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f13.net General Forums => Guild Wars 2 => Topic started by: Nevermore on April 28, 2012, 12:23:15 AM



Title: First Impressions
Post by: Nevermore on April 28, 2012, 12:23:15 AM
So I get the game downloaded and I successfully log in.  I'm presented with a list of servers and I have to choose one to be my permanent home server.  The server I want to pick is full, and I cannot select it.  Since this is a permanent choice and I'll only get 5 character slots on just that one server ever, I apparently have to not play with my friends or leave and come back some other time.  This is not good.

So since I want to actually try out the game I pick a server that wasn't my first choice, thereby ensuring I'll never be able to play with my friends.  I go to character creation.  Looks like some nice choices with how you can make your character look.  Pretty much like GW1 but with some more options.  Based on how she dresses, my Necromancer's day job is apparently turning tricks as a hooker but whatever.  Then I'm presented with a number of questions about my character.  I haven't the foggiest idea on how the answers to these questions will impact my character, but I'm forced to answer them now anyway.  Woe be to me if it turns out my Necromancer should have been charismatic instead of fierce, I guess.  Personally, I think I should be made aware of what the impact of these choices are before they're set in stone.

For the most part I haven't been running into the framerate or lag problems other people have been reporting, but a few times my screen blacked out for a couple seconds and once the game stopped responding.  I don't know if that's an issue with the game or my computer though, which in the past has been flakey.

So I start to play.  Voice acting isn't bad, but it's not up to SWTOR standards.  For all the mocking TOR takes, the voice acting is very good and while I wouldn't say most of the voice acting here is bad or anything, the difference is still noticeable.  I'm apparently sent to a tutorial area, but it teaches me very little about the game.  I seem to slowly unlock my second and third skills by using the first one.  Unlocking other skills will take skill points.  I get to second level but I still don't have a skill point to use to unlock another skill.  How do I get more skill points?  Who knows?

I'm doing ok killing centaurs but then I'm supposed to defend some gate.  I stand there waiting, as people kill centaurs on the other side of the bridge.  No centaurs are making it across to where I am, which is by the gate I'm supposed to 'defend'.  Do I wait here?  Do i go back and try to find some centaurs to kill?  Who knows?  The only thing the quest text says is 'defend the gate'.  Eventually I successfully 'defend' it but I have no idea how.

I go inside the keep and kill some more centaurs that are coming in the other side (why did they leave *that* gate open?).  Things are happening fast, I apparently finish another quest that I never even saw that I got, and now I'm supposed to go out and kill some giant elemental thing.  Ok, I try to get close enough to use my axe.  I'm pretty careful, making sure I'm only close enough for the numbers on my skills to turn white instead of red, because in my experience in MMOs it's generally not a good idea to stand too close to something 20x your size.  I die in about 5 seconds from... something.  I have no idea from what.  The game is now telling me to 'FIGHT FOR MY LIFE!' and there's a couple of bars and four skills of some kind.  One bar is filling up on its own.  The other I guess I'm supposed to fill up somehow.  The game isn't telling me how.  The buttons don't seem to actually do anything when I press them.  They go on cooldown, there just doesn't seem to be any effect from any of them.  After about 10 seconds everything fades out and I end up at some hospital in the zone after the tutorial zone.  Did someone kill the elemental?  Did I fail?  Who knows?

After I leave the hospital, I'm told I'm supposed to help some people around the village.  I see on the map an icon that says 'Earn skill point'.  Ok, I want to go there since getting to second level didn't get me a skill point and so far the game hasn't told me what does earn skill points.  I head that way but an NPC warns me I should 'train more' or something.  Gee thanks, give me a skill point and I would!  Going back the way I came, a quest pops up that I'm supposed to catch some rabbits.  I go into the field and look for rabbits to catch.  There are no rabbits.  There are watermelons, but I can't seem to do anything to them.  The next field has some kind of other crops and some chickens, but no fucking rabbits.  Eventually, after wandering around the rabbit-free fields, the quest removes itself even though I didn't see any kind of visible timer.  I guess whoever wanted the rabbits caught eventually realized there were no fucking rabbits to catch.

At this point I realized I wasn't having any fun at all with my rabbit hunting axe-wielding hooker.  Maybe I'll try again tomorrow.  Maybe.  I'm far from an MMO novice and I can pick up most games really fast, but so far this one seems very user unfriendly to people trying it for the first time.


Title: Re: First Impressions
Post by: Sjofn on April 28, 2012, 12:35:29 AM
Booooo, hookerwear. Booooooo.

Sorry you had a bad first time out, perhaps it will pick up on your next try!


Title: Re: First Impressions
Post by: Phred on April 28, 2012, 01:45:46 AM
I have to say most of the instructions/quest text seems to be written by someone with very poor communication skills. I found the same vagueness frustrating me today too.


Title: Re: First Impressions
Post by: Falconeer on April 28, 2012, 02:26:56 AM
I am under the impression that this game is trying more little new things that many here are ready to swallow at first try. That's what I read between the lines of Nevermore's post, and what I felt myself in the initial 30 minutes of my beta experience.
Needless to say, I told myself to stop trying to box the game into all the bad habits the last 10 years of MMORPGs taught me and try to approach this as if I was an almost completely new player, and slowly got the hang of it, and totally loved it.

I feel I could write A LOT about this game but that would be boring and stupid, considering I've only seen the first 3 hours of the whole thing. I'll just bullet point a few of the things I loved the most so far.

- Little personal story bits at character creation. Generic, maybe totally useless in the long run, but definitely nice.
- Long character names with spaces in it. Sure it was in GW1, and yay it's here too. I LOVE that.
- Combat system, allowing me to swing my skills whenever I want wherever I wan, and the whole soft targeting system. It's really good and I hope every single game will develop on this from now on. Sure it was already in Age of Conan, great to see it here.
- Quest system. Public, open, with multiple ways to complete it. If it is "kill ten rats" it certainly feels a lot less like it.
- "Fight for your life" when you reach zero life is just a great, great idea. I love it!
- For pretty much the same reason I absolutely love the "Finish them" mechanics in PvP. Awesome.
- The map is gorgeous and useful. The little trail you leave behind you is so convenient.
- PvP feels "right" so far. But it's just a hunch, nothing I can put my fingers on yet and I definitely don't have enough elements to give it a proper review.

There is so much more that I like, and of course a few things I am not so fond of too, but this sums up my "first impressions", the things that stuck with me as soon as I logged out.


Title: Re: First Impressions
Post by: Zetor on April 28, 2012, 03:21:29 AM
Yep, I played to level 11ish and I'm very satisfied with the game overall (even as a beta I'm enjoying it more than many other mmos at launch). However, I do agree with Nevermore that a lot of systems aren't explained adequately (like skills, traits, etc). Just add an introductory breadcrumb quest like in [insert favorite diku] and done.

Really liking the dynamic quests - in particular, the ones that the player can trigger by reviving an NPC / doing the equivalent of pushing the "do not press this button" button / etc.


Title: Re: First Impressions
Post by: Tmon on April 28, 2012, 04:25:13 AM
I'm liking it.  It is pretty confusing at the start, especially since there's a lot of stuff to take in and a fair number of new mechanics to get used to.  One thing I was surprised to actually like was underwater movement and combat.  Not only do you start with weapons for both terrestrial and aquatic combat but the game automatically switches between them.   If you are a ranger it will automatically switch to an amphibious pet if you have one, and there is no breath holding bull shit as far as I can see.  The best part is that thanks to the weapon skill progression system (you learn a weapon's skills by using it) I now have a gun that shoots PIRANHAS!


Title: Re: First Impressions
Post by: Lantyssa on April 28, 2012, 05:44:11 AM
Needless to say, I told myself to stop trying to box the game into all the bad habits the last 10 years of MMORPGs taught me and try to approach this as if I was an almost completely new player, and slowly got the hang of it, and totally loved it.
This is very good advice, but very hard for experienced MMO players to break.  It took me quite some time to relax and take things slowly and figure out what the hell was going on.  I was really confused at first.

Events also need some serious tuning for the early rush.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 05:51:23 AM
Events also need some serious tuning for the early rush.

Which is why the critical mass of players is so important. The events scale based on number of people locally. I'd be shocked if there were a tenth of the people in right now on the closed test side of things.


Title: Re: First Impressions
Post by: Nightblade on April 28, 2012, 06:00:45 AM
The world feels alive, there are some things I don't understand yet but for this MMO I actually feel interested in finding more about the systems and the world around me. I never really felt hugely lost honestly.

After getting killed repeatedly by the flame shaman, someone revives me and I go to run back to town to repair my equipment. Then an NPC runs up to me and says to me something like "YOU THERE! HOLD IT! We have a flame shaman at the river!" and I'm "~_~" and go back to fight some more. Im not sure how this iwll sustain itself after the launch rush, however.

People playing together, helping each other, TALKING, its nice to see a new MMORPG actually facilitate these behaviors. It hasnt been unusual to see a giant group form at one group quest and continue forward to many others, groups form, grow, shrink, grow again, you can stay with the mob however long you want or break off into smaller groups and tackle quests.


Title: Re: First Impressions
Post by: Tmon on April 28, 2012, 06:18:45 AM
The ad hoc grouping is pretty cool, I'm also enjoying the complete lack of a quest log.  The little hearts on the map basically function like one, but they somehow aren't as annoying as having a to do list staring you in the face every time you log in.  Also, so far at least everything seems fairly local in scope, farmer brown may need rats killed but they are the ones on his farm and not some random farm 4 zones away.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 06:27:53 AM
If you see a heart, pretend that there's a big circle around it. You won't ever go outside of that circle.

Game really does need some better tutorials. It rethinks a lot of base assumptions of the diku. It comes to the same conclusions already reached in some places, mind you, but there are so many little differences which can throw people off.


Title: Re: First Impressions
Post by: Numtini on April 28, 2012, 06:32:30 AM
Random thoughts after getting in this morning when the lag wasn't as bad.

It's a load of fun when it works, but I'm still surprised at how raw some bits are.

It seems to be very open about what you're supposed to do. Not as many breadcrumbs, a lot more exploration. That comes across as a lack of direction and polish because there are some directions.

Melee seems to be in a tough spot because things die before you get to them. Combat is extremely fast and its easy to die while spamming the heal button because some other abilities is still in the middle of executing.

The overflow thing needs to die a quick death. If you are going to instance people, you need to be able to swap instances to join your friends.

Looting is irritating, is there a setting for autoloot or something? This also becomes an issue at a large event because the event respawns before you can get through looting the last one.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 06:36:55 AM
Yeah. Check your options. Turn on autoloot. Looting's also bound to F, just like most interactions, so  you just run across a big fucking pile of corpses spamming F and pick up everything.



Title: Re: First Impressions
Post by: Tyrnan on April 28, 2012, 06:52:10 AM
Events also need some serious tuning for the early rush.
I read somewhere that the early events don't scale up beyond 10 people. I don't know if this will change or not but I can kinda see why they might have difficulty scaling it up further given the limited abilities and health pools of low-level characters. Plus I assume they want them to be completed pretty quickly to get people moving through the area as fast as possible.


Title: Re: First Impressions
Post by: Threash on April 28, 2012, 06:53:33 AM
Uh, no the alternative to the overflow thing is sticking you in a queue.  It is one of the best ideas the game has.


Title: Re: First Impressions
Post by: Numtini on April 28, 2012, 07:02:27 AM
Uh, no the alternative to the overflow thing is sticking you in a queue.  It is one of the best ideas the game has.

All they need to do is let you swap instances or dump the entire party into the same instance or allow people to go to the same instance as someone in their party.


Title: Re: First Impressions
Post by: Threash on April 28, 2012, 07:03:27 AM
You are missing the point.  If you get put into overflow is because that other instance was full, when it isn't a notice pops up to let you in.  The alternative to that is a queue.


Title: Re: First Impressions
Post by: Zetor on April 28, 2012, 07:07:04 AM
I thought it was possible to 'play as a guest' on any other server you wanted for all non-WvW activities -- and if you were temporarily put on another server due to overflow you'd get the option to return to your originally chosen server once it cleared up enough.

Those are probably not working in this beta though...


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 07:08:31 AM
I clicked on the guest thing and it said it wasn't in quite yet.

Doesn't matter because WvW *is all that fucking matters.*


Title: Re: First Impressions
Post by: Numtini on April 28, 2012, 07:21:36 AM
I thought it was possible to 'play as a guest' on any other server you wanted for all non-WvW activities -- and if you were temporarily put on another server due to overflow you'd get the option to return to your originally chosen server once it cleared up enough.

Those are probably not working in this beta though...

I don't think this is a different server, it's a series of overflow instances. You can even be in a party with people and chat with them. But you can't switch so you're all on the same instance. If the instance is full, when a new party member joins offer to send the entire party to the overflow. Whatever. Lots of games manage this just fine.


Title: Re: First Impressions
Post by: kildorn on April 28, 2012, 08:11:23 AM
Server transfers are free today, if anyone picked the wrong one. I believe they're re-evaluating the not letting you re-home when you delete every character though.

I've managed to play for 10 minutes of the norn area before hitting another insta crash bug, whee. I enjoy it, but the level 1 experience seems.. bland? Mostly because you have one ability, and level to 2 quickly enough that you don't get anything else. And they need a tutorial for people on How U Dodge, and How U Gain Skills (via leveling, but mostly via the skill-icon'd quests)

They're trying to do something far more expore-y with the main maps, and need to hand hold you through that concept via an actual tutorial. The idea is they don't hand out man breadcrumb quests, and instead your map says how many of N you have to do on that map and try to make your achievement hunter instincts level you. I liked it, for all of the 10 minutes I could play it ;)


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 08:12:19 AM
Nope, fairly certain they are clusters of people from different servers.

Performance is wildly different between specs. Fair number of people are convinced it's way more CPU dependent than anything else.

Norn starting area is the blandest, in my experience.


Title: Re: First Impressions
Post by: Numtini on April 28, 2012, 08:45:49 AM
I have a very vague memory of a dev saying something hadn't been moved to the GPU yet and it was more CPU intensive at the moment. It could have been another game, but I'm really not following anything else so I think it was GW2.


Title: Re: First Impressions
Post by: Falconeer on April 28, 2012, 08:50:00 AM
Is it me or the Auction House has something really cool going on? No idea if this was in GW1 too or what, but you can "backorder" stuff that isn't being sold by anyone at the moment? Colour me impressed.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 08:57:24 AM
GW1 had no auction house but, yes, the GW2 one (slow loading aside) is fucking nuts.


Title: Re: First Impressions
Post by: Falconeer on April 28, 2012, 09:15:36 AM
Just noticed, the "Outmanned" buff in the borderlands (WvW PvP), giving 33% buff to XP and loot to your party when severely outnumbered, is another awesome touch. Dammit, this game is good.


Title: Re: First Impressions
Post by: kildorn on April 28, 2012, 09:35:57 AM
Nope, fairly certain they are clusters of people from different servers.

Performance is wildly different between specs. Fair number of people are convinced it's way more CPU dependent than anything else.

Norn starting area is the blandest, in my experience.

There's a known issue thread on the forums that states it's currently horribly CPU bound, and the beefiest machines will randomly get crushed by it.


Title: Re: First Impressions
Post by: Kageru on April 28, 2012, 09:42:41 AM
Played for an entire day (Aussie guild filled up two guilds since they cap at 100 accounts). My card is not quite up to it because it is only medium spec-'d and I have a big screen (too poor to buy something with enough grunt atm) but bump the sliders down and it was fine and looked good. No crashes in pretty much a whole day.

It's a noble successor to city of heroes in that you can just get into a big group and pound mobs. With everything being shared, the zones littered with public events and the group dynamics very free-form you can just go to town. Plus with PvP giving you access to all skills immediately (which makes the PvP lobby a great place to mess with skills you haven't earned) and high level characters getting scaled down to the level of the zone you have a wide variety of places to explore (plus no power-levelers taking over zones).

That said it also loses a lot from trying to be different. The events can be sudden death if you are solo and a crazed zerg-fest if they are being over-run (the default for today) and in general the challenge level is all over the place. Of course it is beta and they still have some time to balance (they seem to work reliably) but it's more or less an inherent problem of the design. And the human mind is still excellent at seeing through them even though they've done their best to make them varied. The dream of a world with realistic dynamic events is still to be realised. Still, it's probably the first viable improvement over "do this quest, then do that quest".

With skills being tied to weapons there's less satisfaction or meaning to gaining a level. But I think this will grow on me. There's not really that much variety in terms of "builds" though. And I really worry about the role of melee. Playing a rogue was awesome in terms of animation and style, but being a melee in PvE and PvP is a very risky endeavour I suspect. It still has the guild wars fascination with conditions meaning some of the powers are quite complex, and some of them are "cluster" powers which over-write your skill bar. Having dedicated underwater powers is interesting, and thankfully no drowning.

A Guild wars game where you can jump and submerge, the shock.

The weakening of party synergies is great for "pick up and go" gaming, and not being dependent on building the trinity. It's not without cost though. It's going to be a substantial balancing act to avoid some classes being seen as lame ducks since there is no role segregation. And the group dynamics does have an inherent tendency towards zerg and rez-rushing. It's possible that in time the player base will fully integrate the subtle synergies that do exist while enjoying the greater independence but they still have to balance progression to the "average" gamer and they're the reason the trinity is made so obvious.

I also still hate the starting tutorial idea approach which lets you fight some awesome epic monster that has been gift-wrapped before dropping you back to reality... just feels like a silly bait and switch. The new CoH tutorial and lots of others did this and it bugs me.

Ultimately it looks like it will be fun, and quite expandable. With the lack of sub-fee being a really strong argument for its value.

(Edit)

The cities seem unnecessarily huge. The over-flow stuff works pretty well (and queuing is given as an option).


Title: Re: First Impressions
Post by: Kageru on April 28, 2012, 09:50:02 AM
So I start to play.  Voice acting isn't bad, but it's not up to SWTOR standards.  For all the mocking TOR takes, the voice acting is very good and while I wouldn't say most of the voice acting here is bad or anything, the difference is still noticeable.  I'm apparently sent to a tutorial area, but it teaches me very little about the game.  I seem to slowly unlock my second and third skills by using the first one.  Unlocking other skills will take skill points.  I get to second level but I still don't have a skill point to use to unlock another skill.  How do I get more skill points?  Who knows?

The mocking is for SWTOR spending an insane amount of money on high quality voice over and set-piece cinematics when most of it has marginal game-play value. The GW2 ones are more than good enough to explain the game-play attached to them.

The map has icons with "gain a skill point here" and "skill point gained" when you've done them. But you also get some for levelling (plus unlocking the slots).


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 10:23:18 AM
Nope, fairly certain they are clusters of people from different servers.

Performance is wildly different between specs. Fair number of people are convinced it's way more CPU dependent than anything else.

Norn starting area is the blandest, in my experience.

There's a known issue thread on the forums that states it's currently horribly CPU bound, and the beefiest machines will randomly get crushed by it.

