: Guild Wars 2
Post by: Hawkbit on March 03, 2011, 08:00:10 AM
Wow that looks a lot more open world than GW1.  Which is a very good thing, imo. 


Title: Re: Guild Wars 2
Post by: Fordel on March 03, 2011, 01:22:54 PM
Why are the people playing the Demos always so terrible at them?


Title: Re: Guild Wars 2
Post by: Nevermore on March 03, 2011, 01:57:38 PM
All Hero parties went live today! (http://www.guildwars.com/support/gameupdates/default.php)  :heart: :Love_Letters: :heart:

Also, that Mercenary Hero thing is some kind of snapshot of one of your PCs that your other characters can then use as a hero.  Sadly, it's a microtrans which kind of makes me scratch my head and wonder what the point of it is.


Title: Re: Guild Wars 2
Post by: Ingmar on March 03, 2011, 02:06:11 PM
Time to hyperfocus on GW for a couple days, that should make it easier to finally finish off EOTN.


Title: Re: Guild Wars 2
Post by: Nevermore on March 03, 2011, 02:15:33 PM
Ironically it could make finishing off Factions harder if you take all Heroes, since they don't get celestial skills while henchmen do.


Title: Re: Guild Wars 2
Post by: DLRiley on March 03, 2011, 03:08:41 PM
Wow that looks a lot more open world than GW1.  Which is a very good thing, imo. 

Fuck the open world, iust realized how boss weapon switching in this game will be, why the hell doesn't areanet tell me how many weapons i can have alted. if its 5 like in guild wars i would jizz.


Title: Re: Guild Wars 2
Post by: Sheepherder on March 03, 2011, 08:06:30 PM
The original complaint was that the armor calculations are too complex, I believe, followed by "that's because simple armor systems are all exploitable".  Having a super complex algorithm with a million different skills does me no good if I can't figure out which of those skills to use when , or which armor piece is better for what I'm trying to do than the others.  There are a number of different armor systems that work fairly well, but it seems like most of them require spreadsheets in order to understand what the actual effects of any given skill are.

The people who want to understand will go out of their way to understand, the ones who won't wouldn't understand the full implications of 4e D&D rules or Starcraft rules or any of the other easy systems anyways.


Title: Re: Guild Wars 2
Post by: Outlawedprod on March 04, 2011, 02:02:17 PM
~8 minute mark
http://www.gametrailers.com/video/gdc-11-guild-wars-2/711236

Someone needs to turn on scaling for that Ice Worm =p


Title: Re: Guild Wars 2
Post by: PalmTrees on March 06, 2011, 02:13:18 PM
Yeah, the demo'er had enough time to turn the camera toward the worm and hit once or twice before it died. Very anti-climatic. The presenter tried to spin it as enjoyable unpredictability, heh. Same with the hunt beforehand. Reminded me of how my bard felt like a fifth wheel first time I tried DDO. Hopefully at least those were other players and not npcs doing all the heavy lifting.


Title: Re: Guild Wars 2
Post by: Furiously on March 06, 2011, 07:29:36 PM
I'm hoping there was a gear/level disparity.  The conversation part looked awkward but I'm excited for the rest. I am also poising for four pets to trade people.


Title: Re: Guild Wars 2
Post by: pxib on March 06, 2011, 07:49:38 PM
Also the very last bit seems like a misunderstanding of why people like to explore. Ignoring a signpost is not "exploring", it's "wasting time".


Title: Re: Guild Wars 2
Post by: Spiff on March 06, 2011, 11:31:03 PM
There's a bit of PR spin going on and I'm pretty sure it's the same tester they had for the thief video (no offence to 'Sarah', but get someone else in the driver's seat for these things, it can look 'real' and still a little smoother than this), but little to nothing that's turning me off at this point.

And I absolutely fucking love their art-direction, like give the whole art team bj's love it  :heart:.


Title: Re: Guild Wars 2
Post by: Murgos on March 07, 2011, 06:20:39 AM
There are a couple of videos from TERA up on gametrailers from GDC as well.  I have to say that the combat, as good as it looks in guild wars, looks even better in TERA.  However, pretty much everything else (environment, UI, and PVE questing flow) looks like it's had much more attention paid to it in guild wars.

Between TERA, GW2 and SWTOR this is the first time in a while that I've felt that there were upcoming MMO's that looked like real steps forward in some areas and not just complete MOTS in a new wrapper.


Title: Re: Guild Wars 2
Post by: Sky on March 07, 2011, 06:50:08 AM
And I absolutely fucking love their art-direction, like give the whole art team bj's love it  :heart:.
Yeah, the art direction is really the thing pulling me in strongest (and "free" is compelling when done right).

But I'm going to go ahead and skip the blowjobs.


(And I kind of block out the asura)


Title: Re: Guild Wars 2
Post by: Engels on March 07, 2011, 03:03:03 PM
like give the whole art team bj's love it  :heart:.

<looks at your avatar>

<gags>


Title: Re: Guild Wars 2
Post by: Strazos on March 07, 2011, 03:31:46 PM
Gags? Looks like plaster...


Title: Re: Guild Wars 2
Post by: UnSub on March 07, 2011, 06:00:24 PM
Gags? Looks like plaster...

That ain't plaster, son.


Title: Re: Guild Wars 2
Post by: Hutch on March 08, 2011, 10:06:32 AM
You guys should be Ashamed of yourselves.


Title: Re: Guild Wars 2
Post by: Hawkbit on March 08, 2011, 10:36:06 AM
You guys should be Ashamed of yourselves.

Seriously, there's no excuse. 


Title: Re: Guild Wars 2
Post by: Engels on March 08, 2011, 10:57:11 AM
I'm writhing about in shame like a beheaded robot in his robot juices.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 08, 2011, 02:27:51 PM
There is no shame in dreaming what I do about the GW2 devs.


Title: Re: Guild Wars 2
Post by: Phred on March 08, 2011, 09:32:12 PM

As to LOTRO, I think Moria was out before they got around to making all the epic quests soloable. I still wonder why they go to all the work to make them soloable and won't budge on a global LFG channel or a LFG system that actually works.

I think they are so proud of their lack of world wide spammable channels they can't see the utility of one. Most servers seem to have made their own and at least on my server it is marginally useful and only slightly retard heavy.

As to a working lfg system. If the almighty blizzard took 5-6 years to get one that worked what hope does Turbine have? Despite EQ1's fine example of a working system circa 2003 or so.


Title: Re: Guild Wars 2
Post by: Mattemeo on March 12, 2011, 06:41:42 PM
No one's mentioned it yet, beyond some GDC footage, but Arenanet's put up the Thief Page (http://www.guildwars2.com/en/the-game/professions/thief/)

I really, really like their take on the class. It seems so much more intuitive and exciting than most other MMO's rogue-likes. That you start off with a full ammount of 'initiative' which replenishes over time instead of having to work your way up to an attack ala WoW (which I always considered somewhat backwards) is a huge step in the right direction. That you're also basically goddamn Nightcrawler is a giant leap in fun.


Title: Re: Guild Wars 2
Post by: Sheepherder on March 12, 2011, 11:14:15 PM
I really, really like their take on the class. It seems so much more intuitive and exciting than most other MMO's rogue-likes. That you start off with a full ammount of 'initiative' which replenishes over time instead of having to work your way up to an attack ala WoW (which I always considered somewhat backwards) is a huge step in the right direction. That you're also basically goddamn Nightcrawler is a giant leap in fun.

Erm?  Energy and Shadowstep?  Come on guy, WoW has had the first since launch, and the second since TBC.


Title: Re: Guild Wars 2
Post by: Sjofn on March 12, 2011, 11:34:41 PM
It does read like energy rather than reverse combo points, but I'd have to play it to know. But who cares, the thought of dual wielding pistols makes me smile.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 13, 2011, 05:51:50 AM
This game is going to be terrible for my alt-itis.  Four of the six classes i'm really interested in playing, and I'm alt-curious about the other two.  I hope the last two aren't interesting to me.


Title: Re: Guild Wars 2
Post by: kildorn on March 13, 2011, 09:50:36 AM
From about 10 minutes of futzing: game is fun. Looking forward to it a lot.


Title: Re: Guild Wars 2
Post by: Furiously on March 13, 2011, 10:38:07 AM
This game is going to be terrible for my alt-itis.  Four of the six classes i'm really interested in playing, and I'm alt-curious about the other two.  I hope the last two aren't interesting to me.

The hall of monuments is KILLING me right now.  You people who have not logged in - in FIVE years. you should let me have your minipets.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 13, 2011, 11:25:57 AM
I call dibs on a Water Djinn!

It seems like an appropriate time to mention I had made a mini-pet spreadsheet to help facilitate trades.  I'll be happy to add people to the gdoc if they contact me in a PM.


Title: Re: Guild Wars 2
Post by: DLRiley on March 13, 2011, 12:12:14 PM
No one's mentioned it yet, beyond some GDC footage, but Arenanet's put up the Thief Page (http://www.guildwars2.com/en/the-game/professions/thief/)

I really, really like their take on the class. It seems so much more intuitive and exciting than most other MMO's rogue-likes. That you start off with a full ammount of 'initiative' which replenishes over time instead of having to work your way up to an attack ala WoW (which I always considered somewhat backwards) is a huge step in the right direction. That you're also basically goddamn Nightcrawler is a giant leap in fun.

Picture a gang of those bastards.,


Title: Re: Guild Wars 2
Post by: Sjofn on March 14, 2011, 07:43:03 AM
I'm alt-curious about the other two.

I lol'd.  :heart:


Title: Re: Guild Wars 2
Post by: HaemishM on March 14, 2011, 02:46:01 PM
No one's mentioned it yet, beyond some GDC footage, but Arenanet's put up the Thief Page (http://www.guildwars2.com/en/the-game/professions/thief/)

HAWT.  :grin:


Title: Re: Guild Wars 2
Post by: Stormwaltz on March 14, 2011, 05:07:40 PM
I don't play games to crush, I play them to bake bread: Andrew McLeod Talks Crafting in GW2 (http://www.arena.net/blog/andrew-mcleod-talks-crafting-in-gw2)

(Article was posted a week ago, but I didn't see a link upthread.)


Title: Re: Guild Wars 2
Post by: PalmTrees on March 14, 2011, 05:46:09 PM
Quote
We decided to go with a discovery system for learning recipes so as to allow crafters to distinguish themselves.  When there is a static list of recipes learned from a trainer, every character with that crafting discipline is the same.  However, with a discovery system, players that spend time and effort on their crafting disciplines have a way to distinguish themselves..

They must realize every recipe will be on a listed on a wiki before open beta is even an hour old, right?


Having only two skills active but being able to switch them without starting over, for a fee,  makes me wonder why they bother with the limit of two. Make the fee big as a gold sink or so prohibitive you have a de-facto limit of two skills? Might keep crafters that like to stick to one character around as they max all the skills on that one guy.


Title: Re: Guild Wars 2
Post by: Ingmar on March 14, 2011, 06:03:08 PM
I take it to mean there will be a time/effort gated process in actually learning the recipes, listed on a wiki or not.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 14, 2011, 07:08:00 PM
I'm fine with the system as it will let me experiment.  If I really need to know a recipe then I can look it up.


Title: Re: Guild Wars 2
Post by: Furiously on March 14, 2011, 10:06:11 PM
http://www.justin.tv/alienwarearena/b/281335903 (http://www.justin.tv/alienwarearena/b/281335903) Shitty sound. But bit more playing.


Title: Re: Guild Wars 2
Post by: Mattemeo on March 15, 2011, 04:53:29 PM
http://www.justin.tv/alienwarearena/b/281335903 (http://www.justin.tv/alienwarearena/b/281335903) Shitty sound. But bit more playing.

Skip to about 11 minutes in, and stop watching around 45. Otherwise you'll be watching a lot of loops of the old GW2 cinematic wtih PAX background noise.

And yeah, GW2 thief is something entirely different. Actual melee combat (which happens only when strafe firing dual pistols isn't cool enough at that precise moment) is actually reminding me of Batman: Arkham Asylum's grapples. Lots of attack > flip over target > attack some more > flip back over. Nice.


Title: Re: Guild Wars 2
Post by: Furiously on March 15, 2011, 06:18:44 PM
I'm just wondering how they are going to make the other classes that fun to play.


Title: Re: Guild Wars 2
Post by: Zetor on March 16, 2011, 12:01:40 AM
Pretty awesome, though I wonder how that's going to work with 300+ ms latency... I'll probably stick to a caster like usual. 


Title: Re: Guild Wars 2
Post by: AutomaticZen on March 16, 2011, 07:07:00 AM
I took in a demo at PAX East.

I left... very impressed.  I mean damn.

I never touched Guild Wars, but the sequel is just amazing all around so far.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 01, 2011, 07:27:05 AM
Seventh profession released (http://www.guildwars2.com/en/the-game/professions/commando/).

It was a gun class as we suspected.  Yet another one I want to play.


Title: Re: Guild Wars 2
Post by: KallDrexx on April 01, 2011, 07:33:41 AM
I'm assuming that's an april fools joke.....


Title: Re: Guild Wars 2
Post by: Murgos on April 01, 2011, 07:45:05 AM
I'm assuming that's an april fools joke.....

Predator strike!


Title: Re: Guild Wars 2
Post by: Lantyssa on April 01, 2011, 08:25:57 AM
I'm assuming that's an april fools joke.....
Y'think? :-P


Title: Re: Guild Wars 2
Post by: kildorn on April 01, 2011, 09:19:06 AM
That or mesmers got a pretty hefty buff in GW2.


Title: Re: Guild Wars 2
Post by: Lucas on April 01, 2011, 10:04:16 AM
Now we talk!  :drill:



Title: Re: Guild Wars 2
Post by: Hawkbit on April 01, 2011, 10:44:46 AM
I saw that pic and actually thought "Hell, I'd play that."


Title: Re: Guild Wars 2
Post by: Lantyssa on April 01, 2011, 10:51:25 AM
I'm told that there is an Apache sitting in Embark Beach with a Commando mission.  At work, so I can't try it myself yet.


Title: Re: Guild Wars 2
Post by: Hawkbit on April 01, 2011, 12:00:25 PM
Thanks for the tip, lol.

(http://dl.dropbox.com/u/201105/gw001.jpg)


Title: Re: Guild Wars 2
Post by: Nightblade on April 01, 2011, 12:30:07 PM
Reinstalling GW1...


Title: Re: Guild Wars 2
Post by: Nija on April 01, 2011, 12:31:24 PM
That's a pretty great April fools.

Honestly I wouldn't mind seeing a game that has a very strange mix of things. Like Mark Jacob's Romans in space thing that got cancelled.


Title: Re: Guild Wars 2
Post by: KallDrexx on April 01, 2011, 12:36:47 PM
They definitely put a lot of production value into an April fools joke lol. 


Title: Re: Guild Wars 2
Post by: kildorn on April 01, 2011, 12:38:56 PM
Romans in space wasn't novel as much as it was "we want to make a play for the W40k license"

I'm surprised at how much effort they put into this gag though, good show Arena.


Title: Re: Guild Wars 2
Post by: Ratman_tf on April 01, 2011, 01:15:09 PM
Quote
We decided to go with a discovery system for learning recipes so as to allow crafters to distinguish themselves.  When there is a static list of recipes learned from a trainer, every character with that crafting discipline is the same.  However, with a discovery system, players that spend time and effort on their crafting disciplines have a way to distinguish themselves..

They must realize every recipe will be on a listed on a wiki before open beta is even an hour old, right?

Every quest, mob and piece of gear too.

We can stop playing games and just read the wiki!  :drill:


Title: Re: Guild Wars 2
Post by: Lantyssa on April 01, 2011, 04:22:16 PM
Oh wow.  The mission is perfect. :heart:


Title: Re: Guild Wars 2
Post by: Mattemeo on April 01, 2011, 05:24:24 PM
The mission is surprisingly hard. Expect the boss fight to last for a long time. I actually thought I was being trolled it took so long to beat him! Seriously, Arena Net have won this April Fool's. That's some serious dedication to piss-taking.


Title: Re: Guild Wars 2
Post by: pxib on April 01, 2011, 07:27:36 PM
I wouldn't be surprised if the models, textures, and animations are middle-ware somebody already owned the rights to.


Title: Re: Guild Wars 2
Post by: Draegan on May 05, 2011, 07:51:56 AM
http://gw2.variance.hu/2011/05/04/variance-guild-wars-2-arenanet-interview/

Cool article about WvW (World vs World?) or RvR whatever.

Quote
Is the marketplace going to be global between servers, i.e. drawing data for marketplace prices and selection from multiple servers, or is it going to be local to a specific server?

Eric: The Marketplace will be global, drawing data from all servers.

Also global multi-server auction houses?  Yes please.


Title: Re: Guild Wars 2
Post by: HaemishM on May 05, 2011, 08:13:26 AM
I am erect with delight.  :drill:


Title: Re: Guild Wars 2
Post by: Morfiend on May 05, 2011, 02:12:23 PM
I said it before in this thread, but these devs really know how to say the right things. The type of things that get jaded vets excited again.

Please to be not fucking this up.


Title: Re: Guild Wars 2
Post by: DLRiley on May 06, 2011, 02:05:56 PM
I like the response to RP severs -> "That's retarded."
Though not being able to switch severs is pretty clone shoes for various reasons.


Title: Re: Guild Wars 2
Post by: Typhon on May 07, 2011, 06:09:36 AM
What do clone shoes look like?


Title: Re: Guild Wars 2
Post by: Threash on May 07, 2011, 06:53:37 AM
I like the response to RP severs -> "That's retarded."


They actually said that?


Title: Re: Guild Wars 2
Post by: Tarami on May 07, 2011, 06:57:14 AM
They actually said that?

Quote from: Eric
We are still discussing exactly how we want to handle our server structure and whether or not we want to have things such as RP servers. Once we make those decisions we will do our best to let our community know about our plans.

So no.. not exactly. :uhrr:


Title: Re: Guild Wars 2
Post by: DLRiley on May 07, 2011, 07:08:44 AM
Considering their sever structure, if they were planning on an RP server it would be in the design somewhere near the start instead of a after thought close to their early alpha/beta. ArenaNet isn't amateur hour.

I meant clown shoes, but clone shoes works fine.


Title: Re: Guild Wars 2
Post by: UnSub on May 07, 2011, 07:28:56 AM
What do clone shoes look like?

Exactly the same.


Title: Re: Guild Wars 2
Post by: Rendakor on May 07, 2011, 08:31:04 AM
I'm not sure why you think RP servers (or not) is a decision that needs to be made early, since they've never been more than a server with (RP) next to the name and a polite suggestion to not name your character Dicktits or Xxlegolasxx.


Title: Re: Guild Wars 2
Post by: KallDrexx on May 09, 2011, 06:28:18 AM
wtf.  Yeah I'm probably late to this but not having servers is one of the awesome aspects about the first guild wars, where you can play with anyone without being hindered by playing with friends because you chose a different server than they did, when in the end server decisions are completely meaningless beyond being a restriction of who you can play with.


Title: Re: Guild Wars 2
Post by: Ingmar on May 09, 2011, 11:16:27 AM
I may never play on a non-RP server again, just because the communities there are about 500% less toxic than on other servers in every game I've ever played. Hopefully there will be some sort of nod in that direction for this game.


Title: Re: Guild Wars 2
Post by: Sjofn on May 09, 2011, 06:48:28 PM
I'm not sure why you think RP servers (or not) is a decision that needs to be made early, since they've never been more than a server with (RP) next to the name and a polite suggestion to not name your character Dicktits or Xxlegolasxx.

That polite suggestion goes a long, long way for me.


Title: Re: Guild Wars 2
Post by: Sky on May 09, 2011, 08:16:56 PM
To play devil's advocate, it's far easier to spot tards when they're named Dicktits.


Title: Re: Guild Wars 2
Post by: Tmon on May 10, 2011, 05:36:03 AM
If they create an RP server then they have to devote at least some resources to policing it.  If they don't the rules just get ignored and any benefit for the players in having one evaporates.  Also, who actually knows enough Guildwars lore to actually role play it?


Title: Re: Guild Wars 2
Post by: Malakili on May 10, 2011, 06:24:14 AM
If they create an RP server then they have to devote at least some resources to policing it.  If they don't the rules just get ignored and any benefit for the players in having one evaporates.  Also, who actually knows enough Guildwars lore to actually role play it?

Its not a matter of actual role play, its a matter of RP servers seem to scare away the worst of worst just with their label.  Thats what people actually seem to want here.   


Title: Re: Guild Wars 2
Post by: Lantyssa on May 10, 2011, 06:29:58 AM
If they create an RP server then they have to devote at least some resources to policing it.  If they don't the rules just get ignored and any benefit for the players in having one evaporates.  Also, who actually knows enough Guildwars lore to actually role play it?
Staying in character is sufficient to RP.  Not talking about last night's ball game is important to it, I'd argue more so, than pretending you're the heir of Princess Salma and Prince Rurik's unknown bastard lovechild.  RP does not need to be some convoluted back story supported by contrived dialog.

Though their storylines should help with this a lot.  You can pick different backgrounds and they'll impact events.


Title: Re: Guild Wars 2
Post by: Hawkbit on May 10, 2011, 06:36:31 AM
Across the many, many games I've played, RP servers usually boil down to roughly 10% that actually roleplay, 89% that just don't want to be around Dicktits and the last 1% are there only to troll the other 99% until they get kicked for being a douche in world chat.  I don't personally RP, but I don't actively go out of my way to be /ooc if I come across someone that is.  Even with that 1% hanging around, it's still better than normal servers in general attitude and I find people more willing to help on RP servers. 

My bigger issue with GW RP lies here:

Quote
Also, who actually knows enough Guildwars lore to actually role play it?

EotN was pretty well told, but the first three campaigns were all over the place with story. 


Title: Re: Guild Wars 2
Post by: UnSub on May 10, 2011, 08:11:23 AM
Also, who actually knows enough Guildwars lore to actually role play it?

The lore just gets in the way of Real Roleplayers.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Sky on May 10, 2011, 08:30:42 AM
Lantyssa hits it squarely (that's what she said). I guess it's an 'rp-lite', since 'real' roleplayers kinda scare me as much as the Dicktits crowd (or worse, the 'Igots Healsforu' crowd). When I'm playing an mmo, I like to be in the moment, not discussing last night's ball game. Maybe it's that I'm not in the group putting in 40-80 hours a week. I just like characters named in a manner that fits the lore and players to focus on the game, even if it's not make-believe with the lore.

I vote Lantyssa for running the GW2 BC chapter!


Title: Re: Guild Wars 2
Post by: tazelbain on May 10, 2011, 08:31:28 AM
I am not roleplaying in a video game until the video game can roleplay back.


Title: Re: Guild Wars 2
Post by: Ingmar on May 10, 2011, 11:11:07 AM
Across the many, many games I've played, RP servers usually boil down to roughly 10% that actually roleplay, 89% that just don't want to be around Dicktits and the last 1% are there only to troll the other 99% until they get kicked for being a douche in world chat.  I don't personally RP, but I don't actively go out of my way to be /ooc if I come across someone that is.  Even with that 1% hanging around, it's still better than normal servers in general attitude and I find people more willing to help on RP servers. 

This hits it exactly for me.


Title: Re: Guild Wars 2
Post by: Rasix on May 10, 2011, 11:31:32 AM
RP servers are way too fucking crowded on release.  You almost have to wait for the 2nd or 3rd day batch of new servers to get one that isn't crowded to the point of mega-queues.

Plus, sometimes I just want to name my pet wolf "Happyscrappyheropup".  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Tmon on May 10, 2011, 02:47:31 PM
Hell maybe they should label about half their servers rp and half free for all and moderate them both exactly the same way. 


Title: Re: Guild Wars 2
Post by: Ratman_tf on May 10, 2011, 05:56:51 PM
My one experience with an RP server was WoW, and that's because it was an existing guild that I wanted to join.

It was indistinguishable from a regular server. Same retarted names, same idiotic world chat.

RPing in a MMOG is pretty daft IMO anyway. It's like RPing in Quake. (That analogy never gets old.)


Title: Re: Guild Wars 2
Post by: Lantyssa on May 10, 2011, 08:49:43 PM
RP servers in WoW were near worthless.  That RP servers were (still are?) put on the recommended for low population list and no real rules enforcement played a large part of it.


Title: Re: Guild Wars 2
Post by: Nevermore on May 10, 2011, 08:57:41 PM
Given a choice, I *always* try to opt for the RP servers.  They're by no means perfect, but I have found them to be much better than regular servers.


Title: Re: Guild Wars 2
Post by: Ingmar on May 11, 2011, 01:14:36 AM
Yeah in retrospect I wish we had gone for an RP server in WoW, and now it would be waaaaaay too expensive to get everyone to move.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Koyasha on May 11, 2011, 02:44:00 AM
Interesting observation: The one game in which I actually see a lot of RP on the RP server is one where the RP server is an unofficial designation.  City of Heroes/Villains.  Pretty much every other game I've played, the RP server makes little to no difference.

I've also never really seen any enforcement of any rules for the officially designated RP server in any game.  At all.  A lot of them have rules that say you're not supposed to talk out of character in /say and such, but these rules are never enforced.  Naming rules seem enforced purely by GM whim, and most of the names I see changed would be changed on normal servers anyway, purely for being 'offensive'.


Title: Re: Guild Wars 2
Post by: Numtini on May 11, 2011, 04:50:20 AM
I agree, there's a ton of roleplaying in COX. Actually, now that I think, a ton in COH. I never met a single rper in COV, even on Virtue. At least not that I can remember. I think comic book heroes lend themselves to easy roleplaying and I think the people who got into COX seemed to really get into COX as a world, not a game. Maybe it was the lack of end game. There was also a good amount of roleplaying on DAOC, which was the game that created RP servers. At least there was on Nimue/Albion. And I saw a ton on Anarchy Online, although that's where I think I really noticed RP getting really heavily being about cybersex. Maybe because everyone involved in the RP community went clubbing at the Reets and generally one goes clubbing to get laid. But that seems to be all RP is about now. I'm not sure there was a single bit of RP that wasn't cybering in EQ2.


Title: Re: Guild Wars 2
Post by: Modern Angel on May 11, 2011, 04:52:44 AM
All I've ever noticed on RP servers is a bunch of self-important nerds bragging about how they reported Optimus Smooth for a naming violation. The only thing worse than that guy named something dumb is the beardo getting some Z grade power trip chain reporting him.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 11, 2011, 06:10:30 AM
CoH has been good for RP, though I'm not in the right areas or channels anymore, as the lower game seems mostly dead.  And in case anyone isn't paying attention to the Graveyard, CoX is giving away a free week.


Title: Re: Guild Wars 2
Post by: Malakili on May 11, 2011, 06:17:32 AM
My one experience with an RP server was WoW, and that's because it was an existing guild that I wanted to join.

It was indistinguishable from a regular server. Same retarted names, same idiotic world chat.

RPing in a MMOG is pretty daft IMO anyway. It's like RPing in Quake. (That analogy never gets old.)

It actually makes sense if you can actually impact the game world at all.  But now that the game worlds are effectively static - no such luck.


Title: Re: Guild Wars 2
Post by: Nevermore on May 11, 2011, 09:43:27 AM
Yeah in retrospect I wish we had gone for an RP server in WoW, and now it would be waaaaaay too expensive to get everyone to move.  :awesome_for_real:

Actually, if you picked Silver Hand it wouldn't cost me all that much since that's my original server and I still have all my original characters there.  :grin:


Title: Re: Guild Wars 2
Post by: Ratman_tf on May 11, 2011, 09:59:11 AM
It actually makes sense if you can actually impact the game world at all.  But now that the game worlds are effectively static - no such luck.

"Forsooth! Mine parents were killed in an auto accident, dude! That's why I became JazzMan!"

"... Ok, let's run a mission."

"... Ok."

(Or cyber in goldshire. I think that's RPing too.  :awesome_for_real:)


Title: Re: Guild Wars 2
Post by: Sky on May 11, 2011, 11:02:59 AM
"Forsooth! Mine parents were killed in an auto accident, dude! That's why I became JazzMan!"

"... Ok, let's run a mission."

"... Ok."
Roleplayers can't run missions? And yeah, if your idea of roleplaying is using spotty elizabethan english, I can see why you think it's daft.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 11, 2011, 12:33:48 PM
Lion's Arch Video (http://www.arena.net/blog/video-city-of-lions-arch-2)

Looks very, very nice.  Lion's Arch is now independent and rebuilt after being flooded by the rise of the elder dragon in Orr.


Title: Re: Guild Wars 2
Post by: Modern Angel on May 11, 2011, 12:38:56 PM
Boner.

The story of what you're doing in GW always left me dry but the actual WORLD was so well realized visually. I have a thing for Lion's Arch.


Title: Re: Guild Wars 2
Post by: Ratman_tf on May 11, 2011, 12:41:43 PM
"Forsooth! Mine parents were killed in an auto accident, dude! That's why I became JazzMan!"

"... Ok, let's run a mission."

"... Ok."
Roleplayers can't run missions? And yeah, if your idea of roleplaying is using spotty elizabethan english, I can see why you think it's daft.

*sighzors* I can't even make a joke about the poor improv skills of supposed RPers, or that the game has no relation to what they're typing in chat.   :sad_panda:


Title: Re: Guild Wars 2
Post by: Hawkbit on May 11, 2011, 12:47:17 PM
Hmm.  Very pretty, but looks like a helluva lot of walking.  Hopefully there's a zipline system or something.   :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Engels on May 11, 2011, 07:44:59 PM
Back in the day we used to have to go to Burned Woods via the Overthere and we LIKED IT.


Title: Re: Guild Wars 2
Post by: DLRiley on May 13, 2011, 02:51:06 AM
http://www.arena.net/blog/shadows-in-the-water-the-krait
http://www.arena.net/blog/the-legions-of-the-charr#more-4939
http://www.arena.net/blog/the-wisdom-and-power-of-the-kodan


Title: Re: Guild Wars 2
Post by: Murgos on May 13, 2011, 04:17:59 AM
Back in the day we used to have to go to Burned Woods via the Overthere and we LIKED IT.

Freeport to Qeynos run, bitch!


Title: Re: Guild Wars 2
Post by: Hawkbit on May 13, 2011, 04:42:40 AM
F to Q was terrible, but at least wrought with danger.  Running through huge cities that aren't even populated with meaningful NPCs or stores is just frustrating. 


Title: Re: Guild Wars 2
Post by: Numtini on May 13, 2011, 06:20:46 AM
I realize that it's not as realistic, but I really get annoyed at convoluted or empty city zones. At least there's some game challenge point to the danger in something like a F/Q run. A big confusing city gives you nothing.


Title: Re: Guild Wars 2
Post by: Sky on May 13, 2011, 08:20:17 AM
I really hated the city they put in for the dragon race in EQ2. What a horrid layout.


Title: Re: Guild Wars 2
Post by: Hawkbit on May 13, 2011, 08:54:14 AM
I really hated the city they put in for the dragon race in EQ2. What a horrid layout.

That is a shining example of how NOT to make a city.  Unless you're filling it up with useful stuff, just gut it.  Take Stormwind, for example... or any major city in WoW.  It is the quintessential quest hub - it should be teeming with hundreds of quests in every nook and cranny that take you out into the world.  Instead, it's just wasted space for the most part. 


Title: Re: Guild Wars 2
Post by: Ingmar on May 13, 2011, 11:56:50 AM
I realize that it's not as realistic, but I really get annoyed at convoluted or empty city zones. At least there's some game challenge point to the danger in something like a F/Q run. A big confusing city gives you nothing.

Never go to Lothlorien then, it will make you go :uhrr:. And it isn't even all THAT big.


Title: Re: Guild Wars 2
Post by: caladein on May 13, 2011, 02:12:14 PM
Caras Galadhon even gives you a deed/title that highlight its pointlessness!


Title: Re: Guild Wars 2
Post by: Hawkbit on May 13, 2011, 03:33:15 PM
Oddly, LotRO is the one game I cut some slack in that regard.  I still think they could put more chain starters in major cities/hubs, but w/e.


Title: Re: Guild Wars 2
Post by: Count Nerfedalot on May 16, 2011, 09:06:28 AM
Here's a thought, what if those big cities (and specifically the taverns in them) were used as meta-quest hubs, with breadcrumb quests leading you out to the regular quest hubs, anywhere with quests suitable for your level which you haven't completed.  Ideally with easy access to some transportation accelerators as well.  Then it could be a natural process of getting your group together at the tavern (right next to the bank!) Chatting up the NPC waitstaff for ideas on where to go adventuring tonight, then piling on the griffins or whatnot for a quick ride out to the starting point, and then start adventuring.

If you or your group is already out in the field you just pick up where you left off, but if you are at a loss for what to do next, maybe you missed some breadcrumb quest or bypassed a quest hub or something to explore, this would get you back on track (and back on the tracks, I know, but that is a different debate).


Title: Re: Guild Wars 2
Post by: Murgos on May 16, 2011, 11:55:47 AM
Or, at least instead of having to rely on an out of game leveling timeline if the NPC's could give you a hint.

"Any news?"
{If level 40-50 and completed quests X,Y and Q but not R and T}
"Oi, you look pretty tough.  I heard there was money to be made by a man of action in the Razorback Hills, check in with my friend Buzzy near the Mailbox on the main road into the town."


Title: Re: Guild Wars 2
Post by: Hutch on May 16, 2011, 12:06:55 PM
I really hated the city they put in for the dragon race in EQ2. What a horrid layout.

That is a shining example of how NOT to make a city.  Unless you're filling it up with useful stuff, just gut it.  Take Stormwind, for example... or any major city in WoW.  It is the quintessential quest hub - it should be teeming with hundreds of quests in every nook and cranny that take you out into the world.  Instead, it's just wasted space for the most part. 

To be fair, a lot of the space in WoW's capitals are occupied by vendors and trainers and such. Some of them even give quests, but that's usually not why one seeks them out.

Regarding getting on and off of quest rails, I do appreciate the big breadcrumb posting boards. There's at least two of them in Org, one in UC, and therefore I assume they're in all capital cities (but maybe only one per landmass?). They offer level-appropriate breadcrumbs, to kick you to the starting quest hub of one or more zones. This way, when I'm leveling up my goblin, who's getting 145% xp due to heirlooms and guild perks, I don't have to grind all the way through a zone to get the breadcrumb for the next.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 16, 2011, 12:14:55 PM
Your avatar is highly distracting to me.   :Love_Letters:


Title: Re: Guild Wars 2
Post by: caladein on May 16, 2011, 12:45:18 PM
Every capital has a board and exit breadcrumbs are based on level for the most part instead of quest progression.  So, if I just leveled, I might be a able to pick up a quest or two from the innkeeper to go somewhere else and go do it then or when I get done with the zone.


Title: Re: Guild Wars 2
Post by: Koyasha on May 17, 2011, 06:28:50 AM
I like big cities, the trick is making them feel alive.  Even if there's nothing directly useful in 3/4 of the city, as long as the buildings aren't 'just for show' I still sort of like it.  Consider Freeport, which was one of my favorite cities back in the day.  Yeah, it was a little big.  Once in a while, having to cross three zones, sometimes multiple times, to get some things done in town, was a little annoying.  But most of the time I liked it.  It felt like a proper city to me, and this was with the very limited amount of NPC movement and such they had back in EQ in those days.  Qeynos was even better as far as feeling alive goes.  Every building was real, there weren't any show-buildings that you couldn't actually enter, like in WoW's cities or those of most games I can think of these days.

I am happy to deal with a big city if it seems like a city.  If it feels fake, then yeah, I want as much stuff concentrated into one small spot as possible, because it already feels fake, so making sense isn't high on my priority list anymore.  Maybe that's why in WoW, I like Darnassus better than Stormwind or Ironforge - because since the architecture is all open, it doesn't have fake houses/buildings with doors that can't be opened everywhere.  It's less fake.


Title: Re: Guild Wars 2
Post by: Murgos on May 17, 2011, 07:54:09 AM
Decent interview here: http://guildwars.incgamers.com/blog/comments/guild-wars-2-interview-part-1


Title: Re: Guild Wars 2
Post by: Sheepherder on May 17, 2011, 11:01:18 AM
it doesn't have fake houses/buildings with doors that can't be opened everywhere.  It's less fake.

See, I get in trouble whenever I do that.  What's your secret?


Title: Re: Guild Wars 2
Post by: Ingmar on May 17, 2011, 11:05:31 AM
I don't really find houses which presumably don't belong to me being unenterable to feel "fake" in an MMO. At least, not usually. GW settlements generally do feel faker because you *never* go inside a building in the entire game practically.


Title: Re: Guild Wars 2
Post by: Azuredream on May 17, 2011, 05:12:59 PM
I definitely prefer compact cities like Sanctum in Rift. Whether or not it feels "fake" doesn't even enter the equation, immersion and MMOs are oil and water.


Title: Re: Guild Wars 2
Post by: Furiously on May 18, 2011, 01:41:42 AM
There is a line between walking for ten minutes for no reason and having everything in a menu.  Aion didn't work Eq2 was pretty close to good and wow felt a bit forced.


Title: Re: Guild Wars 2
Post by: Sky on May 18, 2011, 06:42:31 AM
EQ2 Qeynos was pretty decent imo. Most things in the smaller hub areas to give it flavor for the different races, but fast travel to facilitate movement to the other end of the city quickly for the unique structures/locations.


Title: Re: Guild Wars 2
Post by: Mnemon on May 18, 2011, 01:07:37 PM
Given a choice, I *always* try to opt for the RP servers.  They're by no means perfect, but I have found them to be much better than regular servers.

I have some friends who do the same thing. Their thinking is the RP tag keeps a lot of the especially dumb, stupid and troll-obsessed players away, because that crowd assumes everybody on the server is speaking like Shakespeare or something.


Title: Re: Guild Wars 2
Post by: Velorath on May 18, 2011, 03:25:56 PM
Beta in the second half of the year. (http://www.eurogamer.net/articles/2011-05-18-guild-wars-2-beta-this-year-ncsoft)  Also it sounds like it won't be launching this year.

Quote
The Guild Wars 2 beta will begin in the second half of 2011, NCsoft has announced.

During a conference call, chief financial officer Jaeho Lee also heavily hinted at a 2012 release for the game.

"Starting from year 2012, we believe substantial growth will be driven by new blockbuster titles like [Blade & Soul] and Guild Wars 2," announced Lee to investors.

"Also, Guild Wars 2 will go into beta testing stage in the second half of this year," he added.


Title: Re: Guild Wars 2
Post by: Stormwaltz on May 19, 2011, 08:09:50 AM
Seventh class: the engineer. I get to shoot elves in the face! (And, apparently, annoy cartoonish rat-guys to death.)

http://massively.joystiq.com/2011/05/19/guild-wars-2s-explosive-seventh-class-the-engineer/


Title: Re: Guild Wars 2
Post by: Sky on May 19, 2011, 08:52:10 AM
Seventh class: the engineer.
:Love_Letters:


Title: Re: Guild Wars 2
Post by: Morfiend on May 19, 2011, 09:00:28 AM
Seventh class: the engineer. I get to shoot elves in the face! (And, apparently, annoy cartoonish rat-guys to death.)

http://massively.joystiq.com/2011/05/19/guild-wars-2s-explosive-seventh-class-the-engineer/

Offical page link. (http://www.guildwars2.com/en/the-game/professions/engineer/)

Looks like there is one more class to go. Any guesses? The silhouette looks like a slim female. I'm thinking a Nature Magic User like a Druid.


Title: Re: Guild Wars 2
Post by: DLRiley on May 19, 2011, 09:36:43 AM
Seventh class: the engineer. I get to shoot elves in the face! (And, apparently, annoy cartoonish rat-guys to death.)

http://massively.joystiq.com/2011/05/19/guild-wars-2s-explosive-seventh-class-the-engineer/

And this is why Global Agenda fails. How the bloody fuck those arena net does a better job of ripping off valve than "tf2 with lazer swords?".

I think I just came.

Oh they better add mesmers. This wouldn't be guildwars without the high minded mindfucker class.


Title: Re: Guild Wars 2
Post by: Morfiend on May 19, 2011, 10:53:20 AM

Oh they better add mesmers. This wouldn't be guildwars without the high minded mindfucker class.

Ahh yes, I forgot about the Mesmers. It would probably have to be that wouldnt it.


Title: Re: Guild Wars 2
Post by: Hawkbit on May 19, 2011, 11:02:22 AM
The environment of the Glue Shot video looks utterly amazing.  This is not the same time that Guild Wars 1 was set in, that's for sure.


Title: Re: Guild Wars 2
Post by: Soln on May 19, 2011, 12:21:17 PM
bad ass


Title: Re: Guild Wars 2
Post by: Tmon on May 19, 2011, 02:23:13 PM
I was looking forward to the game but now I'm hooked, landed, gutted and fileted. 


Title: Re: Guild Wars 2
Post by: Azuredream on May 21, 2011, 08:29:54 AM
Adding to the chorus I'm really looking forward to the game. The video was great. I don't think it's for sure that the last profession has to be mesmers though.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 21, 2011, 10:49:43 AM
The people who watch for every tidbit have narrowed it down to pretty much being a Mesmer.  Maybe a variation on it, but probably keeping some of their flavor.


Title: Re: Guild Wars 2
Post by: Fordel on May 21, 2011, 12:12:19 PM
The profile picture looks like a Norn lady to me.


Title: Re: Guild Wars 2
Post by: pxib on May 21, 2011, 03:37:25 PM
She interrupts your plan, steals your mind, and then turns into a bear.


Title: Re: Guild Wars 2
Post by: Ingmar on May 21, 2011, 11:27:29 PM
The 'original' classes that are missing are mesmer and monk. Not sure which one is really more likely, since they don't have to make the monk a heal-centered thing.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 22, 2011, 05:49:02 AM
The Guardian is a Monk/Paragon hybrid.  We also know the last profession is a scholar of some type.


Title: Re: Guild Wars 2
Post by: DLRiley on May 22, 2011, 06:08:41 AM
The Guardian is a Monk/Paragon hybrid.  We also know the last profession is a scholar of some type.

Its actually more deverish/paragon hybrid really.


Title: Re: Guild Wars 2
Post by: DLRiley on May 22, 2011, 06:27:55 AM
The Guardian is a Monk/Paragon hybrid.  We also know the last profession is a scholar of some type.

Its actually more deverish/paragon hybrid really.

Its most defiantly not a monk considering how much pains they went to design around not having a "healer" profession. I don't think by the looks of things that this will be a "caster" friendly game. Twitch gameplay never favored caster professions that rely on cooldowns and limited resources. I see the ele being mostly unused since most of its damage can be dodged and the utility in the aoe skills maybe better designed for mobs and not players. Compared to the necro who is a force of nature in a constantly changing and moving battlefield, damage output aside, the necro doesn't need to hit anything to have his presence known. The mesmer being a champion heavily reliant on the "select your target" gameplay may be at a huge disadvantage like the ele, in a world where most of its spells come with the chance of being avoided.

A pvp mesmer could either lock down multiple targets or facerape one target -the monk- which was important because the monk was the centerpiece to any team and his fall literally brought down the whole team shortly after. There was never a need to pain train the enemy healer like in other mmo's when one mesmer can render him useless in 60 seconds. Without a "center piece" class, i wonder how the pvp vision of the mesmer will evolve.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 22, 2011, 09:57:46 AM
Monks also had Protection and Smiting lines.


Title: Re: Guild Wars 2
Post by: Fordel on May 22, 2011, 11:17:34 AM
The Prot line for a monk was just another heal line.


Title: Re: Guild Wars 2
Post by: DLRiley on May 22, 2011, 01:06:28 PM
The Prot line for a monk was just another heal line.

Not really.



Title: Re: Guild Wars 2
Post by: Zetor on May 22, 2011, 02:01:11 PM
A prot monk was kind of a wow disc priest with a much larger variety of damage prevention skills, iirc... it still had plenty of heals that were considered baseline (zealous benediction, all the 'remove condition/hex and heal x' spells... heck reversal of fortune is basically a spammable heal if you aren't using it against a spike).


Title: Re: Guild Wars 2
Post by: Fordel on May 22, 2011, 03:09:00 PM
The Disc Priest is just another healer. Just because your spells aren't literal health restoration spells, doesn't mean it isn't a healer in terms of role.


Title: Re: Guild Wars 2
Post by: Sjofn on May 22, 2011, 03:23:43 PM
If there are no mesmers, there will be NO SJOFN.  :x


Title: Re: Guild Wars 2
Post by: Furiously on May 22, 2011, 05:49:59 PM
They have shown enough interesting classes unless they screw things up I will so be there.


Title: Re: Guild Wars 2
Post by: DLRiley on May 23, 2011, 08:46:34 AM
The Disc Priest is just another healer. Just because your spells aren't literal health restoration spells, doesn't mean it isn't a healer in terms of role.

Just because "red bars go up" doesn't make the prot monks and healing monks the same regardless of your experience with wow. For example one is used in pvp and the other never say the light of day in pvp before gwen was released. You can make red bars go up all day in guild wars, your team will drop like flies regardless. The question isn't raw damage vs raw healing like in most mmo's, its spike damage vs pressure. The healing line was pure reactionary while the prot line played to its highest potential had a pre-cognition element to it. One brought you back to full the other prevented you from dieing and did no more.

Yes you could call them healers but the concept is too different just to slap the "healer" label and move on, especially when the playstyle demands more than what typically is associated with "healers". To note monks are not called healers outside of pve.


Title: Re: Guild Wars 2
Post by: Ingmar on May 23, 2011, 11:16:53 AM
And nothing you just said changes the fact that it is a healing role.


Title: Re: Guild Wars 2
Post by: DLRiley on May 23, 2011, 11:31:12 AM
In about the same way that self healing is a healing role or party buffs are.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 23, 2011, 02:17:03 PM
Given the number of skills, it's possible to play a Monk like a CoH Defender where you focus less on healing and more on mitigation, buffing, or debuffing.  That's what the Guardian is.  Being a healer isn't an option, at all, in GW2.


Title: Re: Guild Wars 2
Post by: pxib on May 23, 2011, 03:33:54 PM
My favorite PvP monk build was my least theoretically effective. It was the (now altered) elite that absorbed a fixed amount and then expired and some enchantments that decreased the amount of damage each hit did against the enchanted player (plus some hex and condition removal to prevent drain teams). It didn't heal well enough to keep anybody alive against a long term concerted attack, the cooldowns were too long... but uniformly people would see all those zeros come flying out of the head of the person I was protecting and they'd switch targets.

The process took just long enough to let me restart it on somebody else. I just had to predict who the first target would be.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on May 23, 2011, 03:39:07 PM
And this is why Global Agenda fails

What? Its not even comparable.    :oh_i_see:


Title: Re: Guild Wars 2
Post by: Fordel on May 23, 2011, 03:52:56 PM
In about the same way that self healing is a healing role or party buffs are.

No, self healing won't keep the party alive.  :oh_i_see:


Title: Re: Guild Wars 2
Post by: DLRiley on May 23, 2011, 04:32:37 PM
Tell that to 8 N/Mo  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Sophismata on May 23, 2011, 09:56:59 PM
I see the ele being mostly unused since most of its damage can be dodged and the utility in the aoe skills maybe better designed for mobs and not players. Compared to the necro who is a force of nature in a constantly changing and moving battlefield, damage output aside, the necro doesn't need to hit anything to have his presence known.

Until you play the game, sweeping assertions such as these tend to be wildly inaccurate. I know why you've made your argument but you have no context within which to frame your hypothetical game experience.

Personally, I think the elementalist is likely to be popular given its appearance, flashy spell effects and close association with an iconic RPG archetype.


Title: Re: Guild Wars 2
Post by: DLRiley on May 24, 2011, 04:39:00 AM
Ele's are always popular in PVE, can't throw a stone off the top of shiverpeaks without hitting one E/ who thinks that flare is the greatest thing since sliced cheese. Its their PVP usefulness that I am concerned with and yes the guild wars community is very well known for abandoning flavor and cliche rpg conventions if the shit doesn't work. I kinda feel like they could have left the ele and the ranger behind along with the monk.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 24, 2011, 06:35:08 AM
I kinda feel like they could have left the ele and the ranger behind along with the monk.
Shut yo mouth! :x


Title: Re: Guild Wars 2
Post by: Morfiend on May 24, 2011, 09:13:55 AM
I am pretty excited for the Thief class. I almost always play Rogues in any sort of RPG game, and the Thief looks fun.


Title: Re: Guild Wars 2
Post by: Azuredream on May 24, 2011, 10:58:51 AM
I kinda feel like they could have left the ele and the ranger behind along with the monk.

Shut your mouth  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: nominix on May 24, 2011, 11:05:45 AM
I am pretty excited for the Thief class. I almost always play Rogues in any sort of RPG game, and the Thief looks fun.

Been lurking on this forum for a while... seeing your post and seeing this recent reddit blog post...

http://www.reddit.com/r/gaming/comments/g5mue/what_i_learned_from_playing_guild_wars_2_at_pax/

It's about the control scheme so not directly about the rogue.  However, it does give you an idea of how the rogue will play.  Sounds a bit like Diablo 2 with WASD controls.  Definitely very cool!


Title: Re: Guild Wars 2
Post by: Ingmar on May 24, 2011, 11:09:37 AM
I see the ele being mostly unused since most of its damage can be dodged and the utility in the aoe skills maybe better designed for mobs and not players. Compared to the necro who is a force of nature in a constantly changing and moving battlefield, damage output aside, the necro doesn't need to hit anything to have his presence known.

Until you play the game, sweeping assertions such as these tend to be wildly inaccurate. I know why you've made your argument but you have no context within which to frame your hypothetical game experience.

Personally, I think the elementalist is likely to be popular given its appearance, flashy spell effects and close association with an iconic RPG archetype.

50% of the characters will be skanky elementalist females, just like regular GW.


Title: Re: Guild Wars 2
Post by: Zetor on May 24, 2011, 09:05:36 PM
Elementalists are also the most useless class in GW atm [at least for hardmodes, since elemental damage is resisted so much], so it balances out... or something.  :awesome_for_real:

(yeah, I know you can go elementalist/monk healer and use your elementalist status only for the huge mana pool and that one mana regeneration spell - I don't consider that an elementalist, sorry :p)


Title: Re: Guild Wars 2
Post by: DLRiley on May 25, 2011, 01:36:23 PM
Elementalists are also the most useless class in GW atm [at least for hardmodes, since elemental damage is resisted so much], so it balances out... or something.  :awesome_for_real:

(yeah, I know you can go elementalist/monk healer and use your elementalist status only for the huge mana pool and that one mana regeneration spell - I don't consider that an elementalist, sorry :p)

They are still bad and fill absolutely no role in PVP due to their design, which again skillshots will make worse. If you wanna power monk heals in pve with "infinite" mana you can just be a necro/monk.


Title: Re: Guild Wars 2
Post by: Azuredream on May 25, 2011, 01:47:10 PM
All of which means jack shit to me, I will be rolling my (quoth Ingmar) skanky elementalist female regardless.


Title: Re: Guild Wars 2
Post by: jakonovski on June 24, 2011, 03:00:43 PM
Underwater combat gameplay demo: http://uk.gamespot.com/pc/rpg/guildwars2/video/6321038?hd=1

This game just seems too good to be true.


Title: Re: Guild Wars 2
Post by: Ingmar on June 24, 2011, 03:10:19 PM
They mis-pluralized 'seraph' in there, game is ruined.


Title: Re: Guild Wars 2
Post by: Sky on June 24, 2011, 03:41:24 PM
Very nice. The black necro smoke effects are great, especially the one blinding ability he used while in death shroud that persisted for a while after combat and was dissipating and trailing him as he swam on.


Title: Re: Guild Wars 2
Post by: Murgos on June 24, 2011, 07:34:45 PM
GW2 looks like a better MMO than SWTOR.  But, SWTOR looks like a better story driven game.  It will be interesting to see how it all plays out.

Personally, I hope they can both grow the market and be raging successes.


Title: Re: Guild Wars 2
Post by: Lantyssa on June 24, 2011, 08:08:30 PM
GW2 has personal stories, too.  Five races and three choices each.  Also fully voiced.  Only GW2 isn't hanging their hat on only story.  They're trying to make a fun game, too.


Title: Re: Guild Wars 2
Post by: HaemishM on June 25, 2011, 10:08:52 PM
My God, this game needs to come out NOW.


Title: Re: Guild Wars 2
Post by: Amaron on June 25, 2011, 11:55:14 PM
I don't understand why this game looks boring as hell every time I watch a video.   I actually LIKED Guild Wars.   I like the way this game sounds too.   Every time I load up a movie though they are doing something stupid like fighting a boss they can't kill for 10 minutes.

Also total nitpick but they need to fix the movement/idle animations.


Title: Re: Guild Wars 2
Post by: jakonovski on June 26, 2011, 01:55:53 AM
I think it's a case of trying to explain stuff and play simultaneously. It's apparently much harder than you'd think.


Title: Re: Guild Wars 2
Post by: Draegan on June 30, 2011, 06:23:39 AM
Dungeon Play Video (http://www.youtube.com/watch?feature=player_embedded&v=uh428dRV7IY)

Here's a video of a few people going through a dungeon.  It's from the POV of someone outside the group so there is no UI and camera spins around.

Very very boring and terrible video.  For a game that talks about getting rid of the trinity and create dynamic combat type stuff, all I saw was a tank with a shield and sword, and a few other players standing around with their feet rooted hitting 1,1,1,1,1,1,2.  We didn't see all the supposed interactive abilities that create crazy things, or any type of interactive environment.

I just seemed like one trash pull after another of ghostly white NPC models.

The only thing I couldn't see is who the healer is.  Maybe it's everyone self healing, or you can't see the skills go off.

They do get a bunch of bonus points for the flame thrower though.

I'm not sure why they put in a bunch of tank and spank trash clearing fights strung together.


Title: Re: Guild Wars 2
Post by: Sky on June 30, 2011, 07:00:38 AM
Yeeeah flame thrower in fantasy setting. Engineer looks like a lot of fun. But then there's those awesome necro effects, too.

At this point I feel the same way I do about Rift and TOR: what does it bring /besides/ the diku combat? Because it's not like a AAA titles is going to deliver anything else. So I'm looking at the setting, the story, the classes.

Even Rift, with it's game-changing soul/role system still boils down to the same things. Who's going to tank, who's going to heal, etc.


Title: Re: Guild Wars 2
Post by: Malakili on June 30, 2011, 07:04:59 AM
Yeeeah flame thrower in fantasy setting. Engineer looks like a lot of fun. But then there's those awesome necro effects, too.

At this point I feel the same way I do about Rift and TOR: what does it bring /besides/ the diku combat? Because it's not like a AAA titles is going to deliver anything else. So I'm looking at the setting, the story, the classes.

Even Rift, with it's game-changing soul/role system still boils down to the same things. Who's going to tank, who's going to heal, etc.

The dynamic zone states sound cool, but I hope it actually plays out in a way that is dynamic, rather than being gamed by the player base for optimal loot reward, or whatever.


Title: Re: Guild Wars 2
Post by: Draegan on June 30, 2011, 07:09:08 AM
Based only what they've described and shown, crossed with my cynicism and uber gamerness, the dynamic events are going to just be elaborate scripted events with just different outcomes.  Essentially large scale public quests with public quests inside public quests.

Probably going to be a lot of fun the first few times though at the beginning when you don't know wtf is going on.


Title: Re: Guild Wars 2
Post by: Lantyssa on June 30, 2011, 09:50:29 AM
The only thing I couldn't see is who the healer is.  Maybe it's everyone self healing, or you can't see the skills go off.
There is no dedicated healer profession.  The video is bad, but it's probably by people who aren't familiar with the system.


Title: Re: Guild Wars 2
Post by: Draegan on June 30, 2011, 10:04:27 AM
The only thing I couldn't see is who the healer is.  Maybe it's everyone self healing, or you can't see the skills go off.
There is no dedicated healer profession.  The video is bad, but it's probably by people who aren't familiar with the system.

Yeah I know there is no dedicated healer, but there are healing abilities that can affect other people.


Title: Re: Guild Wars 2
Post by: Ingmar on June 30, 2011, 11:11:16 AM
I'm not sure why they put in a bunch of tank and spank trash clearing fights strung together.

Have you ever played the first Guild Wars? Trash mobs are its middle name. Another way to look at it though is that their dungeon design, at least in GW1, is generally not oriented towards 'bosses are why you are here'.


Title: Re: Guild Wars 2
Post by: Mattemeo on August 08, 2011, 05:22:20 PM
...and finally, the Sylvari (http://www.arena.net/blog/kristen-perry-on-designing-and-redesigning-the-sylvari) are revealed.


Title: Re: Guild Wars 2
Post by: Fordel on August 08, 2011, 05:40:05 PM
I like them, I'd play one.


Title: Re: Guild Wars 2
Post by: caladein on August 08, 2011, 08:25:30 PM
...and finally, the Sylvari (http://www.arena.net/blog/kristen-perry-on-designing-and-redesigning-the-sylvari) are revealed.

For all the terrible puns and talk about plant anatomy they still look like humans wearing banana leaves.


Title: Re: Guild Wars 2
Post by: Sjofn on August 08, 2011, 08:50:40 PM
Those look goofy as hell.


It's looking like I'm going to be playing all humans all the time, pretty much. If I play at all.  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Zetor on August 08, 2011, 09:05:29 PM
Go gnomeasura or go home!  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Sky on August 09, 2011, 07:07:24 AM
Those are pretty cool. I imagine class is limited by race, those would make odd necromancers or engineers :)

I hope the controls are better than GW1, which (imo) is one of the worst mmo control schemes I've experienced.


Title: Re: Guild Wars 2
Post by: caladein on August 09, 2011, 07:24:32 AM
Those are pretty cool. I imagine class is limited by race, those would make odd necromancers or engineers :)

Nope, any race can be any class. (http://wiki.guildwars2.com/wiki/Character_creation#Profession)


Title: Re: Guild Wars 2
Post by: Lantyssa on August 09, 2011, 07:56:55 AM
I was already planning on making my Necromancer a Sylvari.  Their signature character, Caithe, is as well.

It'd be funny if they had dead plant versions of minion spells though.


Title: Re: Guild Wars 2
Post by: Ard on August 09, 2011, 10:03:05 AM
Can't see how that'd be odd given the huge number of sci fi and horror stories that involve plant critters animating dead human corpses.


Title: Re: Guild Wars 2
Post by: UnSub on August 09, 2011, 05:57:04 PM
Plants with breasts / in bikinis make no sense. If you want to make a plant race, make it more alien (or even plant-like) rather than fashion model in green body paint.


Title: Re: Guild Wars 2
Post by: Furiously on August 09, 2011, 06:29:24 PM
Maybe they reproduce sexually? And are mimicking people so people don't eat them...


Title: Re: Guild Wars 2
Post by: Lakov_Sanite on August 09, 2011, 07:49:13 PM
Would you look at those melons...


Title: Re: Guild Wars 2
Post by: Sheepherder on August 10, 2011, 10:58:09 AM
One question:

Will regular humanoids be able to eat their corpses to restore health?


Title: Re: Guild Wars 2
Post by: Draegan on August 11, 2011, 08:12:58 AM
I've heard that the sylvari choose a season to be born into during character creation which effects the way they look.  The person who told me that then said a Winter Necro would be awesome.  I agree!


Title: Re: Guild Wars 2
Post by: Lantyssa on August 11, 2011, 08:27:34 AM
What I've heard is that the tree the Sylvari come from 'ate' a few humanoids which died around it, and that's what their forms are based upon.  There should be a centaur Sylvari at some point if this is true.


Title: Re: Guild Wars 2
Post by: DLRiley on August 11, 2011, 02:34:09 PM
I've heard that the sylvari choose a season to be born into during character creation which effects the way they look.  The person who told me that then said a Winter Necro would be awesome.  I agree!

you can switch between the seasons, which there are 2 summer and winter, plus dyes to mimic autumn and spring.


Title: Re: Guild Wars 2
Post by: Draegan on August 11, 2011, 04:17:56 PM
Where's that info from?  Maybe I should read some of the blogs.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 11, 2011, 05:56:38 PM
I hear they're having an entire week of releases dedicated to the Sylvari! :-P


Title: Re: Guild Wars 2
Post by: Sky on August 12, 2011, 07:24:51 AM
That link about designing them talks about the summer and winter versions, with pictures.  :oh_i_see:


Title: Re: Guild Wars 2
Post by: Draegan on August 12, 2011, 07:30:38 AM
Oops.