Ok, maybe that's why I started to randomly get black screen flashes, then the game would stop responding.  It's not the same as the problem I had with other games, where my whole system would freeze up sometimes, so in this case the game might be the problem instead of my system?  Hard to tell, since I don't know for sure why my system can be flakey sometimes.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 10:27:51 AM
So I start to play.  Voice acting isn't bad, but it's not up to SWTOR standards.  For all the mocking TOR takes, the voice acting is very good and while I wouldn't say most of the voice acting here is bad or anything, the difference is still noticeable.  I'm apparently sent to a tutorial area, but it teaches me very little about the game.  I seem to slowly unlock my second and third skills by using the first one.  Unlocking other skills will take skill points.  I get to second level but I still don't have a skill point to use to unlock another skill.  How do I get more skill points?  Who knows?

The mocking is for SWTOR spending an insane amount of money on high quality voice over and set-piece cinematics when most of it has marginal game-play value. The GW2 ones are more than good enough to explain the game-play attached to them.

Marginal for you perhaps, but I can definitely tell the difference in quality and I much prefer the illusion of choice I'm presented with in SWTOR instead of being told how my character behaves in GW2.

Quote
The map has icons with "gain a skill point here" and "skill point gained" when you've done them. But you also get some for levelling (plus unlocking the slots).

Which the game itself never tells me.


Title: Re: First Impressions
Post by: Lantyssa on April 28, 2012, 10:33:48 AM
I read somewhere that the early events don't scale up beyond 10 people. I don't know if this will change or not but I can kinda see why they might have difficulty scaling it up further given the limited abilities and health pools of low-level characters. Plus I assume they want them to be completed pretty quickly to get people moving through the area as fast as possible.
I mean that I'm a Necromancer and get steam-rollered by a spawn because I tried to get close enough to use an ability.  Then while I'm down they all kill me in about one second.

Buffing the group up to match the number of people is fine, they just need to not focus fire on newbies.


Title: Re: First Impressions
Post by: kildorn on April 28, 2012, 10:40:20 AM
The game needs a tutorial section, with "how skills unlock for weapons", "how you gain skillpoints", some basic dodging, how combo fields work, what world events are(and why they're far more of the content than story quests) and what the various buffs and debuffs do.

It seems like that's what the intro area is supposed to do, it just has no content yet. Instead I got a quest to go kill a large mob, turn that in and kill another large mob. And then fade to black and zone into the real game.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 10:42:01 AM
In GW1 I loved my Necromancer.  I could put together different skillset and be able to play a variety of radically different ways.  A melee with lifetaps, a ranged nuker or minion master.  Curses, conditions, whatever.  So far in GW2 all I can do with my Necromancer is be in either melee or at best medium (?) range wearing nothing but negligee and I'm dying constantly.  Apparently I as wrong earlier as there's only one bar to 'FIGHT FOR MY LIFE' but I still have no idea how you fill it to actually get back up again.

I'm really not liking the skill system at all.  It seems to be press 1 for your autoattack and watch your character fight by itself, while occasionally pressing another button if you've 'unlocked' the skill on that weapon while running around like a madwoman as the mobs eat your face off.  Of course, most of the other skills seem to have a cast time (in melee range? really?) so you can't run to keep mobs off you.  Clearly I'm terrible at this game but it's not exactly giving me much opportunity to learn how to play.  Aggro seems as obtuse as it was in GW1.

Also, last night I logged out apparently in the middle of a 'personal story' or something because now I have to start that chain all over again from the beginning.  That sucks.


Title: Re: First Impressions
Post by: AcidCat on April 28, 2012, 10:55:57 AM
 I die in about 5 seconds from... something.  I have no idea from what.  The game is now telling me to 'FIGHT FOR MY LIFE!' and there's a couple of bars and four skills of some kind.  One bar is filling up on its own.  The other I guess I'm supposed to fill up somehow.  The game isn't telling me how.  The buttons don't seem to actually do anything when I press them.  They go on cooldown, there just doesn't seem to be any effect from any of them.  After about 10 seconds everything fades out and I end up at some hospital in the zone after the tutorial zone.  Did someone kill the elemental?  Did I fail?  Who knows?

The beginning of the game is frankly a mess. A bunch of shit happens and you're just kind of along for the ride, making the player immediately confused is no way to start an mmo. Your description of the confusion upon seeing those four choices when in downed state is emblematic of a lot of the problem - a bunch of options that are not explained well and the player is not given time to gradually understand. You are down, you know its a crisis situation, and you're presented with four choices with no explanation which is better, or why. So you just end up spamming keys. And I don't care for having my main combat skills tied to weapons, it's too much choice at the very start of a game. Should I spend time getting each weapon, then leveling it just to see what these skills are? How will I decide what's better? Am I gimping myself by using this weapon? Combat is so hectic, often with other players hitting the same mob, and with the jerky framerate, its sometimes even impossible to tell how effective you are in combat.

Overall much of the time, there was just too much shit going on to get a grasp on what was really happening on a mechanics level. The game needs to slow the fuck down and gradually ramp up to that kind of chaos as the player progresses.


Title: Re: First Impressions
Post by: Tyrnan on April 28, 2012, 10:58:32 AM
I mean that I'm a Necromancer and get steam-rollered by a spawn because I tried to get close enough to use an ability.  Then while I'm down they all kill me in about one second.

Buffing the group up to match the number of people is fine, they just need to not focus fire on newbies.
Ah ok, yes that's happened to me quite a few times as well. Or the one-shot by the final boss of the tutorial. In the case of the earth elemental it's not even something I could avoid. There's no telegraphing, no red circle on the ground I'm standing in, but one second I'm standing there with full health beating on it and the next I'm in the downed state.

I'm guessing when they increased the difficulty between the last press beta and now they may have just slightly overtuned it  :awesome_for_real: I found one personal story quest for the Norn that was completely impossible to solo. At least half a dozen mobs, including a named, that all aggro at once and the named summons elementals just for good measure. My necro was ground into a greasy stain in seconds time and time again until I just finally just gave up.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 11:06:00 AM
Do you dodge? Not a flippant question. You really do have to dodge. Often.

That auto-death in the tutorial at the big boss is intended. It's their idea of a tutorial for how you get up from near death. They need better tutorials. This isn't the first time it's been brought up.


Title: Re: First Impressions
Post by: Falconeer on April 28, 2012, 11:07:42 AM
You basically don't gain skillpoints until level 5 cause you can't spend them anyway (except for one, in healing). At level 5 you unlock the first Utility Slot, so you can start spending points which from now on you should get at the rate of one per level. I know this cause the game told me when I reached level 5 with a little tutorial-like box. It could have been explained better, or earlier, but it wasn't that big of a deal to me. I figured it out, and my patience has been rewarded with an absence of frustration for not having my hands held too tight.

Maybe it's me, but aren't we talking too much about tutorials and too little about the gameplay?


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 11:09:07 AM
And how the fuck do you dodge?  You know, GW1 actually had a pretty good tutorial for teaching basic game concepts.  There's no excuse for this clusterfuck.

Edit: The title of this thread is 'First Impressions'.  Tutorials tend to be integral to a player's first impressions of the game, since they teach a player how to actually play the game.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 11:11:42 AM
Either double tap a direction, keybind it to something else, or that giant DODGE button that looks like a guy right under your skill bar.

I'm kind of torn here. Because there really DO need to be way better tutorials. And the first thing I would do, if I were in a relatively small closed test with a lot more dev access, is give a post-mortem on the open beta and STRESS THAT BETTER TUTORIALS NEED TO BE THERE. But I couldn't say if I were in that closed test, even if I were. So we will never know!

But on the other hand, dudes (not necessarily dudes here, but dudes in general) really do need to chill out a bit. I'm thinking back to the very first diku MMOs I ever played. Their tutorials sucked, too. And I made do. Then we all look back at the ten years of diku gaming we did and we're thinking WELL THIS IS REALLY CONFUSING. Except it's not, other than when compared to the last ten years of baby food mental mush we've been spooning into our mouths. I mean, Christ, people are freaking out on the forums that they don't know where the quests are.

I have had a tendency, because I figured it out on my own, to think of this game as just an iteration on old formulas. But now I'm really rethinking just how revolutionary it is, based on what seems to be a loud minority reaction to the stuff people don't understand or don't know. Falc is right: tutorial or not, people really need to leave a significant chunk of their assumptions outside the door before they walk in. There are some really fundamental changes which I thought were mostly subtle but, I'm now realizing, really aren't.


Title: Re: First Impressions
Post by: Phred on April 28, 2012, 11:22:15 AM
Uh, no the alternative to the overflow thing is sticking you in a queue.  It is one of the best ideas the game has.

Um, Guild Wars one managed to have a way for people in different instances to hook up and how hard is it to actually put people in the same group in the same overflow area?


Title: Re: First Impressions
Post by: kildorn on April 28, 2012, 11:23:56 AM
There are a lot of fundamental changes from any other game you'd be coming from. And they're not explained, at all. The only reason I walked in knowing what to do is that I watched a shitload of videos from the press beta weekend and had them explain to me what half this shit was.

What I'm a little surprised by is the amount of hardware/driver issues showing up, considering the press event. Given the issues, either this is a really unstable build, or they lucked the fuck out with half the invited press actually being able to play.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 11:27:34 AM
I have had a tendency, because I figured it out on my own, to think of this game as just an iteration on old formulas. But now I'm really rethinking just how revolutionary it is, based on what seems to be a loud minority reaction to the stuff people don't understand or don't know. Falc is right: tutorial or not, people really need to leave a significant chunk of their assumptions outside the door before they walk in. There are some really fundamental changes which I thought were mostly subtle but, I'm now realizing, really aren't.

The mistake you're making is assuming I (or someone like me) haven't left my assumptions behind.  The problem I'm having is the game itself isn't filling in that void with information of its own.  There's a reason why games of the past 'spoon fed mush' to players:  because many players don't find struggling to figure out basic game concepts to be fun.


Title: Re: First Impressions
Post by: Lantyssa on April 28, 2012, 11:29:43 AM
Do you dodge? Not a flippant question. You really do have to dodge. Often.
Dodging works well when dealing with small numbers of foes.  A big event with lots of people is chaotic enough that it can be hard to time them.  (Yes, I know how to dodge.  Quite well...)

Someone make a bunch of people log off Fort Aspenwood so I can transfer.  All the servers where I know people are full, so I can't queue up onto them, and my attempts yesterday didn't work.


Title: Re: First Impressions
Post by: Falconeer on April 28, 2012, 11:32:36 AM
By no means I intend to tell people what they should or should not say about the game. Just wondering... who gives a fuck about tutorials? This is not rocket science nor Eve. You are gonna learn everything in a couple of hours, if you are really slow, and then gonna stick with all the other aspects of the game for weeks/months. I'm more interested in Arenanet crafting a game that works, has depth and content and I am glad they apparently put resources into that instead of making sure to babysit every single aspect of the first 2 hours in case someone wasn't willing to wait or figure things out simply because they aren't as cookie cutter as usual.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 11:33:26 AM
I dig. And there need to be better tutorials. But it's like the dodge button. There's a big DODGE button to the right of your health, over the hot bar (I said it was under, but it's over; I'm staring at it now). If you hover over it, it even says "double tap or press this to dodge and evade attacks". There has to be a middle ground between "we need more/better tutorials" and "I'm not going to press anything on my UI". I am not especially smart and I figured the game out pretty darned quickly.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 11:39:16 AM
Funny how I'm apparently stupid enough to not be able to pick up this game very quickly yet I picked up Eve (and literally every other MMO I've ever played, including GW1) very fast.  You know there's a problem when Eve has a better introduction to their game than GW2 has.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 11:42:04 AM
I don't know what you want, dude. You used the word stupid, not me. I just don't find this fundamentally more complicated than the first time I played WoW. Which doesn't mean that it doesn't need more and better tutorials. It just means that folks need to chill because nobody was talking about WoW's tutorials after the first week.


Title: Re: First Impressions
Post by: Falconeer on April 28, 2012, 11:45:50 AM
Not stupid at all. Lazy.
I am sure you weren't this lazy when you started playing EVE, but the more the gaming industry has tried to open up to more people through extreme handholding, the lazier everyone got, including older players.
Also, EVE didn't have a good introduction, but they had to work hard on one (and it took them years) because the game presented a WALL to new players.

Come on.

Anyway, sorry for the prolonged derail. Back to the gameplay. Or the lack of tutorials.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 11:47:09 AM
I don't know what you want, dude. You used the word stupid, not me. I just don't find this fundamentally more complicated than the first time I played WoW. Which doesn't mean that it doesn't need more and better tutorials. It just means that folks need to chill because nobody was talking about WoW's tutorials after the first week.

If you don't see the difference between how WoW starts their game and GW2 starts, then I don't know what to tell you either.


Title: Re: First Impressions
Post by: kildorn on April 28, 2012, 11:48:02 AM
Lazy is devs not wanting to explain their mechanics anymore. Instead they put them on loading screens and such and just hope you've seen the loading screen tip before you actually need to know it.

Where, exactly, are combo field effects explained? They're not in game, they're not in the tooltips, and they're a huge part of the game. You know how they work because you read dev interviews and blogs outside the game. Which leads to a SHIT experience for new players.

edit: and the difference with this and WoW is that at level 1, there's barely any mechanics to explain and it's unpossible to die. WoW doesn't throw you into a raid encounter in the first 5 minutes and say "good luck!", if they did they wouldn't have nearly the subs they have.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 11:51:24 AM
Not stupid at all. Lazy.
I am sure you weren't this lazy when you started playing EVE, but the more the gaming industry has tried to open up to more people through extreme handholding, the lazier everyone got, including older players.
Also, EVE didn't have a good introduction, but they had to work hard on one (and it took them years) because the game presented a WALL to new players.

Come on.

Anyway, sorry for the prolonged derail. Back to the gameplay. Or the lack of tutorials.

Yes, clearly the poor introduction to this game is my fault.  I'm the lazy one, not the Arenanet developers who half-assed the introduction to their game.

Anyway, I'm not going to argue about this anymore.  When you wonder why more people aren't playing this game after it's released, be sure to blame the lazy players and not the mistakes Arenanet is making.


Title: Re: First Impressions
Post by: Tmon on April 28, 2012, 12:00:53 PM
There is an explanation of dodge in game, it's tucked away in the PVP lobby.  When you first go to pvp there's a small lobby that explains how to cap an area, how to deliver a death blow and one other mechanic.  From there you go to the pvp lobby and can enter WvW or just wander around hitting different heart markers.  One of them is about dodging and even has practice bots.   I made an alt to see how PvP leveling looks and while it's possible it looks like it will be a very slow path to unlocking skills.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 12:16:14 PM


If you don't see the difference between how WoW starts their game and GW2 starts, then I don't know what to tell you either.

I'm trying to be constructive here. I'm granting that probably you and Falc are both right. More tutorials, better tutorials, and you're lazy. These are not mutually exclusive propositions.


Title: Re: First Impressions
Post by: Phred on April 28, 2012, 12:25:19 PM
Ok want another real pisser? You cant mail stuff you your alts. Wtf??


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 12:26:44 PM
My understanding is that that's temporary. I could be wrong, though.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 12:29:03 PM


If you don't see the difference between how WoW starts their game and GW2 starts, then I don't know what to tell you either.

I'm trying to be constructive here. I'm granting that probably you and Falc are both right. More tutorials, better tutorials, and you're lazy. These are not mutually exclusive propositions.

That's right.  Keep telling yourself that I'm 'lazy'.  I hope Arenanet has the same attitude as some of the people in this thread in regard to criticism.  We'll see how well that works out for them.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 12:35:00 PM
HOW CAN I PLAY THIS GAME WITHOUT TUTORIALS? HOW CAN ANYONE? I BET NOBODY GOT PAST LEVEL 3!

Also, the alt mailing thing. Bank knowledge is all shared to my knowledge, which I just remembered. So you can switch that way.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 12:35:21 PM
So I went into the keep where the skill point thing is.  Turns out you just buy a book from the guy.  Double click the book for a skill point, straight forward enough.  But what do I do with this book now?  Double clicking it did give me the skill point, but it didn't consume the book.  It just seems to take up a space in my very small inventory now.  It says 'Account Collectible' so is this something I should keep?  I don't know of any way to transfer it to another characters, as mail doesn't work for that (tried that last night).  Is there an account bank?  I would just destroy it because I need the inventory space but I have no idea if there's anymore use for it.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 12:39:52 PM
There was something but it's not there currently and I can't elaborate because it would be :nda: if I were in the closed test. Which I'm not. You don't need to keep it in the beta.

But yeah, the bank is an account bank.


Title: Re: First Impressions
Post by: Numtini on April 28, 2012, 12:42:20 PM
It needs more tutorials. It's not unplayable without it, but it's disappointing in a game that's reached this point as are the hardware bugs.


Title: Re: First Impressions
Post by: Tmon on April 28, 2012, 12:43:33 PM
The bank is available to all characters on the account.  You can probably dump Arena Net isn't big on explaining every little bit of the game, but they do tell you if an item has a utility beyond being a random piece of loot and making sure that even if you throw away something vital that you can fairly easily get a replacement.


Title: Re: First Impressions
Post by: Ingmar on April 28, 2012, 12:45:46 PM
You are missing the point.  If you get put into overflow is because that other instance was full, when it isn't a notice pops up to let you in.  The alternative to that is a queue.

I think you're missing the point, it sounds like if people are in the full instance they can't leave to go to the one their friends got overflowed to. That is a big problem.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 12:48:16 PM
HOW CAN I PLAY THIS GAME WITHOUT TUTORIALS? HOW CAN ANYONE? I BET NOBODY GOT PAST LEVEL 3!

OMG! I got to level 6!  How did I do that?!?

Being able to struggle your way through the game and having fun doing it are not the same thing.  There are some things I actually like.  I like the way the minion skills have separate uses that affect the minion after their summoned depending on the minion (sacrifice for health, explode).  I like the idea of the Necro shadow form thing, though in practice it doesn't seem to accomplish much.  I love the art and visuals, aside from the hooker clothes.  But when the main challenge of the game early on isn't the quests or mobs you fight but the game itself, then there is a problem.  You can dismiss that as the fault of the user, but you'd be extremely foolish to do so.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 12:50:54 PM
The bank is available to all characters on the account.  You can probably dump Arena Net isn't big on explaining every little bit of the game, but they do tell you if an item has a utility beyond being a random piece of loot and making sure that even if you throw away something vital that you can fairly easily get a replacement.

Well, that's why this book specifically confuses me.  The name is in blue, as if it's important.  But it seems to have no use at all after you double click it for the skill point.  It sounds like it'll have a use eventually, it just doesn't right now.  Which is fine, this is still a beta after all.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 12:54:44 PM
You can dismiss that as the fault of the user, but you'd be extremely foolish to do so.

Remember when I said that the tutorials were fine and shouldn't be beefed up? That was awesome.


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 01:00:22 PM
You can dismiss that as the fault of the user, but you'd be extremely foolish to do so.

Remember when I said that the tutorials were fine and shouldn't be beefed up? That was awesome.

And yet you still felt the need to argue.  Funny, that.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 01:03:18 PM
Yep. Because even with tutorials being desperately needed in spots  you're being a huge blubbering baby about it. Both things can be true. And from there, I'm really NOT going to argue about fucking tutorials anymore.


Title: Re: First Impressions
Post by: Phred on April 28, 2012, 01:06:14 PM
The bank is available to all characters on the account.  You can probably dump Arena Net isn't big on explaining every little bit of the game, but they do tell you if an item has a utility beyond being a random piece of loot and making sure that even if you throw away something vital that you can fairly easily get a replacement.

So instead of the convenience of mailing items to other characters they want you to go all the way back to the main city and put it in the bank then run there on the other char and fetch it out?


Title: Re: First Impressions
Post by: Nevermore on April 28, 2012, 01:06:44 PM
Yep. Because even with tutorials being desperately needed in spots  you're being a huge blubbering baby about it. Both things can be true. And from there, I'm really NOT going to argue about fucking tutorials anymore.

And you're being a defensive fanboy about it.  If you're going to take criticism about a game personally, then maybe you should just take a step back and get some perspective.


Title: Re: First Impressions
Post by: Zetor on April 28, 2012, 01:07:38 PM
Just hit level 14 on my necro cat... structured pvp is kind of strange in this game, it feels more like a TF2 cp_* map or a LOL dominion match than anything. I don't think that's a bad thing, but ymmv. Haven't tried wvw yet, but from the wvw summary screen it looks like we managed to pick the underdog server anyway, so yeah.  :awesome_for_real:

Anyway, game definitely has balance issues (but then, most betas do). As an ash legion charr there was a mission where I had to kill a mesmer boss 2 levels above me along with 4 of his guards. I had two (mostly useless) allies helping... or rather, dying while beating on the mesmer illusions. The boss actually followed me to the spawnpoint and corpse camped me for 3-4 deaths (rezzing my allies was obviously out of the question) until I figured out a way to burn him down. Earlier there was another charr boss that 1-shot me as soon as he aggroed. Yeahhhh... no.
It did get easier / more fun after I unlocked weapon switching and got a staff... I could mark everything to oblivion and kill pulls of 3-4 mobs without problems (shades of coh). The starter self-heal skill is shitty, I dumped it for well of blood asap. The death form thing is great for deferring defeat (you can hop into it at 1 hp and stay alive for a ridic long time). After unlocking the fourth skill, it becomes a very potent pbaoe ability as well. It really shines in pvp though, since there are lots of traits that buff it to give knockdown immunity, give various buffs/debuffs when entering/leaving it, etc... not to mention it has a version of warlock deathcoil. My favorite 'shapeshifting' ability in pvp has to be plague form though, it just messes people up so bad.

e: speling hard


Title: Re: First Impressions
Post by: Phred on April 28, 2012, 01:09:53 PM
While I sit here futilely hitting the login button it occurs to me that man they sure underestimated their capacity, but I guess they got our money so dont have to care.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 01:11:23 PM
I hear they punch old ladies in the office. Old ladies they rented with the money you gave them.


Title: Re: First Impressions
Post by: kildorn on April 28, 2012, 01:12:31 PM
While I sit here futilely hitting the login button it occurs to me that man they sure underestimated their capacity, but I guess they got our money so dont have to care.


I'm betting their Ops folks were overruled on "we need more than 2 weeks to get more hardware in place with that sweet preorder money"

This game is decidedly 6 months out from release. I've loved the bit I could play, but it needs a lot of bug stomping, and a content/tuning/polish pass.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 01:13:39 PM
If it's a reason for optimism, GW1 had their preorder beta weekend events MONTHS AND MONTHS prior to release. I could totally see them doing the same thing if they need to.


Title: Re: First Impressions
Post by: Numtini on April 28, 2012, 01:18:58 PM
If it's a reason for optimism, GW1 had their preorder beta weekend events MONTHS AND MONTHS prior to release. I could totally see them doing the same thing if they need to.

There's a difference between a preorder box with a $5 "deposit" (or no deposit at all) and a "pre-purchase" at $60. It's not big money to me, but people are going to expect a product. I think they're also on shaky ground in terms of consumer stuff.


Title: Re: First Impressions
Post by: Phred on April 28, 2012, 01:22:08 PM
Ya I wish I could get Visa to reply with
Quote
Unable to complete operation.

Please try again in a few minutes. (Code=48:1000:7006:529:101)
when they go to get the cash.



Title: Re: First Impressions
Post by: Threash on April 28, 2012, 01:44:01 PM
Better tutorials are always a good thing but i don't really see what was complicated or confusing about the game.  Seemed pretty straight forward and simple.


Title: Re: First Impressions
Post by: Threash on April 28, 2012, 01:47:25 PM
As far as actual quibbles go i am pretty annoyed my greatsword mesmer doesn't have any actual "hit the guy with your gigantic sword" skills.  I certainly did not pick greatsword to be a ranged class.


Title: Re: First Impressions
Post by: Segoris on April 28, 2012, 01:52:13 PM
I agree better tutorials are needed, but it's not like the game isn't playable without them. For bugs, the biggest thing I've really run into is I was assigned a random server on start up and server transfers aren't working...so I'm fucked on that end. Besides that, players can't delete all of their characters and then choose a new server freely, then some buttons in the UI aren't full working (start a new character then choose to go to the mists immediately, it won't let you) so just small stuff.

Otherwise, I'm enjoying it.


Title: Re: First Impressions
Post by: Nightblade on April 28, 2012, 01:58:35 PM
Combat has a certain rhythm to it that I both like and hate. A lot of skills aren't instantaneous so I feel like this itch that I should be doing more when really I've done all I could for the time being. Shadowstep skills feel awkward especially the ones that let you blink in and out, beta issues most likely. Maybe the thief class isn't for me, even though those promo videos made the Charr thief look so  :heart:

Nevermind, Im getting used to it now. Love it.


Title: Re: First Impressions
Post by: Tyrnan on April 28, 2012, 02:00:03 PM
Do you dodge? Not a flippant question. You really do have to dodge. Often.

That auto-death in the tutorial at the big boss is intended. It's their idea of a tutorial for how you get up from near death. They need better tutorials. This isn't the first time it's been brought up.
I understand the importance of dodging and do it as much as possible. It's just in the particular instance of the earth elemental, there's no cue telling me when I need to. With Barradin and Jormag there's a fairly obvious windup letting me know when it's time to get the hell out of dodge (ahem!) but the elemental doesn't really seem to do much of anything.

If it's meant as a tutorial for the downed state, then yeah, it could do with some work. Even if they just allowed us to view what our downed skills do without having to be in the state it would help. But I assume there's a good few months between now and release so I'm hoping to see things improve in that time.


Title: Re: First Impressions
Post by: Threash on April 28, 2012, 02:02:04 PM
They really should pop up some sort of message there like when you get your first skill point to let you know it was intended and what happens when you die.


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 02:05:09 PM
It's just in the particular instance of the earth elemental, there's no cue telling me when I need to.

Think you're misunderstanding me. The auto-down attack is not dodgeable and should be happening to EVERYONE in the fight at some point, just not all at once. It's an automatic thing. This is their idea of training you what being down means and how to get up. It's pretty crummy.


Title: Re: First Impressions
Post by: Tyrnan on April 28, 2012, 02:12:37 PM
Oh, ok. Yeah that does seem like a rather clunky way of going about things. Is that why it always happens when the little minions spawn, so you have something you can kill to rally off of? Hopefully they come up with something a bit more elegant before release.


Title: Re: First Impressions
Post by: Nebu on April 28, 2012, 02:24:44 PM
These open world events are fun now, but will be soul crushing in a few months when the novelty of the game has worn off.  Having groups of 3 and 4 level 8 mobs charge a level 3 area isn't good game design, particularly when the number of low level players will dwindle with time.  We saw this in WAR.  We saw this in Rift.  World events happening at the low levels require a constant population of players to maintain interest.  Three months after release, new players will get crushed by these events due to a sheer lack of player numbers in the low levels.   


Title: Re: First Impressions
Post by: Modern Angel on April 28, 2012, 02:25:52 PM
They scale. Trust me, those events are nothing like that big when there aren't lots of people around.


Title: Re: First Impressions
Post by: Lantyssa on April 28, 2012, 02:41:08 PM
Well, that's why this book specifically confuses me.  The name is in blue, as if it's important.  But it seems to have no use at all after you double click it for the skill point.  It sounds like it'll have a use eventually, it just doesn't right now.  Which is fine, this is still a beta after all.
You can put it in the bank and have other characters read it for an easy-to-get skill point.

It also says account collectable.  The bank has a collection tab, though nothing for books at the moment.  You can put crafting materials, minis, and food in the tab.  (PS: right-click any crafting material in your inventory and you can send it to the bank.  From anywhere.)


Title: Re: First Impressions
Post by: Threash on April 28, 2012, 04:45:03 PM
The posts completely dry up as soon as the game lets us in, hah.


Title: Re: First Impressions
Post by: Lantyssa on April 28, 2012, 05:46:06 PM
Finally had enough room on Fort Aspenwood to be able to transfer there.  With 15 minutes left for free transfers if they didn't extend them.


Title: Re: First Impressions
Post by: Threash on April 28, 2012, 05:52:48 PM
What does "effective level" mean?


Title: Re: First Impressions
Post by: kildorn on April 28, 2012, 06:19:40 PM
I've just gotten frustrated and wandered off to play other things. The three intro areas I could play? I will adore this game.

The complete lack of response if we should even expect an attempted fix this weekend from ANet says either they don't have near the support staff ramped up that they need to actually run this thing (likely), or that they were expecting as smooth a run as the press weekend and all their actual coders skipped town for the weekend and will come back to 4.7 million crash reports on monday.


Title: Re: First Impressions
Post by: Phred on April 28, 2012, 06:20:23 PM
Anyone on that can toss Pheyde an invite? I lost my guild somehow.


Title: Re: First Impressions
Post by: Tyrnan on April 28, 2012, 06:20:33 PM
What does "effective level" mean?
It's the level your character is scaled down to when you go into a lower level area.


Title: Re: First Impressions
Post by: Draegan on April 28, 2012, 09:00:22 PM
The bank is available to all characters on the account.  You can probably dump Arena Net isn't big on explaining every little bit of the game, but they do tell you if an item has a utility beyond being a random piece of loot and making sure that even if you throw away something vital that you can fairly easily get a replacement.

So instead of the convenience of mailing items to other characters they want you to go all the way back to the main city and put it in the bank then run there on the other char and fetch it out?


For all the people bitching about running all over the place:

THERE ARE FUCKING WAYPOINTS EVERYWHERE.  Use them.  Port all over the fucking place.  Traveling in this game is easier than any other game in the world.


Title: Re: First Impressions
Post by: AcidCat on April 28, 2012, 11:38:45 PM
TERA's combat is significantly better. And I guess I've come to realize this matters to me more than anything else in an MMO. The moment to moment fun of combat. Not these stupid cutscenes that GW2 has with characters voice acting the most banal, uninspired drivel you'd expect out of some B-grade euroRPG. I mean, SWTOR went balls deep on story and voice acting, and it still wasn't good enough to carry a game. This kind of drivel is just thin tasteless frosting. For me, these last few MMO's I've played have really exemplified what matters and what doesn't - some developer-enforced story I am almost always going to fast-forward through because the writing is hackneyed shit in even the best scenario. My MMO story comes from the random stuff my character does and the real people my character interacts with along the way, full stop. Not this force-fed pablum like GW2's cutscenes that are on the dramatic level of some poorly acted high school play. This shit SUCKS, even at its best in SWTOR, this shit SUCKS and comes off as juvenile and contrived and poorly acted. What matters is how fun is the repeated interactions my character has with the world. How fun is it to slice some motherfucker up, for the twentieth time, hundreth time, how fun is that carving motion.


Title: Re: First Impressions
Post by: Kageru on April 29, 2012, 12:07:17 AM

They're not in competition. One is the action and the other is giving flavor for why you are mashing buttons.

It's a fun pop-corn game, get in and kill stuff, but I do wonder about the depth. And I have to say my interest in beta-testing something I've basically bought is really minimal. I feel sort of obliged if I'm playing for free, but since I'm not I don't. And given how crazy the action is popping up little survey boxes is generally met with a quick click on cancel.

Though in general at this stage they're not going to change anything fundamental and they probably have a fully populated todo list before launch.




Title: Re: First Impressions
Post by: Furiously on April 29, 2012, 12:48:06 AM
As someone who's henchmen/heroes carried them in GW1... This is a strange change.


Title: Re: First Impressions
Post by: Quinton on April 29, 2012, 01:16:01 AM
I liked the little intro thing (Human Thief), which went well enough, but after, the events while helping the farmers were frustrating as the baddies seemed a bit overpowered (and I don't seem to have any way to heal yet), so I got stomped on once or twice.  Not entirely sure I understand how the fight-for-your-life minigame works.

I was annoyed after hiking a long ways to get to the next part of my quest to *then* be told "recommended for level 3" -- if I had known that up front I might have fought more critters before hiking over to the next waypoint.


Title: Re: First Impressions
Post by: Kageru on April 29, 2012, 03:05:14 AM

Every class at level 1 gets a self heal in slot 6. The thief one is a combined short stealth and heal, "Hide in Shadows".

The map does show the suggested level if you mouse-over, but they really should put that on the mini quest tracker they use.

The down skills are basically 3 "stop hitting me!" skills and a 4th bandage skill to get you back up without outside assistance. Most of the time you'll either get ressed if the zerg wins or get finished off if no one is left standing.


Title: Re: First Impressions
Post by: Tyrnan on April 29, 2012, 04:10:10 AM
The map does show the suggested level if you mouse-over, but they really should put that on the mini quest tracker they use.
It has this already, the number in brackets after the name of the quest/event is the suggested level.


Title: Re: First Impressions
Post by: jakonovski on April 29, 2012, 05:45:03 AM
This thread cements my personal First Rule of MMOs: never take part in betas.


Title: Re: First Impressions
Post by: Kageru on April 29, 2012, 06:36:29 AM
The map does show the suggested level if you mouse-over, but they really should put that on the mini quest tracker they use.
It has this already, the number in brackets after the name of the quest/event is the suggested level.

I'm not sure if it does for story-line quests though.


Title: Re: First Impressions
Post by: Modern Angel on April 29, 2012, 07:05:52 AM
It does.


Title: Re: First Impressions
Post by: 01101010 on April 29, 2012, 07:46:11 AM
This thread cements my personal First Rule of MMOs: never take part in betas.

For once, I am taking your advice.  :awesome_for_real:


Title: Re: First Impressions
Post by: Lantyssa on April 29, 2012, 09:15:14 AM
Through a day or so of play, I have managed to reach level 16.  (I believe the beta is capped at 20.)

That has been enough time to learn all my weapon skills except for one underwater one, which I could do in about five minutes if I desired.  I have six trait points invested into Death Magic, so now when I kill anything there is a chance of a tiny minion being summoned.  Having done all the skill challenges in the Norn starter area, I've bought a healing skill, two semi-pricy skills, and have 9 points saved up.  Overall I've got a good hang of the Necromancer skills, with my two sets allowing me a close range dagger fighter and a long range staff support.  I would really like a third medium range scepter/focus option as it's pretty fun, too, and has the potential for a ton of damage.

Exploring all of the Norn starter area got me a mail with a random level 14 green (qualities: white -> blue -> green -> gold) piece of armor and weapon, and 20 crafting resources.  The last thing I did this morning was complete the Raven's Rookery challenge with one of the FML guys who was randomly in the area.  (Bann, I think, but I might be confusing him with the other person on this morning.  I'm bad with names. :|)  It's doable solo, but having a few people to handle the fighting is nice because the knockbacks and fears have a high chance of pushing you off.  Also the final Leopard Shamans are tough.


Title: Re: First Impressions
Post by: satael on April 29, 2012, 10:45:07 AM
Been having alot of fun doing the wvwvw despite it being very zerg-like now. Once people get to higher levels and have more money and experience zergs will probably end up being like the charge of the light cavalry (a few cannons on the keep walls should vaporize an average zerg in seconds if it just stands there hitting the keep door)


Title: Re: First Impressions
Post by: kildorn on April 29, 2012, 12:03:29 PM
Keeps will always involve some level of zerg, it's kind of the point. Lots of folks will die, solid planned defenders will do well, but the idea is that you don't bring an appropriate sized force to take something in an objective based game: you take overwhelming force and make sure you take it.

I don't really get why people think "the zerg" is bad in an open world pvp system. As far as I can tell, it's existence is simply how shit is supposed to work. As long as there is still something to do if you don't have a large force available, the game is working as intended.


Title: Re: First Impressions
Post by: trias_e on April 29, 2012, 12:49:39 PM
I mean, SWTOR went balls deep on story and voice acting, and it still wasn't good enough to carry a game. This kind of drivel is just thin tasteless frosting. For me, these last few MMO's I've played have really exemplified what matters and what doesn't - some developer-enforced story I am almost always going to fast-forward through because the writing is hackneyed shit in even the best scenario. My MMO story comes from the random stuff my character does and the real people my character interacts with along the way, full stop. Not this force-fed pablum like GW2's cutscenes that are on the dramatic level of some poorly acted high school play. This shit SUCKS, even at its best in SWTOR, this shit SUCKS and comes off as juvenile and contrived and poorly acted. What matters is how fun is the repeated interactions my character has with the world. How fun is it to slice some motherfucker up, for the twentieth time, hundreth time, how fun is that carving motion.

I agree entirely with this post, except for the idea that combat is the only interesting thing.  I enjoy exploring, playing the auction house, socialization, and the emergent things that come along with good MMO's.  But none of those things are ever to do with any story that is actually presented by the developers, which is always trash and always irrelevant to my MMO experience.  I think that MMO's are a terrible story telling medium.  The only story that matters in an MMO is the story of my gameplay experience.  Where I went, what I did, how I did it.  Hopefully with other people involved as well.  When that shit goes on total rails to support a half-assed developer-created unimmersive (it's mandatory that it is unimmersive due to the MMO platform) story it ruins the game for me.  

I think with GW2 it sounds like there is so much else to do that hopefully ignoring the personal story won't be a big deal.  With SWTOR, if you didn't enjoy the story, you were fresh out of luck because there wasn't much else there.


Title: Re: First Impressions
Post by: Nightblade on April 29, 2012, 01:02:00 PM
How do you get to the WvWvW if you dont mind me asking?


Title: Re: First Impressions
Post by: Numtini on April 29, 2012, 01:32:57 PM
How do you get to the WvWvW if you dont mind me asking?

Pull up your hero panel and it will let you teleport to the pvp lobby and after the tutorial there's a gateway from there.

I had fun with it and if I have fun with PVP, it's got to be pretty decent.


Title: Re: First Impressions
Post by: Nightblade on April 29, 2012, 03:35:53 PM
How do you get to the WvWvW if you dont mind me asking?

Pull up your hero panel and it will let you teleport to the pvp lobby and after the tutorial there's a gateway from there.

I had fun with it and if I have fun with PVP, it's got to be pretty decent.