Title: Re: Guild Wars 2
Post by: Soln on August 12, 2011, 01:41:54 PM
any news on when this is launching?


Title: Re: Guild Wars 2
Post by: Zetor on August 12, 2011, 01:56:07 PM
They'd better have a Supox (http://www.youtube.com/watch?v=6DIo2wGcFyE) skin for the sylvari.

(Overpowered spaceships (http://www.youtube.com/watch?v=nnJ_Eb-8Pu8) optional.)


Title: Re: Guild Wars 2
Post by: Fordel on August 12, 2011, 03:09:57 PM
any news on when this is launching?


Not soon enough is my guess.  :sad:


Title: Re: Guild Wars 2
Post by: Velorath on August 17, 2011, 01:44:36 AM
Gamescom trailer in 1080p (can right-click and save). (http://download.guildwars2.com/ItyFjD/GW2_Trailer_3_EN_WMV_HD1080P.wmv)

Lower rez version here if you don't want to download a 339MB trailer. (http://www.guildwars2.com/en/media/videos/)  Looks pretty spectacular either way.



Title: Re: Guild Wars 2
Post by: DLRiley on August 17, 2011, 02:55:25 AM
Gamescom trailer in 1080p (can right-click and save). (http://download.guildwars2.com/ItyFjD/GW2_Trailer_3_EN_WMV_HD1080P.wmv)

Lower rez version here if you don't want to download a 339MB trailer. (http://www.guildwars2.com/en/media/videos/)  Looks pretty spectacular either way.



And many bastards were flushed down the toilet that day.


Title: Re: Guild Wars 2
Post by: Velorath on August 17, 2011, 03:54:48 AM
There's also a general overview of PVP (http://www.guildwars2.com/en/the-game/pvp/pvp-overview/), as well as a look at one of the PVP maps, "The Battle of Khylo" (http://www.arena.net/blog/the-battle-of-khylo-jonathan-sharp-on-pvp).


From the first article:


Quote
For Guild Wars 2, we wanted to organize the PvP formats more clearly and simply. For pickup play, we've created a single place where all pickup players can play. It's a server browser where "hot join" games are constantly running. We've also created a single, central place for competitive play in the form of automatic tournaments. These two play styles—pickup and competitive—share a lot of gameplay similarities, which allows players to easily transition from casual to more organized play. ]This is important, because both pickup and tournament play are independent of "world" choice. In other words, all Guild Wars 2 PvP players are in the same PvP games and are not segregated.

Let's take a closer look at the two PvP styles.

Hot Join PvP

"Hot join" games are the casual side of structured PvP. By nature, fighting other players is never going to be as casual as fighting PvE monsters, but this is a place to experiment with builds, learn the maps, and try out a PvP game against other players. Hot join PvP can be played from 1v1 all the way up to 10v10.


Players can browse through a list of available games, each displaying the current map, the number of players, etc. Players can search by server population or friends list. Even if a game is in progress, you can join or leave at any time. If one side loses players, the servers can auto-balance the number of players on the teams. Once the current round ends, the server loads the next map in the rotation, players can reselect teams, and the fight starts again. This kind of setup allows players to find favorite servers and build online communities by playing more than one game with the same settings and people.

Tournament Play

Tournaments are the more organized side of structured PvP. Tournament play is 5v5, but matches take place on the same maps that are used for hot join play. Tournaments will run with varying frequency, and different reward levels will allow some players to get their feet wet in the smaller tournaments while more-organized teams battle it out in the larger tournaments.

Tournaments come in the following flavors:

Pickup Tournaments: These single-elimination tournaments wait for 8 teams to join before starting. Once they start, they go through 3 rounds of eliminations, with winners receiving qualifier points.
Monthly Tournaments: For monthly tournaments, you'll need a certain amount of qualifier points to join.
Yearly Tournaments: These grand tournaments feature the winners from the monthly tournaments slugging it out for the right to call themselves the best PvP players of the year.
Player-Run Tournaments: These tournaments will be customized by players, allowing for great flexibility and unique bragging rights.
PvP Game Types

Guild Wars 2 PvP features different maps that all dramatically alter a single game type called Conquest. In the Conquest format, teams compete over a certain number of capture points. Holding a capture point and killing enemies improves your team's score. The first team to reach the score limit—or the team with the highest score when time runs out—wins the match.

Control points are strategic areas on the map that are captured by standing within them. A point must be neutralized before it can be captured, and it can only be captured if no enemies are around. The more allies you have at a point, the faster it will be neutralized and captured. Neutralizing a control point stops it from scoring points for either team and happens quite quickly. But if an enemy is standing within a control point, you must push them out or kill them before continuing with your capture.

Now that you know how Conquest works, you probably want to know how we spice it up. We vary this game type by creating important secondary objectives. These can be trebuchets, repair kits, and destructible environments, like those in the Battle of Kyhlo map. In another map, for instance, a secondary objective takes the form of a giant dragon flying overhead, blasting portions of the map and killing players who are fighting below.

Secondary objectives allow us to create an environment where you always understand the basic objectives, no matter which map you're playing, but they also let us create radically different high-level strategies through the unique mechanics of each map.

Getting Started

When a player takes a character into PvP, they are granted access to all the necessary skills, items, etc. Characters are set to the maximum level, putting everyone on an even playing field. This makes player skill more important than time invested in a particular character. When you take your character back to the PvE environment, you return to the skills and gear you had there, but the game will save your last PvP setup. You'll also be able to store templates for builds. This way, you can try out new stuff in PvP but still easily return to your familiar builds.

Each profession will load into PvP with a starter template that allows new players to have a competent build without needing to delve into detailed skill selection, item selection, or other tweaks. However, these more detailed customization options will be available for players who are more comfortable with the system.

Finish Them!

I thought it appropriate to end with a look at the downed mode in PvP. Downed mode works a bit differently in PvP—or rather, interacting with a downed player is different in PvP. While you can still kill a downed player just by attacking them, when you are near a downed enemy, you will also see a prompt: "F - Finish Them!" Hitting F at this point starts the animation for a finishing move that sends your opponent straight to their defeated state.

Putting it All Together


As with every aspect of Guild Wars 2, we wanted to create the highest-quality PvP possible. Our goal is to allow new players to try PvP with our hot join servers while making sure that the most elite PvPers will be able to find a challenge. We focused our efforts on this single, shared game type because it allows us to achieve the goal of making an easier transition from casual PvPer to hardcore PvPer. The Conquest game type lets us polish that one format to the point where players can find depth in emerging strategies, and it allows our entire player base to play together. At the end of the day, Guild Wars 2 is a social MMO, and structured PvP is as much a part of that as anything else.

Persistent hot join servers, instant unlocks, and a common game type have all been created with the ultimate goal of building a community and letting players find the people they want to play with quickly. We want you to stop preparing to have fun and start having it!


So Tournament and more casual PVP, PVP isn't segregated by server, and sounds like only one gameplay mode but with multiple maps.  Also interesting I guess that 10v10 is the highest number of players.


Title: Re: Guild Wars 2
Post by: Mosesandstick on August 17, 2011, 04:00:51 AM
Everything they say sounds fantastic, with a good dose of innovation. I really want to see more gameplay.


Title: Re: Guild Wars 2
Post by: caladein on August 17, 2011, 05:14:47 AM
Hot Join PvP is just the FPS server browser in an MMO.  That's not a good thing.

One of the nice things about RAs in GW1 was that if you were too good as a group you quickly shot up into the TA pool (or less quickly got kicked out altogether once they added Codex).  Without that release valve this just creates the pub stomping problem we see in shooters all the time.  Modders have come up with mitigation techniques for this and I certainly hope they add some in, but there's really no way to get around a 10v10 server having five really good players on it and four of them winding up on the same team repeatedly.


Title: Re: Guild Wars 2
Post by: tazelbain on August 17, 2011, 06:11:35 AM
Looks bad, games that are set up manually by the players usually the least fair games you can make.


Title: Re: Guild Wars 2
Post by: KallDrexx on August 17, 2011, 09:19:29 AM
I don't understand why they are bothering with hot play?  I would prefer the random pvp they had in Factions (AB I think it was?? its' been a while), where you have large teams that you get randomly put into and battle in an objective map.  It's easier for casuals to get into and doesn't involve curbstomping by teammates who purposly join the same team


Title: Re: Guild Wars 2
Post by: Draegan on August 17, 2011, 10:58:04 AM
Did they say that was the only way they were doing things?


Title: Re: Guild Wars 2
Post by: KallDrexx on August 17, 2011, 12:12:08 PM
Did they say that was the only way they were doing things?

That quoted article makes it seem like those are the only two styles of pvp.


Title: Re: Guild Wars 2
Post by: Dark_MadMax on August 17, 2011, 12:29:13 PM
So basically instanced PvP only? Tournament system sounds pretty solid if you are into that sort of thing (but then again why play it over WoW arena, LoL, Bloodline champs ,etc).  Dissapointed


Title: Re: Guild Wars 2
Post by: Nevermore on August 17, 2011, 12:34:14 PM
What happened to the server RvR endgame?  Is it just the 10 man rated battleground clone BS?


Title: Re: Guild Wars 2
Post by: DLRiley on August 17, 2011, 01:20:23 PM
Lolz you guys just collectively derp derped. Ok let me make it clear for the rest of the unwashed masses.

RVR pvp endgame = RA,AB monster hybrid. Anyone can join from anywhere, the game revolves around objectives that funnel players into either small group objectives or large dick pounding on gate type action. This mode doesn't care if your level 1 or 80 and sidekicks you up to level 80 health and damage wise. This mode provides PVE incentives and PVE bonuses to the side that wins and you can LEVEL up by just doing the RVR. This is the PVE'ERS PVP mode.

Organized PVP = Bastard child of TA and GVG, with a little HB elements. Organized PVP comes in TWO flavors
- Pug  PVP.
- Serious Business.

Pug PVP is basically the stomping grounds of friends, casuals, and new players. Hopefully they will have the sense of a RA style "random join" but without it you can still join games in progress. Players make room that allow other players to join. Even if there is stacking, like in say TF2 there is no penalty for just leaving and joining another game. Arguable its a huge clown shoes move if friends aren't allowed to play with each other, I don't see this format riddle with anymore pros than the typical Orange X only TF2 server.

Serious Business, its serious business.

Organized PVP is the PVP'ers PVP and was made to attract players who play TF2 or LoL with some epsort potential.  

The reason why this was released because the most pvp news the PvP crowd that used to play/still play GW1 got was "Derp Super RA fun right?!?" for 2 years as far as GW2 was concern.



Title: Re: Guild Wars 2
Post by: Draegan on August 17, 2011, 01:22:37 PM
Define RA, AB, TA GVG, HB please.

I assume GVG is guild vs. guild.


Title: Re: Guild Wars 2
Post by: Ingmar on August 17, 2011, 01:27:59 PM
I'm guessing RA is random arenas (see WoW) and AB is Arathi Basin.

I'm also guessing that he doesn't know what RvR means, because nothing we've seen has anything to do with RvR.


Title: Re: Guild Wars 2
Post by: Sky on August 17, 2011, 01:47:07 PM
Lolz you guys just collectively derp derped. Ok let me make it clear for the rest of the unwashed masses.
Smashingly well done, chap.


Title: Re: Guild Wars 2
Post by: DLRiley on August 17, 2011, 01:48:22 PM
Define RA, AB, TA GVG, HB please.

I assume GVG is guild vs. guild.

Random Arenas - The super casual, pve'er friendly, new player arena. Basically you click the flashing enter battle button and in 30 seconds your in a group of 4 vs another random group of 4, team death match style. In GW1 its how 99.99% of players start to pvp and a good number of players stay there.

Alliance Battles - The rivals RA in casual friendlyness and is even more pve'er friendly ( Minion master necro's back when necros  and fire ele's are the flavor of the day, were in RA you would die horribly and people would laugh). You make a group of 4 and click the enter battle button. 90 seconds later your fighting with 2 other groups of 4 vs another team of basically 3 groups of 4. You capture shrines protected by minions belonging to your faction (AB is a player faction based arena, luxon vs kurzkicks), each shrine if held long enough gives points and you win if your team reaches a certain number of points first. There are several shrines to capture and when you die you just respawn to the main camp (which the other team can't go in because the npc guard deals 9999.9999 points of armor/magic piercing damage).

Hero Battles - Its the only 1v1 arena, but its basically you and 3 npc "heroes" you can customize and select skill for, vs another player and his set of heroes. You run around capturing points, but you also gains points by killing. When you reach a certain number of points first you win. Heroes you unlock in pvp are level 20 and have access to all weapons and skills you have access to.

Guild vs Guild - 8v8 Team death match, though you can also win by killing the opposing sides npc keep lord who is located deep inside the opposing players keep where they respawn. "Ninjaing the Lord" involves, killing the various npc guards (you don't customize those) and soloing the Lord. The Keep Lord is basically a warrior with 200+ health on top, but specced for tactics instead of any of the three weapon masteries so his damage is subpar against any sufficient self healing but it takes a bit of time to klill him. When player die they incur a death penalty that lower there health and mana, capping at 40% reduction. There are a few more things to the mode but thats the basics.


Title: Re: Guild Wars 2
Post by: luckton on August 17, 2011, 01:53:20 PM
One random kinda off-topic-ish question because I'm too lazy to look and I know you awesome dudes will have an answer:  Besides PvP, will this game sport a decent PvE end-game?  Or a PvE game at all that would draw me away from TOR/WoW?


Title: Re: Guild Wars 2
Post by: Crumbs on August 17, 2011, 01:54:50 PM
I'm guessing RA is random arenas (see WoW) and AB is Arathi Basin.

I'm also guessing that he doesn't know what RvR means, because nothing we've seen has anything to do with RvR.

RvR description at 5:40:  http://www.youtube.com/watch?v=xBC_ig73aMs


Title: Re: Guild Wars 2
Post by: DLRiley on August 17, 2011, 01:59:15 PM
I'm guessing RA is random arenas (see WoW) and AB is Arathi Basin.

I'm also guessing that he doesn't know what RvR means, because nothing we've seen has anything to do with RvR.

Meh someone said RVR so i figure i wouldn't confuse people anymore than they already are. Its called World vs World, because your fighting players from other servers.

One random kinda off-topic-ish question because I'm too lazy to look and I know you awesome dudes will have an answer:  Besides PvP, will this game sport a decent PvE end-game?  Or a PvE game at all that would draw me away from TOR/WoW?
As far as the pve end game is concerned, i'm guessing the higher level you are the more likely your able to handle the big scary gibbering horror beyond space time that wants to eat the continent for breakfast. There are no "quest" or missions, just dungeons and random stuff happening like centaurs burning down towns because there centaurs. Its your job to stop the world from ending, from fighting centaurs and killer mole people to stopping the local dragon who is really pissed and hungry. In theory if no one stops the assault of various minor and greater horrors you may log on to a zombie apocalypse and paying homage to your new under sea overlords.


Title: Re: Guild Wars 2
Post by: caladein on August 17, 2011, 09:14:26 PM
Hopefully they will have the sense of a RA style "random join" but without it you can still join games in progress.

There is a automated "join game" button in the image they showed of the interface, yes.  I just think it's funny (and a terrible idea) that after they spent tons of time trying to get rid of syncing in RAs, they're basically baking it in with the sequel.


Title: Re: Guild Wars 2
Post by: DLRiley on August 17, 2011, 11:40:03 PM
Hopefully they will have the sense of a RA style "random join" but without it you can still join games in progress.

There is a automated "join game" button in the image they showed of the interface, yes.  I just think it's funny (and a terrible idea) that after they spent tons of time trying to get rid of syncing in RAs, they're basically baking it in with the sequel.

I don't see why this is a terrible idea. If your team is just a ball of idiots losing to 2 guys who out of 4 who know what they are doing is 9 times out of 10 a act of mercy, that if they are gracious, the match ends hilariously in under 10 seconds. If your surrounded by players around your skill level, assuming your not a total scrubs, 2 guys out of 4 who probably not on vent and using the chat box to talk isn't going to make much difference.


Title: Re: Guild Wars 2
Post by: Tyrnan on August 18, 2011, 05:04:53 AM
Did they say that was the only way they were doing things?

That quoted article makes it seem like those are the only two styles of pvp.

Seems that's the only one they're ready to talk about at the moment but the others are still in the game.

http://www.guildwars2guru.com/forum/extremely-dissatisfied-with-pvp-t20413.html?p=859564#post859564 (http://www.guildwars2guru.com/forum/extremely-dissatisfied-with-pvp-t20413.html?p=859564#post859564)

Quote
Just to clarify: Conquest is not the only PvP game type. We have other formats that we are not ready to talk about, so for gamescom we are focusing our information releases on formats that we are ready to talk about. We'll talk more about other PvP game types in the future.

Secondly, as I mentioned in another thread and on our social networks, the World vs. World format is still in the game. Again, for this set of information releases at gamescom/PAX, we're focusing on stuff we're ready to talk about in public. We'll have more about that in the future when we're ready to share more information about it.


Title: Re: Guild Wars 2
Post by: KallDrexx on August 18, 2011, 05:41:32 AM
Lolz you guys just collectively derp derped. Ok let me make it clear for the rest of the unwashed masses.

Thanks.  I haven't been paying that close attention lately so I wasn't aware the other modes were still in.  That's good news.


Title: Re: Guild Wars 2
Post by: Draegan on August 18, 2011, 06:50:09 AM
http://www.youtube.com/watch?v=f0nCHPl_mEU&feature=player_embedded

That looks super fuuuuuuuuun.


Title: Re: Guild Wars 2
Post by: luckton on August 18, 2011, 08:27:59 AM
http://www.youtube.com/watch?v=f0nCHPl_mEU&feature=player_embedded

That looks super fuuuuuuuuun.

Agreed...that does look pretty bad-ass.  I guess I'll put this on the radar.


Title: Re: Guild Wars 2
Post by: kildorn on August 18, 2011, 08:35:50 AM
.. when the hell does this come out?

Seriously, that's how you make melee and ranged in an encounter FUN. And make you feel like there's scary shit out there that you need fucking artillery for.

Arenanet, take my money already.


Title: Re: Guild Wars 2
Post by: caladein on August 18, 2011, 09:01:44 AM
I don't see why this is a terrible idea. If your team is just a ball of idiots losing to 2 guys who out of 4 who know what they are doing is 9 times out of 10 a act of mercy, that if they are gracious, the match ends hilariously in under 10 seconds. If your surrounded by players around your skill level, assuming your not a total scrubs, 2 guys out of 4 who probably not on vent and using the chat box to talk isn't going to make much difference.

Pub stomping is a problem even with smaller games but this isn't just 4v4.  This goes up to 10v10.


Title: Re: Guild Wars 2
Post by: HaemishM on August 18, 2011, 09:46:52 AM
http://www.youtube.com/watch?v=f0nCHPl_mEU&feature=player_embedded

That looks super fuuuuuuuuun.

That's a SMALL dragon.

SPROING!


Title: Re: Guild Wars 2
Post by: 01101010 on August 18, 2011, 09:56:06 AM
That's a whole lotta shit going on - and I likes it.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Numtini on August 18, 2011, 10:07:10 AM
I'm trying really really hard not to get excited about this because so many other games have been disappointments, but it's getting harder and harder not to be a fangirl.


Title: Re: Guild Wars 2
Post by: DLRiley on August 18, 2011, 01:31:58 PM
I don't see why this is a terrible idea. If your team is just a ball of idiots losing to 2 guys who out of 4 who know what they are doing is 9 times out of 10 a act of mercy, that if they are gracious, the match ends hilariously in under 10 seconds. If your surrounded by players around your skill level, assuming your not a total scrubs, 2 guys out of 4 who probably not on vent and using the chat box to talk isn't going to make much difference.

Pub stomping is a problem even with smaller games but this isn't just 4v4.  This goes up to 10v10.

There are more pubs than organized groups, again whats with all the bunched up panties.


Title: Re: Guild Wars 2
Post by: caladein on August 18, 2011, 01:44:11 PM
It was said as well as possible last page:

Looks bad, games that are set up manually by the players usually the least fair games you can make.

They've gone from a system that keeps matchmaking out of player hands (RAs) and thrown it away completely for one that gives players all the cards.  That's not progress, that's moving us backwards.


Title: Re: Guild Wars 2
Post by: DLRiley on August 18, 2011, 01:59:52 PM
http://www.youtube.com/watch?v=lUB677OVIus
http://www.youtube.com/watch?v=uB8z_2OJE70&feature=mfu_in_order&list=UL

Seems to be a straight translation of HB. I don't find that comforting, considering that i really don't think kills aren't worth nearly as much as they should.


Title: Re: Guild Wars 2
Post by: KallDrexx on August 19, 2011, 05:50:10 AM
http://www.youtube.com/watch?v=f0nCHPl_mEU&feature=player_embedded

That looks super fuuuuuuuuun.

See Mythic, that's how you do public quests.


Title: Re: Guild Wars 2
Post by: SnakeCharmer on August 19, 2011, 06:47:10 AM
http://www.youtube.com/watch?v=f0nCHPl_mEU&feature=player_embedded

That looks super fuuuuuuuuun.

Take my money, NCSoft.  Take it now.  All of it. 

When is this going live?


Title: Re: Guild Wars 2
Post by: DLRiley on August 19, 2011, 07:30:21 AM
http://www.youtube.com/watch?v=f0nCHPl_mEU&feature=player_embedded

That looks super fuuuuuuuuun.

Take my money, NCSoft.  Take it now.  All of it. 

When is this going live?

Never give your money to NCsoft.
Now ArenaNet can have my first born.


Title: Re: Guild Wars 2
Post by: Sky on August 19, 2011, 09:41:24 AM
I doubt that would be a good deal for them.


Title: Re: Guild Wars 2
Post by: Dark_MadMax on August 19, 2011, 12:37:08 PM
http://www.youtube.com/watch?v=lUB677OVIus
http://www.youtube.com/watch?v=uB8z_2OJE70&feature=mfu_in_order&list=UL

Seems to be a straight translation of HB. I don't find that comforting, considering that i really don't think kills aren't worth nearly as much as they should.

Dont know wtf HE is  but pvp combat looks damn good and dynamic. Maybe I will pick this one up after all


Title: Re: Guild Wars 2
Post by: PalmTrees on August 21, 2011, 01:08:47 PM
Massively had a tidibit and video of some crafting, http://massively.joystiq.com/2011/08/21/guild-wars-2s-crafting-system-detailed-and-demonstrated/#continued

Not very interesting. Click and drag components into the crafting station's slots and push the button. Although filling up a crafting xp bar is better than random chance for a skill up.
Still would like to know how you switch between your active and inactive tradeskills.


Title: Re: Guild Wars 2
Post by: DLRiley on August 21, 2011, 01:49:03 PM
http://www.tentonhammer.com/gw2/gamescom/2011/pvp-interview-with-eric-flannum

 :drill:


Title: Re: Guild Wars 2
Post by: Crumbs on August 21, 2011, 03:59:50 PM
Quote
It’s basically this giant strategy game with four really big maps, keep sieges, supply lines and all kinds of strategy. At the same time there are mobs for people to kill if they want to, and you can XP up from level 1 all the way to level 80 in World vs. World

Holy crap this game sounds better every day. 


Title: Re: Guild Wars 2
Post by: Spiff on August 21, 2011, 11:48:02 PM
Quote
For competitive PvP it’s not going to include any power advancement, it’s going to include cosmetic advancement.

I was sort of expecting 'em to go this way, but comforting to have it in writing.
Fuck getting spanked for 5 ranks 'cause I wasn't there at the start or didn't grind as hard/fast as some poopsocks sporting full sets of PvP gear.

My own (lack of) skill holds me back enough already.  :oh_i_see:


Title: Re: Guild Wars 2
Post by: Nebu on August 22, 2011, 07:07:07 AM
There's nothing wrong with providing perks with pvp advancement as long as the perks are a) cosmetic or b) offer lateral advancement pathways.  I'm perfectly willing to suffer some kind of pvp grind if the rewards give me more playstyle and/or cosmetic options. 

Rift and WoW pvp is just broken.  Horribly broken. 


Title: Re: Guild Wars 2
Post by: Lantyssa on August 22, 2011, 08:14:59 AM
The World vs World stuff might get me playing PvP.  Matches don't tend to interest me, but free-form when I'm in the mood is awesome.


Title: Re: Guild Wars 2
Post by: tazelbain on August 22, 2011, 08:27:34 AM
There's nothing wrong with providing perks with pvp advancement as long as the perks are a) cosmetic or b) offer lateral advancement pathways.  I'm perfectly willing to suffer some kind of pvp grind if the rewards give me more playstyle and/or cosmetic options.  

Rift and WoW pvp is just broken.  Horribly broken.  
Lateral advancement doesn't stop people from bitching. Look at LoL.  

Anyway,  Fort Ashenwood and Jade Quarry are my favorite objective maps ever in any game.  I hope they can work in challenging maps like that with this system but I doubt it.


Title: Re: Guild Wars 2
Post by: Numtini on August 22, 2011, 09:07:44 AM
Honestly, the game is starting to sound too good to be true.


Title: Re: Guild Wars 2
Post by: Hawkbit on August 22, 2011, 09:17:09 AM
I agree, but if anyone can pull it off, they can. 

I'm still trying to figure out how they keep this profitable.  I know there's going to be a cash shop, but I just don't understand how they anticipate keeping the money coming into their doors once the box is sold.  Especially if they're only offering cosmetics and extra char slots.


Title: Re: Guild Wars 2
Post by: Numtini on August 22, 2011, 09:24:41 AM
Well, they're also going to offer expansions and I'm going to guess that at least part of their development process is making it easy and cheap to create them. Also, any of the cash shop stuff including the expansions is pure profit with no middleman.


Title: Re: Guild Wars 2
Post by: jakonovski on August 22, 2011, 09:37:28 AM
The original Guild Wars expansions had a price/frequency ratio that was roughly the same as a regular MMO subs.


Title: Re: Guild Wars 2
Post by: Draegan on August 22, 2011, 11:00:07 AM
Did anyone see that Sylvari Necro rape train video from gamescom and the lich form?

 :drill: :drill: :grin: :grin: :drill: :drill: :heart:

http://www.youtube.com/watch?v=OK1-UKx8_uc


Title: Re: Guild Wars 2
Post by: 01101010 on August 22, 2011, 01:10:34 PM
Oh god damn it... I am a sucker for an evil looking Scythe. Now I am going to have to watch for this game too?  -.-


Title: Re: Guild Wars 2
Post by: Lantyssa on August 22, 2011, 01:23:15 PM
If you watch for one game, it should be this one.  Don't feel bad.


Title: Re: Guild Wars 2
Post by: HaemishM on August 22, 2011, 02:09:20 PM
Lich mode is the tits.  :drill:


Title: Re: Guild Wars 2
Post by: Morfiend on August 22, 2011, 03:09:46 PM
If you watch for one game, it should be this one.  Don't feel bad.

Agreed. Sadly, for most people it will be SWTOR.   :uhrr:


Title: Re: Guild Wars 2
Post by: Velorath on August 22, 2011, 03:16:18 PM
You can watch for both pretty easily since GW2 doesn't have to worry about competing for subscription dollars.


Title: Re: Guild Wars 2
Post by: DLRiley on August 22, 2011, 04:01:12 PM
Did anyone see that Sylvari Necro rape train video from gamescom and the lich form?

 :drill: :drill: :grin: :grin: :drill: :drill: :heart:

http://www.youtube.com/watch?v=OK1-UKx8_uc

A necro has traditionally always been god mode in pve. death = resource, pve = infinite resources, gw2 necro with infinite resource = the ability to enter a light version of lich form at will any time they want. 


Title: Re: Guild Wars 2
Post by: Sjofn on August 22, 2011, 04:28:56 PM
So are there mesmers or not? That is seriously my make or break point.  :x


Title: Re: Guild Wars 2
Post by: 01101010 on August 22, 2011, 04:35:32 PM
So are there mesmers or not? That is seriously my make or break point.  :x

Necro has a fear so I have read...


Title: Re: Guild Wars 2
Post by: Lantyssa on August 22, 2011, 04:51:29 PM
The wiki guys who follow every tidbit say it will be a Mesmer.  Whether it's in name, look, or flavor we'll have to see.


Title: Re: Guild Wars 2
Post by: Sjofn on August 22, 2011, 04:55:10 PM
NO MESMERS NO PEACE


Title: Re: Guild Wars 2
Post by: DLRiley on August 22, 2011, 04:58:15 PM
Yeah MESMER TO PREORDER


Title: Re: Guild Wars 2
Post by: kildorn on August 22, 2011, 05:47:50 PM
Mesmers, available only by EA Origins preorder, for no real reason. :P


Man, every time I watch a GW2 video, I feel the urge to work on my GW monuments more.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 22, 2011, 05:59:37 PM
I know.  Only three more points, too.


Title: Re: Guild Wars 2
Post by: kildorn on August 22, 2011, 06:26:14 PM
I have like, 7 points. I'm terrible at FINISHING anything in GW.


Title: Re: Guild Wars 2
Post by: Furiously on August 22, 2011, 06:59:00 PM
I have like 21 and it kinda freaks me out what I'd have to do to get more.


Title: Re: Guild Wars 2
Post by: Ard on August 22, 2011, 08:11:23 PM
Yeah, I'm at 17, I originally only wanted 15 for the zombie chikin, so anything else at this point is gravy.


Title: Re: Guild Wars 2
Post by: Zetor on August 22, 2011, 10:58:38 PM
I stopped just at 30... ended up buying most of those points (6 from armor, 4 from weapons, 6 from minis) from the $ I got after selling some 6th birthday presents from my alts  :awesome_for_real: In general I think that's a fairly effective way to go about it.

Hero armor is good to get some easy points as well (all of the hero armor 'challenges' are soloable with 3/7 heroes, though the EOTN one is a pain unless you get a fairly optimized setup)... can get 6 points that way as long as you have a rare pet -- if you completed factions, you should have the phoenix I think.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 23, 2011, 06:36:15 AM
With care and good heroes, the Black Widow isn't too hard.  Any non-rare pet gives you an easy statue.

Armor and weapons are a pretty easy way to get points.  Do the War in Kryta line.  Do Zaishen missions and sell tokens (preferably in hard mode), then use the money from the missions, drops, and sold tokens to buy more armor and weapons.  Do Zaishen Vanquishes in Kurzik or Luxon areas, and turn in points for Amber or Jade.  They'll make buying the special armor cheaper, and you'll make a good amount of cash in the process.  Plus points to your Factions titles.

Each campaign gives you a title.  Doing all the missions to completion in each campaign gives you a title.  Having enough titles gives you more titles...

Basically, double-up on points where ever you can.  Special armors, special weapons, titles, etc.


Title: Re: Guild Wars 2
Post by: eldaec on August 23, 2011, 06:50:00 AM
Eh?

Am I understanding you right?

There is a whole class you only get if you preorder?


Title: Re: Guild Wars 2
Post by: Draegan on August 23, 2011, 07:08:40 AM
Eh?

Am I understanding you right?

There is a whole class you only get if you preorder?

Yes, but collector's edition only.


Title: Re: Guild Wars 2
Post by: tazelbain on August 23, 2011, 07:38:37 AM
EDIT: fuckers


Title: Re: Guild Wars 2
Post by: Draegan on August 23, 2011, 07:40:45 AM
Its too late though.  You had to of Pre-Ordered by June 31st.


Title: Re: Guild Wars 2
Post by: kildorn on August 23, 2011, 08:33:31 AM
... what did I start?


Title: Re: Guild Wars 2
Post by: Draegan on August 23, 2011, 12:55:31 PM
I don't know where this came from:  http://gw2.luna-atra.fr/skills_tool/?lang=en

But it's awesome.  I don't know if it's against an NDA or if it was taken from gameplay videos and put into a cool little thing like this.


Title: Re: Guild Wars 2
Post by: Hawkbit on August 23, 2011, 01:20:39 PM
Wow.  That is all.

Okay, maybe not.  I was just looking at the Engineer options, the switchout of rifle, pistol/pistol or pistol/shield is awesome.   :drill:


Title: Re: Guild Wars 2
Post by: HaemishM on August 23, 2011, 01:58:33 PM
I don't know where this came from:  http://gw2.luna-atra.fr/skills_tool/?lang=en

But it's awesome.  I don't know if it's against an NDA or if it was taken from gameplay videos and put into a cool little thing like this.

Just went through the thief skills and I love me the sound of some of them. Cloak and Dagger - stab a motherfucker then stealth.  :drill:


Title: Re: Guild Wars 2
Post by: Nevermore on August 23, 2011, 02:44:34 PM
Just went through the thief skills and I love me the sound of some of them. Cloak and Dagger - stab a motherfucker then stealth.  :drill:

Because if there's one thing that's so much fun to deal with in pvp, it's that.


Title: Re: Guild Wars 2
Post by: HaemishM on August 23, 2011, 02:51:31 PM
I can't hear you over my massive nerd boner.  :why_so_serious:


Title: Re: Guild Wars 2
Post by: DLRiley on August 23, 2011, 02:52:24 PM
Just went through the thief skills and I love me the sound of some of them. Cloak and Dagger - stab a motherfucker then stealth.  :drill:

Because if there's one thing that's so much fun to deal with in pvp, it's that.

Watch a vid its not that bad.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 23, 2011, 03:40:22 PM
But it's awesome.  I don't know if it's against an NDA or if it was taken from gameplay videos and put into a cool little thing like this.
People have been gathering data from all the shows they have demo stations at.  The GW community is kind of crazy about updating their info.


Title: Re: Guild Wars 2
Post by: DLRiley on August 23, 2011, 03:52:13 PM
Back in ye old days of awesome gaming, GW1 was all about building decks and beating all comers. GW2 unfortunately dumbed that down however it doesn't stop us from speculating builds following closely to watch arenanet releases so we can theorcraft how shit will go down once we get a beta. Of course they are people who are prone to suck no matter what arenanet does, but for the real fans its going to be a pleasure wiping the floor with noobs 2 at a time.


Title: Re: Guild Wars 2
Post by: Furiously on August 23, 2011, 06:15:15 PM
The whole skill finding system was/is a lot of fun.  That's the only part of 2 that worries me. Is there going to be enough variation? I think I'll also miss the henchmen.


Title: Re: Guild Wars 2
Post by: DLRiley on August 23, 2011, 11:03:45 PM
The whole skill finding system was/is a lot of fun.  That's the only part of 2 that worries me. Is there going to be enough variation? I think I'll also miss the henchmen.

Its not the "millions of potential decks" that the first one had. But you do have some interesting choices between your weapon choice, your obligatory heal skill, elite and 3 utility spells. There is room to look for synergy, exploit or stack, certain advantages. Some people will talk about traits but I personally don't find them too big on the decision pool, most traits are no brainers "put points in this if you want x dagger skill to do y or z longer". Some traits affect multiple skills but that part of the system isn't too deep.


Title: Re: Guild Wars 2
Post by: Draegan on August 24, 2011, 06:51:08 AM
But it's awesome.  I don't know if it's against an NDA or if it was taken from gameplay videos and put into a cool little thing like this.
People have been gathering data from all the shows they have demo stations at.  The GW community is kind of crazy about updating their info.

So typical major-game-pre-release nerding?  Excellent.


Title: Re: Guild Wars 2
Post by: Draegan on August 24, 2011, 06:53:16 AM
The whole skill finding system was/is a lot of fun.  That's the only part of 2 that worries me. Is there going to be enough variation? I think I'll also miss the henchmen.

Its not the "millions of potential decks" that the first one had. But you do have some interesting choices between your weapon choice, your obligatory heal skill, elite and 3 utility spells. There is room to look for synergy, exploit or stack, certain advantages. Some people will talk about traits but I personally don't find them too big on the decision pool, most traits are no brainers "put points in this if you want x dagger skill to do y or z longer". Some traits affect multiple skills but that part of the system isn't too deep.

I also see different combinations of MH weapons and offhand weapons.  Then a shit ton of other skills that go on your 5-9 keys.

A class like elementalist looks crazy.  Not only do you have all those combos with weapons and stuff, you have four elements to switch between.  Damn.

I never saw traits before, that's kinda neat.


Title: Re: Guild Wars 2
Post by: DLRiley on August 27, 2011, 01:09:15 AM
http://gw2.revgaming.net/Home/video/


Title: Re: Guild Wars 2
Post by: Crumbs on August 27, 2011, 11:02:58 AM
Reading anything I can about the game, since I officially can't bring myself to log into Rift anymore.  Found this, don't think it's in the thread yet:

Quote
According to John Hargrove of ArenaNet, the dye system in Guild Wars 2 will be similar to the one enjoyed by players in Guild Wars today with a few upgrades. Specifically mentioned is the tripling of dye channels available on each piece of armor, allowing players almost limitless dyeing capabilities with over 400 different shades and colors. Dying will also be free, with dyes being gradually unlocked as a character progresses, and feature more than 100 colors for every piece of armor

I'm well past having enough reasons to be excited about this game, but I keep finding new ones.  It's as though the GW2 team are making a game that players want, while SWTOR is making a game that Bioware and Lucasarts executives want.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 27, 2011, 05:43:31 PM
Pretty much.


Title: Re: Guild Wars 2
Post by: Draegan on August 28, 2011, 07:58:52 PM
This game is awesome!  Lich form is..  :drill: :drill:

Also I got an accidental interview with the lead dev eric flannum.  Ill get it posted soon.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on August 29, 2011, 11:43:32 AM
Uh......

I have no idea what to say about this: (http://www.mmorpg.com/gamelist.cfm/game/473/view/news/read/21717/Guild-Wars-2-Players-to-Create-Their-Own-PVP-Server-.html)

Quote
During an Interview at PAX Prime 2011, our staff got Colin Johanson and Eric Flannum to spill a few details on the PVP system in Guild Wars 2.  Not only will ArenaNet be making up their own servers for the quick and dirty PVP matches, much like the shooter genre's setup, but Eric and Colin said they plan for players to be able to create and host their own servers or games with specific rule-sets as well.



Title: Re: Guild Wars 2
Post by: Sky on August 29, 2011, 11:59:29 AM
 :ye_gods:


Title: Re: Guild Wars 2
Post by: Furiously on August 29, 2011, 12:22:02 PM
Just finished the war in Kryta. Running back to the camp got a bit dull. But oppressor weapons for all my heroes are on the way. I'm also tempted to use the courier mission with the punchout bit to level the survivor title. Need to give it a go in hard mode. I'm starting to get pretty good at hitting g to bring up the guild menu then hitting enter to insta escape to the guildhall to avoid dying.


Title: Re: Guild Wars 2
Post by: jakonovski on August 29, 2011, 12:51:38 PM
Uh......

I have no idea what to say about this: (http://www.mmorpg.com/gamelist.cfm/game/473/view/news/read/21717/Guild-Wars-2-Players-to-Create-Their-Own-PVP-Server-.html)

Quote
During an Interview at PAX Prime 2011, our staff got Colin Johanson and Eric Flannum to spill a few details on the PVP system in Guild Wars 2.  Not only will ArenaNet be making up their own servers for the quick and dirty PVP matches, much like the shooter genre's setup, but Eric and Colin said they plan for players to be able to create and host their own servers or games with specific rule-sets as well.



With most publishers and developers getting their jollies from draconian usage restrictions, openness is a really good niche to go for.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on August 29, 2011, 12:55:21 PM
Hands of the enemy.


Title: Re: Guild Wars 2
Post by: Draegan on August 29, 2011, 01:08:29 PM
Im willing to bet that they meant custom pvp tournaments and other stuff.  But who knows.


Title: Re: Guild Wars 2
Post by: jakonovski on August 29, 2011, 02:03:25 PM
I think it's pretty clear that the quote refers to instanced pvp servers, like you would have with any regular game. They're not going to throw the persistent world into the hands of the internet.


Title: Re: Guild Wars 2
Post by: Numtini on August 29, 2011, 02:20:35 PM
If you're not getting the subscription fees, why not encourage people to run their own servers. You just don't allow the characters from them into your persistent world.


Title: Re: Guild Wars 2
Post by: Draegan on August 29, 2011, 09:16:02 PM
If you're not getting the subscription fees, why not encourage people to run their own servers. You just don't allow the characters from them into your persistent world.

quality control and the ability to funnel people into your own cash shop.


Title: Re: Guild Wars 2
Post by: Shatter on August 30, 2011, 04:25:29 AM
If you're not getting the subscription fees, why not encourage people to run their own servers. You just don't allow the characters from them into your persistent world.

To create fake logins to steal accounts...brilliant!


Title: Re: Guild Wars 2
Post by: Numtini on August 30, 2011, 07:26:51 AM
Good point on the cash shop. Hadn't thought of that.

On the whole though, with all these claimed features, is anyone starting to get vague memories of Dawn?


Title: Re: Guild Wars 2
Post by: DLRiley on August 30, 2011, 07:40:29 AM
If you're not getting the subscription fees, why not encourage people to run their own servers. You just don't allow the characters from them into your persistent world.

quality control and the ability to funnel people into your own cash shop.

Cash shop is for cosmetics and player housing from what i've heard.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 30, 2011, 08:32:32 AM
On the whole though, with all these claimed features, is anyone starting to get vague memories of Dawn?
No, because they've actually shown almost all of the features they've talked about.

I do wonder how the game can possibly be as awesome as I'm imagining, but the GW team is one of the few that I think can pull it off.


Title: Re: Guild Wars 2
Post by: tazelbain on August 30, 2011, 08:50:18 AM
A.net is very talented but have very odd obsession with sport PVP. Personally I think its a distraction from what they good at.  It has benefits like how they strongly resist mudflation that plagues most MMO.


Title: Re: Guild Wars 2
Post by: DLRiley on August 30, 2011, 10:39:28 AM
A.net is very talented but have very odd obsession with sport PVP. Personally I think its a distraction from what they good at.  It has benefits like how they strongly resist mudflation that plagues most MMO.

I think its the other way around. Few pve'ers appreciate 90% of what Guild Wars 1 offered gameplay wise, let alone understand it. The gameplay, even the GW2 incarnation of it, has always come from the desire to make RPGs combatable with sport pvp.


Title: Re: Guild Wars 2
Post by: AutomaticZen on August 30, 2011, 10:41:52 AM
Having seen the press demo, they meant that the servers would function like FPS servers.  You can create your own gametype if one you enjoy isn't currently ongoing and unlike most MMOs, if you enjoy the server, you can just stay in it.  No in-and-out instanced PVP with no chance to continue playing with people you enjoy.

I asked Eric if they'd even have the option to password protect the gametype you create, he said they've thought about it, but it's not in the cards.  And the server would somehow limit people from creating too many instances of the same gametype.

That's all I remember until I go through my recorder more.


Title: Re: Guild Wars 2
Post by: Modern Angel on August 30, 2011, 11:00:19 AM
A.net is very talented but have very odd obsession with sport PVP. Personally I think its a distraction from what they good at.  It has benefits like how they strongly resist mudflation that plagues most MMO.

Strongly disagree.

I'm generally not a fan of sports PvP but the early period of GW1, even with the FotM uber-builds, was the most exhilarating PvP I've ever played in any game, ever. They're extremely good at PvP. They're fairly mediocre at PvE, at least before tying it together a bit by the time of the second expansion.

I distinctly remember a post, maybe here, from a guy who was in some of the very early alphas and betas of GW1. He related that there was a FIERCE debate between devs, sometimes spilling out into the quasi-public feedback forums, between the PvP and PvE factions in the company. The PvE guys won out AFTER release and that's why there was such an abrupt change of focus. That may just be a load but there is a kernel of truth there: once upon a time, the PvE game we all came to play was unabashedly a PvP first game.


Title: Re: Guild Wars 2
Post by: DLRiley on August 30, 2011, 11:04:07 AM
Guild Wars, designed by men. :drill:


Title: Re: Guild Wars 2
Post by: tazelbain on August 30, 2011, 11:46:41 AM
When I said sports pvp meant like Starcraft and MLG, not how some people call any initialized pvp sports pvp.


Title: Re: Guild Wars 2
Post by: DLRiley on August 30, 2011, 11:57:11 AM
When I said sports pvp meant like Starcraft and MLG, not how some people call any initialized pvp sports pvp.

GW1 held a world tournament for GVG. Arenanet kinda dropped the ball after that. Starcraft wasn't a "sport" till the koreans collectively got a hard on for it. Becoming an esport is more "popularity" and "interest" than whether or not the company slaps the esport rubber sticker on the cover on there game. Esport games tend to be games with lobbies and instanced arenas.


Title: Re: Guild Wars 2
Post by: DLRiley on August 30, 2011, 12:00:42 PM
When I said sports pvp meant like Starcraft and MLG, not how some people call any initialized pvp sports pvp.

GW1 held a world tournament for GVG. Arenanet kinda dropped the ball after that. Starcraft wasn't a "sport" till the koreans collectively got a hard on for it. Becoming an esport is more "popularity" and "interest" than whether or not the company slaps the esport rubber sticker on the cover on there game.


Title: Re: Guild Wars 2
Post by: Modern Angel on August 30, 2011, 12:46:41 PM
When I said sports pvp meant like Starcraft and MLG, not how some people call any initialized pvp sports pvp.

They held numerous tournaments. BIG tournaments. I think they had a yearly global one and then rotating quarterlies?

It's easy to forget after they developed a love affair with their incredibly bad Prophecies storyline but GW1 was one of the top three or four esports in the world for a little over a year. Then they just... stopped. They shifted emphasis.

But it really shouldn't be forgotten that everything PvE was secondary to GW's PvP at release. It really was.


Title: Re: Guild Wars 2
Post by: Lakov_Sanite on August 30, 2011, 10:19:37 PM
It's called evolution.


Title: Re: Guild Wars 2
Post by: Morfiend on August 31, 2011, 09:25:52 AM
Can someone who plays GW1 tell me what kinds of rewards can be earned for GW2, and how hard they are to get. I was never able to get in to GW1 very much, but the idea of earning some types of rewards for GW2 has me considering it lately.


Title: Re: Guild Wars 2
Post by: EWSpider on August 31, 2011, 09:58:05 AM
There's an app for that:

http://hom.guildwars2.com/en/#page=welcome

You just enter a character name and it tells you what rewards that character is eligible for.

For more info:

http://wiki.guildwars.com/wiki/Hall_of_Monuments_Reward_Calculator

Guide to acquiring points:

http://wiki.guildwars.com/wiki/Guide_to_earning_Hall_of_Monuments_rewards


Title: Re: Guild Wars 2
Post by: Morfiend on August 31, 2011, 10:14:02 AM
So for someone who would be basically starting fresh, and being pretty newb at the game, how hard is it to get these?

Would there be any point to it now?


Title: Re: Guild Wars 2
Post by: EWSpider on August 31, 2011, 10:35:43 AM
So for someone who would be basically starting fresh, and being pretty newb at the game, how hard is it to get these?

Would there be any point to it now?

You should be able to get 8-10 points fairly easily just by playing through the campaigns normally.  After that it's a matter of how much time you want to invest in getting more points.  It starts to get pretty grindy after those first 8-10 points.  I think GW2 is still a fair ways off, so if the rewards appeal to you than I would say there's still a point to it.


Title: Re: Guild Wars 2
Post by: Ard on August 31, 2011, 11:01:43 AM
15 honestly isn't too hard to do. If you have an old account with old characters, the minipet ones are easy free points, otherwise you're mostly boned there, short of waiting for them to come in a few years, or spending a bunch of in game cash for them.    I got to 17 so far after just recently finishing all 4 campaigns and I've still got a few relatively low hanging fruit that I can get that will get me to 20ish if I put in the time.  Going much past 20 is where it starts to get grindy, at least for me.

The other thing of note is that you have to have the Eye of the North expansion to even participate, on top of at least one of the other boxes.  The hall of monuments is there.

edit:  oh, I should also note, you have a LOT of time to do this, since the release date hasn't even been hinted at yet, plus you can still accrue hall of monument points after GW2 launches.

I'll also link my personal hall of monuments so you can see where my points came from:
http://hom.guildwars2.com/en/#page=main&details=AAAAAk%2FPAcDAAAAAAgDAAACAAAAAAAAAQIIAAAAAAAA&todo=AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


Title: Re: Guild Wars 2
Post by: tazelbain on August 31, 2011, 11:14:30 AM
I found the normal EotN gameplay to be too annoying to be worth my time to even unlock the tapestries.

Do you have to unlock the tapestries on all chars to get points or just one?


Title: Re: Guild Wars 2
Post by: AutomaticZen on August 31, 2011, 12:08:12 PM
Alright, so NCSoft shot me a copy of GW+Eye of the North.  Anything I should know before jumping in?


Title: Re: Guild Wars 2
Post by: Ard on August 31, 2011, 12:20:13 PM
Start in Nightfall, do not start in Prophecies, unless you only have prophecies.  That's pretty much it.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 31, 2011, 12:40:22 PM
As a point of reference, when this was first announced, my account of three years had about 7 points.  After a couple of months as GW as my main game, I was into the mid-20s.  Crazy Amy's Current Total (http://hom.guildwars2.com/en/#page=main&details=ERAAAAgPA8CAo1ohqoHAAAAAAoAAAAAAMIMIAAAAAAA)

If you pursue some of the bigger goals, the little ones fall into place.
  • Beat each campaign and the associated missions
  • Get armor shards and Ranger henchman taming animals to get easy points (MOX and an animal statue are freebies)
  • Do the Zaishen Vanquish (after beating a campaign) and Zaishen missions
  • Double up where you can -- Vanquishing Luxon/Kurzick areas or Nightfall areas for title points, gold, and Zaishen coins, for example
  • Trade minis -- List of Extras for a few people (https://docs.google.com/spreadsheet/ccc?key=0Aoct0ydiAZbmdEFSNnNhaTExdTViWXhaZlZLa0hQUkE&hl=en_US&authkey=CJOfg5AG)

Alright, so NCSoft shot me a copy of GW+Eye of the North.  Anything I should know before jumping in?
As Ard said, start in Nightfall if you can.  Being able to get the heroes in your party helps immensely.  You can get some others from GW:EN, two right off the bat.  (Personally I pick Jin over Sanouske.  Decide if you want a Ranger or an Elementalist.  The other is unavailable until you beat the campaign.  Same with Margrid and Whispers.)

You can do the PvP training to get 2000 honor a day.  You can buy skills for your heroes for 1k each, or 3k for elite skills.  This helps immensely with getting them a good build.  You can take up to seven heroes with you against a team of four NPCs.

ID everything.  Even white items--they're often worth quite a bit more after being ID'd.  Sell anything worth more than 50 gold, break everything else down into materials to craft weapons and armor.  You can skip the really low-level stuff, but once you're getting pre-req 6+ stats, it's worth doing.

Use the official wiki (F10).  It's got an amazing amount of information.


Title: Re: Guild Wars 2
Post by: kildorn on August 31, 2011, 12:58:42 PM
I powered a ritualist through Factions pretty quickly, but I did cheese it as soon as I could hit Eye to pick up heroes.

Two ritualists and a minion master necro in my party = loooool

Now to finish another campaign or two, and farm up a suit of elite armor. And maybe learn how to farm hero armor.


Title: Re: Guild Wars 2
Post by: Lantyssa on August 31, 2011, 01:03:53 PM
Hero armor is easy.  It has a chance to drop from the big mobs in the Nightfall armor challenges, or at the end of Glint's.

Ritualists are pretty nice.  I have Necro/Ritualist builds I use on several heroes.  Xandra can be a pain to acquire though.


Title: Re: Guild Wars 2
Post by: kildorn on August 31, 2011, 01:51:56 PM
I picked up Xandra via the cheesiest solo target ritualist build ever. Just a shitload of spirits, and the +damage from spirits hex. Run around in circles laughing.

For normal activities, I'm about half channeling nukes, half nuking spirits. Xandra runs the defensive spirits and heals that I'm too lazy to target.


Title: Re: Guild Wars 2
Post by: Furiously on August 31, 2011, 03:02:18 PM
I'm going for the survivalist titles right now so I have a total cheese build on my assassin...
Have the elite shadow skill which makes it impossible to target me.
Have the ebon vanguard support assassin for some dps
Have you move like a dwarf for putting a condition on an enemy.
Then have 3 necro heros with discord on them. (Stuff dies REALLY quick).

Hero's are basically...
http://www.gwpvx.com/Build:Team_-_7_Hero_Discordway
Basically... I am sure there is a better build, but it works pretty good for vanquishing.




Title: Re: Guild Wars 2
Post by: AutomaticZen on August 31, 2011, 07:20:31 PM
Start in Nightfall, do not start in Prophecies, unless you only have prophecies.  That's pretty much it.

I guess I'll spring for Nightfall.  Is Factions worth it?


Title: Re: Guild Wars 2
Post by: Furiously on August 31, 2011, 07:42:56 PM
Not unless you want to play an assassin.


Title: Re: Guild Wars 2
Post by: Ingmar on August 31, 2011, 07:44:43 PM
Ugh, assassins. I like ritualists better.

Nightfall is definitely the best campaign.


Title: Re: Guild Wars 2
Post by: DLRiley on August 31, 2011, 08:39:59 PM
Ironically it was the easiest.


Title: Re: Guild Wars 2
Post by: Furiously on August 31, 2011, 09:32:45 PM
I thought Factions was easier, other than the grove of trees part.


Title: Re: Guild Wars 2
Post by: kildorn on August 31, 2011, 11:12:39 PM
Nightfall was easier simply due to having heroes. Factions wasn't hard beyond your NPCs being completely mental.

So I charged through Eye of the North, and got to the second to the last mission and Ow. I mean, OW. I'm getting twoshot by everything. So now I went through all my characters and pooled up some cash, and I'm grinding the last 1k or so norn faction so I can make my armor. And my rare pet is at 17 finally.

But holy crap, Eye of the North starts hitting silly hard. All I wanted was the challenge that gives me hero armor!


Title: Re: Guild Wars 2
Post by: Furiously on August 31, 2011, 11:35:58 PM
But holy crap, Eye of the North starts hitting silly hard. All I wanted was the challenge that gives me hero armor!

Yea - glints challenge is tough!

Took me a while to get the hang of it. Watch a couple videos of how to control your heroes in it.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 01, 2011, 06:33:56 AM
Eye of the North really benefits from getting your factions up so that you can get all the bonuses to skills.  Builds also become a lot more important to work out synergies.


Title: Re: Guild Wars 2
Post by: kildorn on September 05, 2011, 08:43:18 AM
Man, I'm terrible at Glint's. And DoA. But I started running a cobbled together panic at the discordway team and I'm doing okay with it. Discord is pretty silly.

Down side: I need to add some AE in that group somewhere, Glint's basically murdered me through sheer volume.


Title: Re: Guild Wars 2
Post by: Nevermore on September 05, 2011, 11:27:57 AM
I don't remember Glint's challenge thing.  Do the enemies there leave corpses?  A minion master can help ease the pressure by adding meatshields that can also do some damage, assuming you have enough bodies to work with.  An NPC minion master with death nova can also put out some good aoe if the minions are dying fast, iirc.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 05, 2011, 12:12:00 PM
If you have several Necromancers for Discord, you can give several Nova and they'll start tagging minions.  Bone Minions is a good skill selection for a bomber since you get two for the price of one skill.  If the Minion Master is a Ritualist, you can get the skill that heals your party every time a minion is created, which is double cast with Bone Minions.


Title: Re: Guild Wars 2
Post by: kildorn on September 05, 2011, 12:35:47 PM
Yeah, I usually have nova and some minion summons around, but Glints was.. crazy. Like, 20 mobs at a time kind of nuts. I'll try it again with some tweaks in a bit. For now I'm managing hero statues by doing the surprisingly easy Nightfall challenges (you get the armor just randomly from trying, even if you suck at it!)


Title: Re: Guild Wars 2
Post by: Zetor on September 05, 2011, 10:17:33 PM
I was using a slight variant of this (http://www.gwpvx.com/Build:Team_-_7_Hero_Player_Support) build as an AP caller elementalist (http://www.gwpvx.com/Build:E/A_Assassin%27s_Promise_Elementalist) (meaning that I didn't actually use elementalist skills for damage... not that elementalists do any damage in hard mode to begin with :p) to do glint's challenge a lot of times... also used the same build to do a few vanquishes for $ and zaishen coins, it works well. There have been reports of people afk farming the challenge (http://www.guildwarsguru.com/forum/glints-afk-farm-t10478958.html), but I never tried that... besides, afk farming seems to go against that entire 'fun' 'game' bit.  :awesome_for_real:

A minion master with aura of the lich + at least one spirit spammer is a must. You can work on the destroyers in one 'lane' and leave your spirits in the other to hold them up. Once you get to the waves where they start spawning from behind and burrow in from underground, just hang near the dragon and call the targets as soon as they pop. Wave 2 is the hardest in there IMO. (also, displaying your deldrimor title helps a lot, but you're probably doing that already)


Title: Re: Guild Wars 2
Post by: DLRiley on September 07, 2011, 02:04:45 PM
http://www.youtube.com/watch?v=7WLnaNw8r8M&feature=feedu


Title: Re: Guild Wars 2
Post by: Lantyssa on September 07, 2011, 04:54:42 PM
Oh gawd.  Oh Gawd!  Oh GAWD!


Title: Re: Guild Wars 2
Post by: Lakov_Sanite on September 07, 2011, 06:33:54 PM
http://www.youtube.com/watch?v=7WLnaNw8r8M&feature=feedu

TL;DW

Highlights?


Title: Re: Guild Wars 2
Post by: 01101010 on September 07, 2011, 06:47:19 PM
Holy shit an hour? Fuck I will need to make popcorn to watch this.

edit: So yeah, they are emphasizing content that brings people together and playing together doing the core content that is built on what is basically a public quest that supposedly scales correctly. And on the other hand, Bioware is building SWTOR that is opposite of that. Fuck me, I'll have to get both...


Title: Re: Guild Wars 2
Post by: tazelbain on September 07, 2011, 08:25:07 PM
That multi-guild thing is very exciting and great for F13.  Long over due, its a no-brainer that's been ignored because it was made by an indie MMO.  How it interacts with world v world will be key.  Does switching who represent switch worlds?  Can you switch to an opposing world if you are a member of a guild on it or what?

I am happy that WoW expanded the MMO market but I glad someone actually move the medium forward.  Even if Mythic couldn't learn from themselves, A.net seems to have learned from them.  It gives me hope.


Title: Re: Guild Wars 2
Post by: Sky on September 07, 2011, 10:16:51 PM
If the controls on this game are as bad as GW1, I may have to kill a homeless guy.

Some good stuff. Lots of hyping fluff or pretty standard stuff, but a few really nice things in there. An actual chance to have a semi-functional BC with guild represent: awesome.


Title: Re: Guild Wars 2
Post by: Sjofn on September 07, 2011, 10:59:01 PM
If the controls on this game are as bad as GW1, I may have to kill a homeless guy.

That is one of my concerns, yes.


Title: Re: Guild Wars 2
Post by: kildorn on September 07, 2011, 11:26:24 PM
Which controls being bad? I have a load of UI complaints, mostly around targeting groupmembers and picking out targets in melee, but beyond targeting the controls seem pretty bog standard to me. It may just be that I've been playing it so much lately I don't remember what I had to get used to.

For picking out the caster in a swarm though, I dislike that even with the names highlighted, they float around a bit and make it really hard to click on quickly. And dear lord I would never want to actually play a player healer in GW1 due to UI issues around targeting friendlies, and knowing what effects are on them and what is targeting them.


Title: Re: Guild Wars 2
Post by: Sjofn on September 08, 2011, 02:12:53 AM
It was moooostly the UI "fuck targetting is asstastic and it's a good thing there are healing henchies because healing is hard as hell in this game because I am FIGHTING THE UI" sort of shit for me.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 08, 2011, 06:13:40 AM
Ditto.  I never take ally-target spells unless I'm only ever casting on myself.  I hate that even in a system with good targeting.  (The one the WAR did right was to have a friendly target split from an offensive target.)

I'm not sure there is even tab targeting in GW2 though.  Videos have made it look like it was a loose aim in a general direction type.


Title: Re: Guild Wars 2
Post by: Sky on September 08, 2011, 08:15:50 AM
Which controls being bad?
Don't recall all the exact issues I had with them, I know movement was very awkward (imo, obviously). Just didn't have a sense of properly being there, as an EQ2 or Rift did. Janky is probably the word du jour for it? That combined with the terribad character creation meant I only got about an hour into the tutoiral. I really did try to like it, but it's long since uninstalled.

I should probably sign up for the GW2 beta or something so I can find out...