After playing for 15 minutes Im quickly realizing razor wire is going to be one of my favorite skills.


Title: Re: First Impressions
Post by: kildorn on April 29, 2012, 04:06:23 PM
Finally got a lot more gameplay without crashing (but now all my characters are stuck in crash-on-load locations again), and game balance and crashing aside: when finished, this game will eat my life. I adore the actual functional gameplay inside. I have a feeling the reason we're all dying so much is they may have altered leveling XP a bit. You spend a lot of time between levels 1 and 5, where all the heart quests and events go from levels 3-9 in that basic area. So things hit like a truck.

Mesmer is a lot of fun, but anything but mainhand sword seems to do dick all damage right now. Rangers are a lot of fun, and Elementalists are really neat to play if you switch forms and combo yourself. Game still needs a lot more in game documentation about what the heck is going on. I love the scout NPCs that will give you a walk through of the nearby area and display all the quest locations and vendors/uncover your map. Nice touch.


Title: Re: First Impressions
Post by: Lantyssa on April 29, 2012, 04:13:33 PM
The trick to mesmers is to get lots of illusions out.


Title: Re: First Impressions
Post by: Maledict on April 29, 2012, 04:31:17 PM
The trick to mesmers is to get lots of illusions out.

Yeah but how is a difficult question. Some skills always produce illusions, some skills sometimes do but sometimes don't, and then illusions will spawn randomly when just auto-attacking mobs for no reason at all.

I really, really would like to see advanced tooltips in the game - casting time would be helpful for example!



Title: Re: First Impressions
Post by: proudft on April 29, 2012, 05:06:31 PM
Finally got a lot more gameplay without crashing (but now all my characters are stuck in crash-on-load locations again), and game balance and crashing aside: when finished, this game will eat my life. I adore the actual functional gameplay inside.

How is the response of the character's actions to keypushin' on a scale of instant and awesome (WoW) to eh it's ok (SWTOR) to this is kinda mushy (CoH) to hey I told you to do something are you going to do it today (WAR)?


Title: Re: First Impressions
Post by: Tyrnan on April 29, 2012, 05:40:51 PM
The trick to mesmers is to get lots of illusions out.
Yeah but how is a difficult question. Some skills always produce illusions, some skills sometimes do but sometimes don't, and then illusions will spawn randomly when just auto-attacking mobs for no reason at all.

I really, really would like to see advanced tooltips in the game - casting time would be helpful for example!
I haven't come across any skills that only sometimes spawn an illusion. Are you using the skill just as the mob is about to die? Illusions vanish when the mob they were cast on dies. As for the auto-attack bit, the scepter one is a 3 step chain skill (ether bolt > ether blast > ether clone) so every third strike will summon a clone who also casts ether bolt. Sadly the only way to see that is either read the wiki or mouse over the skill while it's chaining and read very quickly. It doesn't even show in the 'Weapon Skills' section of the hero panel and is something I think they need to include in it, along with Necro death shroud abilities and downed state abilities.


Title: Re: First Impressions
Post by: kildorn on April 29, 2012, 05:43:42 PM
Finally got a lot more gameplay without crashing (but now all my characters are stuck in crash-on-load locations again), and game balance and crashing aside: when finished, this game will eat my life. I adore the actual functional gameplay inside.

How is the response of the character's actions to keypushin' on a scale of instant and awesome (WoW) to eh it's ok (SWTOR) to this is kinda mushy (CoH) to hey I told you to do something are you going to do it today (WAR)?


Good, but melee is a bit wonky since it will let you push buttan when out of range, with no actual indicator of such. So there's a bit of swinging at air going on (auto skills will only swing in range, but anything you press will happily attack the darkness)

Otherwise, press buttan, effect happens. Most effects appear to be interrupt able if you need to dodge.

Lanty: Yeah, I did the millions of illusions thing. I mean like, winds of chance and ether bolt both did 7ish damage a hit, while the sword spam attack did 20-30. It took years even with three illusions and a phantasm to kill something with the staff, which was even more noticeable when skilling it up and you had nothing but the funky spam attack. It's probably just a balance pass thing. The sword second attack is absolute murder (AE sword slice spam, and you're invulnerable while it channels)

edit: nothing has a chance for illusion, there are some conditional illusions (if you block, spawn illusion. otherwise no dice). I love the mesmer system, and the greatsword seems hilariously good when I played with it in the pvp practice island. Just by accident I wound up with three sword spamming illusions of doom. I just feel like the basic attacks for the condition based weapons leaves much to be desired for the start of the game.

Haste wall thingy makes every other class unbearable to play, though. Wheeeeeee


Title: Re: First Impressions
Post by: Threash on April 29, 2012, 05:48:21 PM
Yeah the non melee mesmer do jack shit for damage, and greatsword is not a melee weapon.


Title: Re: First Impressions
Post by: kildorn on April 29, 2012, 05:51:17 PM
The greatsword seemed pretty decent when I was messing around on the pvp tutorial island (side note: see ANet? You CAN make tutorials! This one is so awesome it lets you dick around with siege aiming all you want!), it's just that mesmers seem to take a giant direct damage hit when they are using a set that applies conditions. This may get better with traits for condition damage, but level 1-6? Kinda takes a year and a day to kill things compared to walking up and just oneshotting it with blurred strike.


Title: Re: First Impressions
Post by: Furiously on April 29, 2012, 06:12:56 PM
I pvp'd for a bit on the thief. It was ok. Then I switched to a staff elementalist. Oh my. That was a lot of fun. Now I'm not sure what I want to focus playing.

I think I might have to play with the character planets a lot. The classes are a lot more limited than gw1.

And razor wire is amazingly fun.


Title: Re: First Impressions
Post by: KallDrexx on April 29, 2012, 06:27:19 PM
So how is this game on lower end machines?  Is it like GW1 where it can be played with much older hardware?


Title: Re: First Impressions
Post by: Quinton on April 29, 2012, 06:34:45 PM
Every class at level 1 gets a self heal in slot 6. The thief one is a combined short stealth and heal, "Hide in Shadows".

Guess I should have read the description.  I assumed it was some kind of stealth thing and wasn't super useful in the situation I was in...


Title: Re: First Impressions
Post by: Tmon on April 29, 2012, 06:40:11 PM
I did some of the random team pvp today.   I hit the go button and went straight into a map, it took a while to get used to but by the end I was actually able to be effective with my Ranger.  I had what was probably the coolest pvp fight I've ever had when I chased a Mesmer up onto the roof of the clock tower which is in the center of one of the two maps that matches spawned for.  We must have fought over every inch of the roof before I finally killed him and it felt like I was in the middle of a movie what with effects going off all over the place and all kinds of funky leaps, dodges and swings.  The maps feature multiple cap zones and the odd usable seige weapon.  There's not much time to do much planning before the doors drop so it helps to be flexible.  

We also tried a dungeon crawl but when the guy in front says minimum level 30 he really means it.  There's no apparent way to teleport group members to the entrance and the group got split across different instances 2 out of the 3 times we tried to go in.  When we finally did get into the same instance we were a 17, 16, 11, and 9.  I'd say we lasted a good two minutes into the first fight, which occurs as soon as the door from the instance lobby is opened.

Considering  I've been playing a class race combination (Charr Ranger) that I wasn't planning on playing in live, I've had a great deal of fun.  If they announced that the launch was in May I'd be concerned about the state of the game, but given their current when it's ready stance I'm not sweating the mostly small stuff.  Hopefully when the next beta weekend happens they'll have made some visible progress on the bugs, stability and usability issues that have shown up this weekend.  


Title: Re: First Impressions
Post by: Tyrnan on April 29, 2012, 07:16:51 PM
So I just had a mystic chest drop and thought I might as well use the key I had. Got an XP potion, 3 krait tonics (picture of results below) and...another mystic key! :grin: Looks like they're thankfully not taking lessons from Cryptic.



Title: Re: First Impressions
Post by: Threash on April 29, 2012, 07:42:30 PM
I did some of the random team pvp today.   I hit the go button and went straight into a map, it took a while to get used to but by the end I was actually able to be effective with my Ranger.  I had what was probably the coolest pvp fight I've ever had when I chased a Mesmer up onto the roof of the clock tower which is in the center of one of the two maps that matches spawned for.  We must have fought over every inch of the roof before I finally killed him and it felt like I was in the middle of a movie what with effects going off all over the place and all kinds of funky leaps, dodges and swings.  The maps feature multiple cap zones and the odd usable seige weapon.  There's not much time to do much planning before the doors drop so it helps to be flexible.  


This.  I couldn't even tell you what it was but the pvp seemed very... cinematic i guess.  Specially one on ones.


Title: Re: First Impressions
Post by: Kageru on April 29, 2012, 08:47:11 PM
I agree entirely with this post, except for the idea that combat is the only interesting thing.  I enjoy exploring, playing the auction house, socialization, and the emergent things that come along with good MMO's.  But none of those things are ever to do with any story that is actually presented by the developers, which is always trash and always irrelevant to my MMO experience.  I think that MMO's are a terrible story telling medium.  

They are... but some people really like it. Lots of the people I was gaming with were discussing all the characters they knew from the Guild Wars books. I didn't even know there are books, and certainly wasn't going to hunt them out. The trick is to not spend too much development effort on it. And GW2 has certainly spent a whole leap less than SWTOR.

I didn't mind them. A short conversation to give some flavor and then a short customised instance with some lore hooks. But you could fast forward through conversation and just follow the mission log or skip them altogether and it doesn't look like it would hurt you.


Title: Re: First Impressions
Post by: Kageru on April 29, 2012, 09:50:22 PM

The trait system is either a clever piece of game balance or a random kludge.. I can't tell which . You have to spend 70 points (at level cap) on one of 5 areas which which when filled to 30 points give you 3 modifiers, 3 picks from a pool of 15'ish modifiers and 2 numerical boosts (eg. accuracy and power). It seems for many classes a given trait will reinforce a selection of 4 powers, or maybe even a specific weapon, so it encourages specialization. But it also forces a trade-off in that you might be boosting powers you don't want to ever use and having to take points from generally useful numbers (like more health).

It actually gets quite complicated and some of the modifiers have a meaningful change on how your character plays. It was both exciting and confusing at the same time. There's not quite enough detail in the info pop-ups to fully understand how it will play out though, I can see build discussion will have quite a lot to talk about.

A lot of the powers are also based on the interplay of conditions (as expected from a GW1 successor). Multiple classes give the same effect, for example "bleed", and it stacks either in intensity or duration. Buffs work the same. And there's lots of powers to cure or move conditions, traits and gear which modify their power and stacking buffs. I'm guessing a lot of the PvP and group PvE is going to be about managing conditions and buffs.

I'm determined to make a minion-less support necro in this game. With dual daggers, wells (PBAoE) and modifiers it looks possible. There's a couple of other weird but workable results of their class system. A warrior rifle-man looks really solid (I hate pets) and you can play a guardian, which is considered a tank class, as a back line support type through your choice of weapons, skills and traits.


Title: Re: First Impressions
Post by: Segoris on April 29, 2012, 10:25:57 PM
So how is this game on lower end machines?  Is it like GW1 where it can be played with much older hardware?

For reference - I'm running an e8400 (core2duo 3.0ghz), 4g ddr pc6400 ram, and an ati 4870. In structured I don't lag even the tiniest bit with settings on medium+ at 1900x1200. For WvW I was absolutely fine until it was roughly 40v40v40, or more, in the main castle (which is huge) and even then it was still playable just noticeably choppy

So basically, everything except the largest of battles are fine on a comp ~4+ years old. Older than that would probably work okay in structured pvp and pve, but WvW would have trouble would be my guess.



Title: Re: First Impressions
Post by: kildorn on April 29, 2012, 11:34:02 PM
Hating pets in this build is pretty much the way to go. Only mesmer pets are useful that I saw, and mostly because they're intended to die in 5 seconds.

Ranger pets are pretty much perma-dead.


Title: Re: First Impressions
Post by: Phred on April 30, 2012, 12:09:16 AM
The trick to mesmers is to get lots of illusions out.

Yeah but how is a difficult question. Some skills always produce illusions, some skills sometimes do but sometimes don't, and then illusions will spawn randomly when just auto-attacking mobs for no reason at all.

I really, really would like to see advanced tooltips in the game - casting time would be helpful for example!

Next beta session try a greatsword. Also someone told me the illusions come out every 3 casts, not random.


Title: Re: First Impressions
Post by: Phred on April 30, 2012, 12:15:12 AM
So how is this game on lower end machines?  Is it like GW1 where it can be played with much older hardware?

Not in the slightest. I was running around with about 20fps while in SWToR I get 45-50. And that was with everything on low.
That's on an e8400 and a Ati 5770.


Title: Re: First Impressions
Post by: Hawkbit on April 30, 2012, 12:17:27 AM
I'll need an upgrade to play this at all effectively.  On lowest settings I'm still getting maybe 20fps on my 8800gtx.  Yes, I'm well aware of the age on that card.   :grin:


Title: Re: First Impressions
Post by: Kageru on April 30, 2012, 12:38:19 AM

They did mention the client is currently massively CPU bound, so a new card might not push you that much forward. It will be interesting to see how their optimization goes.

It's not bad at the moment. My 650ti is underpowered for playing full screen at full resolution (2600x1440) but it managed okay at low settings. Though of course once you're in the middle of 80 models it still lags, but then precision has generally gone out the window before that time.


Title: Re: First Impressions
Post by: Furiously on April 30, 2012, 12:38:32 AM
I'm hoping they tweak exp. I really would like to run the charr area with a Charr, and the Norn area with a Norn. Having to hit other areas to catch up level-wise is somewhat annoying.


Title: Re: First Impressions
Post by: Kageru on April 30, 2012, 01:09:52 AM

I didn't see it as being that bad (up to L12), but there is an assumption in their plan that people will run events more than once. If it doesn't work I believe you will be XP tight and it's a poor investment in content on their part.

That said you get a huge chunk of XP for exploring and a fair amount for crafting.


Title: Re: First Impressions
Post by: Fraeg on April 30, 2012, 01:11:09 AM
If release can give me 1/3 the rush I had these past 3 days then I GW2 will be "the game" for me for a long time to come.

Spent the bulk of the last three days doing the WvWvW stuff (meh I hate that acronym already),  played with an Engineer and an Elementalist... Elem is the class for me at this point, such flexibility.   Managed to hit lvl 21 /shrug which isn't significant in an epeen way but in a, hitting lvl 80 will happen fast nugget of info.  

hmm, some very large fights that were very low on lag, I was impressed (swtor's Illum eat your heart out).  Open field, keep D, keep takes, random solo, pugging, 15 person guild *raid* (not enough $$ to buy the raid option), etc.  It was all good.

After the dickbeating in so many other games, I am so very happy to see a game with 3 sides going head to head with the exact same skills/classes/races/professions avail. to all. None of this "well they are kinda, sorta the same" BS.

time to sleep, but this little Elem is pretty happy.  


Title: Re: First Impressions
Post by: Mosesandstick on April 30, 2012, 03:59:35 AM
I mainly PVEd this weekend, got up to finishing my class quest. Early on I was pretty damn confused. Things kept happening, I wasn't sure what I could do, what I couldn't do and so many deaths. A lot of the respawn rates are pretty crazy if it's just you clearing mobs. After I got in to a bit more of a groove, found out about my bank and crafting, started to not be bothered about events and I ended up having a lot of fun. Some of the big events are pretty damn fun, and my com was holding up but my ping wasn't and I didn't realise how integral dodge was; I would've gotten quite a few -50dkps. Really enjoyed crafting once it clicked for me, and didnt mind using the AH at all.


Title: Re: First Impressions
Post by: Nebu on April 30, 2012, 06:04:04 AM
Is there any way to map dodge left and right to mouse buttons?  I mouse move and found having strafe and dodge on the keyboard to be awkward.   

Beyond that I leveled two classes to about 10 (necro and warrior) and found the game to be solid but uninspired.  I'm sure that I'll play this to cap on at least one class, but I'm currently not feeling the hype. The early pvp was REALLY slow paced and lacked the level of tactics that I'm used to.  Seems that LOS played a more significant role than abilities did. 

Now, if they will allow me to completely avoid the loading times of the cutscenes I'll be a much happier customer. 


Title: Re: First Impressions
Post by: Murgos on April 30, 2012, 06:09:24 AM
I'm naturally an explorer so I really liked GW2.  There were all kinds of nooks and crannies to investigate, at least in the lowbie areas.

I also really liked how emergent working together was.  Oh, look a new event pop-up and a circle on the map -> everyone runs to check it out, lots of mayhem ensues, awards are given and then everyone goes on about their business.  Also, not once did I have to respawn, someone always gave me a hand up, I think mostly because it's so prominent on the mini-map when someone is down.


Title: Re: First Impressions
Post by: Lantyssa on April 30, 2012, 07:06:08 AM
How is the response of the character's actions to keypushin' on a scale of instant and awesome (WoW) to eh it's ok (SWTOR) to this is kinda mushy (CoH) to hey I told you to do something are you going to do it today (WAR)?
Instant. :heart:

(Pet special abilities felt slow, though.)


Title: Re: First Impressions
Post by: Numtini on April 30, 2012, 07:34:21 AM
There's a casting time though. I certainly cursed that more than once as I died watching the little icon on my heal animate.


Title: Re: First Impressions
Post by: Lucida on April 30, 2012, 07:37:30 AM
I found that almost every spell will cast while you are running, even if it has a cast time. Dodging will interrupt it.


Title: Re: First Impressions
Post by: kildorn on April 30, 2012, 07:41:01 AM
The pet abilities seemed to have a long cast time that wasn't displayed anywhere. I'd press the wolf howl buff and nothing would happen. But out of combat if I watched, it just took him like 3 seconds to finish casting it.

The melee channels/cast abilities seemed fine or painful depending on the class. Some of the guardian ones with the starter mace were crazy long animations (the third swing of their spammable, their #3 AE), while the mesmer blurred strike was a long channel, but did damage through the whole thing. I never felt like anything but the pet was unresponsive though.

I'll hunt down some fun screenshots other people took of WvW (which I couldn't zone into without crashing :( ), saw one showing that yes, a barely visible keep next door can shell you with Trebs. They have an absolutely crazy range.


Title: Re: First Impressions
Post by: Lantyssa on April 30, 2012, 07:55:37 AM
I'm naturally an explorer so I really liked GW2.  There were all kinds of nooks and crannies to investigate, at least in the lowbie areas.

I also really liked how emergent working together was.  Oh, look a new event pop-up and a circle on the map -> everyone runs to check it out, lots of mayhem ensues, awards are given and then everyone goes on about their business.  Also, not once did I have to respawn, someone always gave me a hand up, I think mostly because it's so prominent on the mini-map when someone is down.
This game focuses on Explorer and Socializer to a much greater extent than most other games have.  I can see it having a huge draw for folks like us.


Title: Re: First Impressions
Post by: kildorn on April 30, 2012, 07:57:47 AM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!


Title: Re: First Impressions
Post by: Crumbs on April 30, 2012, 08:02:05 AM
I had a great time.  Spent the most time on an Engineer.

--Combat is FAST.  This is a good thing.  It felt weird to stop in the middle of battles to see what the abilities were, but once we all know what the abilities are this should only add to the fast pace.  There is also extra skill involved with moves that "leap" you to the enemy.  You don't automatically jump to your target; if you're too far away you'll fall short.   You have to be familiar with the distance of the move you're choosing and actually aim yourself.

--Intuitiveness:  While I found combat intuitive, I didn't have the same experience with knowing what the heck to do.  It was more like:  Event Nearby...holycrapwavesofmobs...you win!  Quest is happening...did you know you had this quest?  Go to these 8 places and do quests!  RUN!  SHOOT!  But I imagine that over time it will make more sense.  I'm slow anyway  :grin:

--PVP:  I tried some battlegrounds.  Being bumped to max level with all of the abilities was daunting at first, but overall it's so very nice.  As someone who has been consistently behind the gear curve for most of my MMO career, this is sweet revenge.  Even fighting against obvious premades wasn't an automatic lose.  Skill finally has weight in MMO pvp.  If you're like me and you've been figuring out how to fight people with better gear than you, your persistence and ingenuity will pay off in GW2.

--WvW:  couldn't figure out how to get into this.  Is it a zone you have to travel to on foot?  The pvp buttons on my character sheet only got me to the battlegrounds or, strangely, the training areas.  After trying several different zoning options, I ended up in an overflow.  

--Overflow and misc server stuff:  After release and the initial crush subsides, I would think this becomes less of an issue.  However my initial impression is that is is kind of clusterfucky and there is high clusterfuck potential down the line with server hopping.  I can't imagine that everyone won't want to get off a low rated server and get on a higher one, and I would hate to think this is a strategy for RMT.

--Customization:  Excellent choices and variety.  But I'm wondering, can we change our toons around a-la barbershop once they're made?  Or will this cost RMT.....

--Story:  I really don't need to watch a story every time I pick up a quest...thank god for "skip to end."  The stories that I've come up with for my own characters on games throughout the years were more interesting to me than anything SWTOR had to offer.  Stopping to hear a canned story only detracts from immersion imo.  Yes, SWTOR had high quality acting, but not everyone wants that.  

--XP gain:  seems like a really small amount of xp for mobs but large amounts for quest completion, which is fine by me.   I will be interested to see what kind of xp we get in WvW

--Performance:  laggy at times but I would say it's on their end, as my machine ran SWTOR at ultra with no lag whatsoever.  Character's physical movement does seem a little unnatural but I got used to it.  

A note on the "personality choices" at character creation:  It seemed that I got dialog choices with npc's that related to my personality choice, and I got some kind of social or karma points for it.  


Title: Re: First Impressions
Post by: murdoc on April 30, 2012, 08:03:47 AM
Game ran really smooth for me, even larger scale WvW battles - much better than SWtOR does.

Spent a lot of time in WvW, but with melee I died a LOT and EVERY death resulted in me having to repair. Repairs after every death and not much cash or items in the way of drops in PvP made me a little behind the curve I think. I know I missed a lot of looting in the zerg battles, either from dying or just flat out missing that there was something to loot.

Tried a warrior (liked), Engineer (hated) and Ranger (loved). Best part was how easily it was to run around with friends, no matter what level we were.


Title: Re: First Impressions
Post by: murdoc on April 30, 2012, 08:06:42 AM

--PVP:  I tried some battlegrounds.  Being bumped to max level with all of the abilities was daunting at first, but overall it's so very nice.  As someone who has been consistently behind the gear curve for most of my MMO career, this is sweet revenge.  Even fighting against obvious premades wasn't an automatic lose.  Skill finally has weight in MMO pvp.  If you're like me and you've been figuring out how to fight people with better gear than you, your persistence and ingenuity will pay off in GW2.

For the life of us, we couldn't figure out how to queue as a group. It just randomly sorted us, us being 5, onto different sides - not sure how a team of premades would work.

Quote
--WvW:  couldn't figure out how to get into this.  Is it a zone you have to travel to on foot?  The pvp buttons on my character sheet only got me to the battlegrounds or, strangely, the training areas.  After trying several different zoning options, I ended up in an overflow.  

From the training areas there was an Asura gate that takes you to WvW.


Title: Re: First Impressions
Post by: tazelbain on April 30, 2012, 08:08:22 AM
I was very impressed how fundamentally co-op the pve is.  It is revolutionary.

The queue is awesome. When guesting comes in it'll be revolutionary.

My biggest gripe is that the story line is worth so much xp its hard to ignore it.

Solid game, a few months of polish and another pass over the UI will really make it shine.




Title: Re: First Impressions
Post by: Spiff on April 30, 2012, 08:27:42 AM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

And more importantly: achievements! I do love feeling like I'm achieving something in my online gaming  :awesome_for_real:.

I'm a bit torn on the dodging; I'm not a real fan of the trend to speed up MMO combat in general, but it does gel well with the emphasis on positioning here and the fact you have fewer skills makes more reactive combat plausible.
That said I got one/two-shot by bossmobs at events on my guardian a lot, like "finish the fight half-dressed because of armour breakage" lot.
And as a guardian you even get the option of blocking or dodging (a bunch of skills grant aegis: a buff that blocks 1-3 attacks fully afaik).

In part that seems due to the fact the event scaling seems to go nuts when 20+ people show up (level 14 boss in a level 9-11 area?), which mostly acts like a big 'fuck you' to melee people.

Also: combat needs to run smooth as a 50 year old whiskey or the whole system falls to pieces (meaning I'll have to finally upgrade my 4 year old rig, unless they tweak performance a lot).

Still pretty excited about it though, at times I almost felt the rush I got when I was just starting out in MMO's.
They're actually making an MMO, not just a lobby or a single-player with some shit tacked on to justify a sub. It's been a while since I've seen one of those.


Title: Re: First Impressions
Post by: Tmon on April 30, 2012, 08:37:01 AM
I made it to 16 only doing up to the level 8 part the story quest , so it's not a huge problem  and the gear rewards don't seem any better than the stuff that dropped or I bought off Karma vendors.  

One problem I had with combat in general was getting used to the soft target system.  I died a lot trying to target things rather than just firing off the ability.  Then once I finally got used to it I got into a PVE castle seige and died because the soft target kept locking on destructable objects instead of the ogres that were killing me.  My pet seemed especially prone to doing this, but at least when he did it I could hit f1 to have him switch to my target.  Speaking of pets it looks like you can have them on or off, there's no guard me mode which was a little annoying when forgot to turn aggro back on after we bailed on the dungeon run.  I used a bear in PvP and he was actually fairly survivable and has a handy AoE debuff.


Title: Re: First Impressions
Post by: kildorn on April 30, 2012, 09:32:20 AM
There are daily and monthly rewards for "do N encounters" and "kill Y variety of mobs today" which should drive people's OCD up a wall. I liked the idea of just giving me 80 different ways to gain karma and letting me pick which one I felt like chasing after.

I kept getting bonus xp randomly as well, but I have no earthly idea why.


Title: Re: First Impressions
Post by: Threash on April 30, 2012, 09:38:01 AM
Every point of interest, respawn location and i think quest area gave bonus exp for discovering it.


Title: Re: First Impressions
Post by: kildorn on April 30, 2012, 09:55:25 AM
I mean from mobs. I'd kill a random mob in the middle of nowhere (for the variety quest!) and get 80 xp/20 bonus.


Title: Re: First Impressions
Post by: Tmon on April 30, 2012, 10:16:39 AM
It might have been due to WvW bonus. 


Title: Re: First Impressions
Post by: Crumbs on April 30, 2012, 11:01:13 AM

From the training areas there was an Asura gate that takes you to WvW.


Aha!  Thank you.  Next chance we get I'll be jumping in. 



Title: Re: First Impressions
Post by: Ingmar on April 30, 2012, 11:10:55 AM
So is the dodge thing basically the block mechanic from Champions Online?


Title: Re: First Impressions
Post by: kildorn on April 30, 2012, 11:18:02 AM
Not sure, don't remember Champ O.

Dodge is an endurance bar, you roll out of the way and have immunity frames during the roll. There's also channeled block skills that have various effects if they eat an attack during the duration, and the aegis buff that is basically Blade Turn from daoc.


Title: Re: First Impressions
Post by: Zetor on April 30, 2012, 11:30:25 AM
Yeah, it's not like the champo block at all. The main difference is that champo's block mechanic is terrible and GW2's dodge is not :awesome_for_real:

In more detail: in CO I needed to basically block all the time with enough time to use a taunt / aggro ability once every 4-5 sec... otherwise I'd die. In GW2 I typically use my abilities as active defense (either self-buffs like aegis or debuffs like blind) and dodge maybe once every 2-3 seconds. Timing dodge is important for big nasty abilities -- and yes, they aren't always telegraphed adequately. Can't dodge more often than that since the dodge bar dries up really quick and recharges slowly (unless you have the vigor buff, but even then you can't keep dodging constantly).

Dodge is pretty important in pvp, since you're basically invincible for the 1-2 seconds you're in the dodge animations. You can dodge some seriously nasty stuff that way like the warrior adrenaline dump skill that crits for over 9000 (eviscerate), the mesmer elite that turns you into a moa bird for a time, etc etc.

edit: words are hard


Title: Re: First Impressions
Post by: Draegan on April 30, 2012, 12:12:01 PM
I mean from mobs. I'd kill a random mob in the middle of nowhere (for the variety quest!) and get 80 xp/20 bonus.

There are daily achievements that you can do everyday.  Kill 10 different mobs, kill 10 imps, kill 15 different mobs etc.  You get bonus xp for doing this. 


Title: Re: First Impressions
Post by: Lantyssa on April 30, 2012, 12:28:27 PM
That's not what he means.  Or you're not explaining the why of it.

You see it with mobs, but save up some crafting materials.  Leather or Jute Scraps.  Queue them up.  Not only does the xp value go down, but the initial ones will go (numbers made up) 145 + 45, 145 + 40, 145 + 35, ... 125... 110...

I noticed this yesterday on a new character.  Some of that is due to the crafting skill leveling up, but he is asking what all that +xp is from.  Is that part of the daily bonus?  Does it decrease with each one, but once you reach the limit you get a completion bonus?


Title: Re: First Impressions
Post by: kildorn on April 30, 2012, 12:47:27 PM
Yeah, lanty gets it. There's just occasionally a bonus +__XP under the XP popup that's completely unexplained. It would just be nice to know what I'm doing that makes the game's reward system happy, so I can keep doing it.

It doesn't seem to be "Kill X fozzles" daily related, since I'll kill 20 centaurs with no +XP, then kill 2 centaurs with +20XP. It's almost like a group contribution bonus, but I wasn't at an event at the time. That or rested type XP is accumulating while simply not in combat, instead of sitting in town.


Title: Re: First Impressions
Post by: Lantyssa on April 30, 2012, 12:53:09 PM
Or it's the first craft/kill of that mob/item for the day?  WHO KNOWS!?!


Title: Re: First Impressions
Post by: Mosesandstick on April 30, 2012, 01:20:58 PM
I remember it popping up whenever I did something the first time in a while.


Title: Re: First Impressions
Post by: Segoris on April 30, 2012, 01:22:09 PM
It almost sounds as if it's similar to the old DAoC camp bonus, only on a more personal level. If so, that is pretty awesome.


Title: Re: First Impressions
Post by: Draegan on April 30, 2012, 01:36:11 PM
Oh THAT mechanic.

You get bonus xp if a mob has been in the world for a while unkilled.  It prevents people from grinding in an area for a long period of time.  It motivates you to explore and kill things off the beaten path.  You might of seen that a lot of the servers kept crashing due it being reset a lot.


Title: Re: First Impressions
Post by: murdoc on April 30, 2012, 02:42:37 PM

From the training areas there was an Asura gate that takes you to WvW.


Aha!  Thank you.  Next chance we get I'll be jumping in. 



Here's specifically how you can do it.

Option 1: Go to Lion’s arch by using an Asura Gate in one of the main cities. Once in Lion’s Arch head to Fort Mariner where you will find an Asura gate to the Eternal Battlegrounds, which is the center WvW map.
Option 2: Open your Hero Panel by pressing H, click the crossed swords on the left of the window to open the PvP tab, click the “Be in the Mists” button to enter the structured PvP lobby area. There’s an asura gate there (to the left of the one that leads out of the mists) which takes you to WvW.

Voila!


Title: Re: First Impressions
Post by: Threash on April 30, 2012, 03:01:24 PM
Wish i had tried the wvwvw, i loved the mesmer in battleground type pvp but i'm not sure how the class will fare in mass pvp.  The illusion thing is a great class dynamic.


Title: Re: First Impressions
Post by: Phred on May 01, 2012, 12:03:33 AM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Title: Re: First Impressions
Post by: Nevermore on May 01, 2012, 01:27:08 AM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Maybe if the ranger pets didn't die in literally two hits, they'd care if the pet was dead or not.


Title: Re: First Impressions
Post by: Phred on May 01, 2012, 03:25:22 AM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Maybe if the ranger pets didn't die in literally two hits, they'd care if the pet was dead or not.

Maybe they will eventually figure out that swapping their pets rezzes the one swapped out painlessly.



Title: Re: First Impressions
Post by: kildorn on May 01, 2012, 06:54:37 AM
You lack a second pet at low levels (or even knowledge of how to tame more..). The basic problem is that pets are built around normal pet AI (run in, spam attack) but the rest of the game is built around dodging and evading incoming damage. Pets don't die faster than players, pets simply NEVER DODGE. Which means they die as fast as a player who just stood there.

They need something to help them out, right now the pet AI is not compatible with the combat dynamic they're going for.


Title: Re: First Impressions
Post by: Hutch on May 01, 2012, 07:03:09 AM
I bet they'll end up doing something for pets like we have in WoW, i.e. the 90% reduction to AoE damage taken.

So as long as your pet doesn't get aggro, they'll survive most boss fights.

They might cloak it with a name like "Feral Alacrity" or some other fancyness, but the mechanic will be the same. And so much easier to implement than actually programming the pet AI to actually dodge.

(edited to clarify something)


Title: Re: First Impressions
Post by: Kageru on May 01, 2012, 07:38:51 AM

Or they'll let pets die and consider them more as "attack spells" with a limited life expectancy and where selecting the right pet (like a ranged or tank pet), using it's mitigation skills and tactical switching is important. Which lets them keep most of the class power in the hands of the player rather than his automatons. Certainly that seems to be the design intent from what I've seen.


Title: Re: First Impressions
Post by: Shatter on May 01, 2012, 07:46:20 AM
Everyone on their design team that worked on the auction house deserves toothless BJ's...from the sh*tty designers from the TOR AH.  Oh look I just got a new weapon I cant use, let me right click that shit and sell it RIGHT NOW instead of running back to the dam trader...yeah baby!


Title: Re: First Impressions
Post by: Tmon on May 01, 2012, 08:35:20 AM
I think I ran across my first tamable hyena at around level 5, it took longer to figure out how pet switching switching worked and why it was super useful.  Also, later I came across a tamable whiptail devourer that is reachable from the Charr city with no combat required to get there.  The problem is that there isn't anything to tell you where to look for it in game right now.  I think I ended up finding 5 pets (black bear, whiptail and lashtail devourer, Red Moa and Hyena) by the time the beta ended, all of them from the 1-15 Charr starter zone.


Title: Re: First Impressions
Post by: Draegan on May 01, 2012, 08:42:54 AM
Pet's AI and control has been pretty consistently questionable for each beta event they've had.


Title: Re: First Impressions
Post by: Nevermore on May 01, 2012, 10:59:12 AM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Maybe if the ranger pets didn't die in literally two hits, they'd care if the pet was dead or not.

Maybe they will eventually figure out that swapping their pets rezzes the one swapped out painlessly.


Maybe they never found any juvenile critters to tame so they only had one pet, or maybe they didn't know how to tame another pet since the game has zero information on how to do it.


Title: Re: First Impressions
Post by: Draegan on May 01, 2012, 11:33:14 AM
Yeah the taming bits are really not explained at all.  However if you're playing in lobbied PVP (not 3W), you get all the pets unlocked. 


Title: Re: First Impressions
Post by: kildorn on May 01, 2012, 12:10:35 PM
The PVP lobby is what makes me laugh at all the confusion about the core mechanics. ANet noticed they needed a tutorial with live examples. And it is awesome and well done.

Now to put the same shit somewhere players will actually SEE it when first creating characters..


Title: Re: First Impressions
Post by: Redgiant on May 01, 2012, 03:13:02 PM
They should be getting a lot of feedback on the confusing bits, since I'm sure one of the expected focuses in this BWE with all the pre-purchasers is how total newbies react to the game in its current form. So things like tutotial breadcrumb messages (downed state options, what are skills vs. traits, runes, upgrades, where is WvW, how to dodge, weapon hints, crafting hints) ought to be seriously considered.

Things I most got annoyed with:

- they better add modifier keys; stop dumbing down PC keyboards to pretend they are controllers

- stop zooming my camera in for Downed State, isn't the whole point that I may need to quickly kill something?

- a bit heavy-handed on the scaling for a (2) DE that had level 6 bandits one-shot raping everyone. Kinda fun, but after 8 deaths it got old to run back (since no one could revive you either, as they were all being killed too fast too)

- I understand weapon and attunements swaps (but I still say they also did this for console controllers, not for "gameplay"). But why can't I still make my own skill bars with whatever skills I want on them? So what if I want a Greatsword slot 1 skill next to a Scepter slot 3 skill (since that is how my mind maps it all and how I want to arrange my keymaps for sanity)? Just enforce the appropriate swap cooldowns when I pick one, that's fine with me. But let me lay them out my way.

And no, just making keymaps over the existing fragmented bars isn't enough b/c:
1. They are still unnecessarily tied by the same slots across weapons/attunements for no earthly reason of logic (the same key does the same slot always, even though for me I would use, say, 'X' for GS slot 1 and 'Alt-E' for Scepter slot 1)
2. There is no option to display the keymapping in the bottom of the skill button icons
3. I want my keymapping somewhat organized and ordered for my mental sanity, not the way they wire them left-to-right


Title: Re: First Impressions
Post by: Phred on May 01, 2012, 03:13:10 PM
You lack a second pet at low levels (or even knowledge of how to tame more..). The basic problem is that pets are built around normal pet AI (run in, spam attack) but the rest of the game is built around dodging and evading incoming damage. Pets don't die faster than players, pets simply NEVER DODGE. Which means they die as fast as a player who just stood there.

They need something to help them out, right now the pet AI is not compatible with the combat dynamic they're going for.

Ya like most of the game they could do a better job explaining how to get another pet. My freind picked a signet that regenerated pet's health. On his bear it made it almost unkillable on most even level fights.


Title: Re: First Impressions
Post by: Phred on May 01, 2012, 03:14:53 PM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Maybe if the ranger pets didn't die in literally two hits, they'd care if the pet was dead or not.

Maybe they will eventually figure out that swapping their pets rezzes the one swapped out painlessly.