Title: Re: Guild Wars 2
Post by: Draegan on September 08, 2011, 10:51:13 AM
Playing this at PAX, I didn't have any problems with the controls.  Just as smooth as WOW or RIFT and handle exactly the same.



Title: Re: Guild Wars 2
Post by: Nebu on September 08, 2011, 10:55:02 AM
Playing this at PAX, I didn't have any problems with the controls.  Just as smooth as WOW or RIFT and handle exactly the same.

I hope that you write up a bit on GW2 and SWTOR vs Rift on one of your gaming sites.  Rift seemed to me to be an improvement on WoW, it just lacked enough content and quality pvp to keep me engaged. 


Title: Re: Guild Wars 2
Post by: Nija on September 08, 2011, 11:00:52 AM
Maybe it shows just how cynical I am but even for games which I am interested in (guildwars2) I will only watch about 30 seconds out of a 60 minute long demo.

At this point I just refuse to process any of the hype.


Title: Re: Guild Wars 2
Post by: Fordel on September 08, 2011, 01:58:06 PM
Which controls being bad?
Don't recall all the exact issues I had with them, I know movement was very awkward (imo, obviously). Just didn't have a sense of properly being there, as an EQ2 or Rift did. Janky is probably the word du jour for it? That combined with the terribad character creation meant I only got about an hour into the tutoiral. I really did try to like it, but it's long since uninstalled.

I should probably sign up for the GW2 beta or something so I can find out...


Wait, what is wrong with character creation?


Title: Re: Guild Wars 2
Post by: Lantyssa on September 08, 2011, 01:58:42 PM
I gobble the GW2 stuff, but they've proven themselves to me with what they've shown.  I'll be the first to admit I'm biased and want this to be my holy grail of gaming, though.


Title: Re: Guild Wars 2
Post by: Sky on September 08, 2011, 03:59:56 PM
Wait, what is wrong with character creation?
Shockingly primitive and dated. Not going to go well when my human avatar basically repulsed me.

Thanks for the infoes, Drae. I am definitely pulling for the game and hope it dovetails with TOR somehow for my playing time...


Title: Re: Guild Wars 2
Post by: Lantyssa on September 08, 2011, 04:09:53 PM
It sounds like character creation is going to be more about sliders this time, though I think there were plenty of pre-sets as it was.  I've only found like one person that looked like me.

I've got Cloths of the Brotherhood on consistent farm.  If anyone is interested in trading 5 Ancient Armor Remnants and 5 Mysterious Armor Pieces, or up to 10 Primeval Armor Remnants instead, let me know.  I can gather them up if I know someone is interested in a trade.  I'm not going to bother getting any in excess unless I know there's interest though.


Title: Re: Guild Wars 2
Post by: Nevermore on September 08, 2011, 05:07:59 PM
I gobble the GW2 stuff, but they've proven themselves to me with what they've shown.  I'll be the first to admit I'm biased and want this to be my holy grail of gaming, though.

I hadn't noticed.  :raspberry:


Title: Re: Guild Wars 2
Post by: Sjofn on September 08, 2011, 05:14:32 PM
Wait, what is wrong with character creation?
Shockingly primitive and dated. Not going to go well when my human avatar basically repulsed me.

You're high. Straight up.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 08, 2011, 05:51:55 PM
I hadn't noticed.  :raspberry:
I'll try to be more obvious about it then.


Title: Re: Guild Wars 2
Post by: Ingmar on September 08, 2011, 06:05:56 PM
Wait, what is wrong with character creation?
Shockingly primitive and dated. Not going to go well when my human avatar basically repulsed me.

You're high. Straight up.

I dunno, maybe he was making a necromancer.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 08, 2011, 06:14:57 PM
Must be a male Necro.  Mine is the best looking of all my characters.  I had to resist buying a Merc Hero just to duplicate her with my others.


Title: Re: Guild Wars 2
Post by: kildorn on September 08, 2011, 06:15:26 PM
I dislike the necro art, and the assassin art. But otherwise, it seems fine. It's a surprisingly pretty game imo, for it's age.


Title: Re: Guild Wars 2
Post by: Sky on September 08, 2011, 06:20:33 PM
I don't remember exactly, I think I was shooting for some paladiny warrior or monk or something.


Title: Re: Guild Wars 2
Post by: Nevermore on September 08, 2011, 06:49:16 PM
Must be a male Necro.  Mine is the best looking of all my characters.  I had to resist buying a Merc Hero just to duplicate her with my others.

Word.  My Necro is by far my favorite looking character.


Title: Re: Guild Wars 2
Post by: Ingmar on September 08, 2011, 07:21:43 PM
I don't remember exactly, I think I was shooting for some paladiny warrior or monk or something.

The male warriors are pretty dumb looking, that was probably it. Barrel shaped and their arms stick out awkwardly.


Title: Re: Guild Wars 2
Post by: Draegan on September 09, 2011, 08:45:20 AM
Playing this at PAX, I didn't have any problems with the controls.  Just as smooth as WOW or RIFT and handle exactly the same.

I hope that you write up a bit on GW2 and SWTOR vs Rift on one of your gaming sites.  Rift seemed to me to be an improvement on WoW, it just lacked enough content and quality pvp to keep me engaged. 

Once the NDA drops from SWTOR and my GW2 site launches I will certainly do that.


Title: Re: Guild Wars 2
Post by: Draegan on September 09, 2011, 08:51:03 AM
It sounds like character creation is going to be more about sliders this time, though I think there were plenty of pre-sets as it was.  I've only found like one person that looked like me.

I've got Cloths of the Brotherhood on consistent farm.  If anyone is interested in trading 5 Ancient Armor Remnants and 5 Mysterious Armor Pieces, or up to 10 Primeval Armor Remnants instead, let me know.  I can gather them up if I know someone is interested in a trade.  I'm not going to bother getting any in excess unless I know there's interest though.

There are only size related sliders like height etc. from what I've seen. 

For example, Charr lets you select horns, fur patterns, and all the color stuff too.  You also get a limited size correction as well.  But I believe there will be no face slider stuff.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 09, 2011, 09:02:35 AM
Kristen Perry was talking about human facial sliders in that video.  She also mentioned something about pre-sets, so it could be like GW1, but with more detailed facial options for humans instead of the entire face being pre-set.


Title: Re: Guild Wars 2
Post by: Numtini on September 09, 2011, 09:11:33 AM
Once upon a time I really thought face configuration was a great idea. But as I go on, I find that it doesn't seem to really have much effect beyond the base face.


Title: Re: Guild Wars 2
Post by: 01101010 on September 09, 2011, 09:48:00 AM
Once upon a time I really thought face configuration was a great idea. But as I go on, I find that it doesn't seem to really have much effect beyond the base face.

Yeah... I don't really get into all the tweeking of every little part of the face. When the nose has 8 sliders and the eyes have 12, I just hit the random till I find something I like. Screwing around with all those little tweeks never really matters down the road.

And why am I digging the little guys in this game? maybe it's the floppy ears.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Merusk on September 09, 2011, 09:52:34 AM
I've thought facial sliders were a huge waste since they were first introduced.  Great, you've spent 45 minutes picking which nose is right for you.  Nobody will ever see it as they're zoomed out far enough to see the action, which makes your nose approx 4 pixels wide.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Ingmar on September 09, 2011, 11:43:11 AM
At least in an MMO there's a chance someone will see it. It really cracks me up when you have to customize your face in games like Fallout 3, where you never actually see your own face after the screen you're customizing it on.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 09, 2011, 12:24:14 PM
3rd person spin cam.  Though Fallout faces are pretty hideous, so it's a good thing you can't see them most of them time.


Title: Re: Guild Wars 2
Post by: Numtini on September 09, 2011, 12:27:26 PM
I'd rather have them put energy into features that are actually going to be seen, which is mostly hairstyles and the ability to have cosmetic clothes along with decent cosmetic clothes.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 09, 2011, 01:56:14 PM
Pretty sure GW2 will have us covered in that department.


Title: Re: Guild Wars 2
Post by: Nevermore on September 09, 2011, 02:05:43 PM
For a price.  :wink:


Title: Re: Guild Wars 2
Post by: Lantyssa on September 09, 2011, 02:55:45 PM
I'll take the $15+ a month I'm not paying on SWTOR and buy myself some gear.  I won't feel guilty at all.

(Also they said you'd earn points which lets you customize gear through normal play.)


Title: Re: Guild Wars 2
Post by: Tannhauser on September 11, 2011, 10:33:34 AM
Game looks very slick so far.  I'm starting to take an interest in it but I have some concerns.

1.  The UI-As stated upthread, the first UI was not cool at all.
2.  The little guys look just terrible, their heads are too big and the race doesn't seem to mesh with the others, even the Charr.
3.  Lobby-The first game felt like a lobby game and was way too compartmentalized.  I prefer fewer chokepoints and a more open world.


Title: Re: Guild Wars 2
Post by: Draegan on September 11, 2011, 10:43:34 AM
Game looks very slick so far.  I'm starting to take an interest in it but I have some concerns.

1.  The UI-As stated upthread, the first UI was not cool at all.
2.  The little guys look just terrible, their heads are too big and the race doesn't seem to mesh with the others, even the Charr.
3.  Lobby-The first game felt like a lobby game and was way too compartmentalized.  I prefer fewer chokepoints and a more open world.


Read up on the game.  Because it seems like you just heard this game was coming out.

1.  UI's are personal choices.  The current GW2 UI is pretty slick.  Some may like it, some may not.  Shrug
2.  I haven't played the Asura or seen them in game yet.  Charr look find if you like big hulking type of races.
3.  The game is a full blown MMOG.  Persistent world etc.


Title: Re: Guild Wars 2
Post by: Numtini on September 11, 2011, 10:47:06 AM
I think next week is "Asura Week" so they'll be dumping out a lot of videos and info.



Title: Re: Guild Wars 2
Post by: Draegan on September 11, 2011, 10:48:36 AM
I think next week is "Asura Week" so they'll be dumping out a lot of videos and info.



Yeah.  Sylvari still look the best imo.


Title: Re: Guild Wars 2
Post by: Tyrnan on September 12, 2011, 11:56:31 AM
First Asura blog is up at http://www.arena.net/blog/matt-barrett-on-asura-design (http://www.arena.net/blog/matt-barrett-on-asura-design)

I found the video pretty awesome, but that may be because I don't have an artistic bone in my body and couldn't draw a straight line to save my life.


Title: Re: Guild Wars 2
Post by: 01101010 on September 12, 2011, 12:26:02 PM
2.  The little guys look just terrible, their heads are too big and the race doesn't seem to mesh with the others, even the Charr.

No you!

Of course, I was a Taru-taru PLD once upon a time so I can use that as an excuse.


Title: Re: Guild Wars 2
Post by: Draegan on September 12, 2011, 12:31:34 PM
I always love watching videos of artists draw.  It always makes me jealous.


Title: Re: Guild Wars 2
Post by: Sky on September 12, 2011, 01:03:18 PM
Always minds me of the road not traveled. I was an art major before the band took over my life.

Watching digital painting is pretty amazing for someone who used to paint but never had those kind of tools (since they didn't exist).


Title: Re: Guild Wars 2
Post by: murdoc on September 12, 2011, 01:15:41 PM
Always minds me of the road not traveled. I was an art major before the band took over my life.

Watching digital painting is pretty amazing for someone who used to paint but never had those kind of tools (since they didn't exist).

I just picked up a Wacom tablet and I feel like I'm starting over from scratch again. Videos like that make it look SO easy.


Title: Re: Guild Wars 2
Post by: Draegan on September 12, 2011, 01:24:34 PM
I bought a cheap-o tablet to play around with, and it's frustrating with your hands on the pad and your eyes on the screen.  I couldn't quite get my hand to be that coordinated.


Title: Re: Guild Wars 2
Post by: Tyrnan on September 12, 2011, 02:43:56 PM
I bought a cheap-o tablet to play around with, and it's frustrating with your hands on the pad and your eyes on the screen.  I couldn't quite get my hand to be that coordinated.

He could be using a Cintiq, I seem to remember seeing a fair few of them in their officers in some videos.

Also, more Asura bloginess at http://www.arena.net/blog/mr-sparkles-a-tale-of-the-asura (http://www.arena.net/blog/mr-sparkles-a-tale-of-the-asura)


Title: Re: Guild Wars 2
Post by: Draegan on September 12, 2011, 05:48:34 PM
Oh.  That seems awesome, wish I could have one and that they weren't like $2000.


Title: Re: Guild Wars 2
Post by: Sky on September 12, 2011, 06:38:22 PM
I tried the wacom tablet thing back around 2000-01, couldn't get around the disconnect of not looking where I'm drawing.


Title: Re: Guild Wars 2
Post by: Sheepherder on September 12, 2011, 07:26:00 PM
At least in an MMO there's a chance someone will see it. It really cracks me up when you have to customize your face in games like Fallout 3, where you never actually see your own face after the screen you're customizing it on.

Facegen and any other similar middleware makes it low hanging fruit.  What it needs is the NPC occasionally taking off his helmet to talk to people and a decent set of presets that can be tweaked.


Title: Re: Guild Wars 2
Post by: Mattemeo on September 23, 2011, 06:08:56 AM
New Sylvari Necromancer Footage courtesy of TotalBiscuit (http://www.youtube.com/watch?v=TfE_Xu9H1Bw)

Higher level stuff, some nifty skills etc. My over-riding impression of the vid is the sheer fucking variety of the landscapes. Check out those Mangroves! Lovely character animations too.


Title: Re: Guild Wars 2
Post by: Dren on September 23, 2011, 07:43:31 AM
New Sylvari Necromancer Footage courtesy of TotalBiscuit (http://www.youtube.com/watch?v=TfE_Xu9H1Bw)

Higher level stuff, some nifty skills etc. My over-riding impression of the vid is the sheer fucking variety of the landscapes. Check out those Mangroves! Lovely character animations too.

I'll buy that and play, all detailed subjectory aside.  Wish there was a static game details section in these threads....what's the latest release date?


Title: Re: Guild Wars 2
Post by: Ard on September 23, 2011, 09:44:12 AM
It's done when it's done.  They aren't even discussing a release date internally yet from what I've seen.  Speculation is spring or summer next year at the soonest.


Title: Re: Guild Wars 2
Post by: Morfiend on September 23, 2011, 10:26:11 AM
Video looks awesome, but I kept trying to zoom out just a bit while watching it. The camera seems really close to your character, especially when in Lich form.


Title: Re: Guild Wars 2
Post by: Draegan on September 23, 2011, 10:32:56 AM
Video looks awesome, but I kept trying to zoom out just a bit while watching it. The camera seems really close to your character, especially when in Lich form.

That's due to the user.

This is the same demo I played out at PAX, same race/class combo and it was amazing.


Title: Re: Guild Wars 2
Post by: caladein on September 23, 2011, 01:34:14 PM
I'll buy that and play, all detailed subjectory aside.  Wish there was a static game details section in these threads....what's the latest release date?

Best bet for looking for static info is the official wiki: http://wiki.guildwars2.com/wiki/Main_Page


Title: Re: Guild Wars 2
Post by: Dren on September 23, 2011, 03:37:58 PM
I'll buy that and play, all detailed subjectory aside.  Wish there was a static game details section in these threads....what's the latest release date?

Best bet for looking for static info is the official wiki: http://wiki.guildwars2.com/wiki/Main_Page

Typically that's not correct.  The FAQ pages of new games seem to always be very vague.  They only release details through forum conversations with "blue" posts, etc., that have to be searched for, which can take hours.  Answer is, you guys don't know, which is fine.  Their answer, as somebody already posted, "ready when ready."  I'll go back to not caring for another 6 months now.


Title: Re: Guild Wars 2
Post by: caladein on September 23, 2011, 03:55:37 PM
I meant in general, not just for that specific question.  And that wiki does all that for you.  It is almost scarily well-sourced and up-to-date, even when compared to games that are out.


Title: Re: Guild Wars 2
Post by: Lantyssa on September 23, 2011, 05:45:20 PM
The Guild Wars and GW2 wiki pages are probably the best of any games' wiki pages.  The community is insane about documenting things.  MMO-Champion is the only other site which comes close.


Title: Re: Guild Wars 2
Post by: Ingmar on September 23, 2011, 08:07:42 PM
The Guild Wars and GW2 wiki pages are probably the best of any games' wiki pages.  The community is insane about documenting things.  MMO-Champion is the only other site which comes close.

The one that always impresses me the most is http://fallout.wikia.com/wiki/Fallout_Wiki.


Title: Re: Guild Wars 2
Post by: Outlawedprod on November 04, 2011, 08:00:55 AM
http://www.arena.net/blog/guild-wars-2-development-update-by-jon-peters


Title: Re: Guild Wars 2
Post by: 01101010 on November 04, 2011, 08:10:24 AM
http://www.arena.net/blog/guild-wars-2-development-update-by-jon-peters

The cross profession combos sound tasty.  :drill:


Title: Re: Guild Wars 2
Post by: Threash on November 04, 2011, 08:16:49 AM
Damnit, that all sounds awesome and i've been sold on this game for a long time.  It needs to come out soon.


Title: Re: Guild Wars 2
Post by: Hawkbit on November 04, 2011, 08:48:06 AM
I had this game preordered at one point, well over a year ago.  I'm sure it will be great, but they needed to hold back on the marketing until closer to launch.  I wonder if we'll see it launch in 2012?


Title: Re: Guild Wars 2
Post by: Velorath on December 12, 2011, 01:00:35 PM
Apparently (according to the GW2 thread on Neogaf) a site accidentally leaked the reveal trailer for the Mesmer.  The trailer has been pulled down since, with a note that it is under embargo until 11:30am pst on Wednesday.


Title: Re: Guild Wars 2
Post by: Draegan on December 12, 2011, 01:35:33 PM
You can still find it on youtube.


Title: Re: Guild Wars 2
Post by: Velorath on December 12, 2011, 02:06:25 PM
Indeed.  It wasn't showing up in a search on youtube but I found a link to it elsewhere.  Looks good, although I'm personally leaning towards Thief right now.


Title: Re: Guild Wars 2
Post by: Threash on December 12, 2011, 03:21:43 PM
link?


Title: Re: Guild Wars 2
Post by: Velorath on December 12, 2011, 03:33:38 PM
I'd rather play it safe and not link to a leaked video here.  It's showing up in the search on youtube for me now, so if you really want to see it, it's not hard to find.


Title: Re: Guild Wars 2
Post by: kildorn on December 12, 2011, 04:14:59 PM
Yay mesmer. Boo taking so damned long.

 :ye_gods: to the last segment's choice in weaponry


Title: Re: Guild Wars 2
Post by: Mattemeo on December 12, 2011, 04:19:30 PM
Kotaku have the video up as an article right now.

As for the weapon choices, I'm glad you can use pretty much whatever the fuck you want. I don't know to what level that sort of thing is tied into (ie: the whole Dual Spec aspect of the original GW allowed you to use weapons of both classes at any time) but that will be revealed eventually I guess.


Title: Re: Guild Wars 2
Post by: kildorn on December 12, 2011, 04:22:47 PM
Kotaku have the video up as an article right now.

As for the weapon choices, I'm glad you can use pretty much whatever the fuck you want. I don't know to what level that sort of thing is tied into (ie: the whole Dual Spec aspect of the original GW allowed you to use weapons of both classes at any time) but that will be revealed eventually I guess.

If you've looked at the talent things, the way it is in the demos is that weapon choice is limited (but very broad per class), and weapon choice determines half your skill bar. So a skill may be bound to Mesmer + Sword, and unavailable with another weapon. Offhands are half of that weapon side of your bar, so sword + pistol is slightly different than sword + focus.

I actually dig the system since it gives some interesting thought behind "what should I use", you also have in zone weapon switching so you can pop over to another playstyle entirely.


Title: Re: Guild Wars 2
Post by: Tyrnan on December 14, 2011, 11:19:30 AM
Official Mesmer page (http://www.guildwars2.com/en/the-game/professions/mesmer/) is up now.


Title: Re: Guild Wars 2
Post by: Zetor on December 14, 2011, 01:38:13 PM
Closed beta is officially starting this friday. No application forms or anything, the devs will select accounts themselves. Probably pve/pvp uberguilds are getting in with this batch. More importantly, this seems to indicate that they're gearing up for a Q2 2012-ish release date, at least IMO... I'm pretty damn hyped for this game in any case.


Title: Re: Guild Wars 2
Post by: DLRiley on December 15, 2011, 08:41:03 AM
http://www.gameinformer.com/games/guild_wars_2/b/pc/archive/2011/12/14/lifting-the-veil-on-guild-wars-2-39-s-mysterious-mesmer-profession.aspx?PostPageIndex=2


Title: Re: Guild Wars 2
Post by: sam, an eggplant on December 15, 2011, 03:25:44 PM
Closed beta is officially starting this friday. No application forms or anything, the devs will select accounts themselves.
From active GW1 players, I guess?


Title: Re: Guild Wars 2
Post by: Numtini on December 15, 2011, 06:01:48 PM
Or from people who signed up for the site...


Title: Re: Guild Wars 2
Post by: Crumbs on January 31, 2012, 07:51:54 AM
My compulsion to play SWTOR is feeling more and more like hate-fucking.  As a result I just followed GW2 on twitter and there are a bunch of tweets about this:

http://www.arena.net/blog/dragon

It's from the 23rd so I'm sorry if most of you know this already  ;D 


Title: Re: Guild Wars 2
Post by: Nebu on January 31, 2012, 10:22:00 AM
I can't help but feel that the hype of GW2 is going to leave many gaming enthusiasts disappointed.  They are over-promising awesome at a level impossible to deliver.  I almost wish they'd harness some of that enthusiasm and just surprise us with a great game quietly.  I know, I know... the suits will never let it go down like that.   


Title: Re: Guild Wars 2
Post by: Draegan on January 31, 2012, 11:01:26 AM
I can't help but feel that the hype of GW2 is going to leave many gaming enthusiasts disappointed.  They are over-promising awesome at a level impossible to deliver.  I almost wish they'd harness some of that enthusiasm and just surprise us with a great game quietly.  I know, I know... the suits will never let it go down like that.   

You're just being your normal cynical self again.

From all that I've played the game delivers exactly what they are promising, at least, on the basic levels.


Title: Re: Guild Wars 2
Post by: Nebu on January 31, 2012, 11:45:32 AM
You're just being your normal cynical self again.

From all that I've played the game delivers exactly what they are promising, at least, on the basic levels.

If that's true, then they will win my $$$ and loyalty.  If not, then I'm right.  Either way, I win!  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Draegan on January 31, 2012, 11:51:15 AM
You're just being your normal cynical self again.

From all that I've played the game delivers exactly what they are promising, at least, on the basic levels.

If that's true, then they will win my $$$ and loyalty.  If not, then I'm right.  Either way, I win!  :why_so_serious:

Pshaw!  I will always remember you hedging your bets and that isn't a true win!

In any case, they should be demoing at Pax EAST this year and I'll be there with full media badges if you have anything you want me to poke around I'll do so.  They allow full video in their booths.


Title: Re: Guild Wars 2
Post by: Nebu on January 31, 2012, 11:55:03 AM
In any case, they should be demoing at Pax EAST this year and I'll be there with full media badges if you have anything you want me to poke around I'll do so.  They allow full video in their booths.

I'd love to know as much as I can about the PvP.  I have a full guild of enthusiasts looking toward GW2 as their next fix. 

I'd also like to know about their microtrans system and what they will be doing to extract money from us in bite-sized chunks.  What will spending money get us after the box cost?  Assuming, of course, they dont' go with a subscription model.


Title: Re: Guild Wars 2
Post by: Draegan on January 31, 2012, 12:14:04 PM
I don't think I've ever seen any specifics on micro trans, nor have I seen anything of a PVP demo at shows.  We shall see.  Though they have talked a lot about PVP over the last year.  Check out their dev blog archives.


Title: Re: Guild Wars 2
Post by: Nebu on January 31, 2012, 12:22:25 PM
I don't think I've ever seen any specifics on micro trans, nor have I seen anything of a PVP demo at shows.  We shall see.  Though they have talked a lot about PVP over the last year.  Check out their dev blog archives.

I will. 

I hope you'll post a summary from the show.  I'd be interested in hearing your opinion. I've always valued your view of the industry... even when we haven't agreed.   


Title: Re: Guild Wars 2
Post by: Draegan on January 31, 2012, 12:24:20 PM
Well I spent several hours playing at Pax Prime so you can ask me anything about the charr starter area and level 40ish sylvari necro game play.


Title: Re: Guild Wars 2
Post by: EWSpider on January 31, 2012, 12:26:20 PM
Insider has posted a few pvp related screen shots.  No real information with them though:

http://www.guildwarsinsider.com/2012/01/guild-wars-2-new-pvp-map/

Some pvp armor:

http://www.guildwarsinsider.com/2012/01/exclusive-screenshots-pvp-scholar-armor-lobby/

Draegan:  I'm mostly interested in pvp as Nebu said, but more specifically any and all details concerning World vs World vs World.


Title: Re: Guild Wars 2
Post by: LC on January 31, 2012, 11:32:39 PM
The more I hear about GW2 recently, the less interested I become. I was pretty excited until they went into detail about their weak ass pvp.


Title: Re: Guild Wars 2
Post by: EWSpider on February 01, 2012, 01:28:25 AM
The more I hear about GW2 recently, the less interested I become. I was pretty excited until they went into detail about their weak ass pvp.

Care to elaborate or are you just trolling?


Title: Re: Guild Wars 2
Post by: Modern Angel on February 01, 2012, 05:51:44 AM
It's LC. He's deathly serious about shit which doesn't matter. His very seriousness is how he trolls.


Title: Re: Guild Wars 2
Post by: EWSpider on February 01, 2012, 06:44:32 AM
It's LC. He's deathly serious about shit which doesn't matter. His very seriousness is how he trolls.

Just wondering if he knows something I don't, because the WvWvW pvp sounds quite promising.  It's basically a 3 sided war ala DAoC with structures that can be captured and controlled.  Only GW2 is taking it a step further and adding in the ability to "win".


Title: Re: Guild Wars 2
Post by: Draegan on February 01, 2012, 06:54:11 AM
He be troll'in.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 01, 2012, 09:14:31 AM
It's LC.  It's that his tastes are insignificant to the majority of gamers, even f13ers, than that he's a troll.


Title: Re: Guild Wars 2
Post by: Draegan on February 01, 2012, 10:42:06 AM
Maybe he's angry that female characters have a longer GCD than male characters.


Title: Re: Guild Wars 2
Post by: Nebu on February 01, 2012, 10:49:50 AM
Insider has posted a few pvp related screen shots.  No real information with them though:

http://www.guildwarsinsider.com/2012/01/guild-wars-2-new-pvp-map/

Some pvp armor:

http://www.guildwarsinsider.com/2012/01/exclusive-screenshots-pvp-scholar-armor-lobby/

Thanks for the links.  To be honest, I don't really care how it looks as long as it's fluid.  I want to hear about gameplay, class balance, and objectives.  I want details on mechanics. 



Title: Re: Guild Wars 2
Post by: EWSpider on February 01, 2012, 11:16:06 AM
I just posted those links because they had some previously unseen screen shots.

If you want a good summary of currently available information (still a bit sparse) than this wiki is pretty good:

http://wiki.guildwars2.com/wiki/PvP


Title: Re: Guild Wars 2
Post by: Nebu on February 01, 2012, 11:21:01 AM
I just posted those links because they had some previously unseen screen shots.

If you want a good summary of currently available information (still a bit sparse) than this wiki is pretty good:

http://wiki.guildwars2.com/wiki/PvP

Awesome.  Thanks for the link.


Title: Re: Guild Wars 2
Post by: Draegan on February 01, 2012, 11:42:37 AM
I can't speak about balance but I know beta is coming up soonish so maybe we'll get more info.

As far as combat goes, this game is extremely fluid, at least at their demos.  Character handles well, graphics are great, animations match key-presses, everything is fluid and responsive.  ArenaNet has done a great job with that.

You can youtube a few PVP matches from some of the conventions if you want.  I think there was some good ones from E3 2011

Ninja Edit:  http://www.youtube.com/watch?v=Kge6AeskWLA

Here's some Dev played PVP as an elementalist at Gamescom.


Title: Re: Guild Wars 2
Post by: Tyrnan on February 01, 2012, 12:51:56 PM
Some videos (http://www.youtube.com/playlist?list=PL2B9894ACA89F3AE8&feature=plcp) from Pax Prime last year. The 5v5 tournament videos were pretty awesome from what I remember. In fact, I think I'll go watch them again  :grin:


Title: Re: Guild Wars 2
Post by: March on February 06, 2012, 10:18:49 AM
It's LC. He's deathly serious about shit which doesn't matter. His very seriousness is how he trolls.

Just wondering if he knows something I don't, because the WvWvW pvp sounds quite promising.  It's basically a 3 sided war ala DAoC with structures that can be captured and controlled.  Only GW2 is taking it a step further and adding in the ability to "win".
I like the idea quite a bit... hope they pull it off.

However, I can't help but notice that early versions of WaR were more like what GW2 might have been... are we going to see GW2 attempt to make DAOC-2?  Oh, the irony.


Title: Re: Guild Wars 2
Post by: Draegan on February 06, 2012, 11:11:43 AM
Well there are no hard coded factions in this game.


Title: Re: Guild Wars 2
Post by: schild on February 08, 2012, 08:00:40 AM
When you spend as much time playing shitty MMOGs as LC does, all you know is trolling.


Title: Re: Guild Wars 2
Post by: Sheepherder on February 08, 2012, 10:43:40 AM
http://www.youtube.com/watch?feature=player_detailpage&v=5_WE3Vt-g9E#t=205s


Title: Re: Guild Wars 2
Post by: Crumbs on February 14, 2012, 07:11:09 AM
I was followed on Twitter by a person named @MargieGuildWars.  Among her tweets is one about a rumor that GW2 will launch on June 30. 

http://games.on.net/article/14764/Rumour_Guild_Wars_2_to_Launch_on_June_30


Title: Re: Guild Wars 2
Post by: 01101010 on February 14, 2012, 07:13:22 AM
I was followed on Twitter by a person named @MargieGuildWars.  Among her tweets is one about a rumor that GW2 will launch on June 30. 

http://games.on.net/article/14764/Rumour_Guild_Wars_2_to_Launch_on_June_30

Amazon release date? Really? We are going with that?  :oh_i_see:


Title: Re: Guild Wars 2
Post by: Crumbs on February 14, 2012, 07:57:57 AM
I was followed on Twitter by a person named @MargieGuildWars.  Among her tweets is one about a rumor that GW2 will launch on June 30. 

http://games.on.net/article/14764/Rumour_Guild_Wars_2_to_Launch_on_June_30

Amazon release date? Really? We are going with that?  :oh_i_see:

To the extent that you'd "go" with any other rumor.  Just thought I'd post it to see if anyone else could corroborate or shoot down. 


Title: Re: Guild Wars 2
Post by: Draegan on February 14, 2012, 08:04:57 AM
Hmm I duno, Gamestop had a release date of January 30th 2014.  Who do we believe?


Title: Re: Guild Wars 2
Post by: UnsGub on February 14, 2012, 08:35:33 AM
Engine has been finished for a long, long, time.  Amount or lack of content is the bottleneck to shipping.


Title: Re: Guild Wars 2
Post by: Zetor on February 14, 2012, 09:01:13 AM
They hired Massively's GW editor as a community manager two weeks ago. If they're hiring CMs, it indicates either an even larger hype train approaching, or 'more open beta' Soon™. I think a late June release date is certainly possible, all things considered...


Title: Re: Guild Wars 2
Post by: Shatter on February 14, 2012, 10:47:11 AM
June would be great, F September which I am expecting


Title: Re: Guild Wars 2
Post by: Draegan on February 15, 2012, 10:57:03 AM
They just started inviting the press to play the game from what I've seen.  Beta very soon most likely.


Title: Re: Guild Wars 2
Post by: Hawkbit on February 15, 2012, 07:53:56 PM
GW2 on Consoles post-PC launch via Massively (http://massively.joystiq.com/2012/02/15/guild-wars-2-console-version-confirmed/)


Title: Re: Guild Wars 2
Post by: Numtini on February 16, 2012, 04:04:57 AM
GW2 on Consoles post-PC launch via Massively (http://massively.joystiq.com/2012/02/15/guild-wars-2-console-version-confirmed/)

Given the fate of every other game that's announced a console version, I'd think companies would be starting to get superstitious.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 16, 2012, 06:29:17 AM
They're already bucking the trend on making decent online games and a sequel.  Why not go for a trifecta?


Title: Re: Guild Wars 2
Post by: Morfiend on February 16, 2012, 09:03:58 AM
World vs World vs World Info. (http://www.arena.net/blog/mike-ferguson-on-guild-wars-2-world-vs-world)

Sounds like a mix between DAOC and WAR RvR. In a good way.


Title: Re: Guild Wars 2
Post by: HaemishM on February 16, 2012, 09:23:29 AM
That sounds a lot like a mixture of the good parts of DAoC and WoW battlegrounds, with some extra coolness thrown in. Still not that happy about the "Kill the NPC lord to take the castle" mechanic, but it's understandable. I'd rather it work more like a contestable flag object - you must reach the throne room of the castle and hold it for 10-15 minutes - any enemy players within the castle's boundaries cause the timer to pause or slow down (depending on the ratio of enemies to friends) and only by removing all the players from the throne room can the timer reset.

Having neutral factions you can draft for help by doing PVE quests is a cool mechanic.


Title: Re: Guild Wars 2
Post by: 01101010 on February 16, 2012, 09:29:20 AM
World vs World vs World Info. (http://www.arena.net/blog/mike-ferguson-on-guild-wars-2-world-vs-world)

Sounds like a mix between DAOC and WAR RvR. In a good way.

This sounds all well and good. I am hoping they deliver on this - however, I will wait and see how the players fuck things up.  :why_so_serious:


Title: Re: Guild Wars 2
Post by: HaemishM on February 16, 2012, 09:32:31 AM
I'm going to guess it'll start with z-index exploits to kill keep lords from unassailable positions.  :why_so_serious:


Title: Re: Guild Wars 2
Post by: murdoc on February 16, 2012, 09:54:49 AM
Oh man, that is EXACTLY the gameplay I want.



...If they can pull it off.


Title: Re: Guild Wars 2
Post by: Furiously on February 16, 2012, 10:14:50 AM
That sounds good...if done right.


Title: Re: Guild Wars 2
Post by: pxib on February 16, 2012, 10:51:41 AM
That upgrades require time to complete means there's a big advantage for the two most powerful sides to continuously flatten the weaker third before they turn to their own combat rather than two weak forces aligning against a strong. The strongest sides will tend to maintain a larger group of warriors, since everybody loves winning, and will be able to turn around and recapture whatever they need... the weakest side will never be able to complete its upgrades, so spending money on them would just be a waste.


Title: Re: Guild Wars 2
Post by: luckton on February 16, 2012, 11:29:57 AM
Count me in on the bandwagon after reading that article.  Cross your fingers, folks.


Title: Re: Guild Wars 2
Post by: UnsGub on February 16, 2012, 11:45:55 AM
the weakest side will never be able to complete its upgrades, so spending money on them would just be a waste.

This is a solved problem.  It is their mistake to make to not use an existing solution (Planetside (http://planetside.station.sony.com/game_updates/development.vm?category=Game&id=61624)) or fail to reinvent the wheel.


Title: Re: Guild Wars 2
Post by: Miasma on February 16, 2012, 12:33:59 PM
If you are facing different servers how would you know who was weakest to begin with?  And if the rankings are robust enough you will be playing other teams at your own level so there won't even be one clearly weakest group.


Title: Re: Guild Wars 2
Post by: Furiously on February 16, 2012, 12:34:54 PM
That upgrades require time to complete means there's a big advantage for the two most powerful sides to continuously flatten the weaker third before they turn to their own combat rather than two weak forces aligning against a strong. The strongest sides will tend to maintain a larger group of warriors, since everybody loves winning, and will be able to turn around and recapture whatever they need... the weakest side will never be able to complete its upgrades, so spending money on them would just be a waste.

Except the next two weeks you go against a different realm don't you? Granted, if you are in one of the two "top" realms, you are going to likely alternate between two different realms every other week. But other than that there should be enough movement to keep it... different.


Title: Re: Guild Wars 2
Post by: Typhon on February 16, 2012, 12:53:09 PM
Very inventive answer to the population imbalance problem.


Title: Re: Guild Wars 2
Post by: Ingmar on February 16, 2012, 02:14:30 PM
It kind of loses you the whole rivalry aspect where you're going up against the same people, but that might be a small price to pay if it really does actually solve population imbalance.


Title: Re: Guild Wars 2
Post by: Draegan on February 16, 2012, 02:34:22 PM
WvW is exactly like Warcraft's arena matches.  Except it's 24 hours a day matches.  Seasons last 2 weeks.  And your Arena team is your server.

Seems like an incredible system.


Title: Re: Guild Wars 2
Post by: tazelbain on February 16, 2012, 02:35:06 PM
There are still rivalries in football despite the fact you don't play the same team everything.  And think the rivalries will be better because there is are definitive winners and losers.  The is going to be a server that can claim to be best server in the world. That is going to be a powerful motivator.

A critical element that still hasn't reveled is: how your world is selected and how you stop bandwagoning?  I like that you didn't have to select a server in GW1.  I fear that goes away.


Title: Re: Guild Wars 2
Post by: Draegan on February 16, 2012, 02:42:59 PM
What do you mean by how your world is selected?  You mean at character creation?


Title: Re: Guild Wars 2
Post by: Ingmar on February 16, 2012, 02:55:51 PM
There are still rivalries in football despite the fact you don't play the same team everything.  And think the rivalries will be better because there is are definitive winners and losers.  The is going to be a server that can claim to be best server in the world. That is going to be a powerful motivator.

A critical element that still hasn't reveled is: how your world is selected and how you stop bandwagoning?  I like that you didn't have to select a server in GW1.  I fear that goes away.

I was talking more about the little intrapersonal rivalries that develop when you fight the same infiltrator at the milegate every day for a year, rather than the larger team vs. team sort, I do expect those to exist.


Title: Re: Guild Wars 2
Post by: Cadaverine on February 16, 2012, 03:15:57 PM
There are still rivalries in football despite the fact you don't play the same team everything.  And think the rivalries will be better because there is are definitive winners and losers.  The is going to be a server that can claim to be best server in the world. That is going to be a powerful motivator.

A critical element that still hasn't reveled is: how your world is selected and how you stop bandwagoning?  I like that you didn't have to select a server in GW1.  I fear that goes away.

This.  What is to stop people on low ranking servers from just bailing to go re-roll on the high ranking servers? 



Title: Re: Guild Wars 2
Post by: 01101010 on February 16, 2012, 03:48:51 PM
This.  What is to stop people on low ranking servers from just bailing to go re-roll on the high ranking servers? 

Gate servers. Yeah, I know all the bullshit that goes along with it, I played FFXI with their World Pass system. However, if you want servers to be relatively even, you release the monster.


Title: Re: Guild Wars 2
Post by: Draegan on February 16, 2012, 03:49:21 PM
Nothing.  Probably won't even matter if they do ranking properly.  Single players rerolling on other servers won't make a difference.  While you get boosted to 80 in WvW you still don't have the better gear an established player would have.


Title: Re: Guild Wars 2
Post by: Furiously on February 16, 2012, 05:41:12 PM
Unless they do the gw1 thing where you have max gear 10 minutes in.


Title: Re: Guild Wars 2
Post by: Ingmar on February 16, 2012, 05:44:15 PM
I have my doubts, what with the level 80 cap.


Title: Re: Guild Wars 2
Post by: 01101010 on February 16, 2012, 05:49:53 PM
Nothing.  Probably won't even matter if they do ranking properly.  Single players rerolling on other servers won't make a difference.  While you get boosted to 80 in WvW you still don't have the better gear an established player would have.

Ugh. Prettier gear...ok, but fuck the gear=win bullshit.


Title: Re: Guild Wars 2
Post by: Draegan on February 16, 2012, 06:25:32 PM
I haven't heard of any hating for gear.  There are no raids that ive heard of outside world type events.  They keep saying that they want to make your experience the same at all levels.


Title: Re: Guild Wars 2
Post by: UnSub on February 16, 2012, 08:52:20 PM
GW2 on Consoles post-PC launch via Massively (http://massively.joystiq.com/2012/02/15/guild-wars-2-console-version-confirmed/)

Given the fate of every other game that's announced a console version, I'd think companies would be starting to get superstitious.

DCUO is reportedly doing a lot better on the PS3 than the PC, so it isn't an impossible thing to pull off.

Plus GW2's revenue model suits consoles perfectly.

However, this is one of those things that we should wait and see if it ever happens before getting too excited about it.


Title: Re: Guild Wars 2
Post by: tazelbain on February 17, 2012, 07:01:02 AM
What do you mean by how your world is selected?  You mean at character creation?
Not having to select a server at creation and basically being able to play with anyone you want is a killer feature of GW1.  Hate to see that go.


Title: Re: Guild Wars 2
Post by: Zetor on February 17, 2012, 07:52:51 AM
I seem to remember reading from some dev that players can switch between servers freely (though it probably won't be as smooth as gw1 districts). However, after you switch you can't participate in WvWvW until the current round is over, or sommat.


Title: Re: Guild Wars 2
Post by: Tyrnan on February 17, 2012, 09:49:06 AM
I seem to remember reading from some dev that players can switch between servers freely (though it probably won't be as smooth as gw1 districts). However, after you switch you can't participate in WvWvW until the current round is over, or sommat.
Yeah I vaguely remember something like that too, although I wasn't sure if it was as you stated or just a cooldown on how often you could transfer.

What happens when the next WvW round starts though? Say a load of people transfer to the top ranked server then the next round they have a huge population advantage. I know numbers doesn't equal skill but it could still be unbalancing.


Title: Re: Guild Wars 2
Post by: Kageru on February 17, 2012, 05:35:41 PM
DCUO is reportedly doing a lot better on the PS3 than the PC, so it isn't an impossible thing to pull off.

This is not remotely surprising as it was written specifically targeting consoles. That doesn't mean it was a good MMO or that the decisions they made to make it console friendly helped.


Title: Re: Guild Wars 2
Post by: Furiously on February 17, 2012, 05:43:48 PM
There will be a fourth realm no matter what. (the people who move to whoever is winning)


Title: Re: Guild Wars 2
Post by: Threash on February 17, 2012, 06:54:23 PM
That WvsW article made me cancel my WZ queue and log out of swtor and not come back since yesterday.


Title: Re: Guild Wars 2
Post by: Kageru on February 17, 2012, 08:19:34 PM

Sounds excellent. Actually putting a bit of thought into mechanics rather than just building it and assuming it will work.

A large map with a variety of targets, home ground maps for a semi-protected staging point, server versus server so you have a large population to draw from for battles and allies which will do wonders for building server community, and a ranking system so that uber and high population servers will be matched with each other. And unlike Eve it has a reset switch so that it doesn't stagnate with some elder power squatting on the space. And while it is tricky if they get it working it can be fun for a long time rather than leveling content which is consumed and done. Very promising.

Hopefully they'll also avoid massive power differentials due to gear progression. But there's probably not many groups who understand that better than they do.



Title: Re: Guild Wars 2
Post by: Zetor on February 17, 2012, 09:33:43 PM
I seem to remember reading from some dev that players can switch between servers freely (though it probably won't be as smooth as gw1 districts). However, after you switch you can't participate in WvWvW until the current round is over, or sommat.
Yeah I vaguely remember something like that too, although I wasn't sure if it was as you stated or just a cooldown on how often you could transfer.

What happens when the next WvW round starts though? Say a load of people transfer to the top ranked server then the next round they have a huge population advantage. I know numbers doesn't equal skill but it could still be unbalancing.
Honestly I'm not that worried about pvp server hoppers... they don't have any incentive to server transfer anywhere other than the top 3 (unless they're a huge guild like the goons who may decide to do it for the lulz, but that's abnormal). They'll probably keep migrating between the 'big 3' after leaderboards start to solidify ~6 months after the game launches and leave the population of the other [100+?] servers alone.


Title: Re: Guild Wars 2
Post by: luckton on February 18, 2012, 04:38:08 AM
That WvsW article made me cancel my WZ queue and log out of swtor and not come back since yesterday.
So...what're playin' in the meantime?


Title: Re: Guild Wars 2
Post by: luckton on February 19, 2012, 10:28:21 AM
Dammit, I fucking did it again.  I read one really good snippet about an upcoming MMO, and then I deluge myself in information about it and get all hyped up.  SWTOR just seems dull compared to this now.

As much as I love this genre, I almost hate it equally so  :-P


Title: Re: Guild Wars 2
Post by: Tarami on February 19, 2012, 11:22:57 AM
Dammit, I fucking did it again.  I read one really good snippet about an upcoming MMO, and then I deluge myself in information about it and get all hyped up.  SWTOR just seems dull compared to this now.

As much as I love this genre, I almost hate it equally so  :-P
Don't worry, it hates us right back.


Title: Re: Guild Wars 2
Post by: luckton on February 19, 2012, 01:14:02 PM
We really should just call this "DAoC 2".   :why_so_serious:


Title: Re: Guild Wars 2
Post by: caladein on February 20, 2012, 04:07:26 AM
I'm completely opposite.  The more information they release/I read, the more I realize that they're not making a game "for me".  Everything on the PvP side below tournament play makes pretty significant departure from the first game that I find to its detriment, which is annoying as that's what I liked about the first game.  (And Nightfall PvE wasn't terrible at the time.)

Maybe Structured will not turn out to be a series of pub-stomping games and the maps turn out varied enough to make up for there being only one game type.  Maybe.  :heartbreak:


Title: Re: Guild Wars 2
Post by: Hawkbit on February 20, 2012, 09:49:55 AM
Kotaku plays in press beta, too many people cause screen lag to a crash (http://kotaku.com/5886496/the-guild-wars-2-beta-weekend-ends-in-crash+causing-chaos)

I'm super psyched about GW2, regardless of the performance in that video.  I've been going back through GW1 lately to finish off some stories and such.  I can't believe how deep that game is, and how brutally tough it is until I started fleshing out my heroes a bit more.  Fun!


Title: Re: Guild Wars 2
Post by: Fabricated on February 20, 2012, 10:12:31 AM
sb.exe


Title: Re: Guild Wars 2
Post by: HaemishM on February 20, 2012, 11:35:05 AM
What PVP game would be complete without it?  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Threash on February 20, 2012, 02:18:04 PM
That WvsW article made me cancel my WZ queue and log out of swtor and not come back since yesterday.
So...what're playin' in the meantime?

I bought skyrim :)


Title: Re: Guild Wars 2
Post by: Kageru on February 20, 2012, 07:29:35 PM

I assume there is no NDA on the weekend beta tests.

Because there's a pretty substantial amount of information being put out by the participants (Guild Wars Guru (http://www.guildwars2guru.com/forum/press-closed-beta-test-t27964.html?t=27964),Kotaku (http://kotaku.com/5886430/ten-things-i-learned-from-the-guild-wars-2-beta-weekend))


Title: Re: Guild Wars 2
Post by: Shatter on February 20, 2012, 07:33:47 PM
http://www.incgamers.com/Previews/38...st-impressions
http://massively.joystiq.com/2012/02...awns-thoughts/
http://massively.joystiq.com/2012/02...eths-thoughts/
http://www.gamebreaker.tv/mmorpg/gets-it-right/
http://www.destructoid.com/guild-war...e-222175.phtml
http://www.youtube.com/watch?v=9V6Ck...ature=youtu.be
http://www.youtube.com/watch?v=W-YKm...06FAAAAAAAAAAA
http://kotaku.com/5886430/ten-things...2-beta-weekend
http://www.guildwars2guru.com/guild-...test-coverage/
http://www.youtube.com/watch?v=6SMYW...02FUAAAAAAAAAA
http://www.youtube.com/watch?feature...v=l9vArH8fZjU#!


Title: Re: Guild Wars 2
Post by: luckton on February 21, 2012, 01:16:24 AM
I'm getting the general feeling that things seem to be a bit more positive about this game than some other recent releases.


Title: Re: Guild Wars 2
Post by: Numtini on February 21, 2012, 04:40:31 AM
The only consistent negative I've seen is stability. Everyone seems to like the gameplay. But then, commercial sites like everything.


Title: Re: Guild Wars 2
Post by: 01101010 on February 21, 2012, 04:41:28 AM
The only consistent negative I've seen is stability. Everyone seems to like the gameplay. But then, commercial sites like everything.

But that is what they are paid to do...  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Shatter on February 21, 2012, 05:23:08 AM
The only consistent negative I've seen is stability. Everyone seems to like the gameplay. But then, commercial sites like everything.

Same here, the biggest gripe I always see is performance but everything else seems to be consistently declared as enjoyable.  Then again, people thought Rifts were enjoyable but once you had done 5 of them they just got annoying. 


Title: Re: Guild Wars 2
Post by: Outlawedprod on February 21, 2012, 05:46:47 AM
http://www.incgamers.com/Previews/38...st-impressions
http://massively.joystiq.com/2012/02...awns-thoughts/
http://massively.joystiq.com/2012/02...eths-thoughts/
http://www.gamebreaker.tv/mmorpg/gets-it-right/
http://www.destructoid.com/guild-war...e-222175.phtml
http://www.youtube.com/watch?v=9V6Ck...ature=youtu.be
http://www.youtube.com/watch?v=W-YKm...06FAAAAAAAAAAA
http://kotaku.com/5886430/ten-things...2-beta-weekend
http://www.guildwars2guru.com/guild-...test-coverage/
http://www.youtube.com/watch?v=6SMYW...02FUAAAAAAAAAA
http://www.youtube.com/watch?feature...v=l9vArH8fZjU#!

Your links contain delicious ...


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 21, 2012, 06:08:32 AM
Kotaku plays in press beta, too many people cause screen lag to a crash (http://kotaku.com/5886496/the-guild-wars-2-beta-weekend-ends-in-crash+causing-chaos)

I'm super psyched about GW2, regardless of the performance in that video.  I've been going back through GW1 lately to finish off some stories and such.  I can't believe how deep that game is, and how brutally tough it is until I started fleshing out my heroes a bit more.  Fun!

They may need to lower textures and atlas characters.  :grin:


Title: Re: Guild Wars 2
Post by: Draegan on February 21, 2012, 01:25:15 PM
Predictions

A bit of hype on my part: This game will be the most heralded MMORPG release since WOW.  It might not hit sales figures of a SWTOR due to Star Wars and Bioware name (at least not as fast), but it will be one of the best MMORPGs in the last 10 years.

This is based off my own experience with the game and the media interpretations that have been released this week.


Title: Re: Guild Wars 2
Post by: Typhon on February 21, 2012, 02:29:59 PM
and all with, GASP!, no dedicated healers!  Die trinity! FUCKING DIE!!!

(if I'm wrong about the 'everyone/no one is a healer' thing, just leave me my illusions for awhile)


Title: Re: Guild Wars 2
Post by: Lantyssa on February 21, 2012, 02:52:55 PM
and all with, GASP!, no dedicated healers!  Die trinity! FUCKING DIE!!!
Amen.


Title: Re: Guild Wars 2
Post by: Hawkbit on February 21, 2012, 07:37:05 PM
Makes me wonder if they're waiting to go head to head with D3 on launch. 


Title: Re: Guild Wars 2
Post by: Shatter on February 22, 2012, 04:30:52 AM
Predictions

A bit of hype on my part: This game will be the most heralded MMORPG release since WOW.  It might not hit sales figures of a SWTOR due to Star Wars and Bioware name (at least not as fast), but it will be one of the best MMORPGs in the last 10 years.

This is based off my own experience with the game and the media interpretations that have been released this week.

Good to hear, I was hoping TOR would be my next long term MMO, but GW2 will be replacing it ASAP. 


Title: Re: Guild Wars 2
Post by: apocrypha on February 22, 2012, 04:42:08 AM
Makes me wonder if they're waiting to go head to head with D3 on launch. 

My opinion is that that would be a really fucking stupid move.

I feel that to give themselves the best opportunity to pick up a good number of new players, i.e. people who didn't play GW1, they need to find a launch window that is a couple of months away from both the D3 launch and MoP release. I think that the SWTOR shiny is wearing off enough for a lot of people for that to no longer be a worry - unless there's some kind of miracle SWTOR patch very soon that adds LFD, dual spec and a shitton of extra content.

Myself and several of my gaming friends are very much in limbo between games atm. Some of us are playing SWTOR but it's not got an incredibly sticky feel to it. There's a lot of waiting for D3, even some interest in MoP if nothing else has come along by then. But right now GW2 would grab us all, even if only for a short while. That probably won't be the case in 3-6 months time.


Title: Re: Guild Wars 2
Post by: luckton on February 22, 2012, 04:55:14 AM
I think that the SWTOR shiny is wearing off enough for a lot of people for that to no longer be a worry - unless there's some kind of miracle SWTOR patch very soon that adds LFD, dual spec and a shitton of extra content.

1.2 is looking like it's gonna be the first of a couple 'kitchen sink' patches.  Will have to see how things turn out, but they better get crackin' on that shit soon.


Title: Re: Guild Wars 2
Post by: Numtini on February 22, 2012, 06:02:00 AM
I find the idea that the group oriented gameplay is engaging compared to soloing combined with the lack of a trinity to be very very interesting. One of the reasons I am very drawn to diku/trinity style games is that they do require at least some type of cooperation between people. If they've found a way to make group combat more than just a DPS zerg without healing, I'll be very impressed and very happy.


Title: Re: Guild Wars 2
Post by: Fabricated on February 22, 2012, 06:03:51 AM
I have a far more jaundiced view of GW2 because the first one was horribly boring and mediocre IMO despite being technically solid.

Basically, kinda how RIFT didn't really do anything wrong and had a lot of cool ideas and a dev team that really seemed to care, but it just didn't grab me.


Title: Re: Guild Wars 2
Post by: Shatter on February 22, 2012, 06:21:33 AM
I find the idea that the group oriented gameplay is engaging compared to soloing combined with the lack of a trinity to be very very interesting. One of the reasons I am very drawn to diku/trinity style games is that they do require at least some type of cooperation between people. If they've found a way to make group combat more than just a DPS zerg without healing, I'll be very impressed and very happy.

My understanding of the combat is in a nutshell...everyone needs to be self sufficient.  Since bosses for example dont aggro on a single player they will bunny hop so everyone will "tank", everyone will DPS, etc.  You will be required to keep you alive which will be interesting because a lot of the people who play these games are retarded when it comes to any type of environmental awareness. 


Title: Re: Guild Wars 2
Post by: Nebu on February 22, 2012, 06:58:30 AM
I have a far more jaundiced view of GW2 because the first one was horribly boring and mediocre IMO despite being techincally solid.

Basically, kinda how RIFT didn't really do anything wrong and had a lot of cool ideas and a dev team that really seemed to care, but it just didn't grab me.

I have the same concern.  GW seemed more about gimick builds than anything.  I enjoyed the pvp in Rift a lot more than GW and GW was supposed to be built around pvp.  

I guess Guild Wars always just felt too 'console' for me with only a few abilities.  I want more utility at my fingertips than one hotbar provides.


Title: Re: Guild Wars 2
Post by: 01101010 on February 22, 2012, 07:23:08 AM
My understanding of the combat is in a nutshell...everyone needs to be self sufficient.  Since bosses for example dont aggro on a single player they will bunny hop so everyone will "tank", everyone will DPS, etc.  You will be required to keep you alive which will be interesting because a lot of the people who play these games are retarded when it comes to any type of environmental awareness. 

It will be glorious. GLORIOUS!  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Fabricated on February 22, 2012, 07:31:37 AM
I've never had that much of a beef with the trinity myself.


Title: Re: Guild Wars 2
Post by: Shatter on February 22, 2012, 08:36:49 AM
My understanding of the combat is in a nutshell...everyone needs to be self sufficient.  Since bosses for example dont aggro on a single player they will bunny hop so everyone will "tank", everyone will DPS, etc.  You will be required to keep you alive which will be interesting because a lot of the people who play these games are retarded when it comes to any type of environmental awareness. 

It will be glorious. GLORIOUS!  :awesome_for_real:

Good point


Title: Re: Guild Wars 2
Post by: Draegan on February 22, 2012, 09:01:41 AM
I have a far more jaundiced view of GW2 because the first one was horribly boring and mediocre IMO despite being techincally solid.

Basically, kinda how RIFT didn't really do anything wrong and had a lot of cool ideas and a dev team that really seemed to care, but it just didn't grab me.

I have the same concern.  GW seemed more about gimick builds than anything.  I enjoyed the pvp in Rift a lot more than GW and GW was supposed to be built around pvp.  

I guess Guild Wars always just felt too 'console' for me with only a few abilities.  I want more utility at my fingertips than one hotbar provides.

There are very little similarities between GW1 and GW2 outside of lore and story and while WOW, Rift and TOR give you access to more abilities, Guild Wars 2 isn't very limited as it seems.

The Basics:
  • Each player has access to two weapon sets which can include dual wielding and a 2H or any other combination.
  • You can switch between weapon sets on the fly at anytime.  While in combat, your weapon swap ability has a short cooldown (~20-30s if I remember correctly).
  • Each weapon set contains 5 abilities.
  • Each player has access to 1 healing ability.
  • Each player has access to 3 Utility skills.
  • Each player has access to 1 Elite Skill.

So putting that all together, you have 5 skills, 1 healing ability, 3 utility skills, 1 elite skill which is 10 abilities.  Factor in that you can weapon swap, you now have up to 15 abilities at any given time.

This does not include your class special abilities. For example, the Mesmer has four F1-F4 abilities that do different things to your illusions etc.

There are exceptions to this rule, lets take a look at the Elementalist.

The Elementalist can only have one weapon set, there is no weapon swapping.  As you would expect, the Elementalist is attuned to Earth, Air, Water and Fire.  Each weapon has 5 abilities per element.  So as an Elementalist you can switch you attunement on the fly like weapon swapping.  Each element has a seperate cooldown, so you can use an Air ability, switch to Fire, use a fire abilities and so forth.  Each element has it's own unique cooldown (not shared) that is the same duration of the weapon swap.

The element attunement swap buttons are F1-F4.

So as an Elementalist you have access to 20 abilities at any given time not including your heals, utility or elite skills.

Another example would be the Necromancer.  The Necromancer plays by the basic rules above, but has only one F ability (F1) which puts you into a different for that gives you access to four more abilities while in this form.  To access this form you have to use certain abilities that build it up it's life force.  You can use it at any time (short cooldown) and that life force doubles for the "health" of that form.  So once you take enough damage, that life force is gone you get put back into your normal body.

So as a Necromancer, that's 15 + 4 abilities.

The Engineer is completely different too.  It has access to "Kits" that, like the Elementalist, change your load out and your abilities.

Each of the other classes have unique class abilities that give them access to different things.


Title: Re: Guild Wars 2
Post by: luckton on February 22, 2012, 09:05:58 AM
I'm amazed by the skill combo system.   (http://pc.ign.com/articles/121/1216828p1.html)

It's like Chrono Trigger's combo system, but more modern and more  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: 01101010 on February 22, 2012, 09:51:49 AM
I'm amazed by the skill combo system.   (http://pc.ign.com/articles/121/1216828p1.html)

It's like Chrono Trigger's combo system, but more modern and more  :awesome_for_real:


Precisely what I am drawn to. Ever since FFXI and their skillchain combos, there hasn't been anything to grab hold of - one of these faceless MMOs had a combo wheel, or was that LOTRO? Either way, it was rather limited. This stuff is how the trilogy will start taking a backseat.

Why work in a group when you have all the tools? here is why...


Title: Re: Guild Wars 2
Post by: Nebu on February 22, 2012, 09:55:01 AM
Helpful stuff

Thank you very much for taking the time.  I've been watching quite a few videos of the game and none of them seem to capture what you've just described.  You've helped me become a lot more interested in GW2 with each of your posts. 

If you don't mind, I'd like to borrow your words (with proper attribution) to help describe the system to a few guild mates.


Title: Re: Guild Wars 2
Post by: Numtini on February 22, 2012, 09:58:01 AM
Beta signups (https://beta.guildwars2.com/) open for 48 hours. Beta registration servers crashed.


Title: Re: Guild Wars 2
Post by: Draegan on February 22, 2012, 10:21:05 AM
Helpful stuff

Thank you very much for taking the time.  I've been watching quite a few videos of the game and none of them seem to capture what you've just described.  You've helped me become a lot more interested in GW2 with each of your posts. 