Maybe they never found any juvenile critters to tame so they only had one pet, or maybe they didn't know how to tame another pet since the game has zero information on how to do it.

Maybe you're taking my comments too personally.


Title: Re: First Impressions
Post by: Nevermore on May 01, 2012, 04:45:10 PM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Maybe if the ranger pets didn't die in literally two hits, they'd care if the pet was dead or not.

Maybe they will eventually figure out that swapping their pets rezzes the one swapped out painlessly.


Maybe they never found any juvenile critters to tame so they only had one pet, or maybe they didn't know how to tame another pet since the game has zero information on how to do it.

Maybe you're taking my comments too personally.


Maybe you should stop blaming things on the players when the problem is with the game.


Title: Re: First Impressions
Post by: Phred on May 01, 2012, 04:47:45 PM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Maybe if the ranger pets didn't die in literally two hits, they'd care if the pet was dead or not.

Maybe they will eventually figure out that swapping their pets rezzes the one swapped out painlessly.


Maybe they never found any juvenile critters to tame so they only had one pet, or maybe they didn't know how to tame another pet since the game has zero information on how to do it.

Maybe you're taking my comments too personally.


Maybe you should stop blaming things on the players when the problem is with the game.

I'm sorry I bruised your ego with the stupid rangers crack.


Title: Re: First Impressions
Post by: Crumbs on May 01, 2012, 04:56:08 PM
Someone needs to photoshop Mel Brook's "High Anxiety" pic into that quote fractal



Title: Re: First Impressions
Post by: Nevermore on May 01, 2012, 06:26:55 PM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Maybe if the ranger pets didn't die in literally two hits, they'd care if the pet was dead or not.

Maybe they will eventually figure out that swapping their pets rezzes the one swapped out painlessly.


Maybe they never found any juvenile critters to tame so they only had one pet, or maybe they didn't know how to tame another pet since the game has zero information on how to do it.

Maybe you're taking my comments too personally.


Maybe you should stop blaming things on the players when the problem is with the game.

I'm sorry I bruised your ego with the stupid rangers crack.


I'm sorry you just can't just let this go.


Title: Re: First Impressions
Post by: Phred on May 01, 2012, 06:53:22 PM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Maybe if the ranger pets didn't die in literally two hits, they'd care if the pet was dead or not.

Maybe they will eventually figure out that swapping their pets rezzes the one swapped out painlessly.


Maybe they never found any juvenile critters to tame so they only had one pet, or maybe they didn't know how to tame another pet since the game has zero information on how to do it.

Maybe you're taking my comments too personally.


Maybe you should stop blaming things on the players when the problem is with the game.

I'm sorry I bruised your ego with the stupid rangers crack.


I'm sorry you just can't just let this go.

I guess the better man will.


Title: Re: First Impressions
Post by: Nevermore on May 01, 2012, 08:03:54 PM
I do love that the rez mechanic is very visible on the map, and used for all NPCs and ranger pets as well. Which just trains players from a low level to always rez anything they see. It gives XP!

I wish they'd take it off pets frankly. It's a pita with all the dead ranger pets running around getting in your way when you try to rez a real player or npc or loot. Maybe if the damn rangers noticed their pets were dead occasionally it wouldnt be so annoying.


Maybe if the ranger pets didn't die in literally two hits, they'd care if the pet was dead or not.

Maybe they will eventually figure out that swapping their pets rezzes the one swapped out painlessly.


Maybe they never found any juvenile critters to tame so they only had one pet, or maybe they didn't know how to tame another pet since the game has zero information on how to do it.

Maybe you're taking my comments too personally.


Maybe you should stop blaming things on the players when the problem is with the game.

I'm sorry I bruised your ego with the stupid rangers crack.


I'm sorry you just can't just let this go.

I guess the better man will.


(http://cdn-www.swtor.com/sites/all/files/smilies/mon_calamari/trap.png)


Title: Re: First Impressions
Post by: Megrim on May 01, 2012, 09:10:39 PM
Yea, you sure dodged that one.


Title: Re: First Impressions
Post by: Spiff on May 01, 2012, 11:53:34 PM
Stuff about the UI

Couldn't agree more; I like the sleek look of the UI (could use a bit more information perhaps, castbar comes to mind), but mapping keys and skills was a serious annoyance.
It's actually the thing that annoys me most because I'm constantly confronted with it and although I'm more than willing to 'untrain' most of my bad habits from about 8 years of MMO, I don't want to relearn all my keyboard reflexes and instincts.

Not allowing people to map shift+ and ctrl+ is ridiculous.


Title: Re: First Impressions
Post by: Lantyssa on May 02, 2012, 09:25:53 AM
You lack a second pet at low levels (or even knowledge of how to tame more..).
The second slot can be set up to use the same type immediately.  All four if you start with an amphibious one.


Title: Re: First Impressions
Post by: Tmon on May 02, 2012, 09:42:10 AM
Nice to know, I found the my third and fourth pets before I realized you could switch between two on the fly and never even thought to try putting the same pet in multiple slots.


Title: Re: First Impressions
Post by: Soukyan on May 02, 2012, 10:15:13 AM
My First Impressions

Startup/Login: Quick ,quick, and quick. And thank you ArenaNet for allowing me to save my entered password. Security be damned. Seriously, it's really nice that the game loads as fast as it does, and gets me into the game.

Character Creation: Extremely robust and interesting, but I have one complaint. I want a randomize button. Sometimes I want to customize everything myself, but there are other times where I would like to see a random sampling of characters because some of the most interesting combos I have found have been randomly created character models. I do enjoy the story bits of customization, although I was hoping that there would be more variation in the options across races or classes; however, since the opening "cinematic" for your character uses these choices, I understand that they would need to create a lot of extra content to support more options. At the very least, it adds an initial bit of role play to the character and gives you some back story to work from.

Character Names: Glad they kept the GW1 convention of allowing spaces in names. Now I can be Lord Sepulchrave instead of just Sepulchrave.  :awesome_for_real:

Loading Screens: Nicely done artwork with the added bonus of showing your progress toward the achievements available in the zone that is loading. Gives you something to think about while you wait, and also provides a little Pavlovian nudge to make you want to complete the achievements.

Starting Zones: I liked being thrown right into the action. They are similar in feel to the Rift starting zones that culminate in a "boss" encounter. Your character is on semi-god mode so there isn't too much concern about dying, although I was knocked down on a couple of the boss fights and had to "Fight to Survive". While the intensity of being thrown into the middle of an ongoing conflict of some sort is exciting, it can also be overwhelming. In my case, I came to the game having already viewed hours of footage of beta game play, so I knew a lot about the combat systems, the dodging, etc. I do think that (a la Rift), ArenaNet could throw in a bit more in the way of context sensitive pop-ups or alerts or whatever to ease new players into the game. There are so many systems in place that it can overwhelm. That being said, once you start to get the feel for the combat and get through the boss fight, things calm down and you can get your bearings, which brings me to the next part.

PvE Gameplay (early levels): After you leave the starting zone, you are dropped into a zone just outside the capital city. When you speak to the NPC nearby with the green asterisk over its head, you get a full view of the map where the NPC highlights and circles points of interest and areas to explore. Hovering over each heart will show a quest name and a level that its appropriate for. Of course, you can do these in any order, but running to the farthest point across the zone to do the leve 5 or 6 quests as a level 2 will just result in running back again after you die. Plus, there's a lot of other quests and events that you'll cross through on the way over, so you might as well explore and adventure around the map.

Completing the quests (or hearts) awards you with karma, experience, and money. The main thing I enjoyed about the heart quests was that as soon as you entered the ring of influence for that quest, it showed up on the right side of the HUD with a progress meter, so there was never a need to speak with an NPC to _start_ a quest (although some do start in this traditional method). Hovering over any quest in the HUD highlights it on the mini-map so it's easy to see what area you need to be in for a given quest or event. Aside from the immediate rewards for completing a quest, there is the added mechanic that you can speak with the heart-NPC (for lack of a better term) related to that quest. This NPC sells items that can be purchased with karma that you earn, and apart from a couple consumables, they usually offer armor and weapons that are really nice upgrades and attainable at low levels so your character can be nicely geared by level 5 or 6 simply from completing heart quests around the zone.

While ArenaNet has made the world feel more dynamic, the systems in play are really a combination of two previously implemented systems - public quests from WAR and rifts from Rift. The heart quests are almost identical to WAR's public quests in that the locations for the quests are static and by completing them you get rewards which includes karma that can be used to purchase equipment from the quest NPC. In WAR, you earned influence for completing PQs and that influence was used to buy rewards from the quest NPC - those rewards typically being armor or weapon upgrades. Then the events are reminiscent of rifts in Rift as they can occur at random locations and times around the zone you are in and often require a group of players to complete entirely (they also scale based on the number of players). It is not a bad thing that ArenaNet has taken the two systems, refined them, and implemented them. Just something I noticed. As I enjoyed both systems in WAR and Rift, I am certainly having fun with the implementation of them in GW2.

Capital Cities: At around level 3 or 4 (I think really after you complete your first public quest), your quest tracker will have a quest that sends you into your capital city to meet with a friend. This sends you on your first story line quest and also serves to introduce you to what I feel is one of the best features of the game - your gigantic home town. Not since EQ1 have I felt so awed and interested in running around a city and exploring all the sights and sounds. Of course, the points of interest achievements only make it all the more a compelling activity, but I give two thumbs up to ArenaNet for the city design in this game. With the NPC behaviors and the absolute scale of the cities, you really feel like you are in a thriving metropolis in a great big world. I like that. While your character may be a hero, it gives a nice scope to just how large the world is and makes room for other heroes, too. And although I really wanted to explore other capitals (and started to do so when I found the Asura Gates), I forced myself to focus on PvE and PvP for at least this first weekend of testing. Suffice to say, you should spend some time exploring the cities. They are awesome. As for that story line quest, you should certainly do it, but do mind the level recommendation. You can complete it at a lower level than recommended, but certain classes will have a harder time of it.

WvWvW: When I found the Asura Gates, I made a bee line for the Eternal Battlegrounds. _This_ is why I will be playing GW2. ArenaNet has managed to capture the best parts of DAoC RvR and WAR RvR and combine them to make a fantastic experience. Even if you dislike PvP in MMOGs, this is the best way to implement it in a game because it makes the PvP activity impact the world at large. Are you all PvE, all the time? See that experience bonus on your character? It's probably a good idea to thank your fellow PvP players for capturing the keeps and supply depots because they are the reason you are getting the bonus that lets you level up that much faster. This is something that DAoC got right. PvE and PvP players worked cooperatively to capture relics because the bonuses were a boon to everyone's play style. ArenaNet have apparently recognized this and made the excellent decision to implement it here. This mechanic is a large reason why realms/servers in DAoC became such tight-knit communities. Every player was needed to make their realm/server the best, and with leader boards to track your progress, players tried even harder to be the best. All other systems aside, this one system, WvWvW, is what will make this game so sticky for players. Not only do you become invested in your character and its progression, but you become invested in your entire team.

PvP: I did not have time to try out the structured PvP, but if it is anything like GW1, Rift warfronts, DAoC battlegrounds, WAR scenarios, then it will be great fun for quick, exciting combat with other players, although I am sure that this will be ruled by clans, guilds, groups who play together a _lot_ and who focus solely on min/maxing the PvP builds.

Conclusions: For me, GW2 has managed to combine many of the systems that I most enjoy from MMOGs into a beautiful virtual world with some unique races (thank you!) and interesting classes with combat mechanics that are compelling and fun. Obviously, this will not be the game for everyone. Is there such a thing? But, as MMOGs go, I believe this is the direction that developers should be moving toward in future games on the macro level.


Title: Re: First Impressions
Post by: Threash on May 02, 2012, 12:40:04 PM


Capital Cities: At around level 3 or 4 (I think really after you complete your first public quest), your quest tracker will have a quest that sends you into your capital city to meet with a friend. This sends you on your first story line quest and also serves to introduce you to what I feel is one of the best features of the game - your gigantic home town. Not since EQ1 have I felt so awed and interested in running around a city and exploring all the sights and sounds. Of course, the points of interest achievements only make it all the more a compelling activity, but I give two thumbs up to ArenaNet for the city design in this game.

And two more thumbs up for sticking free teleports practically every ten feet.


Title: Re: First Impressions
Post by: Furiously on May 02, 2012, 12:46:23 PM
And two more thumbs up for sticking free teleports practically every ten feet.

I wasn't too fond of the nickle and dimeing ones.


Title: Re: First Impressions
Post by: Threash on May 02, 2012, 12:58:49 PM
Well free travel around the world is very different than free travel around the gigantic city.


Title: Re: First Impressions
Post by: kildorn on May 02, 2012, 01:14:14 PM
And two more thumbs up for sticking free teleports practically every ten feet.

I wasn't too fond of the nickle and dimeing ones.

The part about them that bugged me was that it's an additional death penalty. You pick a rez point.. which charges you money as well as the repair costs you just ate for dying.


Title: Re: First Impressions
Post by: Nevermore on May 02, 2012, 01:21:18 PM
And two more thumbs up for sticking free teleports practically every ten feet.

I wasn't too fond of the nickle and dimeing ones.

The part about them that bugged me was that it's an additional death penalty. You pick a rez point.. which charges you money as well as the repair costs you just ate for dying.

And then there's the guy who spent 45 minuted dead because he had spent his last copper on buying the book to unlock talents (why is this necessary?) and couldn't afford to pay for the trip back to the teleport point.  A Dev commented on the thread that apparently the last teleport point you used should be free in that case, but nowhere in the game is anything indicated or highlighted that that's the case so the poor schlub had to wait for a passerby to rez him.  There are a LOT of moneysinks in this game.


Title: Re: First Impressions
Post by: murdoc on May 02, 2012, 03:15:24 PM
Having to repair every time I died annoyed me, having to repair every time I died in PvP REALLY annoyed me.


Title: Re: First Impressions
Post by: tazelbain on May 02, 2012, 03:40:46 PM
You only have to repair after you go naked.


Title: Re: First Impressions
Post by: Tmon on May 02, 2012, 04:07:31 PM
Damaged gear still works fine, it's broken gear that stops working.  Since gear damage occurs on resurrection (and only at a teleport if I remember right) there's no point in repairing until you have something broken.


Title: Re: First Impressions
Post by: Nightblade on May 02, 2012, 04:21:39 PM
yeah the repairing thing is a bit ridiculous, I die twice and suddenly my gear is orange. They need to relax that or remove it entirely.


Title: Re: First Impressions
Post by: Crumbs on May 03, 2012, 08:00:44 AM
Quote
PvP: although I am sure that this will be ruled by clans, guilds, groups who play together a _lot_ and who focus solely on min/maxing the PvP builds.

My limited experience gave me the impression that this might not be the case.  Bumping everyone up to the same gear level will help.  Sure, a coordinated group who knows all of the objectives and abilities will do better, but it's not a guaranteed roflstomp. 

I wonder also, since everyone has the same gear levels in BGs, if this will deter the min maxers from participating in a non progressive, evenly matched experience.  (Unless there is a progression I'm not aware of?  Are there points awarded to be used in the rest of the game?)


Title: Re: First Impressions
Post by: Draegan on May 03, 2012, 08:22:52 AM
I didn't see an issue with gear breaking.  The problem here is that the game is too rapey and balance of events and mob damage is borked.

Also money sucks early on, but unless you craft, you should have enough for everything.


Title: Re: First Impressions
Post by: tazelbain on May 03, 2012, 11:51:31 AM
I liked that the bosses were seriously dangerous and players had to band together to kill them.  Honestly I'd prefer that just made them equally dangerous to everybody then picking on melee.  If they could reduce the number of one-shots without defanging them would be ideal.


Title: Re: First Impressions
Post by: Phred on May 03, 2012, 04:52:03 PM
Quote
PvP: although I am sure that this will be ruled by clans, guilds, groups who play together a _lot_ and who focus solely on min/maxing the PvP builds.

My limited experience gave me the impression that this might not be the case.  Bumping everyone up to the same gear level will help.  Sure, a coordinated group who knows all of the objectives and abilities will do better, but it's not a guaranteed roflstomp. 

I wonder also, since everyone has the same gear levels in BGs, if this will deter the min maxers from participating in a non progressive, evenly matched experience.  (Unless there is a progression I'm not aware of?  Are there points awarded to be used in the rest of the game?)

So is it for sure that the pvp armor is fixed and the only upgrades you can get for it is cosmetic? I met someone who was under the impression you can upgrade the pvp armor's stats as well.



Title: Re: First Impressions
Post by: Falconeer on May 03, 2012, 05:25:26 PM
As far as I know items are fixed in PvP matches (arena like). You get boosted to top level and get fixed equipment.
But you bring your own stuff in the WvW PvP, and while I don't know the item progression, I am pretty sure you can have "better" stuff considering that are 5 degrees of rarity.

But here I hope someone more informed than me will jump in and will be more speecific.


Title: Re: First Impressions
Post by: Ingmar on May 03, 2012, 05:47:39 PM
Degrees of rarity didn't mean anything in particular for stats in GW1, so we can hope it will be similar here.


Title: Re: First Impressions
Post by: Severian on May 03, 2012, 06:49:15 PM
So is it for sure that the pvp armor is fixed and the only upgrades you can get for it is cosmetic? I met someone who was under the impression you can upgrade the pvp armor's stats as well.

You can change the armor and weapon attributes (http://wiki.guildwars2.com/wiki/Attribute) by changing the weapon sigils and the armor runes (in their upgrade slots) at an NPC vendor in the Hall of Memories near the PVP banks. Likewise with rings, amulets etc. The point being to specialize in, for example, a Precision build.

The vanity items you buy with glory, and are cosmetic.



Title: Re: First Impressions
Post by: Furiously on May 04, 2012, 08:41:24 AM
I love that every class can cast on the move.


Title: Re: First Impressions
Post by: Maledict on May 04, 2012, 08:49:11 AM
I love that every class can cast on the move.

That really freaks me out. Unlike other games there seems to be no penalty for it - it's just something you should be doing, always.

Goes a long way to explain why caster classes fall over dead in melee combat - they just aren't supposed to be there at all!


Title: Re: First Impressions
Post by: Furiously on May 04, 2012, 09:24:51 AM
I love that every class can cast on the move.

That really freaks me out. Unlike other games there seems to be no penalty for it - it's just something you should be doing, always.

Goes a long way to explain why caster classes fall over dead in melee combat - they just aren't supposed to be there at all!

Well... you do have to be facing the target somewhat don't you?


Title: Re: First Impressions
Post by: Murgos on May 04, 2012, 09:27:01 AM
I love that every class can cast on the move.

That really freaks me out. Unlike other games there seems to be no penalty for it - it's just something you should be doing, always.

Goes a long way to explain why caster classes fall over dead in melee combat - they just aren't supposed to be there at all!

Yeah, this aspect will probably make ranged attacks preferable to melee most of the time.

In ranged mode?  If the mob gets close, move.

In melee mode?  Learn how to time attacks and dodges so that you avoid damage.

One of those is harder than the other.