If you don't mind, I'd like to borrow your words (with proper attribution) to help describe the system to a few guild mates.

Tell them to bookmark Guildwars2junkies.com ;)



Title: Re: Guild Wars 2
Post by: luckton on February 22, 2012, 10:29:04 AM
Beta signups (https://beta.guildwars2.com/) open for 48 hours. Beta registration servers crashed.

I just did it and had no hiccups. 


Title: Re: Guild Wars 2
Post by: Tyrnan on February 22, 2012, 10:38:14 AM
Apart from the scanner program sending me to the french version of the signup page (with no way to change it that I could see) it went fine for me too. Haven't received a confirmation email yet though.


Title: Re: Guild Wars 2
Post by: Sky on February 22, 2012, 11:01:56 AM
Beta signups (https://beta.guildwars2.com/) open for 48 hours. Beta registration servers crashed.
Quote
Step One: Submit your PC hardware specs

Click here to download the DxDiag diagnostic tool. (328KB, .exe, Windows only)
(http://blogs.centrictv.com/shows/oncentric/wp-content/uploads/2010/07/Mr_T_BA.jpg)


Title: Re: Guild Wars 2
Post by: jth on February 22, 2012, 11:11:11 AM
Had to run the scanner program ~20 times (network error and no retry option) but eventually it got through.


Title: Re: Guild Wars 2
Post by: Tmon on February 22, 2012, 12:38:44 PM
I went ahead and signed up, doubt they will select me given the sad old pc I'm using.


Title: Re: Guild Wars 2
Post by: luckton on February 22, 2012, 12:42:32 PM
Maybe I just got lucky.  I dunno...I ran the program, it submitted the data, I filled out the follow-up form and I just got my confirmation email.



Title: Re: Guild Wars 2
Post by: 01101010 on February 22, 2012, 12:43:47 PM
I went ahead and signed up, doubt they will select me given the sad old pc I'm using.

I'd do it from work, but the WIN7 Enterprise and the shitty vid card would probably throw things off a bit.


Title: Re: Guild Wars 2
Post by: Nevermore on February 22, 2012, 12:55:18 PM
There are very little similarities between GW1 and GW2 outside of lore and story

This is why I haven't been getting excited for this game.  I liked the gotta find 'em all skill collection and building vastly different skill combinations on my characters.  I liked all the different companions I could use.  The lore and story was the weakest part of the game, so the fact that's the only part they kept isn't doing anything for me.  Maybe it'll turn out to still be a game I like, but so far I'm getting a Rift vibe off it.


Title: Re: Guild Wars 2
Post by: Chimpy on February 22, 2012, 01:14:54 PM
I went ahead and signed up, doubt they will select me given the sad old pc I'm using.

I'd do it from work, but the WIN7 Enterprise and the shitty vid card would probably throw things off a bit.

Win 7 enterprise is effectively exactly the same as Ultimate.


Title: Re: Guild Wars 2
Post by: luckton on February 22, 2012, 01:16:45 PM
I went ahead and signed up, doubt they will select me given the sad old pc I'm using.

I'd do it from work, but the WIN7 Enterprise and the shitty vid card would probably throw things off a bit.

I did it from work...



Title: Re: Guild Wars 2
Post by: Draegan on February 22, 2012, 01:42:09 PM
There are very little similarities between GW1 and GW2 outside of lore and story

This is why I haven't been getting excited for this game.  I liked the gotta find 'em all skill collection and building vastly different skill combinations on my characters.  I liked all the different companions I could use.  The lore and story was the weakest part of the game, so the fact that's the only part they kept isn't doing anything for me.  Maybe it'll turn out to still be a game I like, but so far I'm getting a Rift vibe off it.

Well, yeah.  If you're into GW1 for the skills and companions/heroes, then yeah you're going to disappointed with GW2.

How are you getting a Rift vibe from it?


Title: Re: Guild Wars 2
Post by: Nevermore on February 22, 2012, 01:45:10 PM
Great tech, hollow and uninteresting story.  Even though I liked GW1 for what it was, the world and backstory didn't resonate with me at all.


Title: Re: Guild Wars 2
Post by: Tmon on February 22, 2012, 03:05:45 PM
The story never really hooked me but there were some cool visuals and the game played so smoothly on my fairly low end desk top.  But it was the skill system  that really hooked me, it reminded me of deck building from the early days CCGs.  From what little I've read about it (mostly the excerpts posted here) it looks like it will fit in nicely with my WoT addiction.


Title: Re: Guild Wars 2
Post by: Draegan on February 22, 2012, 03:08:54 PM
Great tech, hollow and uninteresting story.  Even though I liked GW1 for what it was, the world and backstory didn't resonate with me at all.

If we're only discussing online games, which ones were rich and had interesting stories?

GW2 is all about gameplay but the story elements have promise (Voiceover + different scripts based on character creation choices and possibly in game choices), but having only really experienced the story in the newbie areas, I can't comment on how it plays out through 80 levels.  Media seems to like it, but who knows.


Title: Re: Guild Wars 2
Post by: Nija on February 22, 2012, 03:11:40 PM
I didn't receive a confirmation email but if I try to resubmit using the same email it says this email is already in the system. I hope that means I'm good to go.


Title: Re: Guild Wars 2
Post by: Kageru on February 22, 2012, 03:39:34 PM

GW1 PvE was very boring, though I tried several times and so wanted to like it.

It sounds like they're not getting rid of the trinity. They have tanky characters, utility and support characters. They're just making it less so that you are tied into only a specific role (which is basically where WoW ended up once dual specs were in) and less absolute in your dependency with more of the focus on player driven actions. All of which is good though it will be a massive balancing challenge.

Signed up, worked fine, hope it's as good as it sounds but trying to temper the MMO fan's desperate optimism.


Title: Re: Guild Wars 2
Post by: Nevermore on February 22, 2012, 03:46:21 PM
If we're only discussing online games, which ones were rich and had interesting stories?

WoW, for all it's lolore, was pretty rich and interesting up until they went off the rails with all the green jesus marysue fanfic crap.  Star Wars of course has tons of built-in backstory that's easy to build upon and I for one am liking the various class stories.

I acknowledge that trying to build your own new world is going to be much harder than building one off an already established IP, but I can't help it that I feel absolutely nothing when generic village #354 is under attack by generic zombies in a mostly empty world.

Edit: I'll give GW1 points for at least having some different flavors of generic.  The Asian theme and African theme areas were at least different, though I still didn't really care much what happened to the generic villagers there.


Title: Re: Guild Wars 2
Post by: Crumbs on February 22, 2012, 04:12:08 PM
Signed Up!!

http://www.youtube.com/watch?v=cXSOD1N5lR4


Title: Re: Guild Wars 2
Post by: schild on February 22, 2012, 04:29:14 PM
Just so you all know, I'm signing up with Guild Name Bat Country, size 100+, website (f13.net) where it asks.


Title: Re: Guild Wars 2
Post by: Sky on February 22, 2012, 05:17:37 PM
Just so you all know, I'm signing up with Guild Name Bat Country, size 100+, website (f13.net) where it asks.
Ditto. I nominate Lantyssa as our official GW2 guildmaster  :drillf:

Guildmistress?


Title: Re: Guild Wars 2
Post by: Chimpy on February 22, 2012, 07:27:00 PM
Signed up with the country of bats.

Also, that tool was funny....it said I have 4GB of video RAM rofl.


Title: Re: Guild Wars 2
Post by: Shatter on February 22, 2012, 07:49:04 PM
I didn't receive a confirmation email but if I try to resubmit using the same email it says this email is already in the system. I hope that means I'm good to go.

Try this

https://beta.guildwars2.com/resend


Title: Re: Guild Wars 2
Post by: Draegan on February 22, 2012, 08:30:18 PM
If we're only discussing online games, which ones were rich and had interesting stories?

WoW, for all it's lolore, was pretty rich and interesting up until they went off the rails with all the green jesus marysue fanfic crap.  Star Wars of course has tons of built-in backstory that's easy to build upon and I for one am liking the various class stories.

I acknowledge that trying to build your own new world is going to be much harder than building one off an already established IP, but I can't help it that I feel absolutely nothing when generic village #354 is under attack by generic zombies in a mostly empty world.

Edit: I'll give GW1 points for at least having some different flavors of generic.  The Asian theme and African theme areas were at least different, though I still didn't really care much what happened to the generic villagers there.

I'll give you credit for actually admitting you liked WOW for it's immersive story.


Title: Re: Guild Wars 2
Post by: Kageru on February 22, 2012, 08:53:05 PM

The WoW story was pretty decent. Thrall was interesting, most of the racial leaders were, strong identity to all the factions, and an end-goal of tracking down Arthas and delivering the kicking he so richly deserved. Partly because it was built on an existing foundation from warcraft of course. I even thought the GW1 story was sufficient, but the PvE instanced maps of wandering around a long corridor using a small handful of abilities to destroy endless numbers of samey enemies sapped my enthusiasm pretty fast.


Title: Re: Guild Wars 2
Post by: Nija on February 22, 2012, 09:10:11 PM
I didn't receive a confirmation email but if I try to resubmit using the same email it says this email is already in the system. I hope that means I'm good to go.

Try this

https://beta.guildwars2.com/resend

That worked, thank you!


Title: Re: Guild Wars 2
Post by: Modern Angel on February 23, 2012, 04:50:00 AM
GW1 had an awful story but I thought the LOCATIONS were memorable. It's a little weird that the disconnect exists because usually there needs to be a story worth a damn to make everything else mesh. Most of it has to be the visuals; GW has one of the most distinctive, well-realized worlds I've played in. Second only to LOTRO for me and maybe outstrips that. So I can't remember the story but I remember Ascalon, Lion's Arch, Duke Barradin, Ragnar, the Luxons and the Kurzicks...


Title: Re: Guild Wars 2
Post by: Kageru on February 23, 2012, 06:00:03 AM

Was it that bad? I really need to play it again. At the time I remember thinking the "searing" mechanic was somewhat original. And you spent enough time with some of the major characters. but they didn't leave much of a lasting impression I must admit. But I'm not sure if that's bad writing, world or just it getting swamped by the hours of repetitive and meaningless game-play that came after the intro.

I mean SWTOR is meant to have best of genre writing but not even that can conceal weaknesses in the game-play.

It certainly seemed better than rift which quickly reached a "I actively don't care who you guys are".


Title: Re: Guild Wars 2
Post by: Crumbs on February 23, 2012, 07:26:00 AM
Quote
Bat Country

I'd like to get in on this, but I already submitted an app without any guild fields filled in.  Is there a way to go in and edit your profile or something?  I'm not seeing it...


Title: Re: Guild Wars 2
Post by: Modern Angel on February 23, 2012, 07:40:06 AM

Was it that bad? I really need to play it again. At the time I remember thinking the "searing" mechanic was somewhat original. And you spent enough time with some of the major characters. but they didn't leave much of a lasting impression I must admit. But I'm not sure if that's bad writing, world or just it getting swamped by the hours of repetitive and meaningless game-play that came after the intro.

I mean SWTOR is meant to have best of genre writing but not even that can conceal weaknesses in the game-play.

It certainly seemed better than rift which quickly reached a "I actively don't care who you guys are".


I think there were some compelling side stories as you moved through. The initial Ascalon stuff was decent, too, with the whole "oh god, things have fallen completely apart we have to take the survivors west" thing. After that, though, the main story became a morass of EVIL GUY DESTROY WORLD cliches.


Title: Re: Guild Wars 2
Post by: Chimpy on February 23, 2012, 08:10:35 AM
Please, someone, assure me that they allow you to jump in this.


Title: Re: Guild Wars 2
Post by: tazelbain on February 23, 2012, 08:12:35 AM
I am so excited for this.  The hype train between now and release is going to be epic.  A.net is not prefect but they are clearly willing to lay it all on the line.


Title: Re: Guild Wars 2
Post by: Threash on February 23, 2012, 08:16:20 AM
Please, someone, assure me that they allow you to jump in this.

One of the first videos they showed was of people jumping around.


Title: Re: Guild Wars 2
Post by: tazelbain on February 23, 2012, 08:16:32 AM
Please, someone, assure me that they allow you to jump in this.
Jumping must be purchased at the ncsoft store.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 23, 2012, 08:31:56 AM
Please, someone, assure me that they allow you to jump in this.
Jumping must be purchased at the ncsoft store.

That got me.   :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Shatter on February 23, 2012, 08:46:57 AM
Please, someone, assure me that they allow you to jump in this.
Jumping must be purchased at the ncsoft store.

In true NCsoft fashion, in-game you would only have a 20% chance to jump, 10% chance if you jump you take armor dmg and 5% chance if you jump you break an item. 


Title: Re: Guild Wars 2
Post by: Zetor on February 23, 2012, 08:56:03 AM
There's going to be a horribly evil jumping puzzle in GW2 somewhere that the devs put in just to spite all the "omg GW1 had no jumping" people. Mark my words.  :why_so_serious:

Going back to the GW story thing...

Generally the atmosphere/setting was great in all GW installments (Prophecies, Factions, Nightfall, EOTN). In all of the games there were cutscenes with voice acting to string together a narrative, it just... wasn't very good for the most part. Prophecies had a good start, then developed into chosen-ones-save-the-world zzz; Factions started with a plague outbreak that kind of got sidelined with two random (but awesome-looking) factions fighting over some foozles and trippy 'B' kung-fu movie stuff; Nightfall was actually pretty solid - if bland - all the way through; EOTN was a not very coherent mish-mash of 4 really different stories. The new stuff they've added since then (War in Kryta, Winds of Change) isn't too bad.

All the cutscenes and REALLY REALLY HAMMY voice acting made for some good times in guild vent, though (same thing we're doing in swtor, only this was... 6+ years ago). If someone brings up 'Rurik and the Undead Lich' or 'Kung-fu Villain Togo', it elicits a lot of amusement in guildchat even after all those years.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 23, 2012, 09:03:57 AM
Ditto. I nominate Lantyssa as our official GW2 guildmaster  :drillf:

Guildmistress?
I hate you. :-P


Title: Re: Guild Wars 2
Post by: 01101010 on February 23, 2012, 09:26:32 AM
Ditto. I nominate Lantyssa as our official GW2 guildmaster  :drillf:

Guildmistress?
I hate you. :-P

But I think guildmistress edition comes with a free authentic leather whip.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: tmp on February 23, 2012, 09:36:01 AM
Jumping must be purchased at the ncsoft store.

In true NCsoft fashion, in-game you would only have a 20% chance to jump, 10% chance if you jump you take armor dmg and 5% chance if you jump you break an item. 
I'd expect it to come in form of jump token, allowing to make 10 jumps. Then you have to buy another one.


Title: Re: Guild Wars 2
Post by: Tyrnan on February 23, 2012, 10:07:59 AM
How can you talk about Guild Wars terrible voice acting without mentioning Danika (http://www.youtube.com/watch?feature=player_detailpage&v=XwfhSrjyrbU#t=300s) :ye_gods:


Title: Re: Guild Wars 2
Post by: Jamiko on February 23, 2012, 10:29:08 AM
There's going to be a horribly evil jumping puzzle in GW2 somewhere that the devs put in just to spite all the "omg GW1 had no jumping" people. Mark my words.

Jump away... (http://www.youtube.com/watch?v=1oYfi4cVbYM)


Title: Re: Guild Wars 2
Post by: HaemishM on February 23, 2012, 11:43:43 AM
Wow.


Title: Re: Guild Wars 2
Post by: Riggswolfe on February 23, 2012, 01:22:51 PM
I signed up and put Bat Country as my guid. Oddly, I find myself looking at this like alot of you looked at TOR and thinking it just doesn't have a chance in hell of living up to the hype.  I also am in the crowd that found the first game's story/world yawn-worthy to the point that I never even played the expansion with heroes in it.


Title: Re: Guild Wars 2
Post by: Lantyssa on February 23, 2012, 01:57:15 PM
Prophecies was yawn worthy.  Factions I got led so fast through I couldn't say.  They've learned a lot since then.

I'm really hoping their first expansion adds heroes back when they realize they can use the scaling events to take their presence into account.


Title: Re: Guild Wars 2
Post by: Ingmar on February 23, 2012, 02:22:00 PM
Their world design has generally been pretty awesome visually (post-Prophecies anyway) and I like that they've been willing in the past to break out of the generic European fantasy zone. The actual lore side of things I've never been terribly impressed with, though.


Title: Re: Guild Wars 2
Post by: Ratman_tf on February 23, 2012, 06:24:19 PM
So I just heard Arena Net's saying that GW2's gonna have level smoothing. (Characters of any level can group together.) If they manage it, I think it's gonna be a big coup. I fucking quit TOR because of that shit.


Title: Re: Guild Wars 2
Post by: Draegan on February 24, 2012, 06:13:48 AM
New Dev Blog on WvW: http://www.arena.net/blog/mike-ferguson-takes-your-wvw-questions-here-and-on-reddit


Mostl interesting part on Server Transfers:

Quote
Server Transfers
Some of our more astute fans asked about the complications involved with switching servers and how it would interact with world bonuses. Every account has a home server where your characters are created. You can only fight for your home world in WvW. You can visit other servers, and while you are visiting, you still get the world bonus from your home world instead of the bonus for the world you are visiting. If you switch your home server, you lose the bonus from your previous home world and are not eligible for the bonus for your new server at least until the beginning of the next battle for the Mists. We may extend this disqualification into the next match or possibly even longer to discourage people from switching servers right before a battle ends in order to get an awesome bonus. You will have to pay a fee to change your home server (price undetermined), and that will also discourage people from server hopping to chase world bonuses.

On leveling:  You are downleveled if you enter a lower level area from what I here.  I don't know the range.


Title: Re: Guild Wars 2
Post by: Crumbs on February 24, 2012, 07:46:30 AM
Quote
Bat Country

I'd like to get in on this, but I already submitted an app without any guild fields filled in.  Is there a way to go in and edit your profile or something?  I'm not seeing it...

Well in any case I'll be a-knockin when the game goes live.  There is much spying to do  :grin:

Quote
I find myself looking at this like alot of you looked at TOR and thinking it just doesn't have a chance in hell of living up to the hype.

The difference is that GW2 is offering innovation and much of what I've been looking for in a game for almost a decade.  There's always the chance that they don't pull it off, but it's nice to see that someone is at least trying.  There also seems to be a stark contrast between the two dev teams when it comes to understanding and appreciation of the genre. 


Title: Re: Guild Wars 2
Post by: EWSpider on February 24, 2012, 08:07:26 AM
Just a random tidbit that made we want to stand up and applaud:

"The overflow shard is Guild Wars 2's version of a queuing system. When a map or a world you want to log into is at capacity limit, the game will ask you if you want to play on an overflow server - so you can actually play while you are in a queue. Once space opens on your world, the game will ask you if you want to join your friends on your world. You keep all the progress you made while you were playing on the overflow server."


Title: Re: Guild Wars 2
Post by: tazelbain on February 24, 2012, 08:19:17 AM
So I can pve with anyone as a guest on their server but any world pvp is with my home world.  Pretty good compromise.  I wonder if you could join guilds (remember that you can join multiple guilds) as a guest on a server?  Interesting if you could go join on a guild on a foreign server to see if you like it before you spend to move over and if you don't care about world pvp you could just stay as a guest no problem.


Title: Re: Guild Wars 2
Post by: Bungee on February 24, 2012, 10:36:39 AM
Server Jumping, Queuing, PvP, Skillsystem... it's all just "of course, why didn't that come up in an earlier game"? :heart:


Title: Re: Guild Wars 2
Post by: Lantyssa on February 24, 2012, 11:07:50 AM
Everyone was too busy trying to be the next EQ or WoW to innovate.


Title: Re: Guild Wars 2
Post by: Ratman_tf on February 24, 2012, 11:53:21 AM
Everyone was too busy trying to be the next EQ or WoW to innovate. put two brain cells together for a few minutes.


Title: Re: Guild Wars 2
Post by: Furiously on February 24, 2012, 11:59:58 AM
This is all sounding too good... It's gonna have to suck right? Right?


Title: Re: Guild Wars 2
Post by: Nebu on February 24, 2012, 12:03:49 PM
This is all sounding too good... It's gonna have to suck right? Right?

I have set my expectations at the "slightly better than GW" level.  If they can manage that, they get my money.  If they manage better, they win my loyalty. 


Title: Re: Guild Wars 2
Post by: Hawkbit on February 24, 2012, 12:07:26 PM
After all the bullshit MMOs of the last five years, I literally have no expectations at all. 

I take that back; I expect GW2 will melt my five year old PC.  I really need to get an upgrade going.


Title: Re: Guild Wars 2
Post by: Ingmar on February 24, 2012, 12:21:12 PM
Oh I don't know, if it is anything like the first one it will run on a toaster.


Title: Re: Guild Wars 2
Post by: murdoc on February 24, 2012, 12:24:34 PM
This is all sounding too good... It's gonna have to suck right? Right?

I keep reading more info and keep thinking this exact same thought. This must be too good, it can't be what they're actually DOING...


Title: Re: Guild Wars 2
Post by: tazelbain on February 24, 2012, 12:41:44 PM
I thought WAR and AoC had great ideas but never got a chance to do playtest/refinement cycle to turn great ideas into fun ideas due to externals.


Title: Re: Guild Wars 2
Post by: tmp on February 24, 2012, 01:09:35 PM
This is all sounding too good... It's gonna have to suck right? Right?
Well, look at it this way -- for all the talk about how great GW is, do many people regularly play it, still? No matter how good it turns out give it a few months tops and any normal person will grow bored and move on just the same. Not that there's anything wrong with a game being fun for "just" few months.


Title: Re: Guild Wars 2
Post by: Fabricated on February 24, 2012, 01:16:23 PM
Well, since there's no sub, there's nothing stopping people from actually playing casually. Just hop on literally whenever instead of lowering your "minimum" time allotment to justify $15 a month or whatever.


Title: Re: Guild Wars 2
Post by: Hawkbit on February 24, 2012, 01:16:31 PM
I don't have numbers, but I play GW still, and there are always people online.  The chat spam/run requests are much lower, but it's still there.  


Title: Re: Guild Wars 2
Post by: luckton on February 24, 2012, 01:22:56 PM
Oh I don't know, if it is anything like the first one it will run on a toaster.

Aging PCs aside, I would kill for a MMO release that would give DirectX 9 support the finger.  DX11 made WoW and LotRO 1000x better performance and visual-wise.  SWTOR and Rift could benefit from such an upgrade.


Title: Re: Guild Wars 2
Post by: Nevermore on February 24, 2012, 02:13:19 PM
Oh I don't know, if it is anything like the first one it will run on a toaster.

Guild Wars is one of the few games that freezes up on me 3 or 4 times a night.  Eve is the other one, for some bizarre reason.  My computer has a flaky GPU and just doesn't like those two games.  WoW and SWTOR I only get maybe two freezes a week.


Title: Re: Guild Wars 2
Post by: Ingmar on February 24, 2012, 02:22:39 PM
Well, yeah, stuff like that will always happen to some machines, sure. What I mean though is that for how good the game looks, it is technically very undemanding and was even at release.


Title: Re: Guild Wars 2
Post by: Shatter on February 24, 2012, 06:31:41 PM
So how bout that 1 million sign ups(in 48hrs) for beta :P

http://www.gamespot.com/news/guild-wars-2-beta-attracts-1-million-applicants-6351024



Title: Re: Guild Wars 2
Post by: Draegan on February 24, 2012, 09:07:57 PM
Man, fuck gamespot.


Title: Re: Guild Wars 2
Post by: Furiously on February 25, 2012, 02:23:14 AM
Wow. That isn't good odds!


Title: Re: Guild Wars 2
Post by: Kageru on February 25, 2012, 04:51:55 AM

Good for them, it will get them some nice publicity and indicates good interest in the title. With SWTOR under-performing and WoW aging they may do quite well if they can actually make their promises work.


Title: Re: Guild Wars 2
Post by: Shatter on February 25, 2012, 05:22:26 AM
So has anyone here gone back to GW1 to get all the bonus stuffs for GW2?  Never played GW1 but was thinking of going to do it since I have time, just cant decide if I want to buy the trilogy, etc to do it...


Title: Re: Guild Wars 2
Post by: Tyrnan on February 25, 2012, 05:51:06 AM
You'll need at least Eye of the North (for Hall of Monuments) and one of the main campaigns (since EotN is an expansion and not a standalone campaign) so it's probably just easier to pick up the trilogy pack + EotN and have access to everything for a slightly higher cost. And iirc having access to all the campaigns makes it a lot easier (or maybe even possible) to get all the points you need.

The first 10-15 points are relatively painless to get but going beyond that will require some grind and/or a fair amount of in-game cash. This guide (http://www.guildwarsguru.com/forum/comprehensive-hall-monuments-guide-t10454341.html) should help you out. I've only skimmed it but it seems to be pretty good.


Title: Re: Guild Wars 2
Post by: Zetor on February 25, 2012, 06:07:48 AM
I got my 30 points half a year or so ago (by going back to a 6-year-old vet account that I haven't used since 2007ish), and the first post in that thread is pretty good. The quotes in the second post otoh are written from the POV of a hardcore GW player who already beat all campaigns and has a solid vanquish-ready solo build, so it'll require quite some time investment if you haven't. Armor and minis are some of the easiest points and the ones you should (IMO) focus on if you're not planning to dive into the game seriously enough to do missions and whatnot. And yeah, you're best off getting all 3 campaigns, as some of the easier points depend on you having each of them.

First thing you should do is raise some cash for the armor etc... as a new player this is probably not going to happen, unfortunately. Otherwise you should start by looking over your characters' birthday presents -- if you have any 6th year presents, sell them unopened for 20 ecto (~160k gold) apiece, and take a stock of minipets you got from other presents. Armor and minis are some of the easiest points, and you can get them by m aking a few good deals on your veteran stuff. If you don't have this, you'll have to make money by progressing through the storyline missions and selling any marketable loot you find in Kamadan... probably going to take a while.


Title: Re: Guild Wars 2
Post by: Shatter on February 25, 2012, 07:40:17 AM
Ok then, realistically, what kind of time are we talking to do this then?  I can spend a few hours a day, we talking months of "work" and is it even worth doing for someone who hasnt played before? 


Title: Re: Guild Wars 2
Post by: luckton on February 25, 2012, 07:59:07 AM
Ok then, realistically, what kind of time are we talking to do this then?  I can spend a few hours a day, we talking months of "work" and is it even worth doing for someone who hasnt played before? 
I don't think so.

Right now, on Steam, to get both the trilogy and EotN, you're looking at $30-40.  I too was interested in maybe doing this, and by all means don't let me stop you, but considering that it will take more than a few hours every day, along with the fact that once GW2 comes out you'll probably never play GW1 again, it just seems like a fruitless investment to me.  The system was designed for those that have been dedicated to GW1 from the beginning.

Unless you're a bad enough dude to play the game hardcore until GW2 comes out,and don't mind dropping $30-40 for a game that you'll only play for a few months at best and then shelf, I would pass on this challenge.


Title: Re: Guild Wars 2
Post by: Sky on February 25, 2012, 09:40:12 AM
So has anyone here gone back to GW1 to get all the bonus stuffs for GW2?  Never played GW1 but was thinking of going to do it since I have time, just cant decide if I want to buy the trilogy, etc to do it...
I tried it and lasted 4 hours. Awful game.


Title: Re: Guild Wars 2
Post by: caladein on February 25, 2012, 11:04:25 AM
You lasted a lot longer than I did!


Title: Re: Guild Wars 2
Post by: Outlawedprod on February 25, 2012, 11:21:10 AM
Hai Guyz, I hear GW2 game breaking pve content is just Tank & Spank.
http://www.youtube.com/watch?v=Plsd0eK36lY#t=2299s

lol @ 38:20


Title: Re: Guild Wars 2
Post by: kildorn on February 25, 2012, 11:27:24 AM
I watched that, but I didn't actually see a tank and spank fight. He used the phrase to mean "just dps down the boss" as far as I could tell. There was nobody tanking him, and nobody healing the tank?

I will say that the fight is loltastic because the boss is just twoshotting people and they're releasing and running half a room back from the bind point to death zerg him down.

I'm curious if you got something else from that video?


Title: Re: Guild Wars 2
Post by: Ratman_tf on February 25, 2012, 12:47:53 PM
You lasted a lot longer than I did!

This is my one hang up about GW2. (Yay! A bitching point!) I played GW on and off over the years, but hardly even a fraction of the time into it that I put into other MMOGs.

I think I posted here about how it took me 2 years Real Time to go from level 11 to 12 or sommat like that.  :uhrr:


Title: Re: Guild Wars 2
Post by: Shatter on February 25, 2012, 01:09:47 PM
Aight, F going to play GW1, thanks for saving me $40


Title: Re: Guild Wars 2
Post by: Hawkbit on February 25, 2012, 02:09:50 PM

I think I posted here about how it took me 2 years Real Time to go from level 11 to 12 or sommat like that.  :uhrr:

It's not for everyone, that's for sure.  But with Nightfall/Factions you can go from 1-20 in a few hours.  Post-core game, it is pretty much all about the post-20 game.

As someone who bought the game on day 1, I still haven't completed a pack yet.  I'm close, though.  I think I have two more missions in EotN, and maybe five more in Prophecies. 

The worst part of going for all 30 points is that mudflation has driven up the prices of things to near-absurdity.  I can't go for the pet points because I simply won't have the money to pay the prices on the market, no matter how much work I put into it.  The fact that 30-35 points of the 50 are tied to how much money you can get, well that sucks.


Title: Re: Guild Wars 2
Post by: Zetor on February 25, 2012, 02:40:10 PM
I also got the game when it launched, and played it in short bursts with guildies... we played through each of the 4 campaigns once, and Factions a second time (first playthrough was Kurzick, second Luxon... not a huge difference though). The entire no-sub thing makes it easy to put down for a while and go back to it when there's nothing else to play. It definitely doesn't feel like "I gotta log in and do the weekly raid / daily quests / pvp for my x points / grind more faction" feeling that all sub games do - even though the game does have daily / weekly 'quests' - and that's just as well.

Anyway, back to HOM -- I really don't recommend going for 30 if you don't have an established veteran character (or multiple) with 7 heroes and enough skills unlocked to make a good team build. It's *really* trivial to get 7 points if you've played the game enough to finish one of the campaigns (start with 3 + get a common minipet + get one of the cheap rare minipets + 2 points from having a 'completed one of the campaigns' statue) and you can add 3 more points fairly easily if you get a ranger to 20 (pet) and run the Nightfall 'hero armor' challenges until you get 3 armor pieces. After that prices start to climb a bit, but you can get 3 sets of the cheaper elite armors for another 2 points, and a bunch of common minipets that everyone has for cheap until you have 20 for another 2 points, putting you at 14. I'd say "halfway there", except stuff starts to get a lot more expensive once you've exhausted the 'low hanging fruit' options :ye_gods:


Title: Re: Guild Wars 2
Post by: Threash on February 25, 2012, 03:50:23 PM
Is any of this actually going to give a real advantage in GW2?


Title: Re: Guild Wars 2
Post by: caladein on February 25, 2012, 04:03:35 PM
Is any of this actually going to give a real advantage in GW2?

Maybe at the start, like CE items do in other games, but it's mostly vanity stuff long-term (wiki page (http://wiki.guildwars2.com/wiki/Hall_of_Monuments#Rewards)).


Title: Re: Guild Wars 2
Post by: kildorn on February 25, 2012, 06:11:29 PM
Is any of this actually going to give a real advantage in GW2?

It's mostly vanity pets and some stuff that sounds pretty when you start out. As I understand the plan, once GW2 launches you can still go back and fill out your GW1 hall for new items. It's pretty easy to get into the middle of it without hitting GW1's horrible endgame pve :P


Title: Re: Guild Wars 2
Post by: Furiously on February 25, 2012, 06:52:34 PM
Yea once you get your heroes setup it's pretty easy to do the easy mode campaigns. The hard part is getting your heroes setup.


Title: Re: Guild Wars 2
Post by: Hawkbit on February 25, 2012, 08:16:49 PM
The heroes issue was a tough nut to crack.  I floundered in the game for a long time, and only recently did I start to develop my heroes.  I have some elite armor on a few, and have their skill builds in place a bit more.  It doesn't even feel like the same game anymore.  Even with my first janky builds I'm walking over stuff that used to destroy me. 

Fleshing that out was not exactly easy, though.  There's no specific guide to just "Take these heroes, put this armor and skills on them to win".  If there is, someone please link it. 


Title: Re: Guild Wars 2
Post by: Furiously on February 25, 2012, 08:36:19 PM
http://www.gwpvx.com/Build:Team_-_7_Hero_Player_Support (http://www.gwpvx.com/Build:Team_-_7_Hero_Player_Support)

I switched from a spirit/disco way to this and this feels a lot stronger.


Title: Re: Guild Wars 2
Post by: Zetor on February 25, 2012, 10:14:50 PM
Yeah, I mostly copied that build and had no problems soloing dungeons, hardmode areas and Glint's challenge (for hero armor -> easy HOM points) with 7 heroes on my ele even back when elementalists were gimped.

Caveat: most 'good' hero team builds need you to have at least two necro heroes, two mesmer heroes and many of them need two ritualist heroes. Melee heroes are much easier to get, but the ranged AI is far better (esp when it comes to interrupting), so most hero builds focus on these three classes... ritualists in particular are hard to track down. Unless you're using mercenary heroes ($$$), you need these guys:
- Mesmer1 -> Gwen: you get her after reaching the Eye of the North area (easy)
- Mesmer2 -> Norgu: Nightfall - finish the newbie island and the first area, and midway through the next area choose Goren - whoever you DON'T choose joins you (med)
- Necro1 -> Olias: finish a quest starting at the Consulate Docks, needs you to have both Nightfall and Prophecies (easy)
- Necro2 -> (spoiler): Nightfall - finish the newbie island and get halfway through the first 'real' area and don't choose Margrid (easy-med)
- Necro3 -> Livia: EOTN - get to the halfway point of the Asura path in the EOTN campaign (med)
- Ritualist1 -> Xandra: EOTN - get to the Norn Fighting Tournament and fight until you face her, then defeat her (easy)
- Ritualist2 -> Razah (technically he can be any class, but most people make him a ritualist due to the scarcity): Nightfall - finish the campaign, then take a quest from the Gate of Anguish to get him/it (hard)
- Ritualist3 -> (spoiler): Factions - finish the Winds of Change chain in hard mode (VERY hard)


Title: Re: Guild Wars 2
Post by: Hawkbit on February 25, 2012, 11:03:27 PM
Really?  Okay then, I've got some changes to make. 

I play a warrior, Dragon Slash build.  I saw that support build in the wiki, but didn't give it a ton of credit because I'm so used to doing two tanks, two monks, four dps.  I guess this gives me something to work on. 

I'll need to get Norgu, Razah and the third rit.  So, I have some work ahead of me. 

Thanks for the tips.


Title: Re: Guild Wars 2
Post by: kildorn on February 26, 2012, 12:00:53 AM
Ritualists are hilariously bullshit is the basic idea. Mesmers are decent NPCs due to being on top of interrupts, and having a few crazy AE damage skills now.

I gave up on Glint's for a bit. I should give it another try, but meh.


Title: Re: Guild Wars 2
Post by: Fordel on February 26, 2012, 12:08:45 AM
I saw a Keep Door and a Real Zerg in the GW2 RvR area.


I am so there!


Title: Re: Guild Wars 2
Post by: Ard on February 26, 2012, 09:45:25 AM
Yeah, I use an earlier variant on that player support build that uses 3 necros instead of a monk, and I just walk all over most everything that isn't an elite zone (underworld, domain of anguish, etc).  I'm at 26 points, very nearly 27, and this is what I used to get most of them after I finished the main 3 campaigns.  I might need to try the newer version of that build since I've already got the monk for it sitting around anyhow.  You can get around 15 HoM points really easily if you just finish the main campaigns, and you don't really even need an optimized hero build to do it in most cases.  I didn't really get around to fixing my heroes until I started into Eye of the North, and I beat the majority of them before they upped it to 7 heroes, so I was using henchmen for a good part of it.


Title: Re: Guild Wars 2
Post by: Soulflame on February 26, 2012, 04:19:08 PM
I saw a Keep Door and a Real Zerg in the GW2 RvR area.


I am so there!

I had no interest in GW2 until I heard about this.  Now I'll have to keep an eye on this title.


Title: Re: Guild Wars 2
Post by: Furiously on February 26, 2012, 06:29:58 PM
I just learned... There is an auction house.


Title: Re: Guild Wars 2
Post by: Evildrider on February 26, 2012, 10:53:52 PM
I just learned... There is an auction house.

I bet they have healing and mana potions too right?


Title: Re: Guild Wars 2
Post by: Shatter on February 27, 2012, 04:40:22 AM
I just learned... There is an auction house.

I bet they have healing and mana potions too right?

Yes...for the door


Title: Re: Guild Wars 2
Post by: Outlawedprod on February 27, 2012, 06:11:06 AM
Hai Guyz, I hear GW2 game breaking pve content is just Tank & Spank.
http://www.youtube.com/watch?v=Plsd0eK36lY#t=2299s
lol @ 38:20

I watched that, but I didn't actually see a tank and spank fight. He used the phrase to mean "just dps down the boss" as far as I could tell. There was nobody tanking him, and nobody healing the tank?

I will say that the fight is loltastic because the boss is just twoshotting people and they're releasing and running half a room back from the bind point to death zerg him down.

I'm curious if you got something else from that video?

I learned pretty much instantly that the fight isn't "tank and spank" despite what the reviewer thinks. I also noticed the reviewer likes to click on skill1 a lot and GY zerg.  This was posted for comedy.


Title: Re: Guild Wars 2
Post by: Draegan on February 27, 2012, 07:25:25 AM
GW2 is all about positional attacks.  If you have a character that can take more damage or whatever, if you stand between the boss and other people, you will be hit.  Simple as that.


Title: Re: Guild Wars 2
Post by: caladein on February 27, 2012, 07:40:28 AM
I'd be interested to see how that concept meshes with their netcode if it's really widespread.

GW never felt terribly responsive to me (which may have just been the lack of jumping) and while WoW is, it breaks down badly when needing to be very precise as a result.


Title: Re: Guild Wars 2
Post by: Outlawedprod on February 27, 2012, 08:44:05 AM
GW2 is all about positional attacks.  If you have a character that can take more damage or whatever, if you stand between the boss and other people, you will be hit.  Simple as that.

The situational awareness and movement lacking in the previous video example can be found here:
http://www.youtube.com/watch?v=mRlFViMpewI


Title: Re: Guild Wars 2
Post by: Shatter on February 27, 2012, 09:51:29 AM
The positional awareness part of this game is going be HILARIOUS....HILARIOUS


Title: Re: Guild Wars 2
Post by: Nebu on February 27, 2012, 09:58:17 AM
I think that it's going to be watered down eventually.  People in SWTOR are complaining that it's too hard (which I find amusing).  Imagine the same crowd getting one shot because they didn't move away from the big swinging axe that they had a 10s warning about.

The forums will be soaked with the tears of bad gamers.



Edit: I'm not saying that I'm any kind of gaming guru.  I'm just competent enough to find the content of most MMO's pretty trivial once you learn the queues.  I have internalized the whole "don't stand in the flames" mantra. 


Title: Re: Guild Wars 2
Post by: Furiously on February 27, 2012, 11:32:55 AM
I always thought of GW as being a tiered difficulty game.

There's the main storyline which ramps up to somewhat difficult. But doable by just about anyone. You should be able to solo most of it with henchmen.

There's hard mode clearing and such which is a bit tougher. Need some heroes with decent skills.

Then there is the stuff which comes after the storyline which requires you to have a heroes with skills that support each other and probably some macro'ing skills.


Title: Re: Guild Wars 2
Post by: Draegan on February 27, 2012, 11:47:33 AM
I think that it's going to be watered down eventually.  


Edit: I'm not saying that I'm any kind of gaming guru.  I'm just competent enough to find the content of most MMO's pretty trivial once you learn the queues.  I have internalized the whole "don't stand in the flames" mantra. 

They won't.  The whole game is based on positional awareness and is deeply embedded in all the player skills.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 27, 2012, 12:09:15 PM
Do spells still track targeted players? ( IE :Bend mid flight ), what about bullets, arrows or other non-magical projectiles?

Or is this for melee only?


Because yeah, MMORPG gamers. They won't be mad they were in LOS and got hit, they will be mad that they pressed the skill, and the target was not hit.


Title: Re: Guild Wars 2
Post by: luckton on February 27, 2012, 12:13:23 PM
Do spells still track targeted players? ( IE :Bend mid flight ), what about bullets, arrows or other non-magical projectiles?

For the sake of sanity, I would say they have to.  I'm not firing a 6-second fireball just so that Derp McDerperson can side-step to the left 2 feet in order to avoid annihilation.  Why play a caster then?  Everyone would just go melee.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 27, 2012, 12:31:23 PM
 :oh_i_see:


Title: Re: Guild Wars 2
Post by: Draegan on February 27, 2012, 01:02:06 PM
It's not pure action/fps style gameplay.  Its kind of like a hybrid.


Title: Re: Guild Wars 2
Post by: luckton on February 27, 2012, 01:07:02 PM
:oh_i_see:

What?  I'm sorry, I have much respect for the 'skill'-type people who have the dexterity and reflex to whomp on others, exploit terrain, etc., but still.


Title: Re: Guild Wars 2
Post by: Ingmar on February 27, 2012, 01:12:55 PM
It would certainly be the last nail in the 'not buying this' coffin for me if it was just a straight up FPS like that.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 27, 2012, 01:16:49 PM
So its AOC combat, with out the defense/Shield mini game.

Just for clarity. You can't say the whole game is based on situational awareness and positional awareness when half the game, isn't.

"Don't stand in the fire" is about the most basic positional awareness a game can provide. Along with: "Giant circle on ground bad, move before cast bar is finished".


Title: Re: Guild Wars 2
Post by: Sky on February 27, 2012, 01:27:29 PM
Edit: I'm not saying that I'm any kind of gaming guru.  I'm just competent enough to find the content of most MMO's pretty trivial once you learn the queues.  I have internalized the whole "don't stand in the flames" mantra. 
Ditto. I'm amazed at how bad some players are on a bunch of fronts from situational awareness to constantly attacking the cc target.


Title: Re: Guild Wars 2
Post by: Nebu on February 27, 2012, 01:30:33 PM
It's not pure action/fps style gameplay.  Its kind of like a hybrid.

The "thief" video above shows him 'pew pewing' a mob with all of his shots hitting while he gets the luxury of avoiding most of the return fire.  I don't see how that would work in pvp unless it's a limited avoidance mechanic (meaning there are only a few attacks that can be avoided).  I'm fine with this, just saying that pve and pvp will feel and play very differently if that's the case.


Title: Re: Guild Wars 2
Post by: Merusk on February 27, 2012, 02:13:37 PM
Edit: I'm not saying that I'm any kind of gaming guru.  I'm just competent enough to find the content of most MMO's pretty trivial once you learn the queues.  I have internalized the whole "don't stand in the flames" mantra. 
Ditto. I'm amazed at how bad some players are on a bunch of fronts from situational awareness to constantly attacking the cc target.

Heh.

I'm still amazed by folks who run INTO flames and ground effects.. never mind breaking CC.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 27, 2012, 02:14:02 PM
The "thief" video above shows him 'pew pewing' a mob with all of his shots hitting while he gets the luxury of avoiding most of the return fire.  I don't see how that would work in pvp unless it's a limited avoidance mechanic (meaning there are only a few attacks that can be avoided).  I'm fine with this, just saying that pve and pvp will feel and play very differently if that's the case.

Yeah, like in AOC. You will have Melee dancing, dodging, tumbling all over the place while casters stand around and 1,2,3,1,2,3 and never miss ( Except by dice roll ). Only AOC had really long spells that opened them up for stabbings. But you still have two different games here.

I'm not saying its a bad system. Just that, A MMO needs to come along and pick one and stick with it. What was once a necessity, is now a requirement by players ( Asynchronous combat systems ). Typical MMORPG combat Imparts a measured pace, that is always out of step with movement.

I liked Darkfalls combat ( The core of it ) and I thought Mortal online had something good. Its the rest of those games that detract ( Like horizontal power increases, or RPG stats to negates stats that in turn negate stats ). So, I'm still left waiting for a M&B or Oblivion style combat, or relegated to an indi group doing it, but tossing in throwback features around it that kill it ( Permadeath and ganking is awesome dudes ).

And most of this is because no AAA is going to alienate people that can't be with out a global cooldown.



Title: Re: Guild Wars 2
Post by: Rokal on February 27, 2012, 04:09:04 PM
Check out TERA if you want to see a game that fully embraces that style of combat.


Title: Re: Guild Wars 2
Post by: Kageru on February 27, 2012, 05:11:38 PM

Real time combat and targeted ranged abilities can come when they've solved ping, lag, positional uncertainty and make sure the game is ugly enough to run fast on a broad enough range of gamers machines. The MMO model of having large centralised heavy weight servers cannot mimic the game-play of a locally served simple fps which probably has a relatively lightweight server model. Especially once the number of active players climb.

If you want that sort of game-play it's probably more likely to come from FPS games having increasing persistence. And they seem to prefer guns over swords.



Title: Re: Guild Wars 2
Post by: Ingmar on February 27, 2012, 05:22:39 PM
Check out TERA if you want to see a game that fully embraces that style of combat.

Assuming you can play it for 5 minutes without feeling like you need a shower to wash the creepy off.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 27, 2012, 06:18:22 PM
I was not speaking about TERA, or shooter fast combat. None of my examples would give you that idea.


Title: Re: Guild Wars 2
Post by: caladein on February 27, 2012, 06:30:57 PM
It's not about "shooter fast combat" but about having projectile modeling at all where the scale of the game creates a trade-off between how movement feels and how accurately you know your own position.


Title: Re: Guild Wars 2
Post by: Zetor on February 27, 2012, 10:04:54 PM
Pretty much what Kageru said.

Take your dream-design of a '100% twitch' MMO; now add a latency of ~200-300ms to every player interaction and you'll soon find yourself "regressing to the primitive GCD model". And if you're talking about a game where animations are in sync with your attacks, play City of Heroes - in that game everything is 'instant with an uninterruptable animation time'. Even in COH they had to make it so that your attack will hit dudes that were in position when you started the attack (leading to jousting-like tactics - jump in, hit the attack while jumping away, your character will execute the animation while jumping and the bad guy will take damage), or the latency issues would've made it even more of a niche title.

e: what about vindictus etc? Though I never played those so yeah.


Title: Re: Guild Wars 2
Post by: Margalis on February 27, 2012, 10:08:04 PM
Plenty of FPS games work with hosted servers.

What about MMOs magically increases latency. Like....the speed of light becomes slower when you play one?


Title: Re: Guild Wars 2
Post by: Zetor on February 27, 2012, 10:15:46 PM
In a FPS you typically have a server close by (in your country / state / whatever) that you can play on. That's usually not the case with a MMOG.

When I play TF2 I only play on Hungarian / Eastern EU servers with <100 (preferably <50) ping, because more than that makes everything way too unresponsive. In MMOs I play on an US server since I'm in an international guild. The most extreme example is WOW (west coast server, 700+ ping), but having 400-500 ping is more likely for east-coast servers. I imagine Australians don't have their own servers in most games, and someone in the midwest will have at least a ~200 latency playing on a west / east coast server. Heck, my guildies living in California (same state as the WOW west coast servers) have reported sustained periods of 100-200 latency, and I don't think that's the fault of the hosting.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 28, 2012, 06:37:26 AM
Yes, keep bringing up games made during the 56k era.

Any way, its possible, and getting more so every day. Really not sure how you guys are getting FPS shooter from M&B, Oblivion, Mortal online, or dead island like combat. We can toss Demon souls in here too.

What about MMOs magically increases latency.

Nothing, other than 56k or low bandwidth limits ( To save money on bandwidth ), and a glut of "skills" that are mostly redundant or unnecessary, including all the RPG like calculations that happen before the client is even informed. Even in the largest battlefield, you are unlikely to see more than a typical FPS on screen at once ( Performance ), let alone be in such proximity that data needs to be sent to your client beyond rough position ( Network ).

A slower combat design, with a more thoughtful, measured damage and blocking system would be needed to go hand and hand with the network code and server structure to support this. Imagine Oblivion or Skyrim like dungeon crawls with your friends ( What mortal online attempted, got mostly right, (http://youtu.be/FYVoeimLcnc) but what can a group of 20+ that are self funded do in a short time? ).

However, many MMORPG players would be turned off. So no AAA will do this. IMO. There have only been attempts by Indi houses, arguably, successfully as far as the base combat and networking go ( Rest of the game, not so much. Its ALWAYS hampered by some bastard idealism of "hardcore" ). Point being, what was once a limitation, is now part of the core design for many MMO games, not out of necessity, but because that's the template that works, and costs are known. Users also expect it.

TERA is not even close to what I am talking about. Its extremely fast paced, arcade like, stylized combat. In fact, most MMORPG's are likely faster paced that what I am talking about.


GW2 looks like a great game, sorry for the derail. There are lots of things to like about GW2, my comments are unrelated, mostly.



Title: Re: Guild Wars 2
Post by: Zetor on February 28, 2012, 07:04:49 AM
Actually, now that you put it that way it sounds interesting (esp. if it'd be playable with my usual 400 ping  :awesome_for_real:)... though I gotta say I'm skeptical about blocking systems after playing Champions Online (which soured me pretty badly on the entire thing).

(yea, sorry for perpetuating the derail... OTOH I haven't gotten a confirmation email after I signed up for the beta last week, so /sadface)


Title: Re: Guild Wars 2
Post by: Nebu on February 28, 2012, 07:05:20 AM
Yeah, like in AOC. You will have Melee dancing, dodging, tumbling all over the place while casters stand around and 1,2,3,1,2,3 and never miss ( Except by dice roll ). Only AOC had really long spells that opened them up for stabbings. But you still have two different games here.

In a game that will attract a pretty solid pvp base, I find this a bit concerning.  Ranged dps is always at an inherent advantage due to latency and circle strafing.  This doesn't seem to help that balance much.  

I'm dying to get my hands on this and look at the subtle things (class balance, utility, interrupts, resource management in prolonged fights, etc.).  PvP in GW seemed so geared toward gimic builds that exploited a particular mechanic that I'm concerned we'll see a repeat in GW2.  It's always tough to have fun and interesting classes while maintaining a solid sense of balance.  The trade-off between dps and survivability is the first thing I'm looking at when I get a chance to play for myself.  


Title: Re: Guild Wars 2
Post by: Crumbs on February 28, 2012, 07:27:12 AM
The missing puzzle piece in this discussion is game mechanics that have nothing to do with class balance or twitchiness.  The environmental stuff that we can employ in GW2 sounds great.  For example, Crossroads pvp was always fun because, even though I was level 14, I could eventually lure that level 60* to the elite mobs, or have fun wiping the groups at Drek/Vann by taking out the tank. 

In other words, don't make my success rate completely reliant on my gear vs. my opponent's gear.  Give us both some extra tricks to use.  Give a lowbie or undergeared player some way to contribute.

*old reference, but go with me on this


Title: Re: Guild Wars 2
Post by: Outlawedprod on February 28, 2012, 07:50:07 AM
It's not pure action/fps style gameplay.  Its kind of like a hybrid.

The "thief" video above shows him 'pew pewing' a mob with all of his shots hitting while he gets the luxury of avoiding most of the return fire.  I don't see how that would work in pvp unless it's a limited avoidance mechanic (meaning there are only a few attacks that can be avoided).  I'm fine with this, just saying that pve and pvp will feel and play very differently if that's the case.

My understanding is there is some type of dodge bar that depletes.
http://wiki.guildwars2.com/wiki/Dodge


Title: Re: Guild Wars 2
Post by: Tyrnan on February 28, 2012, 07:53:01 AM
http://www.guildwars2guru.com/forum/spells-and-their-target-t26493.html?t=26493

I know it's not an official source but I've always found guru pretty accurate about stuff like this. I also definitely remember a developer saying that a large percentage of spell attacks in the game are treated as projectiles (I can't for the life of me remember where I saw/read this though, hence searching produced the above thread), and as such can be dodged, blocked, reflected(:grin:), etc just like any other projectile.

Quote
Projectiles aim with motion compensation. They don't however auto home. So if you shoot at a moving target and that moving target keeps moving in the same direction you will hit it. If it starts to move in a different direction after you fired your shot then it most likely will miss.

Projectiles also have regular collision detection, so you can intercept them by simply moving into their way to save someone.

So, assuming the above is correct, melee vs caster should be a lot more fun.


Title: Re: Guild Wars 2
Post by: Outlawedprod on February 28, 2012, 07:58:36 AM
The positional awareness part of this game is going be HILARIOUS....HILARIOUS

Forget awareness even.  The biggest problem with that reviewer video is the moron delcared it tank and spank and then zerged it.  At no point did he show inquisitiveness or the desire to actually figure out how the mechanics of the fight worked. He simply declared it tank and spank and then expended no effort.  Yes man mmorpg gamers will do this and it has become bad habit.  However usually there are other people who test the fight and declare it tank and spank and then people like the reviewer can fight it that way.  Right now you simply have "press" videos like this masquerading as showing you something about the game when all they usually do is end up exposing the reviewer to online trolls.  I'm not a fan at all of gaming streamers like that WoW biscuit guy or whatever his name was but at least some of them have the common courtesy to actually test things.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 28, 2012, 08:01:08 AM
Stuff.

Interesting compromise. Not 100% synchronous, or modeled projectiles, but also not enough to annoy MMORPG fans, the targets will still be hit if they think this is Wow.

Now I want to try it. Part of this is likely the best feature of this title, you can only take so many skills with you. Loading up, and tracking the 60 variations of really just a hand full of "abilities" ( The really is only a handful of true mechanics in MMO's, all variations are just number/resist/timer/effect tweaks ) is overhead.

So yeah, whats that about it not being possible?  :awesome_for_real:

Quote
Does the fireball follow the target around like a heat seeking missle, making imposible turns?

No, the fireball goes to the target person 1 aimed at. If the person moves, then he will miss.

Point A to B by time, with collision check during the path. VS LOS check on cast, damage applied Deferred, but calculated, until it reaches target. Show damage.

Good stuff.



Title: Re: Guild Wars 2
Post by: Zetor on February 28, 2012, 08:10:18 AM
As an aside, this is also how arrow projectiles (and projectile spells) worked in GW1 (except for the body-block stuff) since 2005, AFAIK. Firing a missile at a distant target allowed the target to move out of the way, causing the missile to 'stray' (if the target moved behind LOS) or 'dodge' (if the target changed direction). There were several classes of bows: at the two extremes were flatbows (huge range, fast firing but slow-travelling projectiles) and recurve bows (short range, slow firing but very fast-moving projectiles). There were also a few skills that could alter missile speed.

There was also an entire GW1 arena minigame (one of the festivals, and Dragon Arena) that fully depended on throwing and dodging various kinds of things at each other.

e: see this (http://wiki.guildwars.com/wiki/Dodge_%28action%29) and this (http://wiki.guildwars.com/wiki/Bow) wiki article.
e2: full disclosure - my first GW1 character in 2005 was a ranger. The way projectiles and interrupts worked combined with my 400+ latency caused me to switch to an elementalist and mesmer instead. I guess this means I'm a scrub or something. :p


Title: Re: Guild Wars 2
Post by: Rokal on February 28, 2012, 09:59:59 AM
A slower combat design, with a more thoughtful, measured damage and blocking system would be needed to go hand and hand with the network code and server structure to support this. Imagine Oblivion or Skyrim like dungeon crawls with your friends ( What mortal online attempted, got mostly right, (http://youtu.be/FYVoeimLcnc) but what can a group of 20+ that are self funded do in a short time? ).

...

TERA is not even close to what I am talking about. Its extremely fast paced, arcade like, stylized combat. In fact, most MMORPG's are likely faster paced that what I am talking about.

TERA combat is paced slower than that of Skyrim/Oblivion for most classes, which you keep using as an example. The Berserker class in TERA that I linked a video of below has lots of multi-tier charge attacks which is really the only way the class does real damage. The game encourages you to plan your attacks ahead of time so that you can get the maximum charge off possible in your opening window to attack without getting hit by the enemy mid-animation. Fighting BAMs (world elites more or less) reminded me of Dark Souls in that most of your time is spent playing defensively unless you're extremely familiar with what that particular enemy's attacks and tells are. I'm not sure what the combat being stylized has to do with a discussion about the pace and hit detection model of MMO combat.

Embedded youtube links don't seem to play well with linking to specific times so I'd recommend dumping the link into a new window rather than clicking it.

http://www.youtube.com/watch?v=vIryFCWkQjE&t=3m20s


Title: Re: Guild Wars 2
Post by: Mrbloodworth on February 28, 2012, 10:23:42 AM
TERA is indeed a MMO that shows that some of the above posted misconceptions are false in this age. However its simply not the combat model I'm talking about. Its extremely arcade based, and stylized.


Title: Re: Guild Wars 2
Post by: Draegan on March 01, 2012, 08:09:13 AM
I made this chart to help out people see the variety of weapons and their "themes" class by class.  Realize this, these weapons are merely by "theme" and not by hard role.  For example the Warrior's Hammer has some controlling abilities like knock downs and knock backs, cripple and weaken.  I consider this defensive.  The Healing label is not a true "healer" but I thought it was significant to label weapons that allowed for healing allies.

Almost all weapons can be considered offensive, as the majority of them do damage along with other conditions and effects.  Also note, this is not considering healing, utility or elite skills that can be slotted.  These are just weapons only.

Spoiler for Size:


Title: Re: Guild Wars 2
Post by: Furiously on March 01, 2012, 08:14:28 AM
I read they are going to maybe have 10% damage potions in their store.


Title: Re: Guild Wars 2
Post by: Draegan on March 01, 2012, 08:32:58 AM
I haven't seen any data on their cash shop, and I don't think they've publicly talked about it either.


Title: Re: Guild Wars 2
Post by: luckton on March 01, 2012, 08:33:25 AM
http://youtu.be/uPHuaza6sfY

So I watched the above video detailing the Engineer.  It's like someone at ArenaNet said "Man, I love me some Team Fortress 2!  What if we took all nine TF2 classes and then merged them all into one GW2 class?"

And then they fucking did it!   :ye_gods: :awesome_for_real: :drill:


Title: Re: Guild Wars 2
Post by: Arinon on March 01, 2012, 11:05:44 AM
Those Yogscast videos have me more excited for a MMO than I have been in years.  I wonder how it will get horribly busted and sap my will to play after a month.


Title: Re: Guild Wars 2
Post by: HaemishM on March 01, 2012, 11:15:02 AM
That engineer class video looked like a shitton of fun.


Title: Re: Guild Wars 2
Post by: Bungee on March 01, 2012, 11:22:41 AM
That engineer class video looked like a shitton of fun.

I'm so playing a Necromancer...  :awesome_for_real: :heart: :why_so_serious:


Title: Re: Guild Wars 2
Post by: Sky on March 01, 2012, 12:28:36 PM
I love Yogs, but I keep thinking Carl Pilkington (http://www.youtube.com/watch?v=hol4h0liWWY) is going to say something.

I really like the look of the necro, but lots of nice looking classes.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 01, 2012, 01:48:27 PM
I'm going to have at least four Mains...


Title: Re: Guild Wars 2
Post by: Zetor on March 01, 2012, 01:57:30 PM
I'm mostly looking at engineer, necro and elementalist now (since they seem to be less ping-reliant than the melee classes, mesmers, and rangers).

All Asura All The Time, obviously. Bookahs need not apply. :grin:


Title: Re: Guild Wars 2
Post by: luckton on March 01, 2012, 02:59:14 PM
I made this chart to help out people see the variety of weapons and their "themes" class by class.  Realize this, these weapons are merely by "theme" and not by hard role.  For example the Warrior's Hammer has some controlling abilities like knock downs and knock backs, cripple and weaken.  I consider this defensive.  The Healing label is not a true "healer" but I thought it was significant to label weapons that allowed for healing allies.

Almost all weapons can be considered offensive, as the majority of them do damage along with other conditions and effects.  Also note, this is not considering healing, utility or elite skills that can be slotted.  These are just weapons only.

Spoiler for Size:

I liked your chart, certainly a lot more than the top comment reply on Reddit where you posted this as well  :grin:

Question: So Rogues are the only prof. that bring damage-only to the table?


Title: Re: Guild Wars 2
Post by: Dren on March 01, 2012, 03:08:24 PM
I'm going to have at least four Mains...

Gotta have them all...yes we do!


Title: Re: Guild Wars 2
Post by: caladein on March 01, 2012, 03:24:35 PM
Question: So Rogues are the only prof. that bring damage-only to the table?

Depends on what their stolen weapon outlay turns out to be.


Title: Re: Guild Wars 2
Post by: Typhon on March 01, 2012, 04:46:58 PM
I thought there were no healers in this game, wtf?!  Am I reading that weapon chart wrong somehow?  Please say yes.


Title: Re: Guild Wars 2
Post by: Fordel on March 01, 2012, 05:00:16 PM
You're not spamming heal spells or anything.


Title: Re: Guild Wars 2
Post by: caladein on March 01, 2012, 05:00:46 PM
I thought there were no healers in this game, wtf?!  Am I reading that weapon chart wrong somehow?  Please say yes.

This is a deckbuilding game that has heals and non-self-only defensive abilities, so by extension there are "healers".  But it's all around standardized AOE/PBAOE buffs, not clicking on unit frames to make the bars go up.


Title: Re: Guild Wars 2
Post by: Draegan on March 01, 2012, 05:11:46 PM

I liked your chart, certainly a lot more than the top comment reply on Reddit where you posted this as well  :grin:

Question: So Rogues are the only prof. that bring damage-only to the table?

Thieves are a bit different.  Your OH skills vary depending on your MH weapon.  So your OH pistol will be different depending on whether you're pairing it with another pistol or dagger.  In this sense I have to evaluate all of their skills together and not just the OH in a vacuum.  There are certainly Rogue builds that offer Offense and Support (applying conditions or debuffs) and some offer different variations of damage like bleeds, cripples, DD etc.  The majority of the time you're in an offensive role, but you can spec out a Rogue for vulns and cripples if you want.  But instead of typing this all out on a chart, I just call it offense.

That guy on Reddit is retarded.  He's never played the game and is just going off on watching videos (which I don't think he has or if he did, he didn't pay attention) or reading the wiki.  I've played a similar build to the beta at PAX Prime for a few hours. 

I thought there were no healers in this game, wtf?!  Am I reading that weapon chart wrong somehow?  Please say yes.

There are no roles in this game, however some weapons have flavors to them.  Some lean towards defensive and control abilities, some lean to Offensive or Supportive abilities.    Any weapon set that had an effect that could heal other players (not just yourself) then I stuck it in a healing category just so you can see at a glance which classes can actually heal others.  A lot of the healing (with the exception of Water Staff of the Elementalist) is passive or comes with damage as well.

If you want to build a character towards taking more damage than others, you would look at the chart, find the shields and that is merely a starting point, it's not a definition.  You can gear/spec toons to lean in certain directions, or balance out across different builds.  The latest dev blog that discussed stats and traits you can really see what they are letting players do.

This chart does not take into account Healing, Utility or Elite skills at all, just weapon sets.



Ultimately some people think just because I labeled a weapon a certain "role" means that that is all they can do.  The majority of weapons have secondary effects that you can claim are defensive, support or anything else.  My categorization is merely a starting point.  There is a reason why I picked "Themes" rather than "Roles" in the description of the chart; it's supposed to be a bit ambiguous.  The categories are just there to point you in the right directions.



Title: Re: Guild Wars 2
Post by: Kageru on March 01, 2012, 08:01:33 PM

A game without roles is a boring zergfest, experienced that directly in CO beta. On the other hand weakening roles so that you are not 100% dependent on a specialist, and the specialist is not just doing heals and can do other things without fear someone will suddenly die, is a very promising evolutionary step. The heals having long timers achieves this and is necessary for balance when all the players have a goodly number of personal heal / mitigation abilities.

The balancing will be fascinating to watch. But certain problems WoW failed to address, like how do you make healing limited without making it impossible for low geared healers and generally not fun for anybody, vanish automatically.


Title: Re: Guild Wars 2
Post by: Miasma on March 01, 2012, 08:12:00 PM
I don't like the look of the playthough videos, especially that 45 minute one in the dungeon.  I'm not too excited about it anymore.


Title: Re: Guild Wars 2
Post by: EWSpider on March 01, 2012, 08:50:59 PM
You also have to keep in mind that just looking at each classes skills is only scratching the surface.  There are dozens and dozens of skill combinations to be discovered.  Many of which will be game changers and one reason I believe that some of the beta group play footage doesn't look so hot.  These are people playing the game for the first time with very little coordination.  Since someone was picking on the Thief a bit I'll elaborate using them as an example.  If the Thief appeals to you and that's what you want to play, yet still want to be able to provide support to your group, than you'll want to quickly learn how to utilize your group mate's skills to fulfill that role.  For example:  you're in the middle of a big fight and the group has started sustaining pretty heavy AoE damage.  The Ranger in your group puts down a Healing Spring to provide some group heals.  On its own it's probably not enough to keep up with the AoE damage coming in, but in that moment you have the choice to drop back out of melee combat, switch to your pistols and start firing at a target through the Spring.  This causes your bullets to provide additional AoE healing as they pass through the Spring.  Not only are you still providing DPS, but you've now provided just enough healing to prevent a wipe.


Title: Re: Guild Wars 2
Post by: Sophismata on March 01, 2012, 08:59:22 PM
I don't like the look of the playthough videos, especially that 45 minute one in the dungeon.  I'm not too excited about it anymore.
What, the one where dudeman spammed one button over and over again, ad nauseam?


Title: Re: Guild Wars 2
Post by: caladein on March 01, 2012, 10:13:16 PM
For example:  you're in the middle of a big fight and the group has started sustaining pretty heavy AoE damage.  The Ranger in your group puts down a Healing Spring to provide some group heals.  On its own it's probably not enough to keep up with the AoE damage coming in, but in that moment you have the choice to drop back out of melee combat, switch to your pistols and start firing at a target through the Spring.  This causes your bullets to provide additional AoE healing as they pass through the Spring.  Not only are you still providing DPS, but you've now provided just enough healing to prevent a wipe.

Which sounds really cool until you realize a) positioning hilarity and b) "Please keep Fire Field on top of the boss (or vice versa)." is the new "Please redrop Windfury Totem."


Title: Re: Guild Wars 2
Post by: EWSpider on March 02, 2012, 04:10:32 AM
For example:  you're in the middle of a big fight and the group has started sustaining pretty heavy AoE damage.  The Ranger in your group puts down a Healing Spring to provide some group heals.  On its own it's probably not enough to keep up with the AoE damage coming in, but in that moment you have the choice to drop back out of melee combat, switch to your pistols and start firing at a target through the Spring.  This causes your bullets to provide additional AoE healing as they pass through the Spring.  Not only are you still providing DPS, but you've now provided just enough healing to prevent a wipe.

Which sounds really cool until you realize a) positioning hilarity and b) "Please keep Fire Field on top of the boss (or vice versa)." is the new "Please redrop Windfury Totem."

I don't understand either one of your points, but I only played WoW to level 40ish (I assume that's where the reference is coming from).


Title: Re: Guild Wars 2
Post by: Zetor on March 02, 2012, 04:21:11 AM
Windfury totems gave a shortish-range buff to party members that allowed them to proc a second swing from any melee attack. They were a staple of WOW raiding until WOTLK. Basically all shaman were expected to drop that totem in range of all the melee players in their group, and keep doing that every time they needed to move, the totem despawned, they had to use a different totem, etc. It wasn't very fun for obvious reasons, especially for caster shaman (2/3 shaman specs were casters).

I think the point is that - assuming the combinations are powerful enough to warrant it - players will be expected to use their "combo initiator" attack as much as possible so that everyone else in the group can benefit from their combos. This could potentially lead to unfun gameplay like the windfury totem example, especially if the attack in question has a casting time, needs the player to put a targeting circle down, has to be recast every ~10 sec, etc.


Title: Re: Guild Wars 2
Post by: Draegan on March 02, 2012, 04:25:12 AM
For example:  you're in the middle of a big fight and the group has started sustaining pretty heavy AoE damage.  The Ranger in your group puts down a Healing Spring to provide some group heals.  On its own it's probably not enough to keep up with the AoE damage coming in, but in that moment you have the choice to drop back out of melee combat, switch to your pistols and start firing at a target through the Spring.  This causes your bullets to provide additional AoE healing as they pass through the Spring.  Not only are you still providing DPS, but you've now provided just enough healing to prevent a wipe.

Which sounds really cool until you realize a) positioning hilarity and b) "Please keep Fire Field on top of the boss (or vice versa)." is the new "Please redrop Windfury Totem."

Only difference is combos will be unique to your team builds.


Title: Re: Guild Wars 2
Post by: Miasma on March 02, 2012, 05:15:25 AM
I don't like the look of the playthough videos, especially that 45 minute one in the dungeon.  I'm not too excited about it anymore.
What, the one where dudeman spammed one button over and over again, ad nauseam?
Yeah, even ignoring his terrible gameplay I still didn't like it though.


Title: Re: Guild Wars 2
Post by: EWSpider on March 02, 2012, 05:57:34 AM
Windfury totems gave a shortish-range buff to party members that allowed them to proc a second swing from any melee attack. They were a staple of WOW raiding until WOTLK. Basically all shaman were expected to drop that totem in range of all the melee players in their group, and keep doing that every time they needed to move, the totem despawned, they had to use a different totem, etc. It wasn't very fun for obvious reasons, especially for caster shaman (2/3 shaman specs were casters).

I think the point is that - assuming the combinations are powerful enough to warrant it - players will be expected to use their "combo initiator" attack as much as possible so that everyone else in the group can benefit from their combos. This could potentially lead to unfun gameplay like the windfury totem example, especially if the attack in question has a casting time, needs the player to put a targeting circle down, has to be recast every ~10 sec, etc.

How is that any different from a particular class having some mission critical debuff?  I don't disagree with the point, just trying to understand how it's specific to the scenario.


Title: Re: Guild Wars 2
Post by: 01101010 on March 02, 2012, 06:02:49 AM
I gotta say, I am more than interested in this simply because I can play a smaller stature race. I liked being a Taru in FFXI and Gnome in WoW and a Goblin in WAR. Seems the latest smattering of MMOs have had little in the way of smallish races - and Dorfs and I don't mix, so they are always off the table. Nice to get back to having a character I like.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 02, 2012, 07:29:07 AM
Most games you have two or three abilities up to level 10-ish.  Here you get double that almost off-the-bat and then you get to start working on building out combinations.  That doesn't even count grabbing different weapons which entirely change your skill set-up.

You're also looking at the first few hours of play, by people with no experience with the game.


Title: Re: Guild Wars 2
Post by: kildorn on March 02, 2012, 07:46:48 AM
Obviously the solution to all this theorycrafting is for Arenanet to just release the fucking game already. SEE ANET? I SOLVED YOUR PROBLEMS!

.. damnit.


Title: Re: Guild Wars 2
Post by: Hawkbit on March 02, 2012, 07:48:40 AM
http://www.gwpvx.com/Build:Team_-_7_Hero_Player_Support (http://www.gwpvx.com/Build:Team_-_7_Hero_Player_Support)

I switched from a spirit/disco way to this and this feels a lot stronger.

I've blown all my cash buying skills and have 5 of 7 heroes built from this.  Even with only 5/7 I was able to pretty easily beat Nightfall over the weekend.  Working on EotN now, and only have four missions in Prophecies.  I should have this wrapped up soon.

Thanks for that link - I never thought it would change the game by that much, but it did.

EDIT:  The other thing I did was change from Dragon Slash warrior into Hundred Blades warrior.  If I can get enemies in a small area, they simply die when I get close. 


Title: Re: Guild Wars 2
Post by: Bungee on March 02, 2012, 07:54:14 AM
Windfury totems gave a shortish-range buff to party members that allowed them to proc a second swing from any melee attack. They were a staple of WOW raiding until WOTLK. Basically all shaman were expected to drop that totem in range of all the melee players in their group, and keep doing that every time they needed to move, the totem despawned, they had to use a different totem, etc. It wasn't very fun for obvious reasons, especially for caster shaman (2/3 shaman specs were casters).

I think the point is that - assuming the combinations are powerful enough to warrant it - players will be expected to use their "combo initiator" attack as much as possible so that everyone else in the group can benefit from their combos. This could potentially lead to unfun gameplay like the windfury totem example, especially if the attack in question has a casting time, needs the player to put a targeting circle down, has to be recast every ~10 sec, etc.

How is that any different from a particular class having some mission critical debuff?  I don't disagree with the point, just trying to understand how it's specific to the scenario.

Those combofields certainly are very powerful as right now at least they seam to stack (?). In one of the casts posted on the previous site, the caster mentions how overpowered rangers are right now in pvp because of their long range and teams would just set up so that they put down a maximum of combo-circles and let the rangers shoot through them. So, I guess this is a valid concern given the short duration of most of those circles.

Edit: Warrior Vid out btw: http://www.youtube.com/watch?v=jA6TPoWWdV0


Title: Re: Guild Wars 2
Post by: Draegan on March 02, 2012, 11:13:40 AM
Most games you have two or three abilities up to level 10-ish.  Here you get double that almost off-the-bat and then you get to start working on building out combinations.  That doesn't even count grabbing different weapons which entirely change your skill set-up.

You're also looking at the first few hours of play, by people with no experience with the game.

As soon as you get the associated weapon, you can unlock every single skill.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 02, 2012, 11:40:41 AM
I didn't play the media beta weekend.  I can't talk specifics.


Title: Re: Guild Wars 2
Post by: Typhon on March 02, 2012, 04:25:05 PM

I thought there were no healers in this game, wtf?!  Am I reading that weapon chart wrong somehow?  Please say yes.

[talks Typhon off the ledge]



Thanks!


Title: Re: Guild Wars 2
Post by: trias_e on March 02, 2012, 10:02:23 PM
I've watched every class video that the yogscast put out at this point.  Necro, Elementalist, and Thief just look mindblowingly awesome to me.  Thief especially:  I learned I really, really like temporary stealth abilities whilst playing my SWTOR marauder in PvP.  The thief is built entirely around them.  It'll be a blast to play.  My inner-hype level for this game is damn high at this point.


Title: Re: Guild Wars 2
Post by: Bungee on March 03, 2012, 11:29:18 AM
This Yogscast is pretty amazing...
Dungeon Time:
http://youtu.be/pG3tEl9FF9s


Title: Re: Guild Wars 2
Post by: Redgiant on March 03, 2012, 08:22:55 PM
I hear there is an open-world to GW2, instead of the lobby feel of GW1.

How about open world PvP? I mean true open-world, not something that resets every 2 weeks. Is true open world PvP supported at all, if people want to do it?

Are there any videos of open-world action (PvE or PvP), showing many people fighting out in the open world? Or do fights like what I see in Yogs video only occur in instances?


Title: Re: Guild Wars 2
Post by: Sky on March 03, 2012, 09:07:14 PM
One of the devs says you've got to watch for the mob to hold his sword over his head because he's going to chain heal. With all the effects going off, I'm not sure how you'd even see that. Looked wicked chaotic to me.


Title: Re: Guild Wars 2
Post by: Ard on March 03, 2012, 10:16:58 PM
EDIT:  The other thing I did was change from Dragon Slash warrior into Hundred Blades warrior.  If I can get enemies in a small area, they simply die when I get close. 

If you end up starting to do hard mode stuff after you finish the campaigns, you'll probably want to switch back to dragon slash.  I more or less did the same two builds as you, but in hard mode, the ai changes, and mobs tend to not clump up or will scatter once aoes start going off.  I tend to primarily use For Great Justice and alternate Dragon Slash with the EoTN dwarf sklil Brawling Headbutt to keep dangerous casters and healers on the ground.


Title: Re: Guild Wars 2
Post by: Hawkbit on March 03, 2012, 11:43:48 PM
If you end up starting to do hard mode stuff after you finish the campaigns, you'll probably want to switch back to dragon slash.  I more or less did the same two builds as you, but in hard mode, the ai changes, and mobs tend to not clump up or will scatter once aoes start going off.  I tend to primarily use For Great Justice and alternate Dragon Slash with the EoTN dwarf sklil Brawling Headbutt to keep dangerous casters and healers on the ground.

Good to know.  The build is exactly the same, just switch Dragon Slash and Hundred Blades as needed. 

I beat EotN last night, working on Factions now.  2 of 4 down... and actually I think I only have three missions in Prophecies, so this will go fast. 


Title: Re: Guild Wars 2
Post by: caladein on March 04, 2012, 12:01:31 AM
How about open world PvP? I mean true open-world, not something that resets every 2 weeks. Is true open world PvP supported at all, if people want to do it?

No.  Nothing like the out-in-the-world stuff of a WoW PvP server (or *insert hardcore FFA example here*) has even been broached.  It's either this

(http://wiki.guildwars2.com/images/9/9b/Hot_join_PVP_screen.jpg) (http://wiki.guildwars2.com/wiki/Structured_PvP)

or this

(http://wiki.guildwars2.com/images/c/c8/StonemistCastle-center-keep-600x375.jpg) (http://wiki.guildwars2.com/wiki/World_versus_World)

or some minor stuff here or there (http://wiki.guildwars2.com/wiki/Activity).


Title: Re: Guild Wars 2
Post by: Spiff on March 04, 2012, 07:21:09 AM
I imagine full on open pvp style servers might be difficult, with the huge amount of AoE skills + dynamic events anyone can join; you'd constantly be randomly killing anyone trying to join 'your' event.
Also anyone not teamed with you would presumably be unable to make use of your combo-field-thingamajigs or even worse get negatively affected by them, I can't see it working here.

I do wonder how feasible it would be to just spend the majority of your time in the WvWvW area, levelling and skill-collecting wise.
It's by far the most interesting feature of the whole game to me (will there finally be a game again that gets massive siege warfare right?  :heart:).


Title: Re: Guild Wars 2
Post by: 01101010 on March 04, 2012, 07:52:35 AM
I imagine full on open pvp style servers might be difficult, with the huge amount of AoE skills + dynamic events anyone can join; you'd constantly be randomly killing anyone trying to join 'your' event.
Also anyone not teamed with you would presumably be unable to make use of your combo-field-thingamajigs or even worse get negatively affected by them, I can't see it working here.

I would hope they'd implement some sort of auto-join group feature ah la WAR in the public quests. That would make things a bit easier to make use of the combo builders/effects.


Title: Re: Guild Wars 2
Post by: tazelbain on March 04, 2012, 07:54:40 AM
I hear there is an open-world to GW2, instead of the lobby feel of GW1.

How about open world PvP? I mean true open-world, not something that resets every 2 weeks. Is true open world PvP supported at all, if people want to do it?

Are there any videos of open-world action (PvE or PvP), showing many people fighting out in the open world? Or do fights like what I see in Yogs video only occur in instances?
I hope not. A.net can't be all things to all people.  They have bitten off enough to chew.  


Title: Re: Guild Wars 2
Post by: Lantyssa on March 04, 2012, 10:10:40 AM
I would hope they'd implement some sort of auto-join group feature ah la WAR in the public quests. That would make things a bit easier to make use of the combo builders/effects.
Fields are in the game world and not restricted to parties.  Anyone can make use of it while present.


Title: Re: Guild Wars 2
Post by: ashrik on March 04, 2012, 08:23:17 PM
I hear there is an open-world to GW2, instead of the lobby feel of GW1.

How about open world PvP? I mean true open-world, not something that resets every 2 weeks. Is true open world PvP supported at all, if people want to do it?

Are there any videos of open-world action (PvE or PvP), showing many people fighting out in the open world? Or do fights like what I see in Yogs video only occur in instances?
Open-world PVP doesn't exist in this game, as per the information they've released, at least not in the way it does in other games. There are no factions so everyone on your server, outside of the instanced PVP matches, is on your side. The only thing even semi-analogous to open PVP are the server battlegrounds which are large PVP areas that apparently support 100+ of each server in which your guys compete against 2 other servers for keeps, towers, supply production places, NPC spawns, and the like.

So- the thing they're calling WvWvW is not instanced


Title: Re: Guild Wars 2
Post by: ashrik on March 04, 2012, 08:28:48 PM
I do wonder how feasible it would be to just spend the majority of your time in the WvWvW area, levelling and skill-collecting wise.
It's by far the most interesting feature of the whole game to me (will there finally be a game again that gets massive siege warfare right?  :heart:).
They said that it's just a massive PVE area that happens to have keeps and marauding enemy players. To that end, they said you can level to 80 in there and the players to kill will drop xp, gold, and loot just like a mob would.


Title: Re: Guild Wars 2
Post by: caladein on March 04, 2012, 10:16:18 PM
So- the thing they're calling WvWvW is not instanced

It sort of is.  There are up to four WvW instances going at once for your trio of servers with a cap of 500 in each.  They're big instances, but they're still instances with caps and queues.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 05, 2012, 06:49:38 AM
What is technically an instance and what players think of when speaking of them are different things.  Technically, any game with multiple servers is instanced, too.


Title: Re: Guild Wars 2
Post by: Zetor on March 05, 2012, 07:47:00 AM
I'm not worried about pvp in GW2 at all. The only thing "missing" (other than maybe CTF or team deathmatch, but honestly conquest is better than either of those IMO) is world pvp, aka. get ganked by someone 40 levels above you while questing. I'll be sure to shed a single tear for the loss of that 'feature'. :P

(and yeah, I always played on pvp servers in MMOs... until SWTOR, anyway)


Title: Re: Guild Wars 2
Post by: caladein on March 05, 2012, 08:37:14 AM
What is technically an instance and what players think of when speaking of them are different things.  Technically, any game with multiple servers is instanced, too.

Yes, but 500/3 is still a small enough number that it should present all the characteristics of an instance on the interface and social coordination sides to the average player.  Unless the servers themselves are microscopic.


Title: Re: Guild Wars 2
Post by: Draegan on March 05, 2012, 11:33:07 AM
Uh, 1500 people on a huge map is not very constricting.


Title: Re: Guild Wars 2
Post by: tazelbain on March 05, 2012, 11:51:12 AM
I love how pvp discussion always devolves to what's "meaningful".


Title: Re: Guild Wars 2
Post by: Nebu on March 05, 2012, 12:47:15 PM
I love how pvp discussion always devolves to what's "meaningful".

It's a worthwhile discussion even if people tend to disagree.  Some like an attached gear grind, some prefer an ability grind, others enjoy objectives.  It's interesting to see what motivates gamers, particularly when those gamers are as experienced and articulate as the people on f13.



Title: Re: Guild Wars 2
Post by: Azuredream on March 05, 2012, 01:19:19 PM
I can't stand ranks/levels where it's just a single bar going steadily up that unlocks new things. When you get past the first few it starts to feel like an awful grind when it shouldn't, simply because it takes 300 matches/2000 kills/whatever just to get to the next unlocking. I don't like WoW's huge disparity in stats on gear rewards of different caliber, but I like just earning points and then spending them on whatever you want to upgrade. Proper carrot spacing is important.


Title: Re: Guild Wars 2
Post by: caladein on March 05, 2012, 02:03:46 PM
Uh, 1500 people on a huge map is not very constricting.

What does 1500 refer to?  The statements I'm seeing for WvW map size is 300 (http://www.reddit.com/r/IAmA/comments/q45rm/iama_guild_wars_2_game_designer_ama_about_world/c3ukbxk)-500 (http://www.reddit.com/r/IAmA/comments/nclu0/im_a_guild_wars_2_developer_ama_about_professions/c380zj5) for each map, not per side per map.

More importantly, my point wasn't about constricting or meaningful, it was about the statement "the thing they're calling WvWvW is not instanced".

And it is, technically.  And unless the servers are really small (because that's the important variable when it comes to the next bit), there will be more than one going at a time and you'll probably need to wait in line to get into your friend's/guild's instance at some point.  So it will "act like an instance" to the average player.


Title: Re: Guild Wars 2
Post by: ashrik on March 05, 2012, 02:58:53 PM
In that regard, they have indicated that there will not be more than one of each of the 4 mist maps for the PVP


Title: Re: Guild Wars 2
Post by: Draegan on March 05, 2012, 06:40:52 PM
Uh, 1500 people on a huge map is not very constricting.

What does 1500 refer to?  The statements I'm seeing for WvW map size is 300 (http://www.reddit.com/r/IAmA/comments/q45rm/iama_guild_wars_2_game_designer_ama_about_world/c3ukbxk)-500 (http://www.reddit.com/r/IAmA/comments/nclu0/im_a_guild_wars_2_developer_ama_about_professions/c380zj5) for each map, not per side per map.

More importantly, my point wasn't about constricting or meaningful, it was about the statement "the thing they're calling WvWvW is not instanced".

And it is, technically.  And unless the servers are really small (because that's the important variable when it comes to the next bit), there will be more than one going at a time and you'll probably need to wait in line to get into your friend's/guild's instance at some point.  So it will "act like an instance" to the average player.

Right, I did dumb math.  500 people is still a lot for a single map.


Title: Re: Guild Wars 2
Post by: Shatter on March 06, 2012, 07:57:32 AM
I love how pvp discussion always devolves to what's "meaningful".

Why beating down a door for 5 minutes silly goose


Title: Re: Guild Wars 2
Post by: Bungee on March 06, 2012, 09:11:08 AM
I love how pvp discussion always devolves to what's "meaningful".

Why beating down a door for 5 minutes silly goose

Realism?


Title: Re: Guild Wars 2
Post by: Fordel on March 06, 2012, 12:35:10 PM
The door time is actually very important. If you don't throttle the rate at which an attacker can claim an objective, the defender has no way to mount a defense.


-edit-


The DOOR itself is also very important, it provides a focus point for both sides, a barrier of separation and a means for the defenders to hold of superior numbers, if temporarily.


Title: Re: Guild Wars 2
Post by: Redgiant on March 06, 2012, 04:23:41 PM
So their 'RvR' is called WvWvW, but its very much instanced, just bigger ones which last longer than usual. They still:
- have a specific lifetime, then they end
- have an entrance gate (i.e. you can be denied access depending)
- have no real persistence effects on the overal world, other than internal persistence for 2 weeks
- are essentially encapsulated as "the world", since you cannot do strategy between the other 2 week instances going on
- have no travel strategy or sneak/feint/etc tactics (except within the provided instance, but not across the real world of players)
- have no factions or different cultures or races to demarc who fights who and realm motivation for why - are they going to 'red stripe' opposing players?

Seems to me this is still not what DAoC and Planetside did years ago better. I was hoping for more of a real simulation for scale and tactics, where any second could be an attack or counter across the globe, with Call to Arms-style faction/realm excitement, not more standing in a lobby picking some box to be put into (again). At least it's a 2 week box, which is better I guess.

Their PvE was already great for what it was. But PvP for me is all about realistically pushing the same buttons and strategic warfare that you would really ponder over. No major game today seems to do that now.

Planetside 2 seems to have the 3 sides which are all different, and open-world preserved at least, regardless of what else they change from the original PS.


Title: Re: Guild Wars 2
Post by: Fordel on March 06, 2012, 04:30:18 PM
2 weeks is plenty of persistence. It also helps mitigate the issue of say, being 'Mid Igraine'.

Midgard on Igraine WISHES they held onto their own relics for 2 weeks.


Title: Re: Guild Wars 2
Post by: tazelbain on March 07, 2012, 08:46:39 AM
Hard for me not to go the way of sinji on this.

First, instanced isn't a dirty word to me. I am glad that GW's RvR is instanced.

DAoC/PS didn't seem persistent to me, they felt static. The boundaries and rules of the playing field were well defined like any football game and just as arbitrary.  I felt no urgency to participate in RvR since you could never lose anything of value.  It was like a football game that never ended, players came and went, never keeping score.  Pointless, and in the case of DAoC ran like dogshit for any significant sized battle.  In GW2, you still can't lose anything of value, they will be keeping score.  You are going to be matched against servers of similar strength. There is going a best server in the world!  These instances will be big improvement because the hopeless usually sets in for the under-powered teams can be mitigated and the boredom for over-powered teams can be avoided by the reshuffling.  These factors I believe are going to promote competition between players and investment in outcomes greater anything except EvE in its glory days.

I am hoping Bat Country settles on a back-water server so that our participation can have the most impact.


Title: Re: Guild Wars 2
Post by: eldaec on March 07, 2012, 09:02:08 AM
It sounds different enough from other stuff to be worth trying, so I don't really mind that it isn't daoc.

Copying things already demonstrated to be worse at large scale pvp than daoc is where it gets irritating.

Oh hi WAR.


Title: Re: Guild Wars 2
Post by: UnsGub on March 07, 2012, 09:49:53 AM
Resets are good.  It is what make profession sports work and get them a champion every season.


Title: Re: Guild Wars 2
Post by: eldaec on March 07, 2012, 11:53:28 AM
We should have a thread where we talk about how exclusive team sport style pvp is not necessarily a good thing in a MMOG endgame.


Title: Re: Guild Wars 2
Post by: Draegan on March 07, 2012, 12:19:13 PM
We should have a thread where we talk about how exclusive team sport style pvp is not necessarily a good thing in a MMOG endgame.

Not sure what this means.


Title: Re: Guild Wars 2
Post by: Goumindong on March 07, 2012, 12:44:15 PM
We should have a thread where we talk about how exclusive team sport style pvp is not necessarily a good thing in a MMOG endgame.

Not sure what this means.

Ideas that work in esports (E.G. league of Legends) do not necessarily work in MMOG's.


Title: Re: Guild Wars 2
Post by: Fordel on March 07, 2012, 01:53:57 PM
It's a good thing RvR is inclusive then?


Title: Re: Guild Wars 2
Post by: pxib on March 07, 2012, 01:57:27 PM
It is almost impossible to overestimate the number of ideas that do not work in MMOGs. They last too long.

Although unlockable levels, talents, and gear have easily made the transition from worlds to games, things don't flow the other way. The difficulty is in the "world" part. It has to be up 24 hours a day, 7 days a week and players consume content orders of magnitude faster than it can be created... and the experience of being part of a thriving, evolving world lasts almost precisely as long as the content holds out. After that you're just repeat-grinding some cockblock or another hoping that you'll get the next rare piece of shiny.

An eSports PvP ending is no worse a surrender to the inevitable than, say, Firelands dailies.


Title: Re: Guild Wars 2
Post by: UnsGub on March 07, 2012, 02:27:34 PM
We should have a thread where we talk about how exclusive team sport style pvp is not necessarily a good thing in a MMOG endgame.

Team sports and PvP both require a start, middle, and end to be meaningful for me.

Nobody has yet to fully embrace the "season" concept from sports into a PvP MMO yet.

A two week cycle is a starting point.


Title: Re: Guild Wars 2
Post by: eldaec on March 07, 2012, 04:42:30 PM
Resets will be fine. The important thing about rvr is letting everyone play.

I only really mentioned that sport pvp doesn't make a good end game, because that is where you see fixed team sizes, forcing players to exclude newer members of the community. And because we had several hundred page threads about it while waiting for WAR.


Title: Re: Guild Wars 2
Post by: Draegan on March 08, 2012, 06:12:15 AM
We should have a thread where we talk about how exclusive team sport style pvp is not necessarily a good thing in a MMOG endgame.

Team sports and PvP both require a start, middle, and end to be meaningful for me.

Nobody has yet to fully embrace the "season" concept from sports into a PvP MMO yet.

A two week cycle is a starting point.

This is pretty much it.  Open world PVP is a pain in the ass because it's just there.  You need the perfect storm of enough players to just happen to be there to make it work perfectly.  This is why places like Outlaw's Den and Ilum in TOR failed horribly.  They are incredibly entertaining ideas and if everyone was playing with the same intent, then they would be fun.  But the implementation was terrible.  Especially when there is no number balancing.

Open world pvp will only work when you put enough people in a single area doing different things.  Rift almost got it right (PVE oriented PVP dailies, rifts, invasions, events etc), but the two faction balance thing is awful most of the time.  It would of worked better with a third faction or zero factions.

GW2 looks like they are taking the FPS route with their non-WvW PVP. 


Title: Re: Guild Wars 2
Post by: Nebu on March 08, 2012, 06:32:05 AM
I always saw the gear tiers as 'seasons' in WoW sport pvp.  Perhaps I've just oversimplified things for myself.


Title: Re: Guild Wars 2
Post by: Draegan on March 08, 2012, 06:47:31 AM
I always saw the gear tiers as 'seasons' in WoW sport pvp.  Perhaps I've just oversimplified things for myself.

You can look at it that way, and they do refer to them as seasons.  The only shitty thing is, is that it's a pain in the ass to get "current".  Every season starts with some people with a leg up.

Hopefully GW2 is all about points and wins and the gear stays static.


Title: Re: Guild Wars 2
Post by: UnsGub on March 08, 2012, 07:48:45 AM
because that is where you see fixed team sizes, forcing players to exclude newer members of the community.

Technology will always impose a limit on team sizes.

Sports handles new members to a community with various tier systems.  They range from watching the game, to basic participation of sometype (organizing, sponsoring, playing, coaching, officials, etc.), and up the ladder of compedition leading to the best in world (World Championship, Olympics, Tour de France, etc.).

This has occurred somewhat in World of Tanks Clan Wars as different areas of map provided different rewards.  Starting clan fight to get on the map, then the low rewards and experienced clans fight to maintain position of the high rewards.


Title: Re: Guild Wars 2
Post by: eldaec on March 10, 2012, 09:30:23 AM
Not if community size applies one first - see daoc.

The point is nobody turns up to a portal keep in daoc and got turned away.


Title: Re: Guild Wars 2
Post by: kildorn on March 10, 2012, 10:33:26 AM
Not if community size applies one first - see daoc.

The point is nobody turns up to a portal keep in daoc and got turned away.

You should ask our local Mids about that. Because it was hilariously stupid.

"Hey guys, there's like 90 dudes out there." "GET OFF MY JOCK YOU'RE ZERGING OMG STOP FOLLOWING US"

Our mids had some special people. Albs had them as well, but they were a far smaller slice of the population total, so if you saw 8 of them somewhere you just figured they lagged and got lost. :P


Title: Re: Guild Wars 2
Post by: Redgiant on March 10, 2012, 02:54:32 PM
The reset issue is present in any game. Open-world games might have a 2 week reset at midnight server time where relics just poof back to their home keeps. Instances just end, I guess - same thing.

The bigger issue for engagement in any PvP model is: what does it mean to 'win', what are you trying to get done, and what sort of player interaction and communication are you after?

This is where games really diverge, esp. when comparing older games like DAoC to anything today.

DAoC:
- win: taking and defending relics, and keep taking/holding in general. DF PvE control, RP ability growth were also effects of doing all this, but it is the tactical and strategic fighting that was the draw. everything in real-time and on the field. everything you did in RvR was related to and fed back into the RvR environ. whole world is a giant instance that does not end, only artificlally reset to fix severe imbalance. attack plans are the norm (scouting, timing, allocation, overall game plan)
- players: knowing your realmmates (not just your guild only), who the best players are form experience with them, including everyone in the effort (even lower levels who want to help), alliance communicatons to bring out more people when needed, realm pride motivation to come help when called upon. enemies are different race, culture, can't talk to them, recognize good enemy players by ongoing on-field reputation.

Modern:
- win: taking or doing something, then its over. get points for it, usually used for better gear shopping outside the instance. small specific repititious instances and patterns. very much unlike realtime ongoing fighting simulation.
- players: might know premade or guildies, usually don't know others in your group(s). don't know enemy players usually. no outside communication, motivation in instance necessary, no alliances or high-level strategic coordination (scouting, feints, coordinsted attacks, flanking, etc) due to instance size, duration or instance population not knowing each other. cross-server queues and insta-travel almost guarantee no one talks to each other much, or cares that they don't

Btw, even DAoC's resets would not have been necessary to articially introduce, had they evolved RvR with more formal inter-realm alliances, and more 'spreading too thin' incremental penalties for an overly-dominant realm. If, say, Mids and Albs could formally ally once Hibs had 5 relics and the game treated them as same-side for AE dmg and enabled 'interpreters' so they could communicate directly while allied, it would have made it much easier to self-enforce so that no one realm ever stayed totally dominant for too long. You could also have limited the total door upgrade levels and NPC guard spawn levels/numbers to emulate supply-lines being stretched too thin. The world self-balancing with these compensations is the best way.

I'm still boggled that no one except Planetside(2) has a MMO with 3 sides, or did I miss one.

As for GW2, maybe in a 2 week long micro-world instance, some of the old DAoC-style aspects may matter more than usual in short instances.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 11, 2012, 04:22:55 PM
... and 30 points! ;D


Title: Re: Guild Wars 2
Post by: Zetor on March 11, 2012, 10:07:11 PM
Welcome to the club.  :-P

I briefly considered going for 35 or getting this title (http://wiki.guildwars.com/wiki/Kind_of_a_Big_Deal) (the only GW1 title that transfers to GW2 if you max it) after I got there, figuring it wouldn't be too bad to just get 5 more points or max a few titles, right?!
Then I tried to estimate the potential grind time involved in maxing titles... oh my god it's full of stars  :ye_gods:


Title: Re: Guild Wars 2
Post by: Sky on March 12, 2012, 06:32:26 AM
Math in mmo is bad. Especially when calculating time investments needed. I love TOR, but they definitely put in the stupid time sinks at the end. The funny thing is I've heard several times how easy it is.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 12, 2012, 07:58:21 AM
Welcome to the club.  :-P
I had been sitting at 27 points for ages.  I just decided to bind my minis and sell the black dye I had been hoarding to buy a suit of Asura armor to get my full display of five.

Now that my ranger will be able to collect all the pets, I can relax.


Title: Re: Guild Wars 2
Post by: murdoc on March 12, 2012, 09:34:23 AM
I just got an email rewarding me for signing up for beta by telling me about a video I can view if I like them on Facebook.

Thanks.  :oh_i_see:

But, the interesting part was the line that said: "We know you're very eager for us to send out beta invitations, and we will be sending these confirmations out shortly."


Title: Re: Guild Wars 2
Post by: Draegan on March 12, 2012, 11:14:15 AM
That's because the next beta event is in a few weeks, at the "end of the month".


Title: Re: Guild Wars 2
Post by: Ingmar on March 12, 2012, 11:28:46 AM
The point is nobody turns up to a portal keep in daoc and got turned away.

This happened all the fucking time on our server. Hybrid without a group speed buff? Fuck right off.


Title: Re: Guild Wars 2
Post by: Nevermore on March 12, 2012, 12:49:43 PM
Wasn't a problem for Albs.  Maybe Midgard would have had less problems if they weren't so elitist.  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Fordel on March 12, 2012, 01:29:17 PM
Wasn't a problem for Albs.  Maybe Midgard would have had less problems if they weren't so elitist.  :why_so_serious:

Your making a joke, but that was seriously one of Mid's biggest issues. No one in that realm liked anyone else in that realm.


They also had a complete inability to stay in groups larger then 16.


Title: Re: Guild Wars 2
Post by: ashrik on March 12, 2012, 02:57:05 PM
I just got an email rewarding me for signing up for beta by telling me about a video I can view if I like them on Facebook.

Thanks.  :oh_i_see:

But, the interesting part was the line that said: "We know you're very eager for us to send out beta invitations, and we will be sending these confirmations out shortly."
Here is the stand-alone video (http://static.ncsoft.com/media/gw2/facebook-thank-you-extended-cut.mp4)
Nothing new or even noteworthy, I suppose, unless you count the Asura(?) that's in it for a brief second.


Title: Re: Guild Wars 2
Post by: Draegan on March 12, 2012, 05:33:55 PM
They did a whole art dev blog on the asura a ways back, so it's not new really. 


Title: Re: Guild Wars 2
Post by: luckton on March 12, 2008, 05:40:31 PM
Still, it's nice to know they care  :grin:


Title: Re: Guild Wars 2
Post by: Sjofn on March 12, 2008, 06:31:38 PM
Wasn't a problem for Albs.  Maybe Midgard would have had less problems if they weren't so elitist.  :why_so_serious:

Your making a joke, but that was seriously one of Mid's biggest issues. No one in that realm liked anyone else in that realm.


They also had a complete inability to stay in groups larger then 16.

It wouldn't have been an issue if we had more than 20 people around at any given time. We could make our sad version of a "zerg" work against the much bigger zergs provided both groups had the must-have shit, like speed and CC and crap. If they didn't? Might as well break down into one really good 8 man group to harrass the opposing zergs and let the leftover people be canon fodder, 'cause that's all they'd be anyway.

Mid's biggest issue was population. The end. Everything else could've been dealt with in one way or another if we didn't have that problem. But we didn't even have enough people to make it so the people who truly could not stand each other could ignore each other. I had to work with people I loathed all the fucking time, because we had no choice. And that tends to make people even MORE resentful of people they don't like, it turns out.


Title: Re: Guild Wars 2
Post by: Draegan on March 12, 2008, 06:59:05 PM
I could swear there is a DAOC forums somewhere.   :oh_i_see:


Title: Re: Guild Wars 2
Post by: Sky on March 12, 2012, 07:25:56 PM
(http://media.screened.com/uploads/1/12160/427618-albundy.jpg)

Are the last few posts showing up as 2008 for everyone?


Title: Re: Guild Wars 2
Post by: Hawkbit on March 12, 2012, 07:35:35 PM
(http://dl.dropbox.com/u/201105/Napoleon-Dynamite-fs25.jpg)

Why, yes they are.


Title: Re: Guild Wars 2
Post by: Nevermore on March 12, 2012, 08:07:15 PM
I would have been even more appropriate if they'd been dated 2003 or so.


Title: Re: Guild Wars 2
Post by: Sjofn on March 12, 2012, 10:57:14 PM
Look, population issues hurt me. They hurt me deeply.


Title: Re: Guild Wars 2
Post by: Tyrnan on March 13, 2012, 06:17:04 AM
Look, population issues hurt me. They hurt me deeply.
You hide it well  :grin:

In other news, we'll be able to pre-order (https://buy.guildwars2.com/) from April 10th. All versions will include Beta access, 3 day headstart and a Hero Ring (+2 to several stats).


Title: Re: Guild Wars 2
Post by: Shatter on March 13, 2012, 07:28:26 AM
https://buy.guildwars2.com/

(http://mnetcs.com/thumb/storage/b524291.JPG)

(http://mnetcs.com/thumb/storage/b6027221.JPG)

(http://mnetcs.com/thumb/storage/b8854675.JPG)

(http://www.dslreports.com/r0/download/1735781.thumb600~24b8c2f014ec4befad91c06193c2065c/1.bmp/thumb.jpg)


Title: Re: Guild Wars 2
Post by: Draegan on March 13, 2012, 07:32:16 AM
More than any other game, I really love the GW2 art style.


Title: Re: Guild Wars 2
Post by: schild on March 13, 2012, 07:33:54 AM
Golem Banker not being permanent sucks balls.

In fact, lots of one-time use shit going on. Pretty ghetto unless GW2 is going to have some kind of cash shop. In which case, do not want.


Title: Re: Guild Wars 2
Post by: Shatter on March 13, 2012, 07:36:46 AM
This will probably be the first MMO in years Ive bought that wont be CE


Title: Re: Guild Wars 2
Post by: Numtini on March 13, 2012, 07:51:19 AM
This has been in production so long I have a pre-order for a physical copy I need to cancel.


Title: Re: Guild Wars 2
Post by: Sky on March 13, 2012, 07:55:20 AM
More than any other game, I really love the GW2 art style.
So tempted to buy the CE for this reason. It's the only mmo going that has really been able to utilize some good artists.


Title: Re: Guild Wars 2
Post by: murdoc on March 13, 2012, 08:17:35 AM

Mid's biggest issue was population. The end. Everything else could've been dealt with in one way or another if we didn't have that problem. But we didn't even have enough people to make it so the people who truly could not stand each other could ignore each other. I had to work with people I loathed all the fucking time, because we had no choice. And that tends to make people even MORE resentful of people they don't like, it turns out.

I was on the one server, Bors, that had a large Midgard population. The Midzerg, at times, was larger than Hibernia and Albion combined. The was still some elitism, but generally speaking everyone was welcome to the Zerg (AE MID TO DEEP). It's when people tried to follow the 8 man hitgroups that the bitching would start.

I don't see anything worth the extra cash for the Deluxe or CE versions. I LOVE the artstyle, but I have enough artbooks that sit on shelves collecting dust.


Title: Re: Guild Wars 2
Post by: Sjofn on March 13, 2012, 08:27:08 AM
We were talking about Mid/Igraine. It was itty-bitty.  :oh_i_see:


I, too, really like the Guild Wars art style most of the time. Except when they go all LOL FANTASY ART LOL and try to make me play a character who is running around in heels and a sports bra. On the other hand, most of their dudes are good looking instead of freaky power-fantasy stand-ins, so at least I can be a pretty boy mesmer instead of a lady mesmer who runs like a girl and makes me worry she's going to twist her ankle running around in those thigh-high 5-inch-heel boots.


Title: Re: Guild Wars 2
Post by: Bungee on March 13, 2012, 08:57:36 AM
Oh come on, starts April 10th? Let me throw money at that already!


Title: Re: Guild Wars 2
Post by: kildorn on March 13, 2012, 09:32:18 AM

Mid's biggest issue was population. The end. Everything else could've been dealt with in one way or another if we didn't have that problem. But we didn't even have enough people to make it so the people who truly could not stand each other could ignore each other. I had to work with people I loathed all the fucking time, because we had no choice. And that tends to make people even MORE resentful of people they don't like, it turns out.

I was on the one server, Bors, that had a large Midgard population. The Midzerg, at times, was larger than Hibernia and Albion combined. The was still some elitism, but generally speaking everyone was welcome to the Zerg (AE MID TO DEEP). It's when people tried to follow the 8 man hitgroups that the bitching would start.

I don't see anything worth the extra cash for the Deluxe or CE versions. I LOVE the artstyle, but I have enough artbooks that sit on shelves collecting dust.

I played Hib/Bors for a long time. We had the low pop "fuck your class" issues, but thankfully not as bad as Mid/Igraine. Igraine's mids had... population issues and a high percentage of total douchebags from what I could tell. Scratch that. Igraine's douchebag population across the board seemed abnormally high.

As for preorders.. What, not open for orders today? PREORDER PRECANCELED.

I agree with schild that the limited time bonuses seem to hint heavily at a cash shop.


Title: Re: Guild Wars 2
Post by: Tyrnan on March 13, 2012, 09:51:38 AM
They've already confirmed that there will be a cash shop for cosmetic and convenience items from what I remember, which is pretty much the same as GW1.


Title: Re: Guild Wars 2
Post by: Zetor on March 13, 2012, 10:33:30 AM
GW1's cash shop wasn't bad at all imo -- I didn't need to buy anything from there in order to play the game normally (except for the expansions ofc). This is in stark contrast with lotro, coh, allods, ...


Title: Re: Guild Wars 2
Post by: Lantyssa on March 13, 2012, 11:43:02 AM
At least I have a month before they take my money.


Title: Re: Guild Wars 2
Post by: Furiously on March 13, 2012, 11:54:21 AM
At least I have a month before they take my money.

And a few more months before they take it all!


Title: Re: Guild Wars 2
Post by: Furiously on March 17, 2014, 04:28:18 PM
https://twitter.com/#!/GuildWars2/status/181023390260396034

Beta invites are going out.


Title: Re: Guild Wars 2
Post by: kildorn on March 17, 2014, 06:40:55 PM
I eagerly await not actually getting one. :(


Title: Re: Guild Wars 2
Post by: Bungee on March 18, 2014, 08:30:10 PM
Crafting. :heart:

http://youtu.be/-elq2JYlfA8


Title: Re: Guild Wars 2
Post by: Tmon on March 19, 2014, 05:57:18 AM
If I follow my usual pattern I'm going to waste tons of money and resources on cooking and what ever the equivalent of tinkering is. 


Title: Re: Guild Wars 2
Post by: kildorn on March 19, 2014, 07:53:19 AM
The accelerating crafting bar thing is <3 <3 <3


Title: Re: Guild Wars 2
Post by: 01101010 on March 19, 2014, 08:33:20 AM
The accelerating crafting bar thing is <3 <3 <3

Yes. Dear god yes.


Title: Re: Guild Wars 2
Post by: tazelbain on March 19, 2014, 08:36:14 AM
Looks awesome, but won't that lead to SWTOR like scenario where they will be nearly worthless because they are trival?


Title: Re: Guild Wars 2
Post by: Zetor on March 19, 2014, 08:42:39 AM
Yea, the accelerating bar is pretty good.

Re craft grind in GW2: the focus seems to be that 'discovering recipes' (crafting something you haven't crafted before by combining sub-components) is going to get you a ton more crafting xp than just farming 500 iron and crafting 100 pieces of an_iron_dagger_01 while sending next to a vendor, vendoring them as you craft. This -may- result in people crafting full armor sets and actually using them / selling them / giving them to guildies / etc. It remains to be seen just how powerful crafted items are compared to regular armor upgrades (from vendors) and instance drops. Given GW1's super-flat power curve, it's very possible that crafting in GW2 will just be used to get weapon/armor skins after hitting max level.


Title: Re: Guild Wars 2
Post by: Draegan on March 19, 2014, 08:57:53 AM
Also, crafting doesn't have to compete with raiding in GW2 so I don't think there will be any restrictions on "uber powerful gear" having to only come from raids.  Now you're free to have those big public dragon events dropping rare crafting stuff and rely on people making stuff for you.

Also I remember hearing that if you drop a crafting profession and then come back to it at a later date it saves your progress.  I'm not sure if they do the same with recipes, but I'm sure it does?


Title: Re: Guild Wars 2
Post by: HaemishM on March 19, 2014, 11:51:39 AM
The accelerating crafting bar thing is <3 <3 <3

Yes. Dear god yes.

This. It's such a small thing, and such a simple solution to the "I have to craft 3000 widgets so I'll leave my computer on all night" problem.


Title: Re: Guild Wars 2
Post by: luckton on March 19, 2014, 12:00:53 PM
Sweet mercy I just saw the crafting video  :heart:

Note to Bliz: Steal this QoL feature too  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Numtini on March 20, 2014, 10:57:04 AM
They are apparently going to allow game currency to be exchanged for cash shop currency (http://www.arena.net/blog/mike-obrien-on-microtransactions-in-guild-wars-2) similar to the Plex in Eve or the Dubs in Puzzle Pirates.


Title: Re: Guild Wars 2
Post by: Sparky on March 20, 2014, 11:07:51 AM
I really don't mind as it's AAA sans sub.  Something has to give.


Title: Re: Guild Wars 2
Post by: Numtini on March 20, 2014, 11:17:13 AM
It really didn't have a big effect in either game because you can't sell directly, you can only use your proceeds within the game, so I don't think it will have a big effect here. Sort of like the sellable pet in WoW that alarmed people, but didn't have any particular real effects on the economy as far as I can tell.


Title: Re: Guild Wars 2
Post by: Draegan on March 20, 2014, 11:53:24 AM
I'm interested in seeing what will be sold in the cash shop (or test shop) this weekend.

GW2's art style is amazing so I think even I wouldn't mind plopping down some cash for some badass looking costume gear.


Title: Re: Guild Wars 2
Post by: Zetor on March 20, 2014, 12:32:05 PM
Considering that GW1's cash shop was the only one that didn't make me want to stab people (coh, eq2 and lotro - I'm looking at YOU!) I'm not too worried.


Title: Re: Guild Wars 2
Post by: tazelbain on March 20, 2014, 01:45:25 PM
They are apparently going to allow game currency to be exchanged for cash shop currency (http://www.arena.net/blog/mike-obrien-on-microtransactions-in-guild-wars-2) similar to the Plex in Eve or the Dubs in Puzzle Pirates.

:woot:
I don't think I have ever been this excited for an MMO ever.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 20, 2014, 02:04:09 PM
GW2's art style is amazing so I think even I wouldn't mind plopping down some cash for some badass looking costume gear.
I'll admit to buying several of the GW1 costume packs.  They were some of the best outfits I've seen in any game.


Title: Re: Guild Wars 2
Post by: waylander on March 21, 2014, 10:15:09 AM
I bought extra character slots, and all the PVP packs when they were released.  GW1 did a good job with its cash shop so I'm optimistic about GW2's version.


Title: Re: Guild Wars 2
Post by: Threash on March 21, 2014, 10:24:41 AM
What are pvp packs?


Title: Re: Guild Wars 2
Post by: waylander on March 21, 2014, 10:27:10 AM
What are pvp packs?

It was a long time ago, but about 2 years after retail they finally realized there was a market for people who just wanted to PVP.  So they offered PVP packs where you could buy the ability to create instant end game characters with access to all gear just for PVP (you could not take a PVP toon outside of a PVP staging area), and they sold them through the cash shop.

In GW2 they are making that a built in feature of the game from day 1.


Title: Re: Guild Wars 2
Post by: Threash on March 21, 2014, 11:39:29 AM
Would have loved those when i played.


Title: Re: Guild Wars 2
Post by: Crumbs on March 21, 2014, 03:16:19 PM
Quote
In GW2 they are making that a built in feature of the game from day 1.

http://www.youtube.com/watch?v=a7hnK7bN258


Title: Re: Guild Wars 2
Post by: caladein on March 21, 2014, 04:22:22 PM
That's not entirely true as Structured is just one small gametype.  Yes, if all you used PvP only characters was for RA/TA/Codex it's the same.  You're still stuck leveling and unlocking stuff if you want to play WvW.


Title: Re: Guild Wars 2
Post by: luckton on March 21, 2014, 06:51:18 PM
Currency in GW2 in graph format, spoilered for size.

Source: http://www.guildwarsinsider.com/visual-guide-currencies-guild-wars-2/


Title: Re: Guild Wars 2
Post by: Draegan on March 22, 2014, 07:56:45 AM
That really needed a graph?


Title: Re: Guild Wars 2
Post by: luckton on March 22, 2014, 07:57:47 AM
That really needed a graph?

 :oh_i_see:


Title: Re: Guild Wars 2
Post by: 01101010 on March 22, 2014, 08:11:27 AM
That really needed a graph?

Of course. This is the trend... McDonalds point-to-picture simplicity.


Title: Re: Guild Wars 2
Post by: Draegan on March 22, 2014, 08:14:14 AM
That really needed a graph?

 :oh_i_see:

Really?  You need a graph to tell you that there is a PVE currency and a PVP currency and then an RMT currency that can be traded for in-game currency?

 :oh_i_see: Indeed.


Title: Re: Guild Wars 2
Post by: Crumbs on March 22, 2014, 08:26:43 AM
Somewhere, someone, who really needs a graph, is graphless today.  Thanks alot luckton  :oh_i_see:


Title: Re: Guild Wars 2
Post by: luckton on March 22, 2014, 08:37:43 AM
That really needed a graph?

 :oh_i_see:

Really?  You need a graph to tell you that there is a PVE currency and a PVP currency and then an RMT currency that can be traded for in-game currency?

 :oh_i_see: Indeed.
By that logic, I could argue that we don't really need a graph to tell me what class does what, since every class can heal/DPS/tank/support/etc.

But we got one anyways...  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Sky on March 22, 2014, 08:48:46 AM
Really more of a chart or a diagram.


Title: Re: Guild Wars 2
Post by: luckton on March 22, 2014, 09:12:18 AM
http://imgur.com/a/yOKsM

Item Shop photos.  I have no idea if this is NDA or not, nor do I know what was offered in the GW1 shop.

I can tell you that if there's items that allow me to spam every single person's chat box with a message of my authoring, I think some of these items need to go away  :ye_gods:


Title: Re: Guild Wars 2
Post by: kildorn on March 22, 2014, 09:27:08 AM
The megaphone doesn't bug me. I dislike the mystic chest key.


Title: Re: Guild Wars 2
Post by: Segoris on March 22, 2014, 09:42:54 AM
The megaphone is a consumable, so we can most likely assume it is a one time use. Good luck spamming when it costs money per global message.

The mystic key bugs me if they cannot be found in the world game as well. If they can be found in the regular world then I'm fine with them. The asura bank portal makes me realize why the digital deluxe and CE bonus bank is only a temporary use item now.


Title: Re: Guild Wars 2
Post by: PalmTrees on March 22, 2014, 09:45:43 AM
Completely hate the spend real money for a random chance to get what you want type cash shops. If I want a certain color dye, just sell it to me because I'm absolutely never going to buy a dye box with a random assortment of dyes. I don't waste money, even small amounts of money, on gambling. Selling experience and loot boosters is just very suspicious, smells of grind.


Title: Re: Guild Wars 2
Post by: Tyrnan on March 22, 2014, 09:50:20 AM
The mystic key bugs me if they cannot be found in the world game as well. If they can be found in the regular world then I'm fine with them. The asura bank portal makes me realize why the digital deluxe and CE bonus bank is only a temporary use item now.
I'm really, really hoping they can be found as drops. Otherwise it's basically the Cardassian Lockbox + Master Keys from STO, and ArenaNet going down that road is a horrible thing to contemplate.


Title: Re: Guild Wars 2
Post by: Segoris on March 22, 2014, 09:51:34 AM
It smells of grind, but leveling is supposedly pretty quick here without some huge xp curve at higher levels which is why I'm not hating on the boosters currently. Absolutely agree about the dyes though.

As for not wanting to waste money, I think I'll have no complaints spending $1-$15 in a given month (not every month, but just on a whim) since there's no subscription. As long as some of the items on the cash shop don't become mandatory for play then it's cool


Title: Re: Guild Wars 2
Post by: schild on March 22, 2014, 09:55:05 AM
Neither here nor there, but no one will ever trade Gems for money. It makes no sense.

Edit: Oh Goddamnit Arena Net you sons of bitches. Vanity is vanity. Magic Find is NOT vanity. Crafting items are NOT vanity. 12 Slot Bags are NOT vanity. Bank Portals are NOT vanity. Item repair is not vanity (and that's borderline Zynga RMT bullshit right there).

I might just not buy the game at all now.


Title: Re: Guild Wars 2
Post by: Numtini on March 22, 2014, 10:11:02 AM
If it's real, and it appears to be, it's incredibly disappointing.


Title: Re: Guild Wars 2
Post by: Bungee on March 22, 2014, 10:48:00 AM
Well, given the relatively small bonuses on the XP boosters and the really short duration, I think it's not that big an advantage. But still makes me  :heartbreak:. That's not what I expected. Also the Bag and Bankslot things are kind of annoying. Still buying it though, I don't see anything there being a balance issue in PvP which, afterall is all this game is about. And I do appreciate little helpers to ease the PvE grind.


Title: Re: Guild Wars 2
Post by: Draegan on March 22, 2014, 11:01:04 AM

By that logic, I could argue that we don't really need a graph to tell me what class does what, since every class can heal/DPS/tank/support/etc.

But we got one anyways...  :why_so_serious:

If you looked at the graph not all classes can do that! 


Title: Re: Guild Wars 2
Post by: Draegan on March 22, 2014, 11:03:33 AM
Are those images in or out of the NDA?


Title: Re: Guild Wars 2
Post by: Lantyssa on March 22, 2014, 11:17:01 AM
Bankslot purchases were in GW1.  You could buy 4 with in-game money, the crafting tab with in-game money, and 4 tabs with out-of-game money.  (With a bonus anniversary tab added later.)

10% magic find is nothing.  It's a trivial boost, and still gives a random drop.  I still don't see anything but convenience and vanity in there.


Title: Re: Guild Wars 2
Post by: caladein on March 22, 2014, 11:21:13 AM
Whoops.  Not sure why or how I posted my email here (not like it's not right to the left).


Title: Re: Guild Wars 2
Post by: Sky on March 22, 2014, 12:15:57 PM
To be fair, even in games where xp comes easily people want to bypass the leveling game as quickly as possible. No reason to leave that money on the table.


Title: Re: Guild Wars 2
Post by: Ingmar on March 22, 2014, 12:30:25 PM
I think I'm cemented into 'not buy at release' at this point. I was already iffy with heroes/henchmen and skill hunting being gone, and the whole 80 levels (vs. the original 20) thing had me concerned about possible grind - and now I see RMT items that appear to function as grind reducers. It might not be what it looks like, but I'm happy in SWTOR and D3 is coming...

I'm sure I'll get it eventually but definitely going to let other people blaze this trail.


Title: Re: Guild Wars 2
Post by: Zetor on March 22, 2014, 10:30:32 PM
Cash shops are worst when they're used as a "solution" to bad/grindy design instead of fixing the design (see allods, or even lotro (http://skycandy.org/2011/09/the-monetization-of-middle-earth/)).