Title: Re: First Impressions
Post by: Falconeer on May 04, 2012, 11:21:22 AM
I'm under the impression that as a ranged in PvP it won't be that easy to hit whoever you want as even your teammates obscure your line of sight and you get an <obstructed> message if you aim at someone behind your front line. For the same reason why enemies have a hard time hitting you if you have a big bad tank simply standing between their bullet and you. Am I wrong?


Title: Re: First Impressions
Post by: Nevermore on May 04, 2012, 11:53:15 AM
I love that every class can cast on the move.

There are still a few exceptions to this.  I know the Ranger Longbow AoE couldn't be cast on the move, though the AoE will continue for a bit after the cast is over.


Title: Re: First Impressions
Post by: kildorn on May 04, 2012, 11:55:59 AM
Some casts root you. Most don't. Mesmer's blurred strike also roots you for the duration.


Title: Re: First Impressions
Post by: Mrbloodworth on May 04, 2012, 12:39:15 PM
So, how are the quests? anyone got a quick rundown? Is it standard stuff?  Whats the power curve 1-?? Will I be gated from playing with friends because of level?


Title: Re: First Impressions
Post by: Zetor on May 04, 2012, 12:48:15 PM
There are no 'quests' in the traditional sense except for your personal storyline (which works in personal instanced zones just like TOR, only with worse voiceacting/cutscenes, basically). Most content is 'area quests' in a particular map region where you can do x things to advance the quest bar of that region (heart icon on the map), and you get a reward when it fills up. F'rex you can get credit by collecting stuff, killing certain mobs, reviving NPCs, and sometimes other things (like taking rabbit food to the 'questgiver' while avoiding rabbits). There are also dungeons with normal and 'heroic' modes, and you can level via pvp/wvw.

There are also events that can happen on their own or if someone triggers them (e.g. by using an object in the world), they can also progress to different stages depending on whether you 'win' or 'lose'. Events also give credit for the quest bar of the area (participating one will probably fill the bar on its own), and have some interesting mechanics sometimes (you're preventing enemies from destroying your fortifications or rebuilding their own, escorting a party of NPCs through some caves, etc). Events scale with the number of people present and have the traditional 'contribution' system like in WAR and rift (I think it counts how many actions you did during the event, I have yet to get less than gold in an event I've fully attended).

I'd say the power curve is flat, but it isn't really... you'll unlock a lot more skills as you level (making you more versatile) along with traits, and you won't get an elite skill until level 30 (?). I have no idea how big a difference gear makes, hope we get a BWE where people are boosted to 85 so I can check what 'crappy outleveled gear' does vs 'level 85 crafted gear' and 'phat-loot karma / dropped green gear'.. though in GW1 there was no difference between crappy cheap/free gear and uber gear except for looks, so I'm hopeful. In structured pvp everyone is equalized; in wvw pvp everyone is 'almost' equalized. The game has inherent zone-based sidekicking (if you go to a level 4 area, you'll fight as a level 4), so you can play with lower-level people all you want. It used to work the other way too (lower level chars playing with higher levels in higher level zones), but they scrapped that which is kind of lame... still, this sort of sidekicking is better than most other games.


Title: Re: First Impressions
Post by: tmp on May 04, 2012, 12:56:16 PM
There are no 'quests' in the traditional sense except for your personal storyline (which works in personal instanced zones just like TOR, only with worse voiceacting/cutscenes, basically). Most content is 'area quests' in a particular map region where you can do x things to advance the quest bar of that region (heart icon on the map), and you get a reward when it fills up. F'rex you can get credit by collecting stuff, killing certain mobs, reviving NPCs, and sometimes other things (like taking rabbit food to the 'questgiver' while avoiding rabbits).
Doesn't that effectively mean it's just like "quests in traditional sense" minus the part where you need to manually click on the NPC in order to be told you should go to spot X and collect stuff, kill certain mobs, revive NPC and sometimes do other things?


Title: Re: First Impressions
Post by: Ingmar on May 04, 2012, 12:58:58 PM
Is there any narrative framing at all for that stuff?


Title: Re: First Impressions
Post by: Nevermore on May 04, 2012, 12:59:54 PM
There are no 'quests' in the traditional sense except for your personal storyline (which works in personal instanced zones just like TOR, only with worse voiceacting/cutscenes, basically).

The heart quests to me felt pretty much the same as 'traditional' quests, except they trigger automatically when you enter an area rather than talking to someone and all the ones I did had multiple avenues to get credit for completion.  On the other hand, they felt fairly grindy in that each thing you did to get credit didn't really add that much to the completion bar.

The major difference in GW2 is the whole event thing.  I know most people really liked the events, and I sort of did too, but I prefer being able to trigger them on my own instead of happening upon one by chance or waiting around for one to start.  It also makes going afk a dangerous proposition because you can end up getting flattened in places that seemed perfectly safe.  Events happening because of a 'loss' is a really nice touch, though.

Edit:

Is there any narrative framing at all for that stuff?

Yes, if you go talk to the heart NPC they'll give you a rundown on why you're doing what you're doing.  But that makes it even more like a 'traditional' quest.


Title: Re: First Impressions
Post by: Zetor on May 04, 2012, 01:00:19 PM
There are no 'quests' in the traditional sense except for your personal storyline (which works in personal instanced zones just like TOR, only with worse voiceacting/cutscenes, basically). Most content is 'area quests' in a particular map region where you can do x things to advance the quest bar of that region (heart icon on the map), and you get a reward when it fills up. F'rex you can get credit by collecting stuff, killing certain mobs, reviving NPCs, and sometimes other things (like taking rabbit food to the 'questgiver' while avoiding rabbits).
Doesn't that effectively mean it's just like "quests in traditional sense" minus the part where you need to manually click on the NPC in order to be told you should go to spot X and collect stuff, kill certain mobs, revive NPC and sometimes do other things?
Yeah, that's what I meant by traditional sense. You're still killing 10 rats and collecting 20 bear asses, but at least you can choose which of them you're doing and don't need to do the run around / turn in bit. It's an OK compromise, though obviously dynamic events are superior (if one is available, that is)

e: unfucked quote.. you people post fast!


Title: Re: First Impressions
Post by: Ingmar on May 04, 2012, 01:01:27 PM
Right but what I'm asking is there any story framing for that sort of thing at all, or do you just kind of go out and do things and stuff happens?

EDIT: Ok just saw Nevermore's edit. Got it.


Title: Re: First Impressions
Post by: Mrbloodworth on May 04, 2012, 01:03:11 PM
There are no 'quests' in the traditional sense except for your personal storyline (which works in personal instanced zones just like TOR, only with worse voiceacting/cutscenes, basically). Most content is 'area quests' in a particular map region where you can do x things to advance the quest bar of that region (heart icon on the map), and you get a reward when it fills up. F'rex you can get credit by collecting stuff, killing certain mobs, reviving NPCs, and sometimes other things (like taking rabbit food to the 'questgiver' while avoiding rabbits). There are also dungeons with normal and 'heroic' modes, and you can level via pvp/wvw.

There are also events that can happen on their own or if someone triggers them (e.g. by using an object in the world), they can also progress to different stages depending on whether you 'win' or 'lose'. Events also give credit for the quest bar of the area (participating one will probably fill the bar on its own), and have some interesting mechanics sometimes (you're preventing enemies from destroying your fortifications or rebuilding their own, escorting a party of NPCs through some caves, etc). Events scale with the number of people present and have the traditional 'contribution' system like in WAR and rift (I think it counts how many actions you did during the event, I have yet to get less than gold in an event I've fully attended).

I'd say the power curve is flat, but it isn't really... you'll unlock a lot more skills as you level (making you more versatile) along with traits, and you won't get an elite skill until level 30 (?). I have no idea how big a difference gear makes, hope we get a BWE where people are boosted to 85 so I can check what 'crappy outleveled gear' does vs 'level 85 crafted gear' and 'phat-loot karma / dropped green gear'.. though in GW1 there was no difference between crappy cheap/free gear and uber gear except for looks, so I'm hopeful. In structured pvp everyone is equalized; in wvw pvp everyone is 'almost' equalized. The game has inherent zone-based sidekicking (if you go to a level 4 area, you'll fight as a level 4), so you can play with lower-level people all you want. It used to work the other way too (lower level chars playing with higher levels in higher level zones), but they scrapped that which is kind of lame... still, this sort of sidekicking is better than most other games.

Wow, ok then, thanks for that. Auto side-kicking a?  Now I'm somewhat interested.


Title: Re: First Impressions
Post by: Nevermore on May 04, 2012, 01:04:29 PM
Yeah, that's what I meant by traditional sense. You're still killing 10 rats and collecting 20 bear asses, but at least you can choose which of them you're doing and don't need to do the run around / turn in bit. It's an OK compromise, though obviously dynamic events are superior (if one is available, that is)

Some of the events do have turn-ins, though.


Title: Re: First Impressions
Post by: Zetor on May 04, 2012, 01:05:57 PM
Yea, what Nevermore said. Sorry about the quote fuckup, I didn't see the post-deluge so just clicked insert-quote 2 posts down

Re the issue with dynamic quests making things dangerous - I agree, though most of the ones I've done seem to give at least some warning (similar to the big world events in rift) or they are started directly by players. Also, some of the events have bosses which DO need at least 2 people to do unless you're really good at soloing elite mobs at low levels (it can be done, but... yeah)
Yeah, that's what I meant by traditional sense. You're still killing 10 rats and collecting 20 bear asses, but at least you can choose which of them you're doing and don't need to do the run around / turn in bit. It's an OK compromise, though obviously dynamic events are superior (if one is available, that is)

Some of the events do have turn-ins, though.
edit: I misread your post, and yeah I agree... it's the "collect stuff that drop from enemies / spawn randomly on the ground and take it to this guy standing outside the cave" kind of quests. I typically ignore those entirely, or just turn in a bunch of drops once while I'm leaving the area.


Title: Re: First Impressions
Post by: Nevermore on May 04, 2012, 01:09:17 PM
Right but what I'm asking is there any story framing for that sort of thing at all, or do you just kind of go out and do things and stuff happens?

EDIT: Ok just saw Nevermore's edit. Got it.

Also, for events it's generally really obvious why you're doing what you're doing so those basically frame themselves.  'Escort Bob the Barbarian to the fort!', 'Kill the 30 foot wasp trying to sting your face off!', 'Collect apples for Mary so she can bake you a pie!', that kind of thing.  By the way, two of those three examples I didn't make up.  :-P


Title: Re: First Impressions
Post by: kildorn on May 04, 2012, 01:11:16 PM
So far for all the heart quests there were 2-3 ways to gain points (fight this, click that, collect and turn in the other), which was nice.

What I really liked were the branching events though. Stop kobold thieves! Whoops, you fucked up and didn't stop them. So go get the supplies back! Branching the event off a failure is <3

Getting XP/Karma still for completely failing an event was also nice.


Title: Re: First Impressions
Post by: Zetor on May 04, 2012, 01:13:34 PM
I  :heart: the wackiness in some of the zones. I levelled a Charr and a Norn to mid-level in the BWE, and  (really, really minor spoilers about the 1-15 zones)
e: also, expanding on Kildorn's post -- sometimes failboating events can result in a minor quest area being taken over by mobs as well and spawn another event to take the area back (you can still do heart quest stuff, but can't use the waypoint until it's retaken). While this can be annoying, SO FAR it was more fun than bother.


Title: Re: First Impressions
Post by: kildorn on May 04, 2012, 01:21:56 PM
The retakes aren't that hard so far either, so it won't completely screw new characters over down the line that I can see. But yeah, I had a fort that was taken by centaurs and I had to retake before I could get the waypoint back.


Title: Re: First Impressions
Post by: Tyrnan on May 04, 2012, 02:11:11 PM
I seem to remember a dev saying that the renown quests (hearts) are really meant to get you into the areas where events will happen and then hopefully keep you there long enough for one to trigger. So they're more like breadcrumbs to dynamic events rather than being content in and of themselves.


Title: Re: First Impressions
Post by: Threash on May 04, 2012, 03:09:03 PM
I seem to remember a dev saying that the renown quests (hearts) are really meant to get you into the areas where events will happen and then hopefully keep you there long enough for one to trigger. So they're more like breadcrumbs to dynamic events rather than being content in and of themselves.

That seemed to work about 50% of the time in my experience.


Title: Re: First Impressions
Post by: Phred on May 04, 2012, 04:41:18 PM

You can change the armor and weapon attributes (http://wiki.guildwars2.com/wiki/Attribute) by changing the weapon sigils and the armor runes (in their upgrade slots) at an NPC vendor in the Hall of Memories near the PVP banks. Likewise with rings, amulets etc. The point being to specialize in, for example, a Precision build.

The vanity items you buy with glory, and are cosmetic.

How about the runes and sigils? Are they purchasable with glory as well?



Title: Re: First Impressions
Post by: Tyrnan on May 04, 2012, 04:50:15 PM
I seem to remember a dev saying that the renown quests (hearts) are really meant to get you into the areas where events will happen and then hopefully keep you there long enough for one to trigger. So they're more like breadcrumbs to dynamic events rather than being content in and of themselves.

That seemed to work about 50% of the time in my experience.
Yeah they were a bit hit and miss for me too at times. The Norn area seemed the worse but maybe it was just bad luck. Or maybe they need shorten the intervals between events, for the starter areas at least.


Title: Re: First Impressions
Post by: Phred on May 04, 2012, 05:08:25 PM
I seem to remember a dev saying that the renown quests (hearts) are really meant to get you into the areas where events will happen and then hopefully keep you there long enough for one to trigger. So they're more like breadcrumbs to dynamic events rather than being content in and of themselves.

That seemed to work about 50% of the time in my experience.
Yeah they were a bit hit and miss for me too at times. The Norn area seemed the worse but maybe it was just bad luck. Or maybe they need shorten the intervals between events, for the starter areas at least.

Must have been a time of day thing because the norn area was hopping pretty much constantly Saturday night when I was there.



Title: Re: First Impressions
Post by: Kageru on May 04, 2012, 08:09:37 PM

There's a pretty fine balance between "too infrequent" and "resets before you make 20 paces". It seemed okay to me.

Also with quite a few of the hand-in quests the point was to get a "route" going that needed to be protected. It wasn't generally a long distance and often the item you were carrying would give you a speed boost or weapon use to keep it entertaining. Collectibles that weren't carried could be stacked (collect 20) and then handed in at once. Also with the neat trick that you could still hand in for an amount of time after it was completed so your contribution would be fully counted.

I liked it because even with the heart quests you can re-do or walk past as you like and the quest fits the environment. This dude has pests on the farm that need a kicking, why not help? While you were kicking them bandits attacked! better help. And the XP doesn't come from the farmer but from completion of the event. Which stops the feeling that all these NPC's have become incredibly lazy because they can get adventurers to fetch them bear asses because they have the magic power of gifting XP.

They're still, ultimately, go there and do things to get an XP / cash reward but it flows much better and suits the environment. It's the first viable replacement to traditional quests (which were the first viable replacement to grinding mobs).


Title: Re: First Impressions
Post by: tmp on May 04, 2012, 08:50:04 PM
What I really liked were the branching events though. Stop kobold thieves! Whoops, you fucked up and didn't stop them. So go get the supplies back! Branching the event off a failure is <3
That sounds cool, but in practice, is the failure something that happens often enough for these branches to come into play? I mean, i can't really remember a single quest in a MMO that i actually "failed"... so how does that work, do they throw bigger numbers of mobs the player can handle and have them corpse camp you until you log off in disgust, or what :why_so_serious:


Title: Re: First Impressions
Post by: Severian on May 04, 2012, 08:51:02 PM
How about the runes and sigils? Are they purchasable with glory as well?

No, they are free (but they don't follow you back to PvE any more than your boosted level 80 does). You can also use the NPCs to change weapons from the default loadouts. It's essentially the interface to adjust to the level 80 build you want to fight with.


Title: Re: First Impressions
Post by: Nevermore on May 04, 2012, 09:24:26 PM
What I really liked were the branching events though. Stop kobold thieves! Whoops, you fucked up and didn't stop them. So go get the supplies back! Branching the event off a failure is <3
That sounds cool, but in practice, is the failure something that happens often enough for these branches to come into play? I mean, i can't really remember a single quest in a MMO that i actually "failed"... so how does that work, do they throw bigger numbers of mobs the player can handle and have them corpse camp you until you log off in disgust, or what :why_so_serious:

Oh, you'll fail plenty and you're die a lot.


Title: Re: First Impressions
Post by: Spiff on May 04, 2012, 11:55:34 PM
Some you fail by dieing (more than a few times) or just running of, but there are others where the NPC's take multiple paths and you can just fail them 'cause you were guarding the big gate and forgot about the back door for instance, which is kind of cool.

There is a slight scaling issue though, mostly because it seems beyond a certain critical mass the only thing that happens is mobs hit a lot harder; which means a lot of people will die (mostly melee), but at that point there's so many people there that it does become 'unfailable' anyway.
I do hope they find a way to smooth that out or I'll have to stay out of the PvE entirely for the mad launch rush zerg ... type ... thing.


Title: Re: First Impressions
Post by: kildorn on May 05, 2012, 03:00:09 PM
You can also fail for say, a lack of snares/CC on the theft one. They run in, grab shit, and run out. If you can't spike them down or snare them, they'll get away. THAT happened a lot, because people weren't packing cripple based builds in the event.


Title: Re: First Impressions
Post by: Shatter on May 06, 2012, 06:52:06 AM
You can also fail for say, a lack of snares/CC on the theft one. They run in, grab shit, and run out. If you can't spike them down or snare them, they'll get away. THAT happened a lot, because people weren't packing cripple based builds in the event.

Sounds like you had all kinds of cripples to me :P


Title: Re: First Impressions
Post by: Numtini on May 06, 2012, 07:05:06 AM
Quote
It's the first viable replacement to traditional quests (which were the first viable replacement to grinding mobs).

Actually the first replacement for grinding mobs was running missions in groups. It's always been, of the three, my favorite, but when WoW didn't pick it up, everyone forgot Anarchy Online and COX. I find the GW2 gameplay to almost be a hybrid of the three.There's a quest element, there's a group zerg element a la the missions, and there's a grinding element as well. It would be nice if it were a bit more social, that was the good part of grinding, but I don't know how you can force that without idiotic levels of downtime.


Title: Re: First Impressions
Post by: Severian on May 06, 2012, 09:34:07 AM
It would be nice if it were a bit more social, that was the good part of grinding, but I don't know how you can force that without idiotic levels of downtime.

One significant aspect of GW2 seems to be how your attitudes towards other players are shaped by the mechanics. In marked contrast to the Good Old Days of kill stealing, spawn camping, and trains, your fellow players are out there regularly ressing you, helping you to get that skill point as you simultaneously help them get it, helping each other with heart quest objectives just by virtue of being in the same area, etc. Having other players around is almost always welcome in PvE and WvW, and your attitude towards them defaults to positive, with the only exception being when the dynamic events scale too big for the melees (which ArenaNet says they are tuning). I think the way res is handled in particular is going to lead to a lot of people with similar play schedules remembering each other and naturally coming together as they play; you can't help feeling good about someone who you res and who later returns the "favor".