I don't find these cash shop items to be too terrible overall... items are supposed to have a flat power curve, so +10% magic find isn't really like buying a best-in-slot +5 badassness sword from the store. Bag/char/bank slots and accelerators are pretty standard for a f2p title along with conveniences like "repair your gear NOW without having to go to a repair NPC" and "access your bank NOW instead of having to go to a bank NPC", and I -hope- that 12-slot bags will be craftable in-game (if not, that's a huge black mark imo).

The mystic chest/key thing is the one that annoys me the most, since it looks like arenanet is succumbing to the typical lootbox F2P cash grab (as seen in pretty much every F2P game nowadays, western or korean). Again, if it's possible to get keys by playing, I won't mind it *as* much (but will probably be AHing / selling all the lockboxes I find anyway).


Title: Re: Guild Wars 2
Post by: Tmon on March 23, 2014, 07:16:40 AM
...The mystic chest/key thing is the one that annoys me the most, since it looks like arenanet is succumbing to the typical lootbox F2P cash grab (as seen in pretty much every F2P game nowadays, western or korean). Again, if it's possible to get keys by playing, I won't mind it *as* much (but will probably be AHing / selling all the lockboxes I find anyway).

I was thinking the same thing, have they said there will be an AH?  I hate having to spam a channel to sell stuff and would probably just end up destroying them rather than trying to sell them if there isn't an AH. 


Title: Re: Guild Wars 2
Post by: caladein on March 23, 2014, 07:58:48 AM
I was thinking the same thing, have they said there will be an AH?  I hate having to spam a channel to sell stuff and would probably just end up destroying them rather than trying to sell them if there isn't an AH. 

Yes, from the Wiki FAQ (http://wiki.guildwars2.com/wiki/Frequently_Asked_Questions#PvE):

Quote
Will there be an auction house or similar in-game trading mechanism?
Yes. A marketplace is being added which allows a player to register items to buy or sell. Registration of items must be performed in-game but monitoring and bidding can be done from a web browser or smartphone application without being in-game.

Found a few more details here (http://www.guildwars2guru.com/forum/havent-seen-anything-auction-housesi-t25750.html) after a quick search.

Quote
Curtis Johnson – Game Designer: Guild Wars 2 includes a full Marketplace for players, which will differ from the usual MMO auction house in a number of ways. The biggest and most important difference is GW2’s Marketplace supports postings from both buyers and sellers. You might put your sword up for sale, then offer 100 gold for the specific axe you’re looking for without having to find any specific seller. The market can display the history of average value and trends for an item, making it easy to determine a fair value for your goods. It might be worth waiting to sell your item, depending if the price is rising or falling.

Items you put up for sale may sell while you’re offline, and the funds will be deposited in your account bank. You must be in game to put a new item up for sale, but you will be able to browse the market, bid from your account bank, or cancel your own auctions and offers while logged in to a web browser without running the game.

Quote
Eric: The Marketplace will be global, drawing data from all servers.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 23, 2014, 08:28:50 AM
The mystic chest/key thing is the one that annoys me the most, since it looks like arenanet is succumbing to the typical lootbox F2P cash grab (as seen in pretty much every F2P game nowadays, western or korean). Again, if it's possible to get keys by playing, I won't mind it *as* much (but will probably be AHing / selling all the lockboxes I find anyway).
Chests were common in GW, but keys were expensive, and lockpicks moreso.  We'll have to see how this pans out, but I imagine they'll have in-game drops and keys as a money-sink.

Given everything else they're doing, I will show a rare glimpse of faith that they will get this right as well.


Title: Re: Guild Wars 2
Post by: schild on March 23, 2014, 08:32:44 AM
I have zero faith in anyone doing anything right these days. Even something this simple.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 23, 2014, 10:06:11 AM
Understandable.


Title: Re: Guild Wars 2
Post by: Draegan on March 23, 2014, 10:09:00 AM
Don't these things just give out random uncommon drops?  Is everyone getting angsty because they can get on the equivalent of a WOW green?


Title: Re: Guild Wars 2
Post by: luckton on March 23, 2014, 12:11:44 PM
Don't these things just give out random uncommon drops?  Is everyone getting angsty because they can get on the equivalent of a WOW green?

I dunno...right now in WoW I'm leveling up my new DK.  My Cata quest greens are destroying people wearing Wrath epics.  They can't all be worthless.


Title: Re: Guild Wars 2
Post by: Draegan on March 23, 2014, 12:21:37 PM
So you are just gonna sit there and type that while completely ignoring that you're discussing gear from two different expansions and gear that is designed to smooth the mudflation of the previous expansion?


Title: Re: Guild Wars 2
Post by: Ingmar on March 23, 2014, 12:49:38 PM
In a game with an entirely different gear philosophy, too.


Title: Re: Guild Wars 2
Post by: luckton on March 23, 2014, 12:51:37 PM
So you are just gonna sit there and type that while completely ignoring that you're discussing gear from two different expansions and gear that is designed to smooth the mudflation of the previous expansion?

The question was "Is everyone getting angsty because they can get on the equivalent of a WOW green?".  I would argue that green gear has value.  Are you saying that GW2 is immune to mudflation?


Title: Re: Guild Wars 2
Post by: Ingmar on March 23, 2014, 12:52:39 PM
GW1 was.


Title: Re: Guild Wars 2
Post by: Furiously on March 23, 2014, 01:31:33 PM
GW1 has skillflation I would argue. (Ohhh and I made a new word!)

The EOTN skills added a ton of character power. For an optimized character build generally you need skills from all the expansions. So while your weapon or armor might never get better, you could pick up skills that make your character more damaging. Same applies to henchmen. 


Title: Re: Guild Wars 2
Post by: Modern Angel on March 23, 2014, 01:38:55 PM
Yeah, but most of the GWEN skills were PvE only. Or the most powerful ones were. In which case, eh.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 23, 2014, 06:51:02 PM
I mainly only used the GWEN skills in GWEN content and its missions where they were practically designed for it.


Title: Re: Guild Wars 2
Post by: Furiously on March 23, 2014, 09:30:54 PM
Ebon Vanguard Assassin Support is useful anywhere!


Title: Re: Guild Wars 2
Post by: Lantyssa on March 24, 2014, 05:42:43 AM
Sure, but I didn't need it and most of my bar was filled with pet skills.  My Necro did make heavy use of the Nightfall skill.  90 resistless damage every few seconds is hard to pass up.


Title: Re: Guild Wars 2
Post by: Outlawedprod on March 25, 2012, 05:38:58 PM
Based on Reddit activity I see that NDA is helping them out =p


Title: Re: Guild Wars 2
Post by: Bungee on March 25, 2012, 08:14:47 PM
Based on Reddit activity I see that NDA is helping them out =p

Well, they do allow people to talk about what they want and show pics/videos come monday, so we'll see.


Title: Re: Guild Wars 2
Post by: Kitsune on March 25, 2012, 08:19:01 PM
I watched my roomie playing it over the weekend, and on top of not being able to decide whether I was impressed or amused at the fact that the screen had his e-mail address overlaid over it dozens of times as an anti-screenshotting device, I liked a lot of what I saw.  I was disappointed at the lack of voice-acting, however; that's one piece of immersion that many MMOGs could definitely use.  Seeing a paragraph pop up over an NPCs head was just so 2002.


Title: Re: Guild Wars 2
Post by: Kageru on March 26, 2012, 04:20:04 PM

I suspect the Guild-wars budget is just a little smaller than SWTOR's.


Title: Re: Guild Wars 2
Post by: Kitsune on March 26, 2012, 08:31:18 PM
Yeah, I know.  But I can still dream!


Title: Re: Guild Wars 2
Post by: Numtini on March 27, 2012, 04:09:19 AM
I see not having SWTOR everything dialog to be a plus. It's ok for occasional big quests or that sort of thing, but for kill ten rats, after only two weekends I was ready to gouge my eyes out.


Title: Re: Guild Wars 2
Post by: Crumbs on March 27, 2012, 07:08:23 AM
I see not having SWTOR everything dialog to be a plus. It's ok for occasional big quests or that sort of thing, but for kill ten rats, after only two weekends I was ready to gouge my eyes out.

Yea no, several minutes of dialog and choices for every quest was just a downer for me.  I also got used to listening to music or podcasts while playing other games, and SWTOR made that impossible. 


Title: Re: Guild Wars 2
Post by: Numtini on March 27, 2012, 08:28:19 AM
One of the things that nice about the games that use occasional voice is it alerts you to wake up, this is a big quest.


Title: Re: Guild Wars 2
Post by: Sky on March 27, 2012, 09:27:51 AM
Who cares? Only assholes read/listen to quest dialog. Just click accept and quit wasting time.


Title: Re: Guild Wars 2
Post by: Ingmar on March 27, 2012, 09:37:23 AM
The content I enjoyed the most in GW1 was voiced (protagonist too.)


Title: Re: Guild Wars 2
Post by: Zetor on March 27, 2012, 09:59:37 AM
Prince Rurik! UNDEAD LICH! Master Togo! Danika!

Yeah, it was pretty memorable. In the 'Illidan in Well of Eternity' way, mind.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: Nevermore on March 27, 2012, 10:11:48 AM
Prince Rurik! UNDEAD LICH! Master Togo! Danika!

Yeah, it was pretty memorable. In the 'Illidan in Well of Eternity' way, mind.  :awesome_for_real:

Well, you remembered them. Quick, what was the name of the NPC that had you go talk to the sailor dude who wanted to go back to Ascalon?


Title: Re: Guild Wars 2
Post by: Zetor on March 27, 2012, 10:31:31 AM
Prince Rurik! UNDEAD LICH! Master Togo! Danika!

Yeah, it was pretty memorable. In the 'Illidan in Well of Eternity' way, mind.  :awesome_for_real:
Well, you remembered them. Quick, what was the name of the NPC that had you go talk to the sailor dude who wanted to go back to Ascalon?
Why are you trying to make me remember things from Prophecies  :ye_gods:

Seriously though, things other than [the lack of] voiceacting make me remember quest stuff a lot more... in any game. Heck, I remember a lot of COH characters/storylines vividly, and that game's seriously VA-deficient!


Title: Re: Guild Wars 2
Post by: Nevermore on March 27, 2012, 10:45:51 AM
Actually it was a Factions quest!  :grin:


Title: Re: Guild Wars 2
Post by: Fabricated on March 27, 2012, 11:07:35 AM
Well Of Eternity has the best-worst voice acting in WoW, minus Hagara in Dragon Soul. Holy fuck, they managed to make a worse-sounding character than Sindragosa.


Title: Re: Guild Wars 2
Post by: Lantyssa on March 27, 2012, 11:30:58 AM
Actually it was a Factions quest!  :grin:
I couldn't remember his name, but is it sad I knew which quest you were talking about?


Title: Re: Guild Wars 2
Post by: Kitsune on March 27, 2012, 12:22:08 PM
I'm reminded to ask, GW1 players, how arduous is it to do the stuff that gets you special armor and weapons in GW2?  I played the GW open demo thing when it was first released for about an hour, said, "This is like a crappier Dungeon Siege," uninstalled it, and never played again.  I'm assuming that it's undergone some improvements since then, and I'm pretty interested in GW2, enough to grab the first one if I can bang out those achievements without too much of a hassle so I can have sweet glowing crystal stuff in the second game.


Title: Re: Guild Wars 2
Post by: Zetor on March 27, 2012, 12:41:23 PM
Depends on how many points you want. Up to 10ish it's fairly trivial by just playing through the game normally (completing one of the campaigns + starting eye of the north); 15-20 isn't bad if you have a veteran account and some of your chars have 1st-6th birthday presents (unopened) that you can sell to other players for $. For 25+ you need :effort: and a lot of it!


Title: Re: Guild Wars 2
Post by: Sjofn on March 27, 2012, 12:53:46 PM
Yeah, it was pretty memorable. In the 'Illidan in Well of Eternity' way, mind.  :awesome_for_real:

I love Illidan's voice acting for that so hard. If I'm going to listen to terrible dialogue, I want it to be campy as fuck, dammit.


Title: Re: Guild Wars 2
Post by: Fabricated on March 27, 2012, 03:04:22 PM
Yeah, it was pretty memorable. In the 'Illidan in Well of Eternity' way, mind.  :awesome_for_real:

I love Illidan's voice acting for that so hard. If I'm going to listen to terrible dialogue, I want it to be campy as fuck, dammit.
Eeeel-EEE-Dan!

Why is Tyrande suddenly Russian? Are we killing Moosk and Squirel in the next raid?


Title: Re: Guild Wars 2
Post by: Fordel on March 27, 2012, 04:34:56 PM
Yeah, it was pretty memorable. In the 'Illidan in Well of Eternity' way, mind.  :awesome_for_real:

I love Illidan's voice acting for that so hard. If I'm going to listen to terrible dialogue, I want it to be campy as fuck, dammit.
Eeeel-EEE-Dan!

Why is Tyrande suddenly Russian? Are we killing Moosk and Squirel in the next raid?

No one fucking knows, it's even the lady doing the voice from War3.


Title: Re: Guild Wars 2
Post by: Bungee on March 28, 2012, 08:07:28 AM
Based on Reddit activity I see that NDA is helping them out =p

http://www.youtube.com/watch?v=i-UZFu7yZEw
As big as a beta review/game preview as you'll get. For the tl,dw: start around the 35 minute mark for his final words.


Title: Re: Guild Wars 2
Post by: 01101010 on March 28, 2012, 08:35:22 AM
I liked the vid... but holy fuck the rambling, I would zone out of listening to him prattle on then realize he was still talking which angered me.



Title: Re: Guild Wars 2
Post by: Bungee on March 28, 2012, 08:43:35 AM
I liked the vid... but holy fuck the rambling, I would zone out of listening to him prattle on then realize he was still talking which angered me.

Well, the video really didn't have anything to do with what he said, I took it more as a podcast kind of message by him. And given that this guys really isn't known for getting in bed much with devs and pretty much says what he thinks, I find it pretty encouraging that he said the game feels "next gen MMO" and that he'll go with it.


Title: Re: Guild Wars 2
Post by: kildorn on March 28, 2012, 08:49:21 AM
Yeah, the video has absolutely nothing to do with what he's rambling about, and the man loves to ramble. I kind of like TB's reviews, but the Yogs folks are doing a lot better with GW2.

Hell, TB spends the first five minutes talking about how he's only playing his thief so he can get awesome at it and show the pvp and high end pve with it. You'll notice the entire 40 minute video is a low level necro.

I sort of get his complaint that zone events don't feel as epic if they reset quickly, but I don't like his desire for essentially a single player experience by implying that he shouldn't see that event again. That just fails in an MMO when 20 people do an event, and the next 80 people to go through the zone never see the content because it's resetting.


Title: Re: Guild Wars 2
Post by: Sky on March 28, 2012, 08:58:12 AM
I sort of get his complaint that zone events don't feel as epic if they reset quickly, but I don't like his desire for essentially a single player experience by implying that he shouldn't see that event again.
But then it's not MEANINGFUL.

TB is a wanker, Yogs are the guys.


Title: Re: Guild Wars 2
Post by: Bungee on March 28, 2012, 09:07:54 AM
Hell, TB spends the first five minutes talking about how he's only playing his thief so he can get awesome at it and show the pvp and high end pve with it. You'll notice the entire 40 minute video is a low level necro.

That's because that's just random footage by his "cameraman". I do like Yogs a lot more than TB (they did party up though in the latest beta weekend to play through some events/quest lines) but TB also doesn't fail to honestly say what he thinks and the more opinions you can hear the better I guess. Until you actually get to play yourself that is of course.


Title: Re: Guild Wars 2
Post by: Sky on March 28, 2012, 11:15:33 AM
WHat f13 needs is an Ironwood youtube channel.


Title: Re: Guild Wars 2
Post by: Crumbs on March 28, 2012, 03:08:03 PM
WHat f13 needs is an Ironwood youtube channel.

I'd pay a sub fee for that  :grin:


Title: Re: Guild Wars 2
Post by: Tannhauser on March 28, 2012, 03:38:50 PM
"It's all shite!" (tm)


Title: Re: Guild Wars 2
Post by: Tyrnan on March 28, 2012, 03:56:42 PM
Some WvW keep defense (http://www.youtube.com/watch?v=Pk06sCaB0l4&feature=g-all-u&context=G2f6b0e2FAAAAAAAAAAA) action from the Yogcast boys. This looks like the kind of thing where I'll think "I'll just go do some quick WvW" then realise that 6 hours have gone by without me noticing  :awesome_for_real:

Edit: And some (Thief) Utility Skills and Traits (http://www.youtube.com/watch?v=-ue4rzbJPuY&feature=g-all-u&context=G2a33159FAAAAAAAABAA) stuff from TB. Trait start around 15:30


Title: Re: Guild Wars 2
Post by: kildorn on March 28, 2012, 11:56:00 PM
Wait wait.. did they just sit down and repair the door? Holy shit, they remade emain.

In all honesty, that world v world looks like a ton of fun.


Title: Re: Guild Wars 2
Post by: Tmon on March 29, 2012, 06:49:13 AM
I don't give a crap about meaningful pvp but I do like fun pvp and that just looked plain fun. 


Title: Re: Guild Wars 2
Post by: Falconeer on March 29, 2012, 07:01:19 AM
Sometimes with "meaningful" we mean that it's not just mindless bashing in a (large or not) arena/deathmatch for the sake of a scoreboard or an equip grind.
Having to conquer or defend keeps and gain territories as push back your enemies totally sits well with my personal definition of "meaningful PvP". Details are important, so are the intricacies of the system, but what has been shown so far is nothing short of exciting from a "meaningful PvP" persepctive. This is valid both for what Arenanet calls "Fun PvP" (the SvSvS part), and the "Competitive PvP" (the ranked arenas).


Title: Re: Guild Wars 2
Post by: kildorn on March 29, 2012, 07:33:02 AM
Even if a keep isn't worth much (from the video, it's awarding their pvp points every N minutes for defense, and on success/failure?), I like having something to fight over. I really liked that the ice bow spell just dropped the bows on the ground for other people to use. No real ranged in your build for a siege? Here, have a bow with skills on it!


Title: Re: Guild Wars 2
Post by: Draegan on March 29, 2012, 07:39:15 AM
So I made a graphic (http://www.guildwars2junkies.com/wp-content/uploads/2012/03/Guild-Wars-2-GW2-Primer-Combo-Infograph-b.jpg) for my site to help confuse you into understanding the possibilities of combos in GW2.

I linked it due to the size, but it turned out way more confusing than I initially intended.  But it was a fun exercise in any case.  


Title: Re: Guild Wars 2
Post by: Crumbs on March 29, 2012, 08:04:36 AM
So I made a graphic (http://www.guildwars2junkies.com/wp-content/uploads/2012/03/Guild-Wars-2-GW2-Primer-Combo-Infograph-b.jpg) for my site to help confuse you into understanding the possibilities of combos in GW2.

I linked it due to the size, but it turned out way more confusing than I initially intended.  But it was a fun exercise in any case.  

"Whirl Whirl Whirl"  :grin:  That is cool.

I've been holding back this next point because SWG is such an emotional topic, but I have to put it in:  SWG city base defense/invasions were some of the best PVP I've ever experienced and it was quite meaningful.  Pre-NGE of course.

On defense, it's your own city and you've worked hard to grind out the faction points to place the bases...pride, reputation, and accomplishment is on the line.  Now here come your rivals and it's up to you and your friends to defend.

On offense, it's time for payback with those assholes that came and blew up your base at 3am when nobody was on to defend it.  Gather forces, plan strategy, and go to THEIR city.  Over time, we got to know our rivals really well and the all-night battles created gaming friendships that last to this day.  Gear grinds never ever created that in my experience, actually quite the contrary: it makes people hate one another.

Player cities have somehow become the 3rd rail though, so I doubt to ever see this again.  However I am hoping GW2 achieves something similar.


Title: Re: Guild Wars 2
Post by: HaemishM on March 29, 2012, 10:01:12 AM
That World v World video engenders this response:

Fuck it. Say goodbye to your friends that don't play the game, quit your fucking job, because your soul is now owned.


Title: Re: Guild Wars 2
Post by: kildorn on March 29, 2012, 10:44:05 AM
They need to add some form of lightning based hammers to a class so I can convince ingmar to get excited about RvR.


Title: Re: Guild Wars 2
Post by: 01101010 on March 29, 2012, 10:59:34 AM
That World v World video engenders this response:

Fuck it. Say goodbye to your friends that don't play the game, quit your fucking job, because your soul is now owned.

Well I do have 2 weeks vacation that I will need to take eventually...  :grin:


Title: Re: Guild Wars 2
Post by: Ingmar on March 29, 2012, 11:21:09 AM
They need to add some form of lightning based hammers to a class so I can convince ingmar to get excited about RvR.

The RVR does look cool. The problem is, one side of the scales has RVR, the other side has all the other stuff I'm mad they changed or took out.


Title: Re: Guild Wars 2
Post by: Ard on March 29, 2012, 11:21:20 AM
They need to add some form of lightning based hammers to a class so I can convince ingmar to get excited about RvR.


You mean this one that elementalists can summon for anyone else to use?

http://wiki.guildwars2.com/wiki/Lightning_Hammer_%28environmental_weapon%29


Title: Re: Guild Wars 2
Post by: murdoc on March 29, 2012, 12:08:59 PM
Oh, that keep defense video was awesome. WvW stuff looks like a lot of fun, so far.

Though, my favourite part of the video was when they go 'when did you learn to play videogames?'


Title: Re: Guild Wars 2
Post by: Sjofn on March 29, 2012, 12:23:47 PM
They need to add some form of lightning based hammers to a class so I can convince ingmar to get excited about RvR.


You mean this one that elementalists can summon for anyone else to use?

http://wiki.guildwars2.com/wiki/Lightning_Hammer_%28environmental_weapon%29

No, more like this:


Or perhaps like this:



Bonus spears:



Title: Re: Guild Wars 2
Post by: Ingmar on March 29, 2012, 12:27:51 PM
Suck on that, Albs.


Title: Re: Guild Wars 2
Post by: Sjofn on March 29, 2012, 12:29:30 PM
It's why Midgard was the coolest realm.


Title: Re: Guild Wars 2
Post by: murdoc on March 29, 2012, 12:37:12 PM
LAGHAMMERS!


Title: Re: Guild Wars 2
Post by: kildorn on March 29, 2012, 12:39:56 PM
Suck on that, Albs.framerate


Title: Re: Guild Wars 2
Post by: Sjofn on March 29, 2012, 12:40:39 PM
Worth it.  :heart:


Title: Re: Guild Wars 2
Post by: kildorn on March 29, 2012, 12:41:40 PM
That WvW video really did give me a huge keep defense nostalgia though. Right down to looking at guardian skill lists wondering if that would be the class that stands around wishing the doors would drop so they could do something already.


Title: Re: Guild Wars 2
Post by: Threash on March 29, 2012, 01:08:00 PM
You could just ask someone for one of them nifty snow bows.


Title: Re: Guild Wars 2
Post by: Soln on March 29, 2012, 01:27:31 PM
ahhh Hib turrets.  Terrible times.

That vid makes GW2 look great.


Title: Re: Guild Wars 2
Post by: Redgiant on March 29, 2012, 06:46:33 PM
Are there any keeps that rival DAoC's in terms of multiple outer doors, an inner keep with multiple inner doors, arrowslits?

It would be nice for once to see a keep design that looks like it really was built by people who knew their ass depended on it not falling easily.

There's a lot more strategy when a keep isn't just a single front door with a guy on a hill behind it ...


Looks like pretty good action on face value of the video though.
---------------------------------

My biggest concern is what it always is for me in a post-DAoC mmo universe that is so temporary instance-heavy:

The only way any open-world RvR can survive is to 100% eliminate short-timer instanced RvR of the same kind. You will never maintain much open-world motivaton and density if poeple can lazily sit on their ass and queue for Stupid Pet Trick instances. Adding other realm motivational carrots like relic bonuses and Darkness Falls are nice extras and something to help bond all levels in your realm together. It's all about motivation and realm pride.

Offer unrelated 1v1, 2v2, 5v5-style Arena ladders, but do not offer any competing battle-at-scale boxed instances like WoW BGs, Rift Warfronts or Warhammer Scenarios. These crutches destroy open-world focus, due to the Laws of Gaming #1 stating "most players dumb down to the LCD of risk/reward, instead of choosing the elevated options unless forced to be simply removing the dumb ones."

- offer stupid, they take stupid
- offer stupid and complex, they take stupid
- offer complex, they take complex

DAoC never even had the dumb ones to begin with, so it flourished and only fell for other reasons later (ToA, age, etc). But most modern attempts seem to always start out with instances for everything, then perhaps try to layer on some open-world after-thought, then sit wondering why their shiny new game lost everyone so quickly and open-world was so dead.


This logic has held true on every MMO so far.


Title: Re: Guild Wars 2
Post by: kildorn on March 29, 2012, 06:57:24 PM
I think we do BGs less because open world pvp is harder, and more because of what caused people to veer away from it in the first place: faction balance is a bitch.

It's Not Fun to keep going 15v250 for a year straight. If there's a button that will balance the teams a bit for you, people are going to hit that button not for the simplicity, but for the ability to actually play the game.

I'm not entirely sold on how WvW does world matching, so I'm not sure how the balance will be. But as far as keep fights go, that looks like serious fun.


Title: Re: Guild Wars 2
Post by: Redgiant on March 29, 2012, 07:15:16 PM
I do get the reasons why BG-style play has proliferated, esp. in the area of numerically balanced forces.

There is a difference in population imbalance due to low server population, vs. differences caused by successful strategic manuevering that make imbalances happen. You can (and should) have 10v250 if you surprise a keep with minimal defenders present with a huge surprise attack, right? I think you are talking about the former kind, through no fault of strategy.

For me, a lot of the fun is in coordinating with others, building an ongoing reputation and awareness of the best enemies on the battlefiend, and strategic aspects such as scouting, feints, parallel strikes, flanking and reinforcing supply lines. Seeing certain enemy guild tags or realm ranks incoming, or recognizing certain players (works in both directions) is a motivation to do well in itself.

BGs are so defined and repetitive, that their initial advantage of being numerically balanced loses out to the dynamic never-the same-campaign-twice adventure of open-world. Even when a BG tries to have some of those strategic elements, it is so temporary and small-scale that it is unnoticed and pretty irrelevant.
---------

But I would agree that removing the reasons why BGs are deemed necessary should be in place in the over-world mechanics, and not just summarily remove BGs to force everyone into open-world. Three sides helps, as do small adjustments in underdog strength/allying capabilities. Even making it more and more difficult to hold longer and longer supply lines for seige in place helps to that end.

Arenas up to 5v5 can exist regardless, they are entirely a different activity.


Title: Re: Guild Wars 2
Post by: Redgiant on March 29, 2012, 07:26:57 PM
[I don't post much, and when I do I ramble too much - my original question for anyone in Beta]

Are there any keeps that rival DAoC's in terms of multiple outer doors, an inner keep with multiple inner doors, arrowslits?

What is the most complex keep layout you've seen so far.


Title: Re: Guild Wars 2
Post by: Draegan on March 29, 2012, 07:31:17 PM
For non press people there is still an NDA.  Saying you are/were in BETA is against the NDA. 


Title: Re: Guild Wars 2
Post by: kildorn on March 29, 2012, 07:39:48 PM
I'm just hoping they balance numbers a bit in WvW by dynamically assigning what worlds can invade what other worlds to keep the active pvp populations somewhat in line. And yeah, I don't mean "we ambushed your unprotected keep" outnumbering. I mean "at our peak player participation, our faction/world can only muster a third of what you can"

So things unrelated to pvp that I noticed while looking at GW2 sites: I knew downranking was in for zones (enter level 13 zone, become level 13), but I just learned today that apparently the devs want/already have in sidekicking? I haven't seen much talk of it, so I'm hoping it wasn't removed. :(


Title: Re: Guild Wars 2
Post by: Redgiant on March 29, 2012, 07:53:36 PM
Guess I'll wait on the specifics, I thought info on the fancier keep or castle looks might be known due to some of the videos going around.

If this is not against NDA, can someone tell me whether that is a Camp, Tower, Keep or Castle being attacked in the Yogcast (http://www.youtube.com/watch?v=Pk06sCaB0l4&feature=g-all-u&context=G2f6b0e2FAAAAAAAAAAA) posted on the previous page?


Title: Re: Guild Wars 2
Post by: Sjofn on March 29, 2012, 07:58:16 PM
"You have more people on that keep than we have on our entire side" sucks, yes.

BGs were popular in DAoC too, mind you, some of the most fun I had was in Caledonia. But it was a bit different, you didn't really "win" or anything.


Title: Re: Guild Wars 2
Post by: Redgiant on March 29, 2012, 08:08:43 PM
BGs in DAoC were naturally mutually exclusive level-wise with big-boy RvR though. They were the RvR training ground ramp-up. And also open-world and never reset except for server reboots.

But they were fun in their own right.

Btw, the video seems like it is a Keep they are at, with the main Citadel in the zone being what I guess a Castle is. Which also seems bigger/more complex in structure if the map can be relied on.

I am guessing there is one main Citadel/Castle in each zone, which is sufficiently impressive by comparison to anything DAoC's OF or NF had. Idle speculation with the NDA and all.


Title: Re: Guild Wars 2
Post by: schild on March 29, 2012, 08:52:53 PM
Yea, I'm stoked. It's like all the parts of all the MMOGs that I liked.


Title: Re: Guild Wars 2
Post by: Nevermore on March 29, 2012, 09:00:49 PM
Yea, I'm stoked. It's like all the parts of all the MMOGs that I liked.

Uh oh, the kiss of death!  :ye_gods:


Title: Re: Guild Wars 2
Post by: Soln on March 29, 2012, 09:09:30 PM
I'm in.


Title: Re: Guild Wars 2
Post by: Severian on March 29, 2012, 09:38:30 PM
I am guessing there is one main Citadel/Castle in each zone, which is sufficiently impressive by comparison to anything DAoC's OF or NF had. Idle speculation with the NDA and all.

Have a look at the first Yogscast WvW video (http://www.youtube.com/watch?v=VyMRoB8Xff8) from a month ago for a bit more, in particular the map.


Title: Re: Guild Wars 2
Post by: schild on March 30, 2012, 05:16:32 AM
Yea, I'm stoked. It's like all the parts of all the MMOGs that I liked.
Uh oh, the kiss of death!  :ye_gods:
The only reason I stopped playing WAR is because I ran out of game. Same with Age of Conan.


Title: Re: Guild Wars 2
Post by: Fabricated on March 30, 2012, 05:18:54 AM
So overall what's the content focus between PVE and PVP? I don't do MMO PVP. Ever. I mean never ever.


Title: Re: Guild Wars 2
Post by: Soukyan on March 30, 2012, 06:03:49 AM
So overall what's the content focus between PVE and PVP? I don't do MMO PVP. Ever. I mean never ever.

There appears to be plenty of PvE to engage in, but this is "Guild Wars" which is meant to be a game about PvP, ultimately. If you want PvE raids, I would imagine there will be some, but I wouldn't hold on to the hope that they will be the primary focus of the game.

As for the PvP, it took developers a long time to realize that DAoC had a great PvP setup for an MMOG. I'm glad someone finally realized it. It's going to be a really fun game.


Title: Re: Guild Wars 2
Post by: Numtini on March 30, 2012, 06:48:06 AM
If you go back to that dragon thing they showed, there are huge "raid" like encounters, but they seem to be open field and scaling to however many people show up.


Title: Re: Guild Wars 2
Post by: Tyrnan on March 30, 2012, 06:55:08 AM
From what I can recall, they have stated that they want GW2 to be much more balanced than the original and that, as much as possible, they want PvE and PvP to be equal. They've also said that you can completely ignore one or the other if that's your inclination.

With regards to PvE "end game" there won't be any raids as such. There will be big, elite dynamic events that will require more people that the usual events and explorable mode dungeons that are intended to be pretty challenging but you will still be limited to a single party. But since there will only be a minimal gear grind (and that'll probably be more for aesthetics that stats) I think what they're envisaging is that people will just continue to do what they did leveling up. Explore the world and see different dynamic event chains they missed, go help out friends since level differences are largely unimportant, take part in mini-games or make an alt and do it all again. Which I find much more appealing that grinding some dungeon 20 times with people I don't know (because my friends are the wrong level for it) for a 0.1% increase to my character.

So overall what's the content focus between PVE and PVP? I don't do MMO PVP. Ever. I mean never ever.
I would normally be the same. The only game I ever really tried PvP in was WAR and I actually enjoyed the RvR "lakes" (not so much the keeps  :oh_i_see:) but it seemed everyone else wanted to play Scenarios Online. But GW2 has managed to get me really excited for the WvW, at least partially because (hopefully) player skill will play a much larger part in determining success than what gear you have. So it might be worth dipping your toes in at some stage, just in case ArenaNet managed to make MMO PvP that you like.


Title: Re: Guild Wars 2
Post by: Kageru on March 30, 2012, 07:15:30 AM

I'd play this sort of PvP. I'm not interested enough to deal with the hard-core achievement oriented folks in arena's and scenarios, or the excitement of regressing when you lose, but if it's being a small part of a huge and chaotic melee with a "more the merrier" outlook I'd probably mess around with it. Which sounds like what they are going for in both PvE and PvP.


Title: Re: Guild Wars 2
Post by: Crumbs on March 30, 2012, 07:18:51 AM
Anyone know what the xp ratio is with pvp/pve?  Roughly.


Title: Re: Guild Wars 2
Post by: Segoris on March 30, 2012, 07:43:50 AM
Decent write up (http://www.guildwars2guru.com/articles/what-we-know-about-world-vs-world/) on gw2 guru about what is known of WvW including some video links for reference. One video in particular (http://www.youtube.com/watch?feature=player_detailpage&v=cHMzEL5p7dY#t=781s) has a part that shows just how large Stonemist Castle is...it's fucking huge.


Title: Re: Guild Wars 2
Post by: 01101010 on March 30, 2012, 08:29:14 AM
For whatever reason, I really like the way they pull open the map and then the map itself. It's the little things I guess.


Title: Re: Guild Wars 2
Post by: Kitsune on March 30, 2012, 02:00:47 PM
As long as the WvW thing is pairing up servers of relatively equivalent populations to fight, that's pure gold.  I never felt much 'home team pride' in WoW's PvP because of the super-temporary nature of it.  Win a battlefield, boom, reset, it made no difference to anyone.  But a good protracted struggle for territory?  Oh yes.


Title: Re: Guild Wars 2
Post by: Bungee on March 30, 2012, 02:18:35 PM
As long as the WvW thing is pairing up servers of relatively equivalent populations to fight, that's pure gold.  I never felt much 'home team pride' in WoW's PvP because of the super-temporary nature of it.  Win a battlefield, boom, reset, it made no difference to anyone.  But a good protracted struggle for territory?  Oh yes.

They do have a limit of people who can be in the WvW per server. I think the latest number thrown around was 500 per Server at max. Also, after each round of WvW (2 weeks) your server gets matched up against 2 other servers that scored similar to yours in the last round.


Title: Re: Guild Wars 2
Post by: Ingmar on March 30, 2012, 02:27:52 PM
Yeah not having the same enemies consistently is too bad, that was a huge part of the whole server community thing in DAOC. Given the choice between that and a semblance of population balancing though, I'll take the population balancing.


Title: Re: Guild Wars 2
Post by: Arinon on March 30, 2012, 06:22:43 PM
If they are mashing three servers together, rotating every two(?) weeks, and doing it based on performance it shouldn't take long before you see the same (hopefully balanced) match-ups again and again.

My worry is not enough people out in the WvW to make it work.  It could start to suck pretty quick if there are only ever 10-15 people active per side.


Title: Re: Guild Wars 2
Post by: kildorn on March 30, 2012, 07:38:22 PM
It would be nice if the maps rotated a bit imo as well. The same set of maps over and over might get boring (but hey, everyone kept going to emain)


Title: Re: Guild Wars 2
Post by: Sjofn on March 30, 2012, 07:47:57 PM
Honestly I prefer the same set of maps, my brain can only hold so many maps and where to go on them in it.


Title: Re: Guild Wars 2
Post by: kildorn on March 30, 2012, 07:50:52 PM
You're one of Those People who aggro'd Drakes, aren't you?


Title: Re: Guild Wars 2
Post by: Ingmar on March 30, 2012, 08:11:49 PM
The cyraeth howls!
The cyraeth howls!
The cyraeth howls!
The cyraeth howls!


Title: Re: Guild Wars 2
Post by: Sjofn on March 30, 2012, 08:19:14 PM
I didn't aggro anything, because I aggressively refused to drive.  :heart:


Title: Re: Guild Wars 2
Post by: Fordel on March 30, 2012, 08:20:03 PM
The trick was to just plow through everything and not give a fuck!


Title: Re: Guild Wars 2
Post by: Sjofn on March 30, 2012, 08:22:18 PM
I always enjoyed the handful of people who were hated by the Picts or whatever ruining it for the rest of us.


Title: Re: Guild Wars 2
Post by: Phred on April 01, 2012, 01:31:26 AM
I watched my roomie playing it over the weekend, and on top of not being able to decide whether I was impressed or amused at the fact that the screen had his e-mail address overlaid over it dozens of times as an anti-screenshotting device, I liked a lot of what I saw.  I was disappointed at the lack of voice-acting, however; that's one piece of immersion that many MMOGs could definitely use.  Seeing a paragraph pop up over an NPCs head was just so 2002.

I'd argue the opposite. Unless you have Bioware's budget which even they may never see again, your voice acting is typically so pathetic I'd rather read the text. Example: Rift.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 01, 2012, 06:02:42 AM
Personal story stuff is voice acted.


Title: Re: Guild Wars 2
Post by: Quinton on April 01, 2012, 06:06:24 AM
Wow, had not really looked at anything about GW2 until today.  This actually looks pretty interesting.  If they can really pull off the event system, that'll be something else.  Love the art style.  Nice to see something that's not just-another-wow-clone... gives me hope...


Title: Re: Guild Wars 2
Post by: kildorn on April 01, 2012, 10:47:56 AM
More WvW footage, with no commentary:

http://www.youtube.com/watch?feature=player_embedded&v=yMTrsXsb0B4

That is so DAOC2.


Title: Re: Guild Wars 2
Post by: Phred on April 01, 2012, 11:24:10 AM

The only way any open-world RvR can survive is to 100% eliminate short-timer instanced RvR of the same kind. You will never maintain much open-world motivaton and density if poeple can lazily sit on their ass and queue for Stupid Pet Trick instances.

So the only way people will play it is if forced to. Gotcha.


Title: Re: Guild Wars 2
Post by: Tannhauser on April 01, 2012, 03:37:30 PM
Wow, had not really looked at anything about GW2 until today.  This actually looks pretty interesting.  If they can really pull off the event system, that'll be something else.  Love the art style.  Nice to see something that's not just-another-wow-clone... gives me hope...

I'm not saying it's a WoW/DAoC clone, but it's a WoW/DAoC clone.


Title: Re: Guild Wars 2
Post by: Nevermore on April 01, 2012, 04:46:39 PM
More WvW footage, with no commentary:

http://www.youtube.com/watch?feature=player_embedded&v=yMTrsXsb0B4

That is so DAOC2.

The first video looked interesting but this video here shows how it can easily devolve into nothing more than a zerg.


Title: Re: Guild Wars 2
Post by: Fordel on April 01, 2012, 07:35:47 PM
You say that like it's a bad thing.


Title: Re: Guild Wars 2
Post by: Sjofn on April 01, 2012, 07:54:19 PM
Zergs are good. Sjofn like zergs.

Zergs are when you have 10 people, right?


Title: Re: Guild Wars 2
Post by: pxib on April 01, 2012, 08:17:21 PM
A huge pile of people beating uselessly on the door instead of defending the siege equipment.

Definite DAoC memories, yes.


Title: Re: Guild Wars 2
Post by: Nevermore on April 02, 2012, 01:05:49 AM
The only thing missing was the enchanter running in and blowing them all up.


Title: Re: Guild Wars 2
Post by: kildorn on April 02, 2012, 07:52:32 AM
From what I've seen, you need supply to build shit/repair your keep. Supply is trucked in via mule from nearby camps. So the basic idea is Keep = Zerg (because seriously, who sieges a keep with like 5 dudes), and small group content is clearing camps and ambushing mules. As well as small zerg content of taking towers (which appear to lack keep lords, and are just capture points)

I sort of like the distinction in an attempt to give everyone something to do. But the part that screams DAOC is the zoned out people at the siege completely ignoring hostiles either running in or attacking from behind. Or standing in the hilariously obvious AE circles.


Title: Re: Guild Wars 2
Post by: 01101010 on April 02, 2012, 08:28:37 AM
From what I've seen, you need supply to build shit/repair your keep. Supply is trucked in via mule from nearby camps. So the basic idea is Keep = Zerg (because seriously, who sieges a keep with like 5 dudes), and small group content is clearing camps and ambushing mules. As well as small zerg content of taking towers (which appear to lack keep lords, and are just capture points)

Camp Mules =PlanetSide ANTS on autopilot? Nice...



Title: Re: Guild Wars 2
Post by: Sky on April 02, 2012, 08:45:41 AM
But the part that screams DAOC is the zoned out people at the siege completely ignoring hostiles either running in or attacking from behind. Or standing in the hilariously obvious AE circles.
(http://mcweekly.media.clients.ellingtoncms.com/2006/Sep/07/booze-high_t440x600.jpg?84e7dc0a3f37971c3f690a233b3cc6836c00a706)


Title: Re: Guild Wars 2
Post by: tazelbain on April 02, 2012, 12:01:15 PM
How supply will combat zergs is an open question. Obviously, nothing with stop lazy players from zerging. But unless supply is very stong, zerging will be preeminent strategy.

So I see people carrying supply, are they getting it for the keeps or camps or something else?  I see oxs carrying supply to keeps, what happens to the supply when it reaching the keeps?  What a happens to the supply you are carrying if you die?  Siege equipment, is purchased at a keep or is it crafted some how?

Siege golems are awesome.  They really need a couple dozen different types of them.  Really just replace all siege equipment various siege golems.  Much more iconic and fun.  If you don't want them to move, root them for their long range abilities like siege tanks.


Title: Re: Guild Wars 2
Post by: Bungee on April 02, 2012, 12:22:12 PM
So I see people carrying supply, are they getting it for the keeps or camps or something else?  I see oxs carrying supply to keeps, what happens to the supply when it reaching the keeps?  What a happens to the supply you are carrying if you die?  Siege equipment, is purchased at a keep or is it crafted some how?

People carry supplies to both keeps and towers. You can upgrade the defenses of towers as well as camps just like those of keeps (get additional NPCs, reinforce Walls, repair stuff). Oxen (or in this case "Dolyaks") drop their supply off at the keeps. Each keep has a "dump" where all supply coming in by oxen is accumulated. I think it's limited in how much it can store. You can purchase siege equipment at your "Base" as well as in keeps which you upgraded (using supply) to have a vendor move there (also there are vendors in the open world if I remember correctly). So yes- if you have a keep/tower stocked up with supplies and a vendor, you can mount a whole lot of firepower on your reinforced walls and blow any incoming zerg to pieces. Against a remotely coordinated defense (people bringing in supply somehow, knowing when and where to place mortars, cannons, when and what to repair...) it seems to me it would take a very well coordinated attack to get a keep down.


Title: Re: Guild Wars 2
Post by: 01101010 on April 02, 2012, 12:46:51 PM
It sounds like "starving them out" might just work here. I like that.


Title: Re: Guild Wars 2
Post by: kildorn on April 02, 2012, 12:54:47 PM
Yeah, the idea is you can starve a keep by just banging on the walls a bit and running them out.

If you watch the videos when someone goes into/near a keep, there's a supply meter for it on the upper right. Repairs/upgrades cost supplies, and buying siege or weapon emplacement costs supply. I can see it actually being annoying as shit if idiots just burn all the supply at a keep buying stupid shit or mounting cannons everywhere. But it does seem to be trying to address the idea of a zerg just camping out in the main keep or something and refusing to sally out to reclaim supply camps.

You can also see one of the Yogs folks assaulting a supply camp, they seem really easy for a half dozen people to swarm over. Five or so guards, not very beefy. It should be a full time job for 5 mans to run around and cap/recap them.


Title: Re: Guild Wars 2
Post by: Trippy on April 02, 2012, 01:05:43 PM
Can you drop ANTs to replenish supplies? :awesome_for_real:


Title: Re: Guild Wars 2
Post by: 01101010 on April 02, 2012, 01:10:20 PM
Can you drop ANTs to replenish supplies? :awesome_for_real:


That would give dragons a potential in an unconventional sense.


Title: Re: Guild Wars 2
Post by: Sheepherder on April 02, 2012, 07:57:18 PM
There is a difference in population imbalance due to low server population, vs. differences caused by successful strategic manuevering that make imbalances happen. You can (and should) have 10v250 if you surprise a keep with minimal defenders present with a huge surprise attack, right? I think you are talking about the former kind, through no fault of strategy.

You can do that in an instanced/auto-balanced battleground.


Title: Re: Guild Wars 2
Post by: Redgiant on April 02, 2012, 10:28:54 PM

So the only way people will play it is if forced to. Gotcha.

Actually, yes. By not cannibalizing the population into competing spaces, esp. NvN instances.

If a Call to Arms goes out, and the response is:

- fuck that, I'm instance queued
- fuck that, I'm questing
- fuck that, I just solo
- fuck that, I have no motivation to defend my "side" without shiny rewards
- fuck that, I don't socialize
- fuck that, I don't group
- fuck that, I don't travel unless its insta-porting
- fuck that, I don't do command hierarchies
- fuck that, I don't fight unless I'm the hero

by a large number of players, then open-world is guaranteed dead in some months at most. How many more MMOs do we have to see this play out in?

DAoC bred an inherent focus on RvR into everyone playing. It didn't matter if you were still leveling, questing, raiding, crafting - when RvR called, you *wanted* to go to it, no one had to force anyone. In today's games, even with laughably easy-mode features like insta-travel-and-return queues, people are too goddamn lazy to do what everyone used to not bat an eyelash at despite investing more time and effort. We left Legion or dragon raids. We left dungeons. We rode horses to the frontier. We roamed between keeps, or ported if we had captured sufficient territory to earn the perk of a portal. It's part of what made it feel like a world.

I'm not saying GW2 can't do it, but they need to show that they can maintain The Magic (tm) in an ongoing, community-building (not just selfish) way.


Title: Re: Guild Wars 2
Post by: kildorn on April 02, 2012, 11:06:12 PM
To be entirely honest, when a Call to Arms went out in DAOC I'd bet the vast majority of the players stayed doing their own shit or logged out/went invis to avoid people harassing them.

Keep based pvp will keep the population alive if the population enjoys the activity. If it's trying to live by being the ONLY activity instead of being the most fun, people will simply quit the game entirely.


Title: Re: Guild Wars 2
Post by: Kageru on April 02, 2012, 11:43:25 PM

Surely it doesn't really matter? Low participation in PvP will be reflected in the rankings that will be used to match servers.


Title: Re: Guild Wars 2
Post by: Kitsune on April 02, 2012, 11:47:50 PM
The server vs server aspect should help engender some team pride in people.  When I played DAoC, which was before they added in the Darkness dungeon, people would still be all, "We have to stop those Hib pigfuckers from taking our stuff!" and roll out to the pvp zones whenever an attack was incoming.  It helped that there would be serverwide announcements whenever a big battle was underway.  With WoW's setup, the PvP is 24/7 and not a big deal at all.  Queue up and wait.  No pride is on the line, nothing can be lost, it's just some points that you'll get for playing.

By having a persistent battlefield territory to fight over, you put players' pride on the line.  Nobody wants to be the other team's bitch and see their flag flying on top of your castle.  Even otherwise disinterested pvpers will come out to fight in an effort to reclaim 'their' territory.  Of course, you aren't exactly getting the cream of the crop in that situation compared to the dedicated PvP players, but the zerg hordes have a role to play in large-scale PvP too.

I'd expect to see, much like in Planetside, organized guilds doing the heavy lifting while the mindless masses swirl around and blow up random stuff.  Which would be grand.


Title: Re: Guild Wars 2
Post by: Tmon on April 03, 2012, 04:45:37 AM
... while the mindless masses swirl around and blow up random stuff.

You've perfectly described my preferred pvp style.  I don't have time for a 2nd job but will be perfectly happy to drop in and do my bit for the war effort.  My bit being defined as whatever I happen to think it would be fun to do.  Heck, if I'm in a good mood I might even actually do whatever the all caps guy who thinks he's in charge is telling us to do.


Title: Re: Guild Wars 2
Post by: kildorn on April 03, 2012, 08:19:22 AM
... while the mindless masses swirl around and blow up random stuff.

You've perfectly described my preferred pvp style.  I don't have time for a 2nd job but will be perfectly happy to drop in and do my bit for the war effort.  My bit being defined as whatever I happen to think it would be fun to do.  Heck, if I'm in a good mood I might even actually do whatever the all caps guy who thinks he's in charge is telling us to do.

As a reformed alb: Never do what that guy is telling people to do. Seriously, that guy is just terrible at the game.


Title: Re: Guild Wars 2
Post by: Falconeer on April 03, 2012, 10:57:27 AM
Preorders are around. Any idea if this will hit Steam, Origin or anything like that?


Title: Re: Guild Wars 2
Post by: Tmon on April 03, 2012, 11:06:17 AM
Pre-orders won't be on steam no word on release that I can find.  https://twitter.com/#%21/GuildWars2/status/185751903353835521


Title: Re: Guild Wars 2
Post by: Tyrnan on April 03, 2012, 11:07:27 AM
Preorders are around. Any idea if this will hit Steam, Origin or anything like that?
Can't see it being on Origin since EA has nothing to do with it, I guess Steam may be a possibility at some stage but I wouldn't count on it since you can just buy it directly from ANet online. The only other information we have at the moment is this wiki page (http://wiki.guildwars2.com/wiki/User:Stephane_Lo_Presti/GW2_prepurchase_retailers_list) listing the various retailers for the physical versions of the game.


Title: Re: Guild Wars 2
Post by: Phred on April 03, 2012, 11:19:53 AM

So the only way people will play it is if forced to. Gotcha.

Actually, yes. By not cannibalizing the population into competing spaces, esp. NvN instances.

If a Call to Arms goes out, and the response is:

- fuck that, I'm instance queued
- fuck that, I'm questing
- fuck that, I just solo
- fuck that, I have no motivation to defend my "side" without shiny rewards
- fuck that, I don't socialize
- fuck that, I don't group
- fuck that, I don't travel unless its insta-porting
- fuck that, I don't do command hierarchies
- fuck that, I don't fight unless I'm the hero

by a large number of players, then open-world is guaranteed dead in some months at most. How many more MMOs do we have to see this play out in?



Bad news for you then chief. Guild Wars 2 has instanced arena's too.


Title: Re: Guild Wars 2
Post by: Tmon on April 03, 2012, 12:43:08 PM
As a reformed alb: Never do what that guy is telling people to do. Seriously, that guy is just terrible at the game.

I usually make it a point to do the exact opposite, but it might actually be funnier to do exactly what he says.  I remember from the army that you could have a lot of fun carrying out an order exactly as it was given.


Title: Re: Guild Wars 2
Post by: murdoc on April 03, 2012, 12:55:33 PM
As a reformed alb: Never do what that guy is telling people to do. Seriously, that guy is just terrible at the game.

I usually make it a point to do the exact opposite, but it might actually be funnier to do exactly what he says.  I remember from the army that you could have a lot of fun carrying out an order exactly as it was given.

Now they guy using all caps can also purchase a Commander star and his directions will be EXTRA important to follow!


Title: Re: Guild Wars 2
Post by: Nevermore on April 03, 2012, 01:19:51 PM
Yeah, that should work out well.


Title: Re: Guild Wars 2
Post by: Fordel on April 03, 2012, 02:07:37 PM
... while the mindless masses swirl around and blow up random stuff.

You've perfectly described my preferred pvp style.  I don't have time for a 2nd job but will be perfectly happy to drop in and do my bit for the war effort.  My bit being defined as whatever I happen to think it would be fun to do.  Heck, if I'm in a good mood I might even actually do whatever the all caps guy who thinks he's in charge is telling us to do.

As a reformed alb: Never do what that guy is telling people to do. Seriously, that guy is just terrible at the game.


Which is why you are still an Alb.


Title: Re: Guild Wars 2
Post by: kildorn on April 03, 2012, 02:49:19 PM
... while the mindless masses swirl around and blow up random stuff.

You've perfectly described my preferred pvp style.  I don't have time for a 2nd job but will be perfectly happy to drop in and do my bit for the war effort.  My bit being defined as whatever I happen to think it would be fun to do.  Heck, if I'm in a good mood I might even actually do whatever the all caps guy who thinks he's in charge is telling us to do.

As a reformed alb: Never do what that guy is telling people to do. Seriously, that guy is just terrible at the game.


Which is why you are still an Alb.

I don't think you ever met our ALL CAPS folks. They were really, really bad.


Title: Re: Guild Wars 2
Post by: Fordel on April 03, 2012, 03:12:22 PM
We had fucking FITZ, yet we managed.  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Redgiant on April 04, 2012, 10:50:50 AM
Bad news for you then chief. Guild Wars 2 has instanced arena's too.


Not saying instances can't coexist, but they sure can't be perceived as better rewards. Since they are easier in many ways to begin with than investing in open world (queues, not ravel, smaller scale, short duration), there has to be a real compelling motivation for people to generally do open world instead of instances.

Hopefully, the split character mode and the ongoing competition to let better servers face each other will be the extra motivational feather in the cap that overcomes this happening to GW2. Well, that and not bolting on open world as a fucking afterthought during Beta (thanks WAR).

Though I have to say, it was so much easier to get motivated to battle the other sides when they were different races in DAoC. Even 2-sided games usually have visually different races. When the same races fight each other, it's more about different philosphical/religious stances; so is Green=Catholic, Blue=Muslim, Red=Hindu? Might be nice to have some sort of mental grounding as to why I want to kill that guy who looks exactly like me.


Title: Re: Guild Wars 2
Post by: kildorn on April 04, 2012, 10:59:33 AM
I don't think you need any form of ethical backing for RVR. I mean, hibs fought because the frontier was the only place with buildings that weren't just particularly rain resistant mushrooms. Nobody else had a reason to be out there.

WvW will live or die by how much fun it is to play it. They appear from the videos to bolster you to the level cap when you step in, and give you xp and loot for kills. That alone should help a lot with the "rvr is just something you do when level capped" idea. If they keep with GW1's gearing ideas and older DAOC's, it should solve a bunch of the "I don't want to PVP they all have crazy gear" shit as well. One thing I loved about early/mid DAOC was that it was trivial to gear up a fresh character for pvp.


Title: Re: Guild Wars 2
Post by: Tmon on April 04, 2012, 12:12:49 PM
Against my better judgement I did some poking around the Guildwars 2 site and followed some links to press beta articles and now I fear I'm starting to froth.  I mean I was interested, but other than reading the info that popped up here I've been pretty much avoiding doing any reading about the game at all.  I think what put me over the edge was an article that mentioned that the way you get to the WvW battle grounds is by clicking a pair of crossed swords in the interface and being teleported to the battlefield.  No running halfway across the world to a pvp 'lake' no earning the right to fight by making some arbitrary level, no having to meet some gear or skill spec and then once you get there being able to earn xp and credits by doing WvW is like pure crack to my someone like me whose play style can best be summed up by the phrase "Dinking Around."  There go my resolutions about not preordering and waiting thirty days post launch to buy any MMO.


Title: Re: Guild Wars 2
Post by: Bungee on April 04, 2012, 12:46:03 PM
Against my better judgement I did some poking around the Guildwars 2 site and followed some links to press beta articles and now I fear I'm starting to froth.  I mean I was interested, but other than reading the info that popped up here I've been pretty much avoiding doing any reading about the game at all.  I think what put me over the edge was an article that mentioned that the way you get to the WvW battle grounds is by clicking a pair of crossed swords in the interface and being teleported to the battlefield.

This and the fact you get a fully equipped, all skills unlocked, max-level character for "Arena" PvP is what got me in. No having to grind, no having to catch up. Create a character of every class and enjoy "end-game" PvP instantly. WINNING!


Title: Re: Guild Wars 2
Post by: Redgiant on April 04, 2012, 04:48:05 PM
There must be more to it than just "click on swords to get to the keep" I hope.

Like, it only works when you already own a keep, or some restriction(s)?

And do you literally port into a keep, or just nearby and still have to run the gauntlet of seigers to get inside? DAoC had a special provision added that let defenders port directly from a border keep to a relic keep. I hope its not just port anywhere, all the time though.


Part of the seiger's strategy in DAoC was where to place people to scout and also intercept enemies as they came to defend, and part of the defender's fun was to figure out how to get inside (have someone run interference, run around high and behind, then swoop down when someone inside drew the seigers off to the side). You used to have to go in at the front door that was being rammed, later they added a side/back sally port door that only the current keep owners could use to get inside - which usually had a group of seigers camped on it trying to prevent it.

Or are you telling me that whole part of fighting is N/A and gone now? Hope not.


Title: Re: Guild Wars 2
Post by: kildorn on April 04, 2012, 05:25:43 PM
As I understand it it's click button, port to your equivalent of a portal keep. WvW is four zones, each world gets a border zone with some keeps and such, and the center zone with the neutral objectives and main keep. You port to somewhere in your border zone and hoof it to the action.


Title: Re: Guild Wars 2
Post by: tazelbain on April 04, 2012, 07:27:29 PM
Based on the videos so far, both running to keeps under attack and trying to get past the people beating on the front are alive and well.


Title: Re: Guild Wars 2
Post by: Redgiant on April 04, 2012, 11:47:05 PM
Based on Yogs and other videos I've seen, it does seem that the porting is only to the border keeps per side. Sounds good then.

Like others, I get flashbacks from certain things in those videos. I especially laughed at the reaction time it took Yogs' crew on the doors to notice the Greens coming up behind them, despite being told a full 60 seconds prior about it in chat. As I watched the video, I kept saying to the screen "TURN AROUND".


Title: Re: Guild Wars 2
Post by: kildorn on April 05, 2012, 07:48:45 AM
I like that the zone in point is a portal, and not some ghost dude you have to spam chat macros at in hopes that he notices you.


Title: Re: Guild Wars 2
Post by: Kitsune on April 05, 2012, 10:43:12 AM
I can imagine very important jobs for parties of thieves in WvW.  Given how inattentive the zerg tend to be, five guys uncloaking and ganking the people manning the catapults would probably go unnoticed for a good long while.  Ditto for killing off the supply camps and setting up ambushes on the paths from the realm gate to where the fight is going on.


Title: Re: Guild Wars 2
Post by: 01101010 on April 05, 2012, 10:48:14 AM
I can imagine very important jobs for parties of thieves in WvW.  Given how inattentive the zerg tend to be, five guys uncloaking and ganking the people manning the catapults would probably go unnoticed for a good long while.  Ditto for killing off the supply camps and setting up ambushes on the paths from the realm gate to where the fight is going on.

That will be left for the guilds to do. I can't see the mindless zergettes defending the keep leaving a big fight with lots of pew pew going on to roam around hunting that may or may not be there. I however, love that shit.


Title: Re: Guild Wars 2
Post by: kildorn on April 05, 2012, 10:51:12 AM
Hurry up and take my money, ANet.

I'm going to be rolling with my own personal mesmerzerg.  And hoping not everyone thinks mesmers are as awesome as I do.


Title: Re: Guild Wars 2
Post by: Bungee on April 05, 2012, 12:14:32 PM
Hurry up and take my money, ANet.

I'm going to be rolling with my own personal mesmerzerg.  And hoping not everyone thinks mesmers are as awesome as I do.

That's a train of thought that seems to occur with every GW2 clas..err profession. Except for Guardian. They really have to put some new mechanic in for Guardians...


Title: Re: Guild Wars 2
Post by: Segoris on April 05, 2012, 12:19:52 PM
Personally, I think Guardians will turn out better than Mesmers once people realize how to actually play this game (unless there are quite a few changes to Mesmers). I was of the mindset Mesmers would be required by most groups, but not after watching some videos of them.

Though, I am in the same boat of actually being eager to give ANet my money...it feels wrong.


Title: Re: Guild Wars 2
Post by: kildorn on April 05, 2012, 12:22:26 PM
I kind of like Guardians. It's warriors that completely bore me. But I find memsers so freaking awesome that I just assume everyone else will play one as well.

As for the playstyle: I think the weakness I see in mesmers will be WvW pvp. The illusions and clones die the second your target does. So you're only going to get a real crazy setup going if your time on target is relatively large. Their base damage in the short term seems pretty low. But I spent a while making my character builder mesmer with hilarious illusion spam, it will be glorious.


Title: Re: Guild Wars 2
Post by: Kitsune on April 05, 2012, 12:32:22 PM
Just imagine the chaos if a guild works together and makes every mesmer the same race, same face, and wearing the same gear.  Five identical mesmers each throwing more identical illusions into the battlefield...   :why_so_serious:


Title: Re: Guild Wars 2
Post by: Segoris on April 05, 2012, 12:33:35 PM
Just imagine the chaos if a guild works together and makes every mesmer the same race, same face, and wearing the same gear.  Five identical mesmers each throwing more identical illusions into the battlefield...   :why_so_serious:

Ahh yeah, I'm only looking at this game with a pvp mindset (both WvW and structured in this case) - in PVE I'm sure mesmers will be good, just not in pvp in their current state. I think their base damage and the damage of most conditionals (conditionals for all classes, except bleed as that looked like it was doing well when stacked) should be increased and I think the clones could use some buffs

Warriors - while boring - I think will be solid. Though, I don't think 2h warriors will dominate like people expect them to.

Just imagine the chaos if a guild works together and makes every mesmer the same race, same face, and wearing the same gear.  Five identical mesmers each throwing more identical illusions into the battlefield...   :why_so_serious:

And then 1 elementalist comes by with a single AE attack and ruins all their fun :heartbreak: (edit: okay, maybe 2 elementalists)


Title: Re: Guild Wars 2
Post by: Threash on April 05, 2012, 12:44:43 PM
I kind of like Guardians. It's warriors that completely bore me. But I find memsers so freaking awesome that I just assume everyone else will play one as well.

As for the playstyle: I think the weakness I see in mesmers will be WvW pvp. The illusions and clones die the second your target does. So you're only going to get a real crazy setup going if your time on target is relatively large. Their base damage in the short term seems pretty low. But I spent a while making my character builder mesmer with hilarious illusion spam, it will be glorious.

Could you link me this character builder?


Title: Re: Guild Wars 2
Post by: Bungee on April 05, 2012, 12:53:11 PM
Could you link me this character builder?

http://gw2.luna-atra.fr/skills_tool/?lang=en
http://www.gw2tools.com/


Title: Re: Guild Wars 2
Post by: 01101010 on April 05, 2012, 12:57:53 PM
I was thinking much the same way with a group of mesmers exactly alike - only I was thinking about that in terms of multiboxing. 4 accounts with 3 on follow. Best to hope for some AoE or else you have small odds of hitting the correct image/character.

And I like warriors thank you very much. Bow skills and S&B - I am curious. Though ranger seems to be in my wheelhouse when it comes to PvP stuff.


Title: Re: Guild Wars 2
Post by: Draegan on April 05, 2012, 01:20:11 PM
I can imagine very important jobs for parties of thieves in WvW.  Given how inattentive the zerg tend to be, five guys uncloaking and ganking the people manning the catapults would probably go unnoticed for a good long while.  Ditto for killing off the supply camps and setting up ambushes on the paths from the realm gate to where the fight is going on.
There is no perma-stealth.  Most stealth lasts for a few seconds at most.  The only way you can "de-cloak" is poppping into line of site and teleporting (like a charge) in at the same time.


Title: Re: Guild Wars 2
Post by: Kitsune on April 05, 2012, 01:46:00 PM
There is no perma-stealth.  Most stealth lasts for a few seconds at most.  The only way you can "de-cloak" is poppping into line of site and teleporting (like a charge) in at the same time.

Oh really, I hadn't known that.  I was thinking they'd be like DAoC and WoW rogues where you can just lurk in stealth.


Title: Re: Guild Wars 2
Post by: luckton on April 05, 2012, 01:50:37 PM
There is no perma-stealth.  Most stealth lasts for a few seconds at most.  The only way you can "de-cloak" is poppping into line of site and teleporting (like a charge) in at the same time.

Oh really, I hadn't known that.  I was thinking they'd be like DAoC and WoW rogues where you can just lurk in stealth.

No perma-stealth?  I think we just hit 'meaningful PvP'   :why_so_serious:


Title: Re: Guild Wars 2
Post by: Bungee on April 05, 2012, 01:52:48 PM
There is no perma-stealth.  Most stealth lasts for a few seconds at most.  The only way you can "de-cloak" is poppping into line of site and teleporting (like a charge) in at the same time.

Oh really, I hadn't known that.  I was thinking they'd be like DAoC and WoW rogues where you can just lurk in stealth.

Yogscast made some pretty good profession videos.
Here's the thief:
http://youtu.be/s4E3raPxpUo


Title: Re: Guild Wars 2
Post by: Nevermore on April 05, 2012, 02:03:39 PM
Hurry up and take my money, ANet.

I'm going to be rolling with my own personal mesmerzerg.  And hoping not everyone thinks mesmers are as awesome as I do.

So how long will you last in this game before flittering off to something else? 3 weeks?  :why_so_serious:


Title: Re: Guild Wars 2
Post by: kildorn on April 05, 2012, 02:21:22 PM
Hurry up and take my money, ANet.

I'm going to be rolling with my own personal mesmerzerg.  And hoping not everyone thinks mesmers are as awesome as I do.

So how long will you last in this game before flittering off to something else? 3 weeks?  :why_so_serious:

Depends how fast leveling goes!


Title: Re: Guild Wars 2
Post by: Tannhauser on April 05, 2012, 02:36:44 PM
OMG I found a 'seekret' funnay in one of the tooltips for Short bows (Skill 4:  Crippling Shot)



 :heart: :heart: :heart:


Title: Re: Guild Wars 2
Post by: schild on April 05, 2012, 04:49:16 PM
I'm sure that was funny when they put it in, which was probably 4 hours after the internet beat that meme to death.


Title: Re: Guild Wars 2
Post by: Redgiant on April 05, 2012, 05:01:49 PM
Is the "one more siege weapon" reference in this dev Q&A (http://guildwars.incgamers.com/blog/comments/exclusive-interview-with-arenanet-beta-insights-and-skills) mean rams are actually in as well??

Couple more Q's that I couldn't find video evidence of, in case someone has seen in public info:

- Any towers in seige weapon range of keeps/castles? I.e., you break in, take them, climb to top and mount a seige weapon up there instead of on the ground.

- Any sally port doors? I.e. doors on side or in rear of keep/castle for defenders to enter during an attack.


Title: Re: Guild Wars 2
Post by: kildorn on April 05, 2012, 06:10:55 PM
For the towers in range thing, one of the Yogs videos was talking about a guild that built mortars in one keep and used it to shell the next keep over.


Title: Re: Guild Wars 2
Post by: Threash on April 05, 2012, 07:28:26 PM
I'm addicted to that character builder, they need to be taking my money right now.


Title: Re: Guild Wars 2
Post by: Kageru on April 05, 2012, 07:35:55 PM

That thief video was fascinating. Admittedly they're just talking while getting beaten up by a couple of random mobs, but the idea of a rogue as being movement and trickery based integrates into the game-play so much better. The classical perma-stealth and massive ambush build sidelines them and is a balance nightmare. And the weapon switching allows them to have some meaningful ranged options.


Title: Re: Guild Wars 2
Post by: kildorn on April 05, 2012, 08:04:20 PM
I'm addicted to that character builder, they need to be taking my money right now.

I spent entirely too much time on it. As much as we like to say the skill collecting is out (and it is, you just buy them with points from special quests now instead of capturing elites), the end result of only really having 5 (healing, 3 normal, 1 elite) free slots and the rest based on weapon combos causes me MUCH ANGST trying to make builds.


Title: Re: Guild Wars 2
Post by: Kitsune on April 05, 2012, 08:28:25 PM
- Any sally port doors? I.e. doors on side or in rear of keep/castle for defenders to enter during an attack.

The videos show glowing portals in the castle wall that the defending team can use to enter it, so yes.  In fact, I've never seen the main gates open, which leads me to suspect the gates never actually open until an attacker blasts them open.  Which sort of makes sense; you don't want some idiot or troll on the defense going and opening the gates.


Title: Re: Guild Wars 2
Post by: Nevermore on April 05, 2012, 08:28:56 PM

That thief video was fascinating. Admittedly they're just talking while getting beaten up by a couple of random mobs, but the idea of a rogue as being movement and trickery based integrates into the game-play so much better. The classical perma-stealth and massive ambush build sidelines them and is a balance nightmare. And the weapon switching allows them to have some meaningful ranged options.


If you played GW1, it's mostly the Assassin only without the attack chains and somewhat less Assassiny flavor.  But a lot of the attacks and utility stuff looks to have carried over from the Assassin to the Thief.  To be honest, the only two classes that look interesting to me are the Necromancer and the Ranger.

I spent entirely too much time on it. As much as we like to say the skill collecting is out (and it is, you just buy them with points from special quests now instead of capturing elites), the end result of only really having 5 (healing, 3 normal, 1 elite) free slots and the rest based on weapon combos causes me MUCH ANGST trying to make builds.

Yes, but it looks like the tradeoff on having set weapon skills is you have access to 15 skills instead of 10 by swapping weapons.  So at least there's that.  I'd kind of prefer the free-form method of picking all my skills to combo together, though.


Title: Re: Guild Wars 2
Post by: Kageru on April 05, 2012, 08:31:49 PM

I hate pet-classes... and mostly ended up being the healer in any attempts at playing GW1.

I still hope they do a steam sale on the trilogy though. I never fully explored the mechanics of that game since the PvE was so boring.


Title: Re: Guild Wars 2
Post by: Nevermore on April 05, 2012, 09:08:31 PM

I hate pet-classes... and mostly ended up being the healer in any attempts at playing GW1.

I still hope they do a steam sale on the trilogy though. I never fully explored the mechanics of that game since the PvE was so boring.

I actually don't like pet classes much either.  In GW1 you could play both while ignoring the pets though, so hopefully you can at least mostly ignore them in GW2 as well.


Title: Re: Guild Wars 2
Post by: 01101010 on April 06, 2012, 03:50:18 AM
Elementalist looks a bit interesting... god damn it.


Title: Re: Guild Wars 2
Post by: Kageru on April 06, 2012, 06:28:35 AM
I actually don't like pet classes much either.  In GW1 you could play both while ignoring the pets though, so hopefully you can at least mostly ignore them in GW2 as well.

I noticed that in the necro keep-PvP video and ranger video there appeared to be multiple pets, so it doesn't look like that's the trend... but it would be good if the system allows that.


Title: Re: Guild Wars 2
Post by: Tyrnan on April 06, 2012, 07:30:34 AM
Last I read the Ranger must use their pets as they are the unique mechanic for the profession (their F1-F4 keys are various pet commands). Necros on other hand can completely ignore pets if they so choose since they are all tied to healing/utility/elite skills.


Title: Re: Guild Wars 2
Post by: Sky on April 06, 2012, 07:44:54 AM
From what I've seen, you're giving up a lot of power if you ignore necro pets. Even just the one where you can port to the pet's location seems like a bit more than 'just utility' and more along the lines of 'get out of death free card', breaking LOS or range or whatever.


Title: Re: Guild Wars 2
Post by: kildorn on April 06, 2012, 08:13:58 AM
From looking, you can make non pet builds (I think the mesmer is the only class that can't not take a pet skill from what I can see, if you count illusions/clones as pets), but I'd need to see the beta to see if it's viable. HINT HINT ANET.

The well skills for necros look absolutely brutal though. So many builds are based around stacking and spreading boons, and they have a cute AE that mass converts them to conditions. Woo!


Title: Re: Guild Wars 2
Post by: Tyrnan on April 06, 2012, 08:21:52 AM
I don't know that you're necessarily "giving up" power as much as you're swapping it for a different type of power. Minions are just one facet of the profession.

For soloing and just playing through normal content I think they will be very handy to have around, to serve as distractions if nothing else. For the more team focused content I could see how dropping the pets and picking up some more supportive skills like the various wells, Epidemic, Corrupt Boons, etc might be a better idea. Watching some of those dungeon videos, I can see a minion army being obliterated in seconds by some of that AoE.

Oh well, hopefully it won't be long until we can get to find out these things for ourselves. I spent a huge amount of time playing a Minion Master in GW1 so I'm dying (ooh pun!) to get my hands on one in GW2. There's a good chance it'll end up being my main (depending on how the Mesmer pans out) and I plan on trying out both a minion build and one that abuses life stealing and Death Shroud to see how survivable it can be made.


Title: Re: Guild Wars 2
Post by: Nevermore on April 06, 2012, 10:20:15 AM
Minion Master could be fun in GW1 but one of the reasons I loved companions in that game so much was because I could let them micromanage all the minions, especially with the Death Novas that would have broken my will if I had to apply them myself.


Title: Re: Guild Wars 2
Post by: kildorn on April 06, 2012, 10:21:55 AM
Minion Master necros were a bit much for me, upkeep and micromanagement wise.

Pet ritualists however, were freaking awesome.


Title: Re: Guild Wars 2
Post by: Quinton on April 06, 2012, 09:35:56 PM
oops. wrong thread...


Title: Re: Guild Wars 2
Post by: Kitsune on April 07, 2012, 02:16:12 PM
Has anyone seen if there are mechanics to deal with aggro?  I know that they're trying to do away with the holy trinity concept, but a lot of the combos seem to require careful positioning like you ----> big circle of fire on the ground ---> target.  And if there's no way to keep your distance from the target while doing this, a fight's going to disintegrate into a chaotic clusterfuck with no real point in trying any fancy moves.  So it's my hope that melee fighters have at least some ability to root their targets so the ranged fighters can set up the combos and shoot through the fields.


Title: Re: Guild Wars 2
Post by: Tyrnan on April 07, 2012, 03:06:37 PM
From what I've read one of the factors (and probably the highest priority) dictating who a mob will attack is proximity. So as long as there's some melee keeping the mobs attention the ranged should be perfectly fine to unload on it through combo fields. In fact, if it's like the first game it will likely be some combination of proximity, current health and armour level.


Title: Re: Guild Wars 2
Post by: Nevermore on April 07, 2012, 03:48:22 PM
To this day I still have no idea how aggro worked in GW1.


Title: Re: Guild Wars 2
Post by: Fordel on April 07, 2012, 03:55:51 PM
Aggro in GW1 was pretty simple, first person in the aggro circle gets it. Then someone AE's and it all goes to shit  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Furiously on April 07, 2012, 03:58:40 PM
I think they mostly target based on how much max health someone has.


Title: Re: Guild Wars 2
Post by: Tyrnan on April 07, 2012, 04:32:15 PM
Here we go... http://wiki.guildwars.com/wiki/Aggro


Title: Re: Guild Wars 2
Post by: Nevermore on April 07, 2012, 05:58:46 PM
It's been explained to me before, but in the actual game when I play it just seems like chaos with mobs bouncing back and forth between half my team.  It's even more fun when I have a minion master companion, with all the pets and death novas and general pandemonium.


Title: Re: Guild Wars 2
Post by: Numtini on April 07, 2012, 06:08:50 PM
The warrior has some kind of spammable aggro thing doesn't she?


Title: Re: Guild Wars 2
Post by: Fordel on April 07, 2012, 06:31:15 PM
Which GW2 class is my Dervish alternative?


Title: Re: Guild Wars 2
Post by: Nevermore on April 07, 2012, 06:39:17 PM
I didn't see a direct transfer of the Dervish but maybe some of their stuff is in the Guardian?


Title: Re: Guild Wars 2
Post by: Furiously on April 07, 2012, 06:41:26 PM
My guess is one in an expansion in a couple years.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 07, 2012, 07:06:49 PM
The Guardian strikes me as more a cross between a Paragon and a Monk.


Title: Re: Guild Wars 2
Post by: Ingmar on April 07, 2012, 08:56:18 PM
The warrior has some kind of spammable aggro thing doesn't she?

Not in GW1 that I can remember - there is some voodoo involved with how close you're standing to the mobs that makes them more likely to go after warriors (and also is why I always die playing an assassin) I think though.


Title: Re: Guild Wars 2
Post by: Phred on April 08, 2012, 02:06:47 AM
Aggro in GW1 was pretty simple, first person in the aggro circle gets it. Then someone AE's and it all goes to shit  :why_so_serious:
Then someone cast a tiny little heal and got jumped by every mob within 100 yards.


Title: Re: Guild Wars 2
Post by: Segoris on April 09, 2012, 07:43:54 AM
Here is a blog post (http://www.arena.net/blog/jordan-massey-on-the-role-of-the-squad-in-wvw) about squads from Jordan Massey. IMO, it reminds me of a restricted alliance chat from DAoC where only the guild leaders/alliance leaders could speak - only scaled down - with a combination of public groups from WAR/Rift. I kind of like it, hopefully it will find use to its fullest extent

Also - pre-orders start tomorrow.




Title: Re: Guild Wars 2
Post by: kildorn on April 09, 2012, 09:04:38 AM
http://www.guildwars2hub.com/features/interviews/traits-and-builds-interview-jon-peters

Interview with one of the devs, goes into skill changes for necros in depth, and how they're trying to rebuild the weapon skills (basically tuning each mainhand/offhand to a dedicated type of play, so the skills in the calcs will be moving around a bit.) Kind of interesting if you're chomping at the bit for more information prior to preorder madness.


Title: Re: Guild Wars 2
Post by: Sky on April 09, 2012, 09:36:12 AM
basically tuning each mainhand/offhand to a dedicated type of play
That sounds like a good change. When I was looking over the sets, I was trying to see the overall picture of how they wanted things combined for different roles. Then I saw a squirrel and ran after it.


Title: Re: Guild Wars 2
Post by: Zetor on April 10, 2012, 12:51:02 AM
The preorder page (https://buy.guildwars2.com) and the registration page (https://register.guildwars2.com) are up for those of us who still don't know better than to preorder MMOs on day 0. Like me. :why_so_serious: The preorder page works fine, but the registration page is timing out with 502 errors.

It seems that 1 EUR = 1 USD in ncsoft-land... even for a fully digital purchase. Oh well!


Title: Re: Guild Wars 2
Post by: Mosesandstick on April 10, 2012, 01:42:25 AM
Are collector's editions always this expensive?


Title: Re: Guild Wars 2
Post by: Trippy on April 10, 2012, 04:01:32 AM
No but they usually don't have such large relatively expensive physical items either. SWTOR's CE was the same price and it had the Darth Malgus statue.


Title: Re: Guild Wars 2
Post by: Numtini on April 10, 2012, 04:12:59 AM
Physical ones are getting more and more expensive and the digital one is all one use items. I'm a total idiot for in game pets and stuff, but the digital CE was a bit too much for me to swallow.

Is this entire "pre-purchase" rather than "pre-order" thing new? I noticed Blizzard did the same thing for Diablo III and put the full charge against my card. They have a shipping date though, my understanding is if you don't have a shipping date, you have 30 days to ship and have to provide official notice if you can't and allow refunds.


Title: Re: Guild Wars 2
Post by: Kageru on April 10, 2012, 05:23:57 AM

... I actually pre-ordered a game. I must be insane.

Though the fact that EB wants 88 AUD$ for pre-order and have in the past pressured game companies not to under-sell them gives an incentive to lock a 59 USD$ (57 AUD$) price in.

Though frankly I don't think ArenaNet are going to care / play ball.


Title: Re: Guild Wars 2
Post by: schild on April 10, 2012, 06:12:45 AM
Are collector's editions always this expensive?
With that big of a figure. Yes.

All the in-game benefits they're offering across the board are real shit though. I don't know why they're so bad or what sort of product manager had a hand in making them shit, but someone did. It looks like the product was completely untouched by a designer.


Title: Re: Guild Wars 2
Post by: Tmon on April 10, 2012, 06:30:15 AM
I got the standard game, I felt bad enough about preordering an MMO that I didn't want to deal with the shame of paying for extra stuff of dubious worth.  I do kinda miss the days when you got stuff with the standard edition that now only comes with a special or collectors edition.  I remember my off the shelf UO box came with a cloth map and a UO pin.  The map is long gone but I still use the pin on my office cork board.


Title: Re: Guild Wars 2
Post by: Falconeer on April 10, 2012, 06:47:50 AM
I remember my off the shelf UO box came with a cloth map and a UO pin.  The map is long gone but I still use the pin on my office cork board.

Still have that shit  :heart:

But anyway yeah, there was something magical about the old boxes of yore. I've been collecting games and game boxes since the early 80s until i realized I was doing it out of habit, having the quality of packaging and "presentation" dropped dramatically at some point in the early 2000s.

Now I only get digital stuff, which was unthinkable for me only a few years ago. I still feel robbed, for there's no reason to pay the same price for less. But I don't actually miss the stuff I am not getting.


Title: Re: Guild Wars 2
Post by: kildorn on April 10, 2012, 07:00:44 AM
The Digital Deluxe edition does indeed seem Meh, since most of the bonuses are really short use/one shot for a decent increase in price. I secretly suspect they're going to add more stuff to it, since they've also said if you order standard edition there will be an upgrade path to bump your preorder to deluxe.

The CE looks neat for the making of book, but Ye Gods at the price for a bunch of other stuff I've never even put anywhere. I think I lack that collectible desire, my blizzcon figure thingy is still in a box somewhere.

edit: oh, if you're registering a key and linking it to an existing account. The wording fucked with my head on the registration page. It doesn't want an email/password, it wants whatever the shit you use to log into guildwars with (in my case an @plaync account from ages ago). I spent a while trying to figure out why my guildwars email address/password wasn't being accepted.


Title: Re: Guild Wars 2
Post by: Murgos on April 10, 2012, 07:02:22 AM
I've been collecting games and game boxes since the early 80s until i realized I was doing it out of habit, having the quality of packaging and "presentation" dropped dramatically at some point in the early 2000s.

I remember getting one of the first Ultima's (I think it was an Ultima, an RPG on 8" floppy at any rate)  in a plastic ziplock baggie with a folded paper instruction sheet.  Frankly, I'd rather pay for the game than for packaging.

Anyway, purchased the standard edition.  The digital deluxe version was underwhelming.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 10, 2012, 08:08:39 AM
Ended up with the digital deluxe.  I didn't want to go through a retailer to get the CE, so they saved me $70.


Title: Re: Guild Wars 2
Post by: Mosesandstick on April 10, 2012, 08:43:01 AM
I'm mainly interested in the art book and the music cd. Can you ever get those seperately?


Title: Re: Guild Wars 2
Post by: Tyrnan on April 10, 2012, 08:52:34 AM
Sadly, not that I know of. They're the only things in the CE that really interested me as well. I ended up going for the DDE since I'd rather have the elite and mini-pet and think they're a bit meh, that not have them and think they're awesome. I very much doubt that they will be, but you never know.


Title: Re: Guild Wars 2
Post by: Sky on April 10, 2012, 09:44:01 AM
Anyone have an idea about launch date? Money is tight right now, thanks to some really good concerts coming up, and we're hitting the season of having lots of stuff to do that doesn't include playing games.

I agree on the questionable digital deluxe "extras". Limited use stuff seems like a really expensive and blatant money grab. At least for the big bucks you get the art, book and cool doll.


Title: Re: Guild Wars 2
Post by: Xuri on April 10, 2012, 09:45:45 AM
All the in-game benefits they're offering across the board are real shit though. I don't know why they're so bad or what sort of product manager had a hand in making them shit, but someone did. It looks like the product was completely untouched by a designer.
This is becoming more and more common. Tends to work like this: Marketing comes up with their own stuff for pre-orders/special marketing campaigns, which the designers/artists then need to produce/implement on top of their regularly scheduled work.


Title: Re: Guild Wars 2
Post by: Ard on April 10, 2012, 09:46:27 AM
They're not even hinting at a release date yet.  It's very much a "done when it's done" situation.  Could be three months or less, could be winter, they've said it all depends on how the open betas go.

I ordered the DDE edition because I'm really excited about the game, it looks like it's the first MMO in quite a while that won't suck in some catastrophic way, and I already ground out all the worthwhile hall of monument points, so with that much time down the tube, why get stingy with money.


Title: Re: Guild Wars 2
Post by: kildorn on April 10, 2012, 09:48:57 AM
I imagine a lot of the issues with the preorder bonuses being kind of shitty are that the Hall of Monuments pretty much has all the shit you'd usually expect from preorder bonuses. A miniature and an elite skill seem a tad silly. The consumable PVP point thing would have to be a shitload of points to justify an extra $20.

I fully expect them to change around the preorder bonuses a bit due to this.

edit: make the DDE give me +5 points to my HOM score and I'd jump all over it though! ;)


Title: Re: Guild Wars 2
Post by: Zetor on April 10, 2012, 09:53:58 AM
Making one of those 'one-use things' bind-to-account and infinite use with a cooldown (1 day/week or whatever) would be way better, yeah.

I did end up getting the digital deluxe for the reasons Ard posted earlier... but mostly due to my gw2 fanboi-ness. The miniature won't see much play since I have all those minis from 30 HOM points... and the elite skill is going to be weaker than the cheapest class/race elite skill, anyway.


Title: Re: Guild Wars 2
Post by: Segoris on April 10, 2012, 10:02:46 AM
I think the issues are more so about the cash shop than the HOM rewards, especially since the portable bank conflicts with the portable bank from the cash shop and would conflict even more so if it was permanant without limitations.

IMO, if they're stuck on the portable bank being a bonus, they should take a hit from the cash shop and make the portable bank not have that 5-day duration, but have a cooldown of 24hours or something similar. Currently, the portable bank is simply a "the first hit's free" approach with an item that isn't all that great to begin with. If they want to give people a taste of items on the cash shop as limited and consumable bonuses, they should have tossed in a mystical key, a transmutation stone, and some sort of booster

That, and increase the base backpack of every character made by an extra row (I liked that idea with Rift's) would make the non-standard editions a much better value with very easy upgrades. Nothing even overpowering, but definitely much more tempting then 5-day duration shitpiles, a pet, and an elite skill that no one knows what it does and isn't usable until level 30 when you start getting your other elites anyways.




Title: Re: Guild Wars 2
Post by: kildorn on April 10, 2012, 10:15:57 AM
My issue with looking at it from a cash shop standpoint is that it gives the impression that these boosters are $20 in the cash shop for .. what amount to really tiny things that should be $2 total at the top end.

I mean, throw in an art book, or something. Do what ME3 did and just scan in the artwork from the CE and act like a digital scan is somehow worth $10!


Title: Re: Guild Wars 2
Post by: luckton on April 10, 2012, 10:22:53 AM
The cash shop, IMO, is sort of a deal-breaker for me as it stands right now.  I may look into this post-release once they iron-out stuff and what not, but this isn't a day-1 purchase for me.


Title: Re: Guild Wars 2
Post by: kildorn on April 10, 2012, 10:28:43 AM
They key is the only thing about it that strikes me as questionable, pending further information. The Guild Wars 1 cash shop isn't really offensive or noticeable to me at all, and I'm hoping they keep it that way. The pricing in the GW1 shop is absurd ($7 for a cosmetic costume? $10 for a hero convert thingy?), but nothing in it is anything you ever actually need to give a shit about.


Title: Re: Guild Wars 2
Post by: Segoris on April 10, 2012, 10:36:54 AM
My issue with looking at it from a cash shop standpoint is that it gives the impression that these boosters are $20 in the cash shop for .. what amount to really tiny things that should be $2 total at the top end.

I mean, throw in an art book, or something. Do what ME3 did and just scan in the artwork from the CE and act like a digital scan is somehow worth $10!

It gives the impression that a package of shitty short-duration items similar to what's available in the cash shop, a pet, and an elite skill are $20. There's a difference there since there are two items that (afaik) aren't available elsewhere besides purchasing non-standard editions which is somehow supposed to give value to make up the difference of the overpriced boosters up to the $20 higher price point.

I do agree that even an artbook that is scanned in would be better. Or hell, even a digital soundtrack since if people want that bad enough they can get a ripped version from somewhere else - ANet should tempt people with these things so they get the money. I agree with Kildorn's assesment that the only thing questionable is the keys (imo, pending on if they are available in game or not)

The cash shop, IMO, is sort of a deal-breaker for me as it stands right now.  I may look into this post-release once they iron-out stuff and what not, but this isn't a day-1 purchase for me.

I'm curious - what is a deal-breaker from the cash shop for you? I see absolutely nothing there that is overpowering or gamebreaking, especially for a game that has no subscription fee.


Title: Re: Guild Wars 2
Post by: Tmon on April 10, 2012, 10:38:53 AM
...The pricing in the GW1 shop is absurd ($7 for a cosmetic costume? $10 for a hero convert thingy?), but nothing in it is anything you ever actually need to give a shit about.

Funny how many people do though.


Title: Re: Guild Wars 2
Post by: Nebu on April 10, 2012, 10:42:01 AM
Funny how many people do though.

We call this the "Special Snowflake Principle".


Title: Re: Guild Wars 2
Post by: kildorn on April 10, 2012, 10:44:01 AM
Oh, I love me some cosmetic cash shop items. I just like that at no point in Guildwars do I think "fuck, I should buy that"

Contrast that to things like World of Tanks premium time, which is pretty much mandatory at a certain point in the game.

The keys bug me in the GW2 leaked cash shop just on the possibility that they're not available as world drops, and I could stumble upon Phat Lewts, please insert $5.


Title: Re: Guild Wars 2
Post by: Nebu on April 10, 2012, 10:50:04 AM
I agree about WoT.  I always play with premium up when I choose to play.  If GW2 has a system where a monthly fee aids in advancement or access, I'm certain that I'll contribute.  I'm not one for constumes and mounts unless they are something I can get through normal gameplay mechanics.  I enjoyed getting mounts in LotRO.


Title: Re: Guild Wars 2
Post by: Tmon on April 10, 2012, 10:51:10 AM
The keys bug me in the GW2 leaked cash shop just on the possibility that they're not available as world drops, and I could stumble upon Phat Lewts, please insert $5.

I'm fine with them so long as I can sell the mystic boxes for $X and thus finance a future purchase of an extra bank tab or something.  I'm (despite my penchant for preordering) pretty good at the delayed gratification thing so I'm fairly discliplined about cash shops.


Title: Re: Guild Wars 2
Post by: Kitsune on April 10, 2012, 11:06:48 AM
It's my understanding that in-game moneys can be used in the store, so technically it should always be possible to get anything in there without spending cash.  Whether the conversion rate makes that prohibitive or not is a different question.


Title: Re: Guild Wars 2
Post by: Evildrider on April 10, 2012, 11:20:42 AM
I usually pre-order most MMO's I plan on playing, but for some reason I just can't get into this enough to do it.  There are some things I like about it but I have a lot of doubts.


Title: Re: Guild Wars 2
Post by: Falconeer on April 10, 2012, 11:32:52 AM
This was aeons ago, but I remember that Arenanet (or maybe it was NCSoft?) started accepting preorders for Guild Wars 1 about 12 months before launch.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 10, 2012, 12:24:45 PM
The cash shop, IMO, is sort of a deal-breaker for me as it stands right now.  I may look into this post-release once they iron-out stuff and what not, but this isn't a day-1 purchase for me.
The cash shop you don't have to purchase anything from?


Title: Re: Guild Wars 2
Post by: Ingmar on April 10, 2012, 12:28:24 PM
Jury is still kind of out on that I think. If they don't creep beyond what the first game offered, sure.


Title: Re: Guild Wars 2
Post by: luckton on April 10, 2012, 01:16:32 PM
Jury is still kind of out on that I think. If they don't creep beyond what the first game offered, sure.

This.


Title: Re: Guild Wars 2
Post by: Segoris on April 10, 2012, 01:31:39 PM
So what does this jury need to see to make a decision...considering every single item on the cash shop will be purchasable through buying gems from players with in-game gold?

I still don't want to see keys as cash-shop  only, and while I'll voice my disliking of it, it certainly isn't as awful as it would be if there wasn't the ability to buy gems.


Title: Re: Guild Wars 2
Post by: Threash on April 10, 2012, 04:49:44 PM
So when is the first beta i can play on?


Title: Re: Guild Wars 2
Post by: Segoris on April 10, 2012, 04:57:50 PM
Either the weekend of 4/20 or 4/27, supposedly. It is still TBA but it is scheduled for the end of April


Title: Re: Guild Wars 2
Post by: Draegan on April 10, 2012, 05:15:55 PM
I got me a CE today.  Love the artwork on some of that stuff.


Title: Re: Guild Wars 2
Post by: Feverdream on April 10, 2012, 10:16:48 PM
I got the CE as well, mostly for the prints (though I am happy about the music CD as well).

However, I don't have any interest in the Rytlock Brimstone miniature, so if anyone here wants it, then once the game has been released you can just contact me and we'll work out how to get it sent to you.


Title: Re: Guild Wars 2
Post by: Nightblade on April 15, 2012, 04:28:21 PM
If I werent saving to move out this would have been the first and only MMO CE version I bought. I wish there was a version that JUST had the art book and the game.


Title: Re: Guild Wars 2
Post by: Kitsune on April 16, 2012, 12:19:12 AM
I'm unmarried and can therefore make my house into a sad otaku shrine so sure, if someone doesn't want their big nerdy charr statue I'll pay you to ship it to me rather than toss it in the trash.  I will let him fight it out with my 20th anniversary Optimus Prime on my bookshelf.


Title: Re: Guild Wars 2
Post by: Shatter on April 16, 2012, 05:54:28 AM
I'm unmarried and can therefore make my house into a sad otaku shrine so sure, if someone doesn't want their big nerdy charr statue I'll pay you to ship it to me rather than toss it in the trash.  I will let him fight it out with my 20th anniversary Optimus Prime on my bookshelf.

My 25th Anniversary Unicron > Optimus

(http://tformers.net/g/generated/16255/DSCN2975__scaled_600.jpg)


Title: Re: Guild Wars 2
Post by: Mosesandstick on April 16, 2012, 06:34:47 AM
I picked up the CE when I saw that Zavvi (the UK retailer) kept saying it was out of stock. I haven't decided yet whether I'm going to keep it, sell parts or just sell the whole thing.


Title: Re: Guild Wars 2
Post by: Tyrnan on April 18, 2012, 11:05:02 AM
So, first BWE next weekend!  :grin:

Quote
Good news!First Beta Weekend Event will be from April 27-29. We will let you know once the client is ready for download. ^MK

Quote
We'll have a blog post with details about what you can play later today or tomorrow.If you haven't already: pre-purchase to participate! ^MK


Title: Re: Guild Wars 2
Post by: murdoc on April 18, 2012, 12:46:33 PM
Awesome, I'm itching to get my hands on this and see if it'll come anywhere near what I want.


Title: Re: Guild Wars 2
Post by: luckton on April 18, 2012, 12:48:03 PM
Are people who didn't pre-purchase but signed up for beta still in the running for these weekend test pools?  Or should I stop refreshing my email now?


Title: Re: Guild Wars 2
Post by: murdoc on April 18, 2012, 01:13:51 PM
Are people who didn't pre-purchase but signed up for beta still in the running for these weekend test pools?  Or should I stop refreshing my email now?

https://twitter.com/#!/GuildWars2/status/192702638377271296 (https://twitter.com/#!/GuildWars2/status/192702638377271296)


Title: Re: Guild Wars 2
Post by: luckton on April 18, 2012, 01:20:59 PM
Are people who didn't pre-purchase but signed up for beta still in the running for these weekend test pools?  Or should I stop refreshing my email now?

https://twitter.com/#!/GuildWars2/status/192702638377271296 (https://twitter.com/#!/GuildWars2/status/192702638377271296)

Oh good.  I'm terrible at slim chances.  Thanks for saving my F5 button  :why_so_serious:


Title: Re: Guild Wars 2
Post by: Evildrider on April 18, 2012, 01:30:35 PM
Ugh I really want to siege.. but I just can't get myself to give a fuck about this game lol.


Title: Re: Guild Wars 2
Post by: Soln on April 18, 2012, 01:45:34 PM
when's retail again?  I know you can pre-order now.  And no Steam?


Title: Re: Guild Wars 2
Post by: Draegan on April 18, 2012, 02:53:53 PM
when's retail again?  I know you can pre-order now.  And no Steam?

You don't read much do you?

No release date.  You can pre-purchase, not pre-order.  No steam.


Title: Re: Guild Wars 2
Post by: Threash on April 18, 2012, 03:12:24 PM
So i have three characters worth of 6th birthday gift presents, what should i do with them with regards to the hall of monuments stuff?


Title: Re: Guild Wars 2
Post by: Soln on April 18, 2012, 04:39:13 PM
when's retail again?  I know you can pre-order now.  And no Steam?

You don't read much do you?

No release date.  You can pre-purchase, not pre-order.  No steam.

nope and sorry.  That kind of time in life and work lately.  Thanks though.


Title: Re: Guild Wars 2
Post by: Kitsune on April 18, 2012, 06:00:12 PM
So i have three characters worth of 6th birthday gift presents, what should i do with them with regards to the hall of monuments stuff?

You give them to me.  :drill:  Don't open them, they're actually worth more to people unopened.


Title: Re: Guild Wars 2
Post by: Severian on April 19, 2012, 01:58:30 PM
The blog post is up with details about the first public Beta Weekend Event:
http://www.arena.net/blog/the-beta-weekend-event-is-coming#more-7878

Some Points Of Interest:

  • begins on Friday, April 27, at noon PDT (GMT-8) and ends on Sunday, April 29, at 11:59 p.m. PDT (GMT-8)
  • customers who have pre-purchased the game will receive an e-mail next week with instructions on how to download the client and participate in the Beta
  • no NDA
  • charr, human, or norn only
  • you can roll more than one character
  • all PvP available
  • Lion's Arch area is newly open


Title: Re: Guild Wars 2
Post by: Shatter on April 20, 2012, 04:36:25 AM
Everyone who pre-purchased gets to play, thats going to be a lot of people.  Glad to see the NDA wont be up for that weekend, these guys are doing shit right.  Million dollar question though is how far from launch is it?  I plan to put plenty of time in that weekend :)


Title: Re: Guild Wars 2
Post by: Kageru on April 20, 2012, 04:38:52 AM

Latest guess and retail websites are saying August, ArenaNet are saying "when it's ready".

I'd been wondering if it was really ethical to have an NDA for something that is pre-purchased, but I'm happy to see them make that consideration even less worth considering.

Looking forward to it.


Title: Re: Guild Wars 2
Post by: EWSpider on April 20, 2012, 04:40:00 AM
I'll be out of town that weekend.  /sob


Title: Re: Guild Wars 2
Post by: 01101010 on April 20, 2012, 04:54:14 AM

Latest guess and retail websites are saying August, ArenaNet are saying "when it's ready".

I'd been wondering if it was really ethical to have an NDA for something that is pre-purchased, but I'm happy to see them make that consideration even less worth considering.

Looking forward to it.


Perhaps they read schild's post on the Funcom NDA/pre-puchased topic and thought better of it...  :why_so_serious:

edit to add:  I will not ruin my experience buy playing the beta as I did with other games... I will not ruin my experience buy playing the beta as I did with other games... I will not ruin my experience buy playing the beta as I did with other games...


Title: Re: Guild Wars 2
Post by: Nebu on April 20, 2012, 06:49:02 AM
edit to add:  I will not ruin my experience buy playing the beta as I did with other games... I will not ruin my experience buy playing the beta as I did with other games... I will not ruin my experience buy playing the beta as I did with other games...

I've been saying this to myself while holding a credit card in my hand... do I preorder to take an advanced look or not? 

Ugh!


Title: Re: Guild Wars 2
Post by: Kageru on April 20, 2012, 06:54:43 AM

I almost feel obliged too... otherwise why the heck did I give them money for a game months away?

(well, apart from locking in being able to buy at US prices :)


Title: Re: Guild Wars 2
Post by: Sky on April 20, 2012, 07:08:06 AM
I've been saying this to myself while holding a credit card in my hand... do I preorder to take an advanced look or not? 

Ugh!
Yeah, even without the factor of money being tight right now....pre-purchase an mmo? That's pretty crazy.

FYI, you can pre-order from Amazon, but since it's not a pre-purchase, no beta for you.


Title: Re: Guild Wars 2
Post by: caladein on April 20, 2012, 07:46:01 AM
no NDA

:yahoo:


Title: Re: Guild Wars 2
Post by: Lantyssa on April 20, 2012, 09:42:36 AM
Nebu, wait a week.  Then you get a massive information dump from all the beta impressions and can decide then.

Yeah, even without the factor of money being tight right now....pre-purchase an mmo? That's pretty crazy.
I've been told many times that GW isn't an MMO... so it's okay, right? ;D


Title: Re: Guild Wars 2
Post by: Nebu on April 20, 2012, 09:48:29 AM
Nebu, wait a week.  Then you get a massive information dump from all the beta impressions and can decide then.

I liked Vanguard, WAR, DAoC, and ATitD.  Do you think anything I read here will dissuade me from buying this at release?


Title: Re: Guild Wars 2
Post by: Lantyssa on April 20, 2012, 10:26:37 AM
If you're going to get it at release, you might as well put your money down now, then.  See you in-game next week with the rest of us! ;D


Title: Re: Guild Wars 2
Post by: Rasix on April 20, 2012, 10:29:16 AM
Nebu, wait a week.  Then you get a massive information dump from all the beta impressions and can decide then.

I liked Vanguard, WAR, DAoC, and ATitD.  Do you think anything I read here will dissuade me from buying this at release?

I think someone could go into the future, produce proof that you hated every minute playing it, show you said proof, and you'd still buy it and max 4 characters before most people max 1.


Title: Re: Guild Wars 2
Post by: 01101010 on April 20, 2012, 10:34:20 AM
If you're going to get it at release, you might as well put your money down now, then.  See you in-game next week with the rest of us! ;D

NO. God damn you, just NO!

*sigh... Asura is not out so technically I would not be spoiling anything.


Title: Re: Guild Wars 2
Post by: Shatter on April 20, 2012, 11:04:24 AM
edit to add:  I will not ruin my experience buy playing the beta as I did with other games... I will not ruin my experience buy playing the beta as I did with other games... I will not ruin my experience buy playing the beta as I did with other games...

I've been saying this to myself while holding a credit card in my hand... do I preorder to take an advanced look or not?  

Ugh!

Because I, like you, are holding out for that 1 game that might actually not f*ck up their sh*t and playing beta will be a worthwhile endeavour.  At the same time faeries and unicorns will fly out of my butt


Title: Re: Guild Wars 2
Post by: Furiously on April 20, 2012, 11:17:37 AM
I figure I'll make a charr or something I won't ever play in release.


Title: Re: Guild Wars 2
Post by: Nebu on April 20, 2012, 11:38:21 AM
I think someone could go into the future, produce proof that you hated every minute playing it, show you said proof, and you'd still buy it and max 4 characters before most people max 1.

I really hate that you're right.  

Let's be fair though.  I love these games.  I just get frustrated with them because many (Rift, SWTOR, WAR) were very close to being the game I want to play, but just missed the mark.  I'm finding the current MMOs to be a complete tease in this regard.  I don't think I'm alone either.  My guild usually leaves these games before I do... so the feeling isn't just mine.


Title: Re: Guild Wars 2
Post by: Draegan on April 20, 2012, 11:50:26 AM
So many funny things happened on this page.


Title: Re: Guild Wars 2
Post by: 01101010 on April 20, 2012, 11:57:50 AM
So many funny things happened on this page.

And then you showed up like a Dementor.  :why_so_serious:

And what is up with Charr being so popular in the press releases other than being one of those races you can play?


Title: Re: Guild Wars 2
Post by: Severian on April 20, 2012, 12:22:46 PM
And what is up with Charr being so popular in the press releases other than being one of those races you can play?

Well, of the three unique races of GW2, it is the one suitable for the macho hardsell de rigueur for the US audience, like Bas Rutten as a Tera "MMO-FO".

(but I think it's just the one they finished first)


Title: Re: Guild Wars 2
Post by: Fabricated on April 20, 2012, 12:40:21 PM
Nebu, wait a week.  Then you get a massive information dump from all the beta impressions and can decide then.

I liked Vanguard, WAR, DAoC, and ATitD.  Do you think anything I read here will dissuade me from buying this at release?
The hell is the matter with you?


Title: Re: Guild Wars 2
Post by: schild on April 20, 2012, 01:04:26 PM
Just saying, I would totally preorder this is 1. I had money, and 2. Diablo 3 weren't coming out in the near future.

And I fucking hate weekend only events. The worst sort of testing.


Title: Re: Guild Wars 2
Post by: Nebu on April 20, 2012, 02:41:19 PM
The hell is the matter with you?

I'm broken.  Like you didn't know this already.  Schild won't even talk to me about games anymore... he's convinced I don't know what fun is. 


Title: Re: Guild Wars 2
Post by: Furiously on April 20, 2012, 05:02:20 PM
It's the story in your own head. I don't get people who like Starcraft.


Title: Re: Guild Wars 2
Post by: Numtini on April 23, 2012, 03:43:19 PM
Just to check, the forum they sent a link to is still not up? (Just in case it's my account)


Title: Re: Guild Wars 2
Post by: Kageru on April 23, 2012, 07:52:15 PM

I thought I'd pre-purchased but it's still sending me "you should pre-purchase now!" e-mails. Then again, could well be separate systems.


Title: Re: Guild Wars 2
Post by: Tmon on April 24, 2012, 05:33:10 AM
looks like they are separate systems, I get them too.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 24, 2012, 07:25:16 AM
Just to check, the forum they sent a link to is still not up? (Just in case it's my account)
I have only gotten the initial e-mail with my pre-order, however that link is not active yet.


Title: Re: Guild Wars 2
Post by: Numtini on April 24, 2012, 08:09:48 AM
Seems to me that they're cutting things a bit close with nothing available 3 days before a big beta event.


Title: Re: Guild Wars 2
Post by: Wolf@Heart on April 24, 2012, 09:00:00 AM
Well actually you can already download (http://cloudfront.guildwars2.com/pVRS48PNCNhr0nlwfSIGf2jVkt4AhkjAVCp0IUp3ptvHlENECYbMWlJ49hwCn1J/Gw2.zip) the client and start patching. :wink: Nice background music for listening at least if nothing else for the time being.


Title: Re: Guild Wars 2
Post by: Threash on April 24, 2012, 09:00:42 AM
Oh, that's helpful.  Thanks.


Title: Re: Guild Wars 2
Post by: murdoc on April 24, 2012, 10:16:18 AM
Well actually you can already download (http://cloudfront.guildwars2.com/pVRS48PNCNhr0nlwfSIGf2jVkt4AhkjAVCp0IUp3ptvHlENECYbMWlJ49hwCn1J/Gw2.zip) the client and start patching. :wink: Nice background music for listening at least if nothing else for the time being.

You waited 4 years for that to be your first post!? 


Title: Re: Guild Wars 2
Post by: Threash on April 24, 2012, 10:18:24 AM
It's a good one!


Title: Re: Guild Wars 2
Post by: kildorn on April 24, 2012, 10:27:49 AM
If you're going to lurk until the right post, said post may as well be a link to the GW2 beta client. <3


Title: Re: Guild Wars 2
Post by: Nebu on April 24, 2012, 10:31:14 AM
If you're going to lurk until the right post, said post may as well be a link to the GW2 beta client. <3

Or to a hard drive eating virus!  :ye_gods:


Title: Re: Guild Wars 2
Post by: Redgiant on April 24, 2012, 10:45:30 AM
Anyone know if it installs in-place, or does it at some stage let you give it a path? I see the big d/l itself going adjacent to where gw2.exe unpacked.

I don't really want it put where my d/l is, wondering if I should restart it.


Also, it seems self-throttled to ~1/3 bandwidth for me, any way to open it up?


Title: Re: Guild Wars 2
Post by: kildorn on April 24, 2012, 11:08:25 AM
I know oldschool GW seemed to just install where you put the EXE. Haven't tried this one yet. Appears to be about 12G from other forums.


Title: Re: Guild Wars 2
Post by: Wolf@Heart on April 24, 2012, 11:10:44 AM
Anyone know if it installs in-place, or does it at some stage let you give it a path? I see the big d/l itself going adjacent to where gw2.exe unpacked.

I don't really want it put where my d/l is, wondering if I should restart it.


Also, it seems self-throttled to ~1/3 bandwidth for me, any way to open it up?
It installs in place and the client is around 13 GB. You can move the install folder around freely afterwards though. I just copied it to my laptop and it ran flawlessly from there as well. If you're running out of free space, just stop the download, move the folder and continue.


Title: Re: Guild Wars 2
Post by: Phred on April 24, 2012, 04:05:18 PM
Anyone know if it installs in-place, or does it at some stage let you give it a path? I see the big d/l itself going adjacent to where gw2.exe unpacked.

I don't really want it put where my d/l is, wondering if I should restart it.


Also, it seems self-throttled to ~1/3 bandwidth for me, any way to open it up?

Sure. Just convince the thousands of other people downloading it to stop.


Title: Re: Guild Wars 2
Post by: Von Douchemore on April 24, 2012, 04:06:00 PM

I thought I'd pre-purchased but it's still sending me "you should pre-purchase now!" e-mails. Then again, could well be separate systems.

Same here, I was pretty pissed by it too. Made me doublecheck that I bought the damn thing. Tried to send some hatemail but the support link didn't work  :uhrr:.


Thanks for the treat Wolfie.


Title: Re: Guild Wars 2
Post by: Segoris on April 24, 2012, 04:23:07 PM
The actual emails are coming out now with the instructions on downloading. Of course there's an overload of people and I wish everyone luck getting through to their servers :awesome_for_real:


Title: Re: Guild Wars 2
Post by: kildorn on April 24, 2012, 05:58:22 PM
I get 200M downloaded, then failure. repeat.


Title: Re: Guild Wars 2
Post by: Nebu on April 24, 2012, 06:28:25 PM
I'm at 9k MB (54%) dl'ed and climbing.

Not sure what's going wrong for you.


Title: Re: Guild Wars 2
Post by: Furiously on April 24, 2012, 06:32:20 PM
I'm done.


Title: Re: Guild Wars 2
Post by: Shatter on April 24, 2012, 07:30:37 PM
Letting it run over night, my 3000 ping in PvP isnt working out too good


Title: Re: Guild Wars 2
Post by: Kageru on April 24, 2012, 07:33:40 PM

Looks like the website is broken so I'm not even getting to that part. And they sent me a helpful GW1 7th anniversary which links to a dead page.

Their web infrastructure does not really seem up to the challenge so it will be interesting to see how their servers cope.


Title: Re: Guild Wars 2
Post by: Nightblade on April 24, 2012, 07:53:43 PM
I hate both gamestop and best buy equally, but want the collectors edition. what do


Title: Re: Guild Wars 2
Post by: kildorn on April 24, 2012, 08:33:04 PM
I'm at 9k MB (54%) dl'ed and climbing.

Not sure what's going wrong for you.

No idea. It screams along at 2-4MB/sec, then just up and dies. Restarting it causes it to churn along for another minute, then up and die.

Oddly, my net connection is perfectly fine as far as I can tell. Played pretty latency and PL sensitive games all night.


Title: Re: Guild Wars 2
Post by: Furiously on April 24, 2012, 10:52:34 PM
I hate both gamestop and best buy equally, but want the collectors edition. what do

I ordered online from gamestop as there is a 2 day grace period so I'm sure they have a possible chance of getting it to me with overnight.


Title: Re: Guild Wars 2
Post by: satael on April 25, 2012, 04:04:27 AM
I'm at 9k MB (54%) dl'ed and climbing.

Not sure what's going wrong for you.

No idea. It screams along at 2-4MB/sec, then just up and dies. Restarting it causes it to churn along for another minute, then up and die.

Oddly, my net connection is perfectly fine as far as I can tell. Played pretty latency and PL sensitive games all night.

Installing the game client into the Program Files directory on Windows Vista or Windows 7 can lead to issues with the patching process. (according to the FAQ)


Title: Re: Guild Wars 2
Post by: kildorn on April 25, 2012, 07:01:48 AM
I'm at 9k MB (54%) dl'ed and climbing.

Not sure what's going wrong for you.

No idea. It screams along at 2-4MB/sec, then just up and dies. Restarting it causes it to churn along for another minute, then up and die.

Oddly, my net connection is perfectly fine as far as I can tell. Played pretty latency and PL sensitive games all night.

Installing the game client into the Program Files directory on Windows Vista or Windows 7 can lead to issues with the patching process. (according to the FAQ)

Nah, was installing to A_Random_Folder on my ssd. What I'm wondering is if my ISP was getting pissy about me streaming down 25 gigs over the course of two days (diablo 3 twice, and this)


Title: Re: Guild Wars 2
Post by: schild on April 25, 2012, 07:32:20 AM
When does GW2 actually come out?


Title: Re: Guild Wars 2
Post by: Kageru on April 25, 2012, 07:45:37 AM

When it's done but the retail is giving August as a date, which sounds possible.




Title: Re: Guild Wars 2
Post by: Draegan on April 25, 2012, 07:55:26 AM

When it's done but the retail is giving August as a date, which sounds possible.




I'm guessing some time in the fall.


Title: Re: Guild Wars 2
Post by: schild on April 25, 2012, 08:13:12 AM
When it's done but the retail is giving August as a date, which sounds possible.
So why are so many of you giving them money already?


Title: Re: Guild Wars 2
Post by: Numtini on April 25, 2012, 08:26:26 AM
I'm still a little dubious about the whole taking money thing. You take money, you're supposed to ship within 30 days or provide a notice of when you're going to ship.


Title: Re: Guild Wars 2
Post by: Tmon on April 25, 2012, 08:31:51 AM
When it's done but the retail is giving August as a date, which sounds possible.
So why are so many of you giving them money already?

Mostly because I'm a deeply flawed person who is incapable of resisting the urge to buy shiny things, even if they are not yet actually available.  Plus, I would rather blow my quarterly gaming budget on a prepurchase than anything that is currently available.


Title: Re: Guild Wars 2
Post by: tazelbain on April 25, 2012, 08:45:24 AM
Because it is at a state (after watching 30+ videos) where I am 100% certain I am going to buy it.  So I might as buy it now and play the BWE.


Title: Re: Guild Wars 2
Post by: Threash on April 25, 2012, 08:54:50 AM
Shrug, i gave them money and now i get to play.  Even if the game isn't 100% done it is not like i'm not getting anything out of it.


Title: Re: Guild Wars 2
Post by: Murgos on April 25, 2012, 10:20:07 AM
When it's done but the retail is giving August as a date, which sounds possible.
So why are so many of you giving them money already?

Says the man who bought a lifetime account to HellGate London.

It's because we're optimistic fools, obviously.


Title: Re: Guild Wars 2
Post by: Tmon on April 25, 2012, 10:34:53 AM
Shrug, i gave them money and now i get to play.  Even if the game isn't 100% done it is not like i'm not getting anything out of it.

This and two beta weekends will provide more play time than most of the games I've bought in the last couple years.


Title: Re: Guild Wars 2
Post by: Nija on April 25, 2012, 12:36:29 PM
So why are so many of you giving them money already?

It's like Kickstarter but with a greater than 90% chance of actually releasing a product people will want to buy.


Title: Re: Guild Wars 2
Post by: Nightblade on April 25, 2012, 04:11:48 PM
Is it me, or does the patcher not resume from where it left off if you close the thing and start it up later?


Title: Re: Guild Wars 2
Post by: Lantyssa on April 25, 2012, 04:45:19 PM
The bar starts at 0% for what you have left.  You don't lose any data.


Title: Re: Guild Wars 2
Post by: Redgiant on April 25, 2012, 05:33:45 PM
I've been downloading the better part since Wolf posted that earlier link, and I'm still on 118k Files Remaining count.

Around 5 Mb/min, going by the Downloaded MB count (not the displayed rate which some have said is wrong anyhow).

Normally I have never seen < 100 Kb/sec download.

W...T...F...


Title: Re: Guild Wars 2
Post by: Kageru on April 25, 2012, 07:20:50 PM
When it's done but the retail is giving August as a date, which sounds possible.
So why are so many of you giving them money already?

Desperation... It's been so long since a MMO game tried to make some forward progress. Of course the lack of a sub sweetens the deal a fair amount, as does locking in USD$ prices.


Title: Re: Guild Wars 2
Post by: Redgiant on April 25, 2012, 11:05:50 PM
For download time budgeting, can someone confirm how much additional download % relative to the first big ~190,000 file one will follow once it finishes the first one?

Maybe none if they haven't yet made any new patches, but I have no way to know atm.


Title: Re: Guild Wars 2
Post by: Kageru on April 25, 2012, 11:54:48 PM

I started it up this morning with that thought in mind and there was a small download. Nothing of notice though, pretty much over before I thought about checking the size.

The big download must have been pretty fresh.


Title: Re: Guild Wars 2
Post by: Dark_MadMax on April 26, 2012, 12:25:16 AM
So If buy now how many beta weekends  do I get? 


Title: Re: Guild Wars 2
Post by: Tyrnan on April 26, 2012, 01:54:34 AM
We don't know for definite. They've said they're planning to have at least one per month. I'd expect a minimum of 3 or 4 of these weekend events plus an open beta.


Title: Re: Guild Wars 2
Post by: Tmon on April 26, 2012, 05:58:11 AM
For download time budgeting, can someone confirm how much additional download % relative to the first big ~190,000 file one will follow once it finishes the first one?

Maybe none if they haven't yet made any new patches, but I have no way to know atm.


It did a small (8 files) download this morning when I launched it.  If it's like GW you won't find big mega patches prior to starting the game, instead they download a few small patches (essentially launcher updates) then the game launches and they stream the new or changed content while you play.   To keep current just launch the game once a day or so and it will download whatever new stuff is out there.


Title: Re: Guild Wars 2
Post by: Draegan on April 26, 2012, 11:34:48 AM
So If buy now how many beta weekends  do I get? 

All of them.  How many until release is unknown.  Most likely once a month for the short term.


Title: Re: Guild Wars 2
Post by: Shatter on April 26, 2012, 02:58:39 PM
Anyone else pre-purchase and still no beta eemail yet?


Title: Re: Guild Wars 2
Post by: Nightblade on April 26, 2012, 03:04:04 PM
Anyone else pre-purchase and still no beta eemail yet?

When I bought the CE version from gamestop I nearly walked out of the store before I realized I wasnt given a beta code. After waiting in line an arguing with some indignant shit smeared CoD mongoloid that the beta events weren't "over two weeks ago", I received a separate print out with the code.


Title: Re: Guild Wars 2
Post by: Furiously on April 26, 2012, 04:12:00 PM
I understand they are currently "Sold Out" of the digital versions...

https://buy.guildwars2.com/ (https://buy.guildwars2.com/)


Title: Re: Guild Wars 2
Post by: 01101010 on April 26, 2012, 04:15:02 PM
I understand they are currently "Sold Out" of the digital versions...

https://buy.guildwars2.com/ (https://buy.guildwars2.com/)

 :uhrr:


Title: Re: Guild Wars 2
Post by: Ard on April 26, 2012, 04:51:07 PM
Probably population locking for the beta weekend, but it's still a really weird move to do with no explanation.


Title: Re: Guild Wars 2
Post by: Ingmar on April 26, 2012, 04:54:22 PM
They might just be out of codes and have to generate a bunch more. These things typically don't just generate the codes on the fly every time someone requests one.


Title: Re: Guild Wars 2
Post by: Tmon on April 26, 2012, 05:05:44 PM
Yeah, but it's still funny that the quantity limited CE is still available.


Title: Re: Guild Wars 2
Post by: Segoris on April 26, 2012, 05:36:12 PM
Yeah, but it's still funny that the quantity limited CE is still available.

Completely different, especially since gw2.com isn't selling those but linking to the retailers that are.


Title: Re: Guild Wars 2
Post by: waffel on April 26, 2012, 06:31:05 PM
Good, now I won't be tempted to pay money to test a game for 2 days


Title: Re: Guild Wars 2
Post by: Rendakor on April 26, 2012, 07:26:15 PM
I was weak, and pre-ordered this because I really want a new MMO to play. How super-cool-awesome are the items you can inherit or whatever for having played GW1? I've never done so, and I'm wondering if it'd be worth picking them up on the cheap.


Title: Re: Guild Wars 2
Post by: Furiously on April 26, 2012, 07:38:44 PM
Once you get past like ten points it gets pretty time intensive.


Title: Re: Guild Wars 2
Post by: Kageru on April 26, 2012, 08:17:37 PM

Starts 3:00am for me, so with a moderate sleep in they'll either have the servers up or have given up by the time I wake. This has got to be the stress test if they're restricting entry.


Title: Re: Guild Wars 2
Post by: Phred on April 26, 2012, 10:48:17 PM
Worried about login queues this weekend? Don't be.

http://www.pcgamer.com/2012/02/23/guild-wars-2s-overflow-servers-kill-queues/


Title: Re: Guild Wars 2
Post by: Kageru on April 26, 2012, 11:26:10 PM

That assumes that is up and running for beta and doesn't come crashing down. Given they're not allowing "guesting" I wouldn't be surprised if some of that is still work in progress or in need of a real stress test.


Title: Re: Guild Wars 2
Post by: Evildrider on April 27, 2012, 12:31:05 AM
So I was given a copy of this game as a bribe.. is there anything I need to know about the beta thing tomorrow?

Are you all gonna be on a certain server?


Title: Re: Guild Wars 2
Post by: Kageru on April 27, 2012, 12:43:44 AM

Check the "GW2 Bat Country" thread for that.

Nice bribe though :)


Title: Re: Guild Wars 2
Post by: Draegan on April 27, 2012, 07:09:29 AM
The game is digitally sold out, but Gamestop and Best Buy still have codes apparently.  They may make more digital copieis available over the weekend after they gauge traffic loads.


Title: Re: Guild Wars 2
Post by: Tmon on April 27, 2012, 07:18:43 AM
I was thinking about that this morning, it would make sense that they limited the codes to the number of players they could support with their currently deployed hardware. 


Title: Re: Guild Wars 2
Post by: Soukyan on April 27, 2012, 07:44:06 AM
They might just be out of codes and have to generate a bunch more. These things typically don't just generate the codes on the fly every time someone requests one.

Someone explain this to me, please. In the age of technology where we can host thousands of people in 3D virtual worlds and keep track of millions of variables on-the-fly, how difficult is it to generate a few million extra, unique 25 digit character sequences? Or was the quoted statement just ignorant speculation?

On another note, I would agree that it is probably to mitigate an huge population influx during the beta weekend event so they can know roughly what to expect and scale for it. If I had to throw my own ignorant speculation into the mix, I would guess that digital "copies" will be available again starting Monday morning.


Title: Re: Guild Wars 2
Post by: Draegan on April 27, 2012, 07:50:01 AM
(http://www.guildwars2junkies.com/wp-content/uploads/2012/04/GW2-Sells-Out.jpg)

Generating codes is easy, but you also have to have the infrastructure to handle more customers, from accounting to traffic loads to customer service.


Title: Re: Guild Wars 2
Post by: Soukyan on April 27, 2012, 07:53:53 AM
(http://www.guildwars2junkies.com/wp-content/uploads/2012/04/GW2-Sells-Out.jpg)

Generating codes is easy, but you also have to have the infrastructure to handle more customers, from accounting to traffic loads to customer service.

Based upon that post, I will stand by my original guess... sales will resume on Monday. This beta event is going to be absolutely flooded with gamers all weekend long.


Title: Re: Guild Wars 2
Post by: Mrbloodworth on April 27, 2012, 08:08:53 AM
Taking bets if the best buy codes even work.


Title: Re: Guild Wars 2
Post by: Hawkbit on April 27, 2012, 08:15:12 AM
This is likely the first beta in 10 years that I'm not going to touch.  I'm pretty excited about this game and simply don't want to spoil it.  I'm keeping myself in a D3 mindset for the time being.


Title: Re: Guild Wars 2
Post by: Bungee on April 27, 2012, 08:50:07 AM
For those who didn't want to buy the pre-purchase or just couldn't and still want to have some beta:
http://www.twitch.tv/shift_tv
I expect a lot more live streams to pop up once the servers are actually live.


Title: Re: Guild Wars 2
Post by: Mosesandstick on April 27, 2012, 10:37:17 AM
Is it supposed to be up now?


Title: Re: Guild Wars 2
Post by: Tmon on April 27, 2012, 10:42:03 AM
Noon Pacific I believe.


Title: Re: Guild Wars 2
Post by: Mosesandstick on April 27, 2012, 10:50:22 AM
Supposed to. I'm logged in.  :awesome_for_real:


Title: Re: Guild Wars 2
Post by: murdoc on April 27, 2012, 10:51:26 AM
Yeah, it's up now. Just logged in and created a couple characters.


Title: Re: Guild Wars 2
Post by: Bungee on April 27, 2012, 10:55:21 AM
There we go...

Quite a lot of streams online:
http://www.twitch.tv/directory/Guild%20Wars%202

And TotalBiscuit is at it too:
http://www.twitch.tv/totalbiscuit


Title: Re: Guild Wars 2
Post by: waffel on April 27, 2012, 11:59:10 AM
Just bought mine @ Gamefly for $53.99

Add to cart and at the end page before you submit the order enter EDNOTE10 for 10% off.


Title: Re: Guild Wars 2
Post by: Rokal on April 27, 2012, 12:09:22 PM
This game hasn't been given a release date yet?

Maybe there's some hope that they'll have codes available outside of pre-purchasing the game in future tests.


Title: Re: Guild Wars 2
Post by: satael on April 27, 2012, 12:12:30 PM
well, considering I'm getting 502-bad gateway from the gw2 website and unable to complete the operation from the game client it seems they have churned out too many codes already...


Title: Re: Guild Wars 2
Post by: waffel on April 27, 2012, 12:17:42 PM
Nevermind, looks like I need to make an account on GW2 website to register the game. Thankfully, there is no easy direct link to making an account from the main GW2 page...


Title: Re: Guild Wars 2
Post by: Trippy on April 27, 2012, 12:36:22 PM
New GW2 forum here: http://forums.f13.net/index.php?board=101.0


Title: Re: Guild Wars 2
Post by: Numtini on April 27, 2012, 01:59:20 PM
*shrug* computer randomly turns off after a few minutes. No error message or blue screen. I threw on coretemp and my temps are fine.

I guess no GW2 for me this time around.

Edit: Finally made it through character creation by racing through and once in the game the crashes stopped and the game runs well. I'm on a different server from you guys. Any idea how to change instances? My friends and I are standing in the same place and apparently in different ones.


Title: Re: Guild Wars 2
Post by: Modern Angel on April 27, 2012, 03:38:22 PM
If you're in different instances, it's due to the overflow server thing. You're basically a tourist on the overflow server and no (to my knowledge) way of switching over manually. Just have to either wait it out or go to a low pop server.


Title: Re: Guild Wars 2
Post by: Falconeer on April 27, 2012, 04:56:45 PM
"Connecting... Unable to complete operation. Please try again later" is all over my computer. Am I the only one? I guess so since no one is posting here, means you lucky folks are all playing right now...


Title: Re: Guild Wars 2
Post by: Numtini on April 27, 2012, 06:51:36 PM
It's definitely a little more beta than I'd expected.


Title: Re: Guild Wars 2
Post by: Modern Angel on April 27, 2012, 07:08:46 PM
I'm somewhat surprised. It certainly runs like a dream on my dogshit machine and, other than the server stressing lag, nobody much seems to be complaining in the actual game.


Title: Re: Guild Wars 2
Post by: Numtini on April 27, 2012, 07:18:43 PM
If you told me I was in the last alpha round, I'd say moneyhats. But for a post-take-your-money beta? Um. This is six months to a year from release.


Title: Re: Guild Wars 2
Post by: Modern Angel on April 27, 2012, 07:20:45 PM
I completely, 100% disagree. I have been perpetually floored at how complete it is and how fast they work.


Title: Re: Guild Wars 2
Post by: Numtini on April 27, 2012, 07:50:37 PM
I only know this weekend, I'm not in the private beta. I had 3 crash to shutdowns during character creation. I got in and had fun, but I finished up helping some farmers and the game told me to go back to town. I ran for 15 minutes to get there and it told me I wasn't high enough level and I should go back -- that's a polish issue. Then I went back and the lag was so bad I was 2-5 seconds between keypress and execution.

That's barely beta and definitely not "beta for those people who have paid in full."

The game does seem to be incredible and one I want to play, but it's just nowhere close to finished. I was expecting a publicity beta and I got a Beta 1. It's sort of the opposite of SWTOR. Everything in SWTOR beta was perfect, but there was no game there. There's a game here, but nothing is ready at all, much less perfect.


Title: Re: Guild Wars 2
Post by: Threash on April 27, 2012, 07:51:57 PM
The game seems ready to release if they work out the connection issues, there is no way that should take six months or a year.


Title: Re: Guild Wars 2
Post by: Modern Angel on April 27, 2012, 07:55:34 PM
Yeah, I feel you. I'm not saying that you're NOT having issues. I'm just saying that they seem to be largely isolated. Besides the networking issues, which seem to be cropping up because there's a critical mass with the beta event. Which is good.

I wish the  :nda: wasn't so restrictive, because I can honestly say I've never been in a better, more focused, more tightly run beta in my entire gaming life.


Title: Re: Guild Wars 2
Post by: Threash on April 27, 2012, 08:00:28 PM
There's no NDA for the beta weekends.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 27, 2012, 08:20:08 PM
Correct, not for the beta weekends.


Title: Re: Guild Wars 2
Post by: Modern Angel on April 27, 2012, 08:21:24 PM
Yeah, I know. Still in effect for the bulk of the stuff, though. Or so I'm told.


Title: Re: Guild Wars 2
Post by: Phred on April 27, 2012, 08:23:27 PM
Anyone with an ATI card having graphic issues?


Title: Re: Guild Wars 2
Post by: kildorn on April 27, 2012, 08:24:23 PM
The game seems ready to release if they work out the connection issues, there is no way that should take six months or a year.

Neg. Aside from being content incomplete (post 30 content may be missing, about half the starting content is), there's a huge issue with the patcher right now.

I've downloaded the game three times now. Each copy says it's 100% and launches the game. Each crashes with a different model render error. Each has a different md5 sum. The launcher, it actually doesn't validate what it downloads. This is a pretty big issue on their forums right now. Essentially if your connection blips at all during the 12 gig download, your copy is fubar and you have to delete it and do it again.

6 months for release is my bet. It's an awesome well built product, but it needs more building.


Title: Re: Guild Wars 2
Post by: Numtini on April 27, 2012, 08:27:48 PM
Anyone with an ATI card having graphic issues?


I have an HD4870 and graphics were fantastic in actual game. But it crashed to computer turn off every 30-120 seconds during character creation.


Title: Re: Guild Wars 2
Post by: Phred on April 27, 2012, 08:46:17 PM
Weird game only works for me in windowed mode with depth of field turned off. What a clown shoes event this beta is turning into with the forced disconnect for the patch at 9pm pst and the subsequent login server failures.


Title: Re: Guild Wars 2
Post by: Shatter on April 27, 2012, 08:48:12 PM
Got disconnected once all day, pretty sure it was on their end.  Server had a lot of lag at times, it would come and go.  Graphically / FPS was decent even in high pop areas with GTX 460.  Ran into 1 bugged event, didnt find any other bugs.  As a whole really enjoyed it, the quest system is much better then the standard we are used to.  I love that there is no need to get the quest, do it, run back and hand it in BS.  Also love that you can transport to any discovered location whenever u want to for a small fee, that was awesome.  Combat is sweet, weapon switching, etc pops up new combat skills and makes it interesting.  Enjoying the Mesmer class a lot.  Also its not your typical easy MMO, I died about 10 times usually from being run over by some fly by event or wandering mobs.  Actually had to start being a little careful where I went.  Pretty impressed so far.  At least they are getting some good stress testing in.  


Title: Re: Guild Wars 2
Post by: Hawkbit on April 27, 2012, 11:14:58 PM
So I lied.  Finished the last of my Gamestop credit (I've sworn them off generally as a company) and bought this.  Luckily it just gave me a key to punch in at the GW2 site and away I went.  I think I was playing the game in less than an hour. 

It's pretty much killing my 8800gtx.  But I think it is great so far.  I like the "this is my story" tags.  Intro has the best art in a game ever, I personally feel.


Title: Re: Guild Wars 2
Post by: nurtsi on April 28, 2012, 12:30:04 AM
After watching some streams, PVP in this game seems like player vs door again  :oh_i_see:

Warhammer with better graphics?


Title: Re: Guild Wars 2
Post by: Tyrnan on April 28, 2012, 03:47:26 AM
After watching some streams, PVP in this game seems like player vs door again  :oh_i_see:

Warhammer with better graphics?

Were they using siege weapons at all? Trying to chip away at a massive keep door with your dagger isn't really going to get you very far.


Title: Re: Guild Wars 2
Post by: kildorn on April 28, 2012, 08:12:32 AM
After watching some streams, PVP in this game seems like player vs door again  :oh_i_see:

Warhammer with better graphics?

From a few reports, the server matching thing doesn't work until you have a few weeks gone by. The matching I'm on has 25v5v5 for the player counts involved right now. :(


Title: Re: Guild Wars 2
Post by: Tmon on April 28, 2012, 12:07:26 PM
I played about 30 minutes today, WvW was so busy that I queued for about 20 minutes before I got in.  I helped take a strong point although since my character was level 1 boosted to 80 my contribution was fairly minimal.  I dumped some supply into a ram that was being built, rezzed a few folks and got a few licks in on the guys who sortied out of the strong point to destroy our ram.  As a level 1 I was sorely lacking in skills and since I didn't have a ranged weapon I really wasn't too much use until the door went down.


Title: Re: Guild Wars 2
Post by: Falconeer on April 28, 2012, 12:14:58 PM
What is exactly the Eternal battleground? It's so full that I've been queued up all day without being able to enter.
on the other hand, WvW seems really great to me. The area is huge and the feeling of gaining and losing terrain is all there. Having real time score updates and a map that shows where the fight is really helps.


Title: Re: Guild Wars 2
Post by: Fraeg on April 28, 2012, 01:11:33 PM
After watching some streams, PVP in this game seems like player vs door again  :oh_i_see:

Warhammer with better graphics?


The first time you drive a War Golem Mech you will find yourself thinking otherwise  :heart: :drill: :heart: :rock_hard:


... but yeah there are doors, and there is really good seige gear, which should be used.


Title: Re: Guild Wars 2
Post by: Bann on April 28, 2012, 01:20:23 PM
Ive been unable to connect since about 245 CST. Is anyone else in/able to get in? (Fort Aspenwood, if it matters)


Title: Re: Guild Wars 2
Post by: Falconeer on April 28, 2012, 01:23:32 PM
Not me. Got kicked out 50 minutes ago and unable to get back in since. Euro servers, but seems like everyone I know is locked out.


Title: Re: Guild Wars 2
Post by: kildorn on April 28, 2012, 01:34:35 PM
Their entire auth system appears borked right now. I'm secretly hoping for a new patch with a fix for my issues :(


Title: Re: Guild Wars 2
Post by: satael on April 28, 2012, 01:37:32 PM
Funny how the closed beta had none of the "unable to complete the operation" problems. Just shows that their systems are unable to handle the increased number of people (even if they "limited" the number of pre-purchases)


Title: Re: Guild Wars 2
Post by: Nija on April 28, 2012, 01:40:49 PM
I think it was a funny coincidence, but I got dazed/paralyzed by an ogre around the same time the login server went down. I was frozen in place indefinitely and if I tried to chat in game, it gave an 'unable to complete operation' error. I was able to watch other people run around and fight more stuff the entire time.

I'm convinced the ogre took out me and the login server at the same time.


Title: Re: Guild Wars 2
Post by: Bann on April 28, 2012, 01:45:24 PM
I'm unable to login to the forums either. Anyway, I'm really, really enjoying what I've seen so far. I tried a necro last night up to 5, and been playing an engineer today. My biggest adjustment was actively seeking to evade. I find that on my engineer, I can hit just about all 5 of my skills while evading 2 of my targets attacks, and that is pretty much that. I did some of the matched PvP, and relished the time I spent manning the trebuchet. I queued up for WvW, but did not make it in yet. Very much enjoying so far, 2 minor quibbles. First, I like crafting, and really wish I had more bag space. Second, I've got a few mystic chests, and while it says you can get the gems to get the keys for free, it still seems to want real credit card info. Blerg. Hope the servers come back up soon and I see you guys in game.


Title: Re: Guild Wars 2
Post by: Tyrnan on April 28, 2012, 02:06:56 PM
Just with regard to the mystic chests, I looted a key on one of my characters this morning so it is possible to get them without going to the cash shop. I have no idea if they're a super rare drop and I got incredibly lucky, but at least the chance of finding one exists.


Title: Re: Guild Wars 2
Post by: Zetor on April 28, 2012, 02:18:37 PM
I also got a mystic key as a (storyline) quest reward at level 8 or so, so that's another option (unlesstil they remove them that is :why_so_serious:).


Title: Re: Guild Wars 2
Post by: Lantyssa on April 28, 2012, 02:35:36 PM
They drop, it's just a super low chance.  They ask for your CC info with the free gems to test out their billing system.  It might put a $1 hold on your account, but it won't charge you.


Title: Re: Guild Wars 2
Post by: Koyasha on April 28, 2012, 03:51:29 PM
After watching some streams, PVP in this game seems like player vs door again  :oh_i_see:

Warhammer with better graphics?

From a few reports, the server matching thing doesn't work until you have a few weeks gone by. The matching I'm on has 25v5v5 for the player counts involved right now. :(
If this is accurate, it seems to me this weekend thing is a retarded way to run the "beta" because that system will thus never be tested at full capacity.  Not to mention the bad impression that potential players get when they check out the game and see that kind of imbalance even though they've promised they have a solution for it.


Title: Re: Guild Wars 2
Post by: kildorn on April 28, 2012, 06:22:40 PM
After watching some streams, PVP in this game seems like player vs door again  :oh_i_see:

Warhammer with better graphics?

From a few reports, the server matching thing doesn't work until you have a few weeks gone by. The matching I'm on has 25v5v5 for the player counts involved right now. :(
If this is accurate, it seems to me this weekend thing is a retarded way to run the "beta" because that system will thus never be tested at full capacity.  Not to mention the bad impression that potential players get when they check out the game and see that kind of imbalance even though they've promised they have a solution for it.

I'd imagine as release gets closer, they'll start running a more always up beta like most folks. The thing we're frustrated with (and why most people don't do this) is that ANet seems to adhere to the word Beta, not Demo. This thing is like 6 months of once-a-month testing events from Demo phase.


Title: Re: Guild Wars 2
Post by: Hoax on April 29, 2012, 04:30:59 PM
Does nobody else think the pc animations for this game are terrible? I can't stand the way movement and especially spell casting looks in this game.


Title: Re: Guild Wars 2
Post by: KallDrexx on April 29, 2012, 05:34:10 PM
When is GW2 supposed to release?


Title: Re: Guild Wars 2
Post by: Furiously on April 29, 2012, 06:56:51 PM
When is GW2 supposed to release?

When it's ready.


Title: Re: Guild Wars 2
Post by: Mavor on April 29, 2012, 09:57:49 PM
After playing the beta weekend, I have to say, GW2 as it stands now is feeling more like a plain vanilla cupcake then the double strawberry cream-filled layer cake of Guild Wars 1.

From the character traits to the skills, it's just lacking spice.

For instance, in GW1, there were many kinds of defensive and offensive abilities that could completely destroy enemy teams if said enemy team brought no defenses. Things like boon stacking.. persistant damage reduction stacking.. diesease spread.. etc.. etc.. were all interesting and possible because the skills themselves had flavor.

However, in GW 2 most skills are a variation of ... do xx damage in an AOE... add xx boon for xx duration .. apply xx condition for xx duration... and most of the conditions are just so plain.. many of them could just be replaced by a generic Damage over time and they would be functionally the same.

Due to this, during World vs world with more then 10 or so players, it has really felt like simply numbers win almost every time. There are really no unique combinations, "shut down" combinations if you will, so numbers almost always win. Not to mention that because most skills can apply to an infinite number of players (if they are AOE), they are really really weak unless used in a massive blob of people. ("healing spring" aoe heal for instance... 45 second cooldown, 2 second cast time and heals a grand total of.... 1% hp over 5 seconds in an AOE... rofl)

This is really fucking boring.

I almost laughed when I saw some of the guardian "protection bubble" skills in use... these are as close to some of the interesting abilities of guild wars 1 I could find in the game... and the 120 second cooldown "sanctuary" bubble that the guardian has is like... 1 meter large. It's basically a personal bubble for 5 seconds.

It seems to me that the Arena Net team are afraid of introducing interesting abilities for the sake of "balancing" things.. but balance only makes things boring to be quite honest. Guild wars 1 had tons of unbalanced stuff flying around, with the meta game changing constantly.. and that's why it was so damned fun.

tl;dr - obsession over balance and skills that can apply to an infinite # of players makes GW2 boring.


Title: Re: Guild Wars 2
Post by: Furiously on April 29, 2012, 10:12:24 PM
Maybe they are making a sequel to DAOC rather than to GW1.....


Title: Re: Guild Wars 2
Post by: Kageru on April 29, 2012, 10:31:33 PM
For instance, in GW1, there were many kinds of defensive and offensive abilities that could completely destroy enemy teams if said enemy team brought no defenses. Things like boon stacking.. persistant damage reduction stacking.. diesease spread.. etc.. etc.. were all interesting and possible because the skills themselves had flavor.

The stackable buffs are in the trait selection which unlock at level 11 and are pre-selected in PvP. There are not enough numbers for me to tell if they're as unbalanced as the ones you mention.

That said it wins over GW1 in that it doesn't put me to sleep, but I can imagine the pro-PvP people missing the more abstract and paced interplay of skills that GW1 had. Following modern trends it seems a lot more twitchy and busy.


Title: Re: Guild Wars 2
Post by: Mavor on April 30, 2012, 12:10:34 AM
GW1 put you to sleep? Hmmm.. I guess they just arn't aiming at my market with their targetting.

Another thing is.. i don't think the whole dodging concept really adds much to the game... Sure, if everyone had ~20 ms latency like in Korea, a dodge mechanic (copying most of the Korean mmos out there right now) would work fine. But in europe and America ping around 150-250 are common... with that much latency, the separation between skill and simply latency time widens too much... it makes some parts of the game actually impossible.



Title: Re: Guild Wars 2
Post by: Phred on April 30, 2012, 12:28:24 AM
GW1 put you to sleep? Hmmm.. I guess they just arn't aiming at my market with their targetting.

Another thing is.. i don't think the whole dodging concept really adds much to the game... Sure, if everyone had ~20 ms latency like in Korea, a dodge mechanic (copying most of the Korean mmos out there right now) would work fine. But in europe and America ping around 150-250 are common... with that much latency, the separation between skill and simply latency time widens too much... it makes some parts of the game actually impossible.



In addition I don't think the game does a particularly good job of telegraphing the attacks you should be dodging either. Especially at 20 fps which is the best i got this weekend.


Title: Re: Guild Wars 2
Post by: Kageru on April 30, 2012, 12:33:26 AM

All the MMO's are trying to play more like a console action-RPG and I think that's pretty much inevitable. No tutorials, no resting, actions to spam and twitch/adrenal gameplay. I've got ~350+ ping so I can only agree in the strongest terms but I don't think it's unique to GW2 or likely to change.


Title: Re: Guild Wars 2
Post by: Numtini on April 30, 2012, 04:03:19 AM
The dodge thing was completely not working for me. If there's any indication that anything is a big attack or a small one, I couldn't figure it. Usually I was either taking minor damage or boom and lipsync for your life.


Title: Re: Guild Wars 2
Post by: Mosesandstick on April 30, 2012, 04:40:01 AM
In PVE I thought the general indication was the red circle on the ground. There are some attacks that aren't dodgeable if you get "aggro" and I got instagibbed a couple of times getting to close to the bosses. At least thats what I think happened.


Title: Re: Guild Wars 2
Post by: Numtini on April 30, 2012, 04:50:41 AM
The red circle is for AOEs and could be a bit more prominent and my preference would be for combat to move just a little slower in general. For single attacks, you're apparently supposed to notice the mob winding up, but fucked if I know what that means. I can't believe they expect you to memorize what animations on critters are scary and which aren't.


Title: Re: Guild Wars 2
Post by: jakonovski on April 30, 2012, 04:57:12 AM
I can't believe they expect you to memorize what animations on critters are scary and which aren't.

That sounds completely awesome.


Title: Re: Guild Wars 2
Post by: Nebu on April 30, 2012, 05:57:57 AM
Maybe they are making a sequel to DAOC rather than to GW1.....

Um... no.  The pvp doesn't hold up well enough. 

That said it wins over GW1 in that it doesn't put me to sleep, but I can imagine the pro-PvP people missing the more abstract and paced interplay of skills that GW1 had. Following modern trends it seems a lot more twitchy and busy.

I didn't get the twitchy feel at all.  The pace seemed VERY slowed down in the BG's and it took forever to die or to kill someone.  PvP seemed to be spamming one of my 5 buttons and ducking out of LOS when someone was focus firing me.  Snares and stuns did have a role, but not as profound in other games.  Premades will dominate this pvp if the ability to queue together exists.


Title: Re: Guild Wars 2
Post by: Kageru on April 30, 2012, 06:25:45 AM

I played some small team PvP and it was really hyper-active. It's been a long time since I played GW1 but I remember most of the abilities having pretty long cool downs, less abilities and the battle areas more open. The PvE combat seems much more busy as well.

Though I was thinking more of the trend, with the increasing use of movement, manual aiming and reactives in MMO's to give it a more action feel. I think GW2 is still largely traditional.


Title: Re: Guild Wars 2
Post by: Mavor on April 30, 2012, 06:45:43 AM
To be honest I just don't see why twitch and "actiony" feel need to come into this genre... slow things down and you get more strategy.. slow it down to the extreme and you get turn based... speed it way up and you get call of duty and whatnot.

I just fail to see how replacing strategy with dodging and action-based whatever makes things better.


Title: Re: Guild Wars 2
Post by: Lantyssa on April 30, 2012, 06:52:00 AM
("healing spring" aoe heal for instance... 45 second cooldown, 2 second cast time and heals a grand total of.... 1% hp over 5 seconds in an AOE... rofl)
By itself, Healing Spring isn't that impressive.  Now couple that with a Ranger throwing axes which bounce, or a Thief using Rapid Fire... now each of those shots is also healing people.

Using fields is a huge part of the game.  Now I do wish they lasted longer, as my twitch skills are not that great, but it does work if you time things well.


Title: Re: Guild Wars 2
Post by: Numtini on April 30, 2012, 07:56:11 AM
In terms of healing, my impression was the game replaced the holy trinity with the DPS zerg.


Title: Re: Guild Wars 2
Post by: kildorn on April 30, 2012, 08:12:16 AM
Anything that heals other people will pretty much suck from what I saw. The elementalist heals were all about one normal mob hit worth of healing on a 10-15s cooldown. Regen is worth applying if you have it.

Combo fields need a tutorial, or some better feedback on their effects. I know I light combo fielded myself a bunch, but I can't tell you what it did beyond popping up Combo! messages.


Title: Re: Guild Wars 2
Post by: Outlawedprod on April 30, 2012, 08:19:13 AM
Mesmer looks nice
http://www.youtube.com/watch?v=G0nKx_Ukpec


Title: Re: Guild Wars 2
Post by: Kageru on April 30, 2012, 08:44:38 AM

They're a right pain in PvP from what I saw.

Healing is wide spread, lots of classes have some (plus the self-heal everyone gets) but it's all fairly constrained. Either small values, long cool-downs or small areas. I expect being able to add a healing power to the group will still have value but it won't have anyone doing all the work and you can't rely on it allowing one person to soak all the damage. And you've made a DPS trade off to get that power.

It is going to be very interesting to see how that plays out at higher levels in dungeons. I think it is going to look more zergy but I hope that's not all it is.



Title: Re: Guild Wars 2
Post by: Kitsune on April 30, 2012, 08:47:19 AM
I didn't get the time I wanted to experiment with combo fields, and since I didn't get past 11th level with any character, I really couldn't try out anything too creative with traits, either.  My hope is that a greater depth exists in clever use of combos and traits than just 'keep mashing the 1 key and occasionally hit some other key too'.  I'd very much like for an organized group using combos and other synergies to be able to wipe out a group that isn't doing those things.  Whether that actually turns out to be the case or not, I dunno.

My summoner in FFXI was forever trying to organize parties sufficiently to pull off combos.  Sometimes I was successful and we'd tear things up.  Other times the party just couldn't get the timing down and we'd just be okay.  But when it worked, it was always great.


Title: Re: Guild Wars 2
Post by: Spiff on April 30, 2012, 08:55:51 AM
Problem is though, going into melee range seems to mean: instant aggro.
On boss mobs that was a problem without constant healing, so unless they expect you to literally dodge/block almost every attack, you'd better switch to ranged and only pull out a sword for a hit and run.

For PvP though, I like it.
I always felt dedicated PvP healing sucked in equal parts for the people forced to do it as the people on the other side.


Title: Re: Guild Wars 2
Post by: Shatter on April 30, 2012, 09:23:53 AM
Problem is though, going into melee range seems to mean: instant aggro.
On boss mobs that was a problem without constant healing, so unless they expect you to literally dodge/block almost every attack, you'd better switch to ranged and only pull out a sword for a hit and run.

For PvP though, I like it.
I always felt dedicated PvP healing sucked in equal parts for the people forced to do it as the people on the other side.

I made it to level 19 and did a number of boss / elite type encounters almost all of which AE cleaved or AE fingerf*cked everyone within arms reach.  Melee dropped liked flies and ranged finished the battle on every fight.  Keep that in mind for launch :P


Title: Re: Guild Wars 2
Post by: kildorn on April 30, 2012, 09:29:11 AM
Every melee attack cleaves, from what I saw. So melee will get mauled if the mob turns and faces anyone. From what I saw the dedicated melee lines that worked well had blocks or Protection/Regeneration scattered around the sets. Part of the reason Mesmer melee is so strong is that it's main damage skill is also about 2-3 seconds of invulnerability.


Title: Re: Guild Wars 2
Post by: Shatter on April 30, 2012, 10:19:53 AM
Every melee attack cleaves, from what I saw. So melee will get mauled if the mob turns and faces anyone. From what I saw the dedicated melee lines that worked well had blocks or Protection/Regeneration scattered around the sets. Part of the reason Mesmer melee is so strong is that it's main damage skill is also about 2-3 seconds of invulnerability.

Wasnt just cleaves,  I saw at least 1 that did some jump and AE fire ring around it and demo'd the melee.  Ranged laughed and continues to fight.  I suspect we will see a lot of that and TBH, I dont have the drive anymore to have to pay that close of attention to a mob so I can dodge its sh*t every 5 seconds while ranged players get to eat buffalo wings and drink beer then get the same credit :P


Title: Re: Guild Wars 2
Post by: Nebu on April 30, 2012, 10:26:40 AM
For PvP though, I like it.
I always felt dedicated PvP healing sucked in equal parts for the people forced to do it as the people on the other side.

I enjoy playing a dedicated healer in pvp.  I will miss having the option to play that role in GW2.


Title: Re: Guild Wars 2
Post by: Spiff on April 30, 2012, 10:48:59 AM
Fair enough, luckily my taste in gaming isn't edict.
Plenty of MMO's out there already cater to that though (as I'm sure you know, I get the impression you've tried all of em  :why_so_serious:) so I'm happy to try out the alternative here.


Title: Re: Guild Wars 2
Post by: Nebu on April 30, 2012, 10:56:50 AM
My assessment is that pvp will devolve into whoever has the best assist train.  Since there is no dedicated healer, the group that focuses down targets the best will always win (assuming they have sound target selection). 

Seems like this will create a pvp mini game that isn't particularly deep when it comes to strategy.


Title: Re: Guild Wars 2
Post by: Nonentity on April 30, 2012, 11:01:46 AM
I was playing an Engineer in PvP over the weekend and I could do pretty well as far as a 'healer' role. I could most definitely keep myself up, and found myself commonly holding a point against two or more people for an extended period of time.

You take the Healing Kit as your heal skill (which lets you spawn little quake-style health and condition removal pickups, as well as gives you a self-heal on your profession button), grab an Elixir Gun for another skill (condition removal via your poison spray, bouncing snare + haste shot, and a regen area, and throws a point blank aoe regen on a profession button), and fill the other slots with whatever. I used the elixir that removes all conditions on you and breaks stuns, good for those fucking thiefs that go a condition build and stack a 9 stack of bleeds on you.

Also great for the Engineer that I used on my build was the Mine Kit. You can lay down 5 mines, and through traits, you can give them increased explosion radius, and give them Knockback when they explode. It is kind of silly - with that, I could literally just run in a circle planting mines, and the melee that would try to stick to me could not stay on me. You can then pop over to the Heal Kit and spawn health kits and use your heal skills, and I was able to hold a point for a ridiculous amount of time. If you get totally swarmed, you throw Supply Drop on the elite skill, and pick up the trait to make it so your supply drop gains an additional rifle turret + more supplies, and you're INCREDIBLY self-sufficient.


Title: Re: Guild Wars 2
Post by: Spiff on April 30, 2012, 11:31:35 AM
My assessment is that pvp will devolve into whoever has the best assist train.  Since there is no dedicated healer, the group that focuses down targets the best will always win (assuming they have sound target selection). 

Seems like this will create a pvp mini game that isn't particularly deep when it comes to strategy.

It's possible, although I have to say my guardian to an extent made up for her lacklustre healing with defensive moves (most of which helped my team as well).
I had a myriad of ways to block or mitigate damage on other people, especially ranged dps.

It doesn't make up for healing in drawn out battles (such as the larger PvE events), but in the more bursty encounters I had in PvP it certainly made a difference, enough for me to feel more useful than had I just focus-dps'ed the same target anyway.


Title: Re: Guild Wars 2
Post by: Draegan on April 30, 2012, 11:56:00 AM
After playing the beta weekend, I have to say, GW2 as it stands now is feeling more like a plain vanilla cupcake then the double strawberry cream-filled layer cake of Guild Wars 1.

From the character traits to the skills, it's just lacking spice.

For instance, in GW1, there were many kinds of defensive and offensive abilities that could completely destroy enemy teams if said enemy team brought no defenses. Things like boon stacking.. persistant damage reduction stacking.. diesease spread.. etc.. etc.. were all interesting and possible because the skills themselves had flavor.

However, in GW 2 most skills are a variation of ... do xx damage in an AOE... add xx boon for xx duration .. apply xx condition for xx duration... and most of the conditions are just so plain.. many of them could just be replaced by a generic Damage over time and they would be functionally the same.

Due to this, during World vs world with more then 10 or so players, it has really felt like simply numbers win almost every time. There are really no unique combinations, "shut down" combinations if you will, so numbers almost always win. Not to mention that because most skills can apply to an infinite number of players (if they are AOE), they are really really weak unless used in a massive blob of people. ("healing spring" aoe heal for instance... 45 second cooldown, 2 second cast time and heals a grand total of.... 1% hp over 5 seconds in an AOE... rofl)

This is really fucking boring.

I almost laughed when I saw some of the guardian "protection bubble" skills in use... these are as close to some of the interesting abilities of guild wars 1 I could find in the game... and the 120 second cooldown "sanctuary" bubble that the guardian has is like... 1 meter large. It's basically a personal bubble for 5 seconds.

It seems to me that the Arena Net team are afraid of introducing interesting abilities for the sake of "balancing" things.. but balance only makes things boring to be quite honest. Guild wars 1 had tons of unbalanced stuff flying around, with the meta game changing constantly.. and that's why it was so damned fun.

tl;dr - obsession over balance and skills that can apply to an infinite # of players makes GW2 boring.

I don't think you've seen or looked at any of the utility skills.  There are boon stacking, boon replicating, walls, bubbles, deisease spreading etc.


Title: Re: Guild Wars 2
Post by: kildorn on April 30, 2012, 12:10:23 PM
The only things missing from the GW1 skillset are "if target has N condition, does Y" type things like auto crits when burning and whatnot. And mesmer/ranger lockdowns, which are entirely gone (interrupts) because the gameplay design changed a lot as far as how many long slow casts there are.

Otherwise boon/condition spreading/cleansing/reversal is still the GW metagame (necros have a well that will completely fuck a condition spreading mesmer, for example). If anything, there's a shitload more going on as far as GW1 skills to GW2 skills entirely because we lost interrupts, but gained the combo field system and directly placed AEs/walls.


Title: Re: Guild Wars 2
Post by: Fabricated on April 30, 2012, 01:23:01 PM
...Did someone just say twitch?


Title: Re: Guild Wars 2
Post by: Kitsune on April 30, 2012, 10:24:17 PM
When I fought big things as a melee guardian, I learned early on that the order of the day is called hit and run.  Standing in front of the big monster like a WoW tank was a quick way to faceplant.  So instead I'd run up, fire off the best attack I had off of cooldown at the moment, roll away, circle around for a moment and whack on its back with a mace, then move back in, fire another attack, repeat.  Never stand still and kite the bastard for everything you've got.

This was admittedly a low level guardian, so hopefully the traits and utility powers that I lacked would let me stand up and absorb punishment better, but I never got to find out.


Title: Re: Guild Wars 2
Post by: Numtini on May 01, 2012, 04:09:33 AM
When I fought big things as a melee guardian, I learned early on that the order of the day is called hit and run.  Standing in front of the big monster like a WoW tank was a quick way to faceplant.  So instead I'd run up, fire off the best attack I had off of cooldown at the moment, roll away, circle around for a moment and whack on its back with a mace, then move back in, fire another attack, repeat.  Never stand still and kite the bastard for everything you've got.

This was admittedly a low level guardian, so hopefully the traits and utility powers that I lacked would let me stand up and absorb punishment better, but I never got to find out.

I think that's what they want you to do, but melee didn't look to me to be nearly high enough to make that comparable to spamming attacks from distance and I'm skeptical they could balance it.


Title: Re: Guild Wars 2
Post by: Kageru on May 01, 2012, 04:20:24 AM
Someone is going to be in melee with the mob and a guardian is fairly durable with the number of defensive abilities they have. They're not the only ones though and a lot of it is going to depend on having other melee around so you can back out when you get low and all your abilities are on cooldown. Likewise getting support from the ranged in terms of some healing.

It's basically part of their fight against the trinity. Most classes can tank for at least a while and all classes have ranged options.


Title: Re: Guild Wars 2
Post by: Numtini on May 01, 2012, 05:16:14 AM
I played a guardian and a ranger and I felt just as squishy as a guardian in melee. In both cases, it was minor damage until the mob decides you're the target and then an instant or near instant death.


Title: Re: Guild Wars 2
Post by: Kageru on May 01, 2012, 05:28:40 AM

A guardian actually is relatively squishy, they're a low health profession and armor doesn't seem to make a huge difference. If they have any tanking ability it's in the skill choices you make. The mace and shield skills have some decent mitigation and regeneration abilities, as do your class skills and selectable skills. I tanked an event boss from start to finish but it pretty much depended on keeping my skills up and burning cool-downs. Of course you also hope other players are assisting me or debuffing the mob (blindness, weakness, chilled) in addition to DPS.

But I probably could have done the same on my necro adapted for life-tapping (they actually have huge health pools and a secondary pool due to transforming). You could probably kite the boss around without a tank if you had enough mobility debuffs. That's sort of the point I think.


Title: Re: Guild Wars 2
Post by: Murgos on May 01, 2012, 06:29:59 AM
They've said all along there is no trinity.  That means no tanks, no dedicated healers and no dedicated dps.  Everyone does everything (or nothing) depending on your knowledge of the class and appropriate skill usage/selection(/equipment?).


Title: Re: Guild Wars 2
Post by: kildorn on May 01, 2012, 06:51:30 AM
I've seen some "tanky" guardian setups, but they require utility skills and traiting that lowbies would not have. There are no taunts, so they're simply tanky in that they can take a beating, not force a mob to beat on them.

Basically it's a regen tank though, not a mitigation tank. You still evade big hits and such, but you're rolling around with 33% damage reduction and heavy health regen through boons and spec thingies.


Title: Re: Guild Wars 2
Post by: Kageru on May 01, 2012, 07:22:47 AM

You don't really need taunt because the aggro mechanics are intentionally simple. It looks a lot like the default is the mob will pick a proximity target and happily wail on them till they move out of range then it picks someone else. That allows you to tank (first to engage, stay in melee) but also rotate tanks when you are out of cooldowns and resources. Though I imagine they have other aggro patterns, including ones that switch targets so ranged are also threatened.

It's not so much there's no trinity, you can spec for durability, dps or support, just it's much more "soft", flexible (as you can weapon switch) and distributed so you are not dependent on the trinity, not as focused on the role and there's more alternatives in how you handle the encounter. Which is pretty good because if there was truly no ability to role focus the game would be an undifferentiated zerg (as well demonstrated by CO on release).

That said the real test will be once people work out the details. At the moment a lot of the numbers for powers aren't available and people are working things out. I would be shocked if people do not identify "optimal" party configurations unless Anet's design and balance is amazing. Of course once identified they can break it.


Title: Re: Guild Wars 2
Post by: kildorn on May 01, 2012, 07:53:56 AM
From looking at instance fight videos, the aggro isn't proximity based beyond the first part of an engagement. It quickly turns into "I will pick some dude to wail on as I wish", though a tanky person can stand between you and a ranged mob and soak his attacks for you.

Given GW1, optimal party builds for structured pvp will come and go constantly. Seriously, people go mental about skill builds.


Title: Re: Guild Wars 2
Post by: Mavor on May 01, 2012, 08:00:30 AM
My assessment is that pvp will devolve into whoever has the best assist train.  Since there is no dedicated healer, the group that focuses down targets the best will always win (assuming they have sound target selection).  

Seems like this will create a pvp mini game that isn't particularly deep when it comes to strategy.

I have to agree with you Nebu. The only thing keeping assist trains and number-beat-all strategy out of GW 1 was the deep defense/healing meta. If you had good healers with their shit together, you could go 2:1 odds if you had a great organized team against lesser-skilled players.

The way it is now though, you can't really do much to get yourself back into the fight when your heal is on cooldown, and your team can't really help you either... so instead of having a constantly regenerating "party health bar" so to speak, you end up with a bunch of individual ones that can be blown through one by one.

I think what is going to happen is that assist trains, guerrilla warfare (get in quick, kill 2-3 players and retreat back... wait for rezzers and nuke them down.. etc), and invulnerability will be the pillars that the pvp meta game stands on.

The invulnerability in this game was really surprising to me... for instance, with one trait and a utility skill you can have 10 seconds of invulnerability from damage every ~ 50 seconds on a warrior... that is on par or better then the invulnerability that paladins in wow get for example (haven't played wow in a looong time so not sure if that's still correct).. this is considering the fact that warriors output craptons of damage.

Mesmers are similar, with 3 seconds of invuln on a 6 sec cooldown skill.



Title: Re: Guild Wars 2
Post by: Kageru on May 01, 2012, 08:11:20 AM
The GW2 wiki says agro is primarily proximity based which matches my experience in that I could keep an even mob focused on me for the whole fight even though I certainly wasn't doing the most damage. I didn't see too much ping-ponging but it's pretty hard to observe that carefully when you are focused on trying not to die. The wiki links to a hour long video and a print interview which mentions aggro.

Quote
In regards to AI and aggro… simple creatures will use an AI system to determine who attack, and one of the most important criteria will be who is the closest target to them, but there are also criteria like who’s doing damage, how much damage they’ve done… and other things like that.

The interview also promises lots of other behaviors like focusing on range, focusing on armor type, picking a target and chasing it... but I have no idea if they implemented all that or how widely it is applied. I would expect instance fights to be the place where this is used since you expect the group to be able to respond in an organized fashion which isn't true for an event.

If they have random aggro then they've wasted a lot of time allowing people to specialize their characters.

(on PvP)

I'm crap at PvP but isn't it always going to come down to focused damage? With mobility, invulns and blind determining who can apply it first and best? And the warrior invuln looks to be 5 seconds every 90 seconds with the talent causing it to auto-trigger at 25% health. I also don't see any reason that condition can't be purged, converted to a negative (necromancy is fun) or stolen.

For group PvP I assumed it would be a firing line of death but then I realized there's quite a few anti-missile skills which absorb projectiles to help close. It will be interesting to see how that plays out.


Title: Re: Guild Wars 2
Post by: kildorn on May 01, 2012, 09:56:23 AM
I'm basing my aggro observations off some yogs and TB videos with the devs chattering. It's entirely possible it's only in instances where it will decide to not wail on the closest target.

The pvp meta will be about assist trains like every other PVP game on the planet (the only way to avoid this is to either have people be able to out heal 5 dudes worth of damage while sucking at multi target healing, or make stacking damage reductions per person on a target. Otherwise DUH you should focus fire), and the meta will be about mitigating their impact while your train goes after them. Snares, hastes, invulns and other defensive skills matter. Given the anti projectile skills and anti melee skills, I'm fully expecting the meta to revolve around how to peel an assist train, and ways to get around the ground effects.


Title: Re: Guild Wars 2
Post by: Phred on May 01, 2012, 03:41:24 PM

The pvp meta will be about assist trains like every other PVP game on the planet (the only way to avoid this is to either have people be able to out heal 5 dudes worth of damage while sucking at multi target healing, or make stacking damage reductions per person on a target.

Doesn't the fact that people can stand in the way of most incoming damage offer a strategic option to counter assist trains? Also, is there any plans for a Target of Target icon?


Title: Re: Guild Wars 2
Post by: kildorn on May 01, 2012, 04:04:04 PM

The pvp meta will be about assist trains like every other PVP game on the planet (the only way to avoid this is to either have people be able to out heal 5 dudes worth of damage while sucking at multi target healing, or make stacking damage reductions per person on a target.

Doesn't the fact that people can stand in the way of most incoming damage offer a strategic option to counter assist trains? Also, is there any plans for a Target of Target icon?


The boon/debuff fields are actually where my mind goes. DO NOT CROSS walls make assist trains difficult, as do decently long duration projectile blocking walls. It seems like once people get used to it, it's going to be hard to sit on a target for more than a few seconds.


Title: Re: Guild Wars 2
Post by: Lantyssa on May 02, 2012, 06:49:25 AM
Also, is there any plans for a Target of Target icon?
Ctrl-T to mark targets, T to target the marked target.  Different keys, but the same as GW1.


Title: Re: Guild Wars 2
Post by: Threash on May 02, 2012, 02:49:37 PM
Anyone still playing GW that has any idea how much i should try to get for a 7th birthday present and a couple of 6ths?


Title: Re: Guild Wars 2
Post by: Simond on May 02, 2012, 04:36:08 PM
...Did someone just say twitch?
Someone had to make this post, and I would like to thank Fabricated for stepping forward.


Title: Re: Guild Wars 2
Post by: Phred on May 02, 2012, 05:10:04 PM
Also, is there any plans for a Target of Target icon?
Ctrl-T to mark targets, T to target the marked target.  Different keys, but the same as GW1.

Damn you're batting 1000 at getting my posts today. I mean a character portrait or whatever that shows what your target has targetted.



Title: Re: Guild Wars 2
Post by: Zetor on May 02, 2012, 09:31:09 PM
Anyone still playing GW that has any idea how much i should try to get for a 7th birthday present and a couple of 6ths?
I typically do this (http://argos-soft.net/GwEstimator/index.php?search=7th) when I need a rough price-check. The guildwarsguru.com forums also have a price check forum which usually gives reasonable estimates. Right now it seems like you can sell an unopened 7th birthday present for anywhere between 25e and 50e depending on patience, though 30-35e seems most likely. 6th birthday present (unopened) seems to be around 14-15e.

(1e = ectoplasm, worth somewhere between 6k and 8k gold)


Title: Re: Guild Wars 2
Post by: Lantyssa on May 03, 2012, 07:24:22 AM
Damn you're batting 1000 at getting my posts today. I mean a character portrait or whatever that shows what your target has targetted.
This time it's that it is all there is and the only targeting functionality I'm aware of them having/adding.


Title: Re: Guild Wars 2
Post by: Threash on May 03, 2012, 09:25:17 AM
Anyone still playing GW that has any idea how much i should try to get for a 7th birthday present and a couple of 6ths?
I typically do this (http://argos-soft.net/GwEstimator/index.php?search=7th) when I need a rough price-check. The guildwarsguru.com forums also have a price check forum which usually gives reasonable estimates. Right now it seems like you can sell an unopened 7th birthday present for anywhere between 25e and 50e depending on patience, though 30-35e seems most likely. 6th birthday present (unopened) seems to be around 14-15e.

(1e = ectoplasm, worth somewhere between 6k and 8k gold)

Thanks for that, i guess i should've tried google.  One more question, is that a lot of money? as in, will it get me far in filling up the HoM.


Title: Re: Guild Wars 2
Post by: tazelbain on May 03, 2012, 09:34:25 AM
I am so excited by this game I actually considering doing the HoM.  I tried a bit but the difficult of EofN outrageous.  My hero builds from Nightfall were worthless.  I saw mes/rit team build earlier is that key to this?  Also so I need to this on all me chars or can I pick one?  I have won all the other campaigns but not necessarily on the same char.


Title: Re: Guild Wars 2
Post by: Numtini on May 03, 2012, 09:40:07 AM
I'm using a group of necros, ritualists, and mesmers and EOTN isn't too bad in terms of combat. There are some "tricks" to some of the dungeons though and at least once, I had to look them up to be able to get through somewhere and even then it was hard.


Title: Re: Guild Wars 2
Post by: Zetor on May 03, 2012, 10:07:53 AM
Anyone still playing GW that has any idea how much i should try to get for a 7th birthday present and a couple of 6ths?
I typically do this (http://argos-soft.net/GwEstimator/index.php?search=7th) when I need a rough price-check. The guildwarsguru.com forums also have a price check forum which usually gives reasonable estimates. Right now it seems like you can sell an unopened 7th birthday present for anywhere between 25e and 50e depending on patience, though 30-35e seems most likely. 6th birthday present (unopened) seems to be around 14-15e.

(1e = ectoplasm, worth somewhere between 6k and 8k gold)

Thanks for that, i guess i should've tried google.  One more question, is that a lot of money? as in, will it get me far in filling up the HoM.
It should get you a fair amount of stuff, yea.

It's been a while since I helped my friends fill their HoMs, but generally you should hunt around for cheap white minipets and one rare [yellow] minipet; of course use the ones you got in 1st-5th year presents first. After that you should get a bunch of armor (prices depend on class, but the Prophecies armors are typically the best bang for your buck -- remember you don't need the headpiece for the armor to count in HoM). Weapons can be pricey, I -think- destroyer weapons are still the cheapest, but you'll probably want one of each to maximize your points. Vabbian armor is fucking expensive due to the gems, but it's worth considering if you're out of other options. Obsidian armor is WAY too expensive and not worth the bother imo.

Above that you'll need to get points from doing stuff. The lowest-effort things are hero armor challenges, getting the black moa minipet, a rare pet (if you don't have one yet, soloing the last Factions mission is an easy way to tame a phoenix), and 5 titles (3 from completing the 3 campaigns, 1 for sorrow's furnace - easy and you need it for the black moa anyway - and the last one is a pain -- I suggest getting the luxon/kurzick rank one since you'll want luxon/kurzick armor for another point anyway).


e: following the gwpvx.com top '7 hero player support' build is probably the best idea, but it needs some specialized classes/skills. However you can do normal mode things and hero armor challenges with any sort of balanced group. Using caster (mesmer/rit/necro/monk... ele may be worthwhile now) type heroes is best since they are much better at focus fire, burst, interrupts, and generally not running around like an idiot.


Title: Re: Guild Wars 2
Post by: Murgos on May 07, 2012, 07:19:19 AM
If you have questions about GW2's basic aspect the SA thread has a great first post:

http://forums.somethingawful.com/showthread.php?threadid=3483134


Title: Re: Guild Wars 2
Post by: Spiff on May 07, 2012, 08:27:26 AM
Not sure where he got the list but from the same post:

Quote from: http://forums.somethingawful.com/showthread.php?threadid=3483134
Upcoming or planned changes to the game since the previous Beta Weekend!

-Optimization to increase FPS
-General Gemstore changes
-General Profession/Boon/Condition bug fixes
-Shift Ctrl Alt modifiers
-Groups will no longer be separated by overflow
-Clearer access getting in and out of PvP/WvW
-Sell all option for vendor trash/grey items
-Dyes to be account bound
-Slider for vocal emote frequency
-Slider for vocal pitch on character creation
-Siege Weapons to be made cheaper for beta
-Arrow Cart nerf
-Chat Ping on/off option

I'm tentatively pleased.


Title: Re: Guild Wars 2
Post by: murdoc on May 07, 2012, 08:36:39 AM
I hope the dyes being account bound is a toggle, as each of my chars had a different colour scheme.


Title: Re: Guild Wars 2
Post by: Tyrnan on May 07, 2012, 09:27:20 AM
I hope the dyes being account bound is a toggle, as each of my chars had a different colour scheme.
It just means when you discover a dye it's available for all characters on your account. I think it used to be that way (or a dev said it would be) but it was on a per character basis last weekend. Which considering there's something like 400 dyes in the game, would be a tad on the retarded side.

Edit: at least I think that's what it means. I guess it could be that you can't trade them with other players? But again, that seems a bit stupid. Guess we'll find out in a few weeks anyway.


Title: Re: Guild Wars 2
Post by: murdoc on May 07, 2012, 10:52:49 AM
I hope the dyes being account bound is a toggle, as each of my chars had a different colour scheme.
It just means when you discover a dye it's available for all characters on your account. I think it used to be that way (or a dev said it would be) but it was on a per character basis last weekend. Which considering there's something like 400 dyes in the game, would be a tad on the retarded side.

Edit: at least I think that's what it means. I guess it could be that you can't trade them with other players? But again, that seems a bit stupid. Guess we'll find out in a few weeks anyway.

Yeah, I'm totally out to lunch. It means what you said.


Title: Re: Guild Wars 2
Post by: ezrast on July 10, 2012, 01:59:24 AM
Beta keys for BWE 3 are available at http://www.curse.com/betas/guild-wars-2. Requires a Curse account, I think.


Title: Re: Guild Wars 2
Post by: Tmon on July 10, 2012, 04:55:44 AM
Also, the final two races will be playable during the bwe

http://www.arena.net/blog/play-asura-and-sylvari-in-the-july-20-22-beta-weekend-event


Title: Re: Guild Wars 2
Post by: KallDrexx on July 10, 2012, 05:42:51 AM
Beta keys for BWE 3 are available at http://www.curse.com/betas/guild-wars-2. Requires a Curse account, I think.

Thanks got a key.  When is BWE 3?


Title: Re: Guild Wars 2
Post by: Threash on July 10, 2012, 05:44:44 AM
July 20-22


Title: Re: Guild Wars 2
Post by: HaemishM on July 10, 2012, 08:11:48 AM
Woot, got a key. Unfortunately, that's the weekend my mother-in-law is coming to visit, but I'm sure I'll get a chance to play at some point.


Title: Re: Guild Wars 2
Post by: Chimpy on July 10, 2012, 08:22:28 AM
Got in, glad I will get a chance to try it before deciding to throw down money.


Title: Re: Guild Wars 2
Post by: kildorn on July 10, 2012, 08:55:17 AM
It's HER mom, Haemish. I don't see why you have to be busy  :why_so_serious:

Hopefully they hand out a mess of keys to entice people a bit.


Title: Re: Guild Wars 2
Post by: 01101010 on July 10, 2012, 08:56:45 AM
Keys were all gone by the time I stomped into this thread. I am mildly unhappy about this, but avoiding beta's seems to heighten my enjoyment of the game on release a little - hence the mildly part. Though now that Asura are in, I was much more apt to try for a key.   :oh_i_see:


Title: Re: Guild Wars 2
Post by: HaemishM on July 10, 2012, 10:03:25 AM
It's HER mom, Haemish. I don't see why you have to be busy  :why_so_serious:

Yeah, I'll see how well that works right after I lose the will to live.


Title: Re: Guild Wars 2
Post by: statisticalfool on July 11, 2012, 06:04:18 AM
I've got a GW (and Nightfall) account that I haven't logged into in forever, and wasn't too far along in. Are any of these early rewards worth it (other than the obvious, you might as well link your accounts)? Like, is this armor better than the starting armor?


Title: Re: Guild Wars 2
Post by: kildorn on July 11, 2012, 06:17:39 AM
I don't think anyone knows. But I also think you need Eye of the North to use the HoM? I'm like, 90% sure HoM progress is tied to Eye of the North, since that is where it actually lives in the game.


Title: Re: Guild Wars 2
Post by: Lantyssa on July 11, 2012, 08:15:08 AM
It's not better, per se, it's just a unique look.  There's more of a power differential because of levels, but gear of the same level will all be roughly the same.

You do need the Hall of Monuments to do anything with points as Kildorn says.


Title: Re: Guild Wars 2
Post by: statisticalfool on July 11, 2012, 09:40:59 AM
Alright, so I get to ignore that. Yay!

Come onnnnn, Beta Test Weekend.


Title: Re: Guild Wars 2
Post by: Threash on July 11, 2012, 10:06:24 AM
As far as i know everything is cosmetic (some ranger pets also, which i assume are not cosmetic as you can use them in combat but probably no better than regular pets).  Some of the stuff does look quite cool though and it is not hard to get.  Not to mention i actually enjoyed the nightfall and factions storylines.


Title: Re: Guild Wars 2
Post by: Lantyssa on July 11, 2012, 01:47:49 PM
You can always get the rewards after GW2 launches.  It's easier to do now if you've got nothing else to play, but the HoM will remain linked if something strikes your fancy in the future.


Title: Re: Guild Wars 2
Post by: Phred on July 11, 2012, 04:42:35 PM
With most companies we'd see this as a cynical attempt at getting sales of an ancient product.


Title: Re: Guild Wars 2
Post by: Lantyssa on July 11, 2012, 04:53:56 PM
Perhaps, but they've been advertising it for two or so years?


Title: Re: Guild Wars 2
Post by: Tyrnan on July 19, 2012, 03:03:12 PM
Asura Cinematic Intro Blog (http://www.arena.net/blog/ree-soesbee-on-the-asura-cinematic-intro)

Quote
In an ideal world, we want the player to be so busy yelling ‘AWESOME!’ at the end of the cinematic that it takes them a minute to find their keyboard and mouse again.

They've got a ways to go with that intro then :oh_i_see:. Hopefully it gets some awesome added between now and launch.


Title: Re: Guild Wars 2
Post by: Kageru on July 19, 2012, 04:51:38 PM

Interesting little mechanic on paid server transfers. It costs real money but the specific cost varies depending on the load of the server you are moving to, so if you just want to gather your friends in one place moving to a lower pop server has an incentive.


Title: Re: Guild Wars 2
Post by: Amaron on July 20, 2012, 01:59:09 PM
Was this vista's thing in the game before?


Title: Re: Guild Wars 2
Post by: Threash on July 20, 2012, 02:26:29 PM
Nope that's new.


Title: Re: Guild Wars 2
Post by: ffc on July 20, 2012, 05:27:59 PM
I saw a Vista marker on the map so I made my way over to its location. Couldn't immediately find it...turns out I had to hop a fence, drop down onto a neighboring roof, platform my way up and then enjoy the view. It's going to take a while for my brain to get out of exclamation point quest marker mode. This is great stuff.


Title: Re: Guild Wars 2
Post by: Der Helm on July 20, 2012, 06:39:25 PM
Logged out, went to work a few hours, now I am downloading gigs worth of data. What happened ? Did you guys break it ?


Title: Re: Guild Wars 2
Post by: Kageru on July 20, 2012, 09:48:45 PM

The designers of the Sylvari city obviously had a lot of fun... keeping it a little simpler might have made it easier to navigate though. The starter zone seems somewhat similar.


Title: Re: Guild Wars 2
Post by: Amaron on July 20, 2012, 10:14:37 PM
They need some filters or something for icons on the map.  Not to mention the option to only show icons for the current level.  The Asura city map is a nightmare.

EDIT:   So apparently I didn't understand how this server system works.   Is this "server is full" shit going to exist at release?  I wanted to play on a friends server and it wouldn't even let me switch after deleting all my characters.  Not to mention I guess everyone who wants to play with two different groups is sort of fucked?  I know about guesting but that doesn't work for WvWvW and I assume stuff like raiding.


Title: Re: Guild Wars 2
Post by: Phred on July 21, 2012, 03:17:25 AM

The designers of the Sylvari city obviously had a lot of fun... keeping it a little simpler might have made it easier to navigate though. The starter zone seems somewhat similar.

Man after the Charr design I thought the Asura was simple as pie.



Title: Re: Guild Wars 2
Post by: Kageru on July 21, 2012, 03:47:12 AM

... The Asura are a *lot* more cute than I expected.