Title: Re: First Impressions
Post by: Spiff on May 06, 2012, 09:39:36 AM
Grouping doesn't necessarily equal zerging here either imo; I did do a few events/group quests with around 5 people and it felt a lot deeper/more involved.

It's an issue that once you get above 5-6 people, fun seems to go down with every person that joins, inching ever closer to the zerg (which I would place around 10 people, if you see 10? Throw tactics out the window, equip a ranged weapon and start blasting!  :why_so_serious: ).

By 'fun' I mean, depth gets lost, which is unfun to me.
Technically you could blame the players I guess, but there's a bunch of contributing factors in the design I played: such as mobs scaling to a point where their hitpoints and damage seem so out of wack, zerging them down is the best tactic that doesn't take a 15 minute planning session.


Title: Re: First Impressions
Post by: Zetor on May 06, 2012, 09:44:08 AM
The only problem I've seen with "having more people around" is when you're doing an event (like an escort) solo and someone steps in the event radius, but doesn't participate (they're killing mobs offscreen or what have you). A lot more mobs will spawn and can overwhelm you easily... I also wonder if the same thing happens if someone just passes by (gets in the event radius, then leaves within a few seconds).


Title: Re: First Impressions
Post by: Tyrnan on May 06, 2012, 09:50:58 AM
The only problem I've seen with "having more people around" is when you're doing an event (like an escort) solo and someone steps in the event radius, but doesn't participate (they're killing mobs offscreen or what have you). A lot more mobs will spawn and can overwhelm you easily... I also wonder if the same thing happens if someone just passes by (gets in the event radius, then leaves within a few seconds).
According to their blogs/articles this shouldn't happen. People who aren't actively contributing to an event aren't supposed to be included by the scaling mechanic so it sounds like it was bugged.


Title: Re: First Impressions
Post by: Zetor on May 06, 2012, 09:57:34 AM
I think that sounds about right, actually...


Title: Re: First Impressions
Post by: Tyrnan on May 06, 2012, 10:13:08 AM
It should scale back down again once people stop contributing or leave but I don't know how long it takes for that to kick in. I guess the relative shift in difficulty between one- and two-player scaling probably didn't help either. Plus ogres are just plain nasty  :ye_gods:


Title: Re: First Impressions
Post by: Nevermore on May 06, 2012, 11:17:50 AM
It would be nice if it were a bit more social, that was the good part of grinding, but I don't know how you can force that without idiotic levels of downtime.

One significant aspect of GW2 seems to be how your attitudes towards other players are shaped by the mechanics. In marked contrast to the Good Old Days of kill stealing, spawn camping, and trains, your fellow players are out there regularly ressing you, helping you to get that skill point as you simultaneously help them get it, helping each other with heart quest objectives just by virtue of being in the same area, etc. Having other players around is almost always welcome in PvE and WvW, and your attitude towards them defaults to positive, with the only exception being when the dynamic events scale too big for the melees (which ArenaNet says they are tuning). I think the way res is handled in particular is going to lead to a lot of people with similar play schedules remembering each other and naturally coming together as they play; you can't help feeling good about someone who you res and who later returns the "favor".

While I certainly agree that kill stealing and spawn camping are not an issue at all in GW2, I was the victim of having mobs trained onto me a couple of times.  I don't think it was done maliciously, but that actually makes it worse since that means it's not difficult to accidentally train stuff onto people and it looks like it would be pretty easy to grief people and then claim you didn't mean it.


Title: Re: First Impressions
Post by: Phred on May 06, 2012, 01:55:37 PM
The only problem I've seen with "having more people around" is when you're doing an event (like an escort) solo and someone steps in the event radius, but doesn't participate (they're killing mobs offscreen or what have you). A lot more mobs will spawn and can overwhelm you easily... I also wonder if the same thing happens if someone just passes by (gets in the event radius, then leaves within a few seconds).
According to their blogs/articles this shouldn't happen. People who aren't actively contributing to an event aren't supposed to be included by the scaling mechanic so it sounds like it was bugged.

I had my personal quests get a lot more difficult when I was grouped with my friend dispite him not being pulled in to the instance with me.


Title: Re: First Impressions
Post by: KallDrexx on July 21, 2012, 07:42:51 AM
Finally got to play this.  This is definitely not anything like GW1.  For me, I haven't decided if that's a good thing or not yet, especially the difference in the skill system..


Title: Re: First Impressions
Post by: statisticalfool on July 21, 2012, 08:47:48 AM
Yeah, this really plays very different class to class.

Engineer seems like basically full on snoresville. Maybe when you starting getting all the kits to replace your primary weapon skills?

Elementalist was definitely more fun, but kind of highlighted (surprise!) MMO combat being not as responsive. I felt like I was fighting uphill to land any combos (which combined with the kind of randomish movement of mobs, meant a lot of misses). Also, AOE targeting from a constantly varying perspective: not that fun!

Thief seemed pretty good, although a lot of the utility skills seem a lot tricksier than is needed, which is I guess, a common fault of trap-style skills.

Story: kind of filler so far, although the human noble one is occasionally amusing.



Title: Re: First Impressions
Post by: HaemishM on July 21, 2012, 10:22:33 AM
I bitched about this in guild chat all last night, but I have to ask. Is this run speed normal? I FEEL LIKE I'M JOGGING IN WAIST DEEP WATER. I feel so fucking slow. Is there anything I can buy or equip that will make me run faster? I really dig the mechanics of the game, the story isn't bad and the art direction is top notch, but I am SOOOOOOO SLOW.


Title: Re: First Impressions
Post by: ezrast on July 21, 2012, 10:31:42 AM
They went a little too far on letting strangers be helpful actually - two of the three skill challenges I attempted I bit the dust and then got the skill point a few minutes later anyway, presumably because some wandering random happened upon the challenge mob and killed it for me while I was nowhere near the area.

I'm generally enjoying the experience so far - Charr thief up to 8, mostly pistol+dagger or shortbow, not finding melee as fun for some reason. It's got a new-car-smell that I haven't gotten from an MMO in a long time. I've come to expect a sinking feeling every time I try a new one within the first half hour when the game says "okay, you're done with all the cool scripted introductory shit; deliver this grapefruit and bring me some platypus eggs because you're a quest-giver's bitch now." That that moment keeps failing to come is actually pretty disconcerting.

Likes:
-Getting all your main combat abilities within minutes of picking up your weapon. This is huge to me.
-Naturally running into interesting things based on where I feel like wandering.

Dislikes:
-Having to wait til 30 for the rest of my abilities.
-Run speed seems just a little bit slow (are there mounts later? (ninja'd by Haemish)).
-Mob density can make kiting a pain.
-Mobs seem to scale pretty hard with levels making +2 things near-impossible; that might be me sucking or having poor gear though.

Not-sure-ifs:
-Fighting for your life is sort of convoluted; I'd almost rather just die.
-Mob experience is so low as to be trivial. In other games this would be a strong dislike since quest grinds piss me off, but here instead of making me feel railroaded it's just forcing me to explore and faff about and then randomly get a huge reward for doing so. I think. Still not sure I wouldn't rather have the option to just go full-on moa genocide mode for an evening though.


Title: Re: First Impressions
Post by: Hawkbit on July 21, 2012, 10:56:12 AM
I bitched about this in guild chat all last night, but I have to ask. Is this run speed normal? I FEEL LIKE I'M JOGGING IN WAIST DEEP WATER. I feel so fucking slow. Is there anything I can buy or equip that will make me run faster? I really dig the mechanics of the game, the story isn't bad and the art direction is top notch, but I am SOOOOOOO SLOW.

I feel as if I'm moving slower than I was in the previous beta.  I'm not sure if something was changed, but it does feel slow to me.  I hope that can be changed at some point. 

TLDR:  My jboots were nerfed.


Title: Re: First Impressions
Post by: ffc on July 21, 2012, 11:12:37 AM
Echoes of Lockjaw:


I also think running is super slow.  I tried looking up which class has the fastest out of combat run speed because it's driving me nuts but didn't see anything notable.


Title: Re: First Impressions
Post by: Evildrider on July 21, 2012, 11:42:36 AM
Run speed sucks... I think that's what I bitched about the most all day yesterday. 

I'm really not enjoying the PvE leveling too much... it really reminds me of if I was playing WHO and just ran from PQ to PQ.


Title: Re: First Impressions
Post by: Zetor on July 21, 2012, 11:47:23 AM
I always roll with a weapon set that has a short cooldown/long-ish duration swiftness buff (like elementalist staff, necro warhorn)... failing that, a utility skill that gives swiftness. I think at this point my biggest beef is the 'chancy' nature of melee -- with any kind of latency I need to be really on the ball to hit a moving target (that's not snared / knocked down / rooted / etc), and my skills still go on cooldown if I'm out of range.

Really digging the improvements they've made since the last few betas, btw. There are dudes who run up to you in outposts and point you to nearby dynamic events, etc. Also, they seem to have changed the 'jumping puzzle' type skill challenges to vistas, which is nice for both explorer (more things to do) and achiever (don't have to mess around with jumping puzzles to get those extra skillpoints) types.


Title: Re: First Impressions
Post by: Dark_MadMax on July 21, 2012, 12:20:56 PM
After TSW guild wars 2 pve does feel super dated. And graphics is even more dated. That said I find it very addicting and there are several things GW2 does well:

- large world with interesting location to explore .
- They did add a lot of variety to wow'esque style quests. They really wanted to spice it up .If it wasnt at the core same old thing it would be totally great. As it is it just good
- skill mechanics are really varied and Id say pretty damn fun
- the dynamic events system is the best I seen


TSW is definitely superior and much more immersive  GAME. But GW2 is a  better MMO by far


Title: Re: First Impressions
Post by: Nevermore on July 21, 2012, 01:17:20 PM
So far every beta they've 'optimized' the game engine, and every beta it's run worse and worse for me despite my lowering the graphics all the way down to the minimum.  This weekend the game is completely unplayable for me.  The screen blacks out literally every few seconds, and then eventually the game just crashes.  Yes, I have the most recent nvidia drivers.  No, I don't have this problem on any other game.  TOR runs flawlessly on medium-high settings.

Even though I hate the PvE, I at least wanted to see how the PvP was doing since I like the direction they've taken with that (at least in principle, even though I don't like the skill system compared to GW1).  Oh well.


Title: Re: First Impressions
Post by: Modern Angel on July 21, 2012, 02:21:54 PM
Also, they seem to have changed the 'jumping puzzle' type skill challenges to vistas, which is nice for both explorer (more things to do) and achiever (don't have to mess around with jumping puzzles to get those extra skillpoints) types.

The only problem is that vistas are now on the map completion track and I HATE THAT. I don't like jumping puzzles, even if they're easy (they've kept the vistas deliberately easy) and now they're not optional if you want that yummy chest for zone completion. If something is different than 90% of your game, make it optional. The xp you gain is reward enough.


Title: Re: First Impressions
Post by: Secundo on July 21, 2012, 02:29:41 PM
So far every beta they've 'optimized' the game engine, and every beta it's run worse and worse for me despite my lowering the graphics all the way down to the minimum. -snip-

I am experiencing the exact opposite. BWE2 had some minor stuttering and at times slowish fps but this build is solid for me.


Title: Re: First Impressions
Post by: Nevermore on July 21, 2012, 02:42:32 PM
So far every beta they've 'optimized' the game engine, and every beta it's run worse and worse for me despite my lowering the graphics all the way down to the minimum. -snip-

I am experiencing the exact opposite. BWE2 had some minor stuttering and at times slowish fps but this build is solid for me.


Based on the tech forum, I'm definitely not the only on with the issue I'm having.


Title: Re: First Impressions
Post by: Crumbs on July 21, 2012, 03:32:13 PM
Asura Engineer all the way!

I found the Asura starter area to be the most interesting and fun.  Finally got to see why everyone was talking about underwater combat also.  A whole new set of moves to unlock?  Yes please!



Title: Re: First Impressions
Post by: Chimpy on July 21, 2012, 03:51:07 PM
I like the look, and the Asura are kinda funny. But I guess it is not having played a previous beat but the mechanics seem inexplicable at times. I also am a little chagrined that rangers are apparently melee/throw melee weapon characters and not use a ranged weapon characters. (I looted a gun and saw not usable by your class) which was odd.

The pink flamingo pet option is awesome though.


Title: Re: First Impressions
Post by: Bungee on July 21, 2012, 03:57:47 PM
I like the look, and the Asura are kinda funny. But I guess it is not having played a previous beat but the mechanics seem inexplicable at times. I also am a little chagrined that rangers are apparently melee/throw melee weapon characters and not use a ranged weapon characters. (I looted a gun and saw not usable by your class) which was odd.

The pink flamingo pet option is awesome though.

Rangers only get Bows. Can't handle rifles because of the nature flick in their backstory.


Title: Re: First Impressions
Post by: Modern Angel on July 21, 2012, 04:03:56 PM
Yeah, rangers get long and short bows, both of which are distinct weapons with different ranges and moves. Also, their axe shit is short ranged.

Messing with a warrior this beta event and I'm really enjoying it more than I did before.


Title: Re: First Impressions
Post by: Tmon on July 21, 2012, 04:31:53 PM
One thing I noticed is that you can now access your bank when you are on a crafting station.  Also thanks to collectible storage I haven't filled my starter pack and bag yet.  I just have to remember to go through and send the collectibles to the bank every now and then.


Title: Re: First Impressions
Post by: kildorn on July 21, 2012, 04:32:40 PM
To save you some time experimenting: you can hit H (hero panel), then skills, and Weapon Skills to see what all of your available weapon types and skills with them are.


Title: Re: First Impressions
Post by: Sky on July 21, 2012, 04:57:53 PM
I bitched about this in guild chat all last night, but I have to ask. Is this run speed normal? I FEEL LIKE I'M JOGGING IN WAIST DEEP WATER. I feel so fucking slow. Is there anything I can buy or equip that will make me run faster? I really dig the mechanics of the game, the story isn't bad and the art direction is top notch, but I am SOOOOOOO SLOW.
I don't remember it bugging me at all last BWE...but since then I've been playing TSW with mobility upgrades...yeah. Seems wicked slow now.


Title: Re: First Impressions
Post by: kildorn on July 21, 2012, 05:20:46 PM
The in combat run speed is pretty slow. Out of combat is a bit slow.

Most classes seem to have a signet passive or a trait later on for speed increases.


Title: Re: First Impressions
Post by: Modern Angel on July 21, 2012, 05:35:05 PM
Well, at least after you have a few unlocked, they want you teleporting from spot to spot.


Title: Re: First Impressions
Post by: 01101010 on July 21, 2012, 06:48:46 PM
I gotta say, I really like the way they did the synergies in this game. Haven't played a game since FFXI where I actually thought to position my shots behind a fire wall or inside a rune circle. I even saw other ranged moving into a new position as time went on today.

And this is also drawing me to caster class... I am fascinated with Mesmer. I feel an MMO pull in that you are better with other people.


Title: Re: First Impressions
Post by: Arinon on July 21, 2012, 09:25:58 PM
First time playing the game this weekend.  So far I've taken Thief, Necro, and Warrior to level 10.  Thief could be fun but most of his game seems to be short range ports and is a bit too spazzy for me.  Necro was fun once I got my hands on a staff.  The pet AI and the class's potential dependence on pets is a bit worrisome though.  Warrior was a blast all around and seemed really strong compared to the other two.  Going to try Hunter and some WvW tomorrow and attempt to nail down a main for release.

Getting used to the slower runspeed took a bit but, given how a lot of skills operate, having people zipping around any faster would be super frustrating in PvP.   


Title: Re: First Impressions
Post by: Zetor on July 21, 2012, 09:32:17 PM
Also, they seem to have changed the 'jumping puzzle' type skill challenges to vistas, which is nice for both explorer (more things to do) and achiever (don't have to mess around with jumping puzzles to get those extra skillpoints) types.

The only problem is that vistas are now on the map completion track and I HATE THAT. I don't like jumping puzzles, even if they're easy (they've kept the vistas deliberately easy) and now they're not optional if you want that yummy chest for zone completion. If something is different than 90% of your game, make it optional. The xp you gain is reward enough.
Oh yeah, I definitely agree with that. Putting them on a separate track would make things better[er]. As it is, I wasn't able to complete the sylvari area because the thorn wolf skill challenge is broken, sad face.

Re out-of-combat movement, I really haven't found it that big of a problem (yet). I just use waypoints to zip around on the map (unlocking a nearby waypoint should be priority #1 no matter what), and kill stuff / look for dynamic events otherwise. This may change after 30-40 levels, though.  :awesome_for_real:


Title: Re: First Impressions
Post by: Dark_MadMax on July 22, 2012, 12:11:00 AM
First time playing the game this weekend.  So far I've taken Thief, Necro, and Warrior to level 10.

If you didnt do  it yet  -dont bother leveling at all. Just jump straight into mists right after intro and you get to experience  fully unlocked  profession with any gear you like. Run a few dozen spvp with each class to get a good feel of it.

My conclusions so far
-warrior - solid durable damage dealer. kinda bland, but well ....its warrior
-mesmer  -pretty damn fun and has a lot of tricks.  (mesmer actually has better stealth than thief  :) )
-necro - 3 health bars. great sustained damage. Only problem I didnt like my world going green all time
-ranger -same deal as a warrior . solid but bland run of the mill ranger .
-thief - only good for stomping newbs. But its fun class



Title: Re: First Impressions
Post by: Sky on July 22, 2012, 08:50:21 AM
Just not feeling the fantasy setting right now, been playing TSW this weekend...


Title: Re: First Impressions
Post by: KallDrexx on July 22, 2012, 09:28:37 AM
So while this game has so much polished, I'm just not feeling it.  Maybe it's because I'm probably not a standard MMO player (I've played most of them, the only ones that I played for more than 6 months were DAOC and GW1, both played for well over 2 years).  I think they decided to turn around and make a pure MMO instead of something more unique like they did in GW1.

I'm not a fan of the world pvp.  While I don't remember what made me like it in DAOC (it's been a good 10 years) I don't find it fun here.  I don't feel like I'm actually contributing to battle and it just seems like as the opposing force gets more forces they win, then we win as we get more forces, but what I'm actually doing doesn't *feel* like it's contributing.  Even when sneaking behind to flank I didn't feel like I could do enough damage quick enough (on my theif or mesmer) to make a difference before the zerg noticed me.  I miss the 12v12 alliance battles of gw1.  They felt like they had more interesting objectives and the 24 person cap helped keep things under control so people could feel like they were contributing.

While PvE is leagues above what other MMOs have, I find it a step down from GW1.  Granted gw1 pve was more of an action-rpg than straight MMO but I liked it and it gave a lot more interesting objectives that aren't really possible in a fully persistent / open to everyone world.  I also feel like once I get most of the hearts in the area I get stuck between levels, where I'm too low level for the next open heart and my personal story.  I then end up running around aimlessly trying to find a dynamic event going on since that seems to be the core way to level (grinding mobs doesn't give much).

I'm also not a fan of the skill system.  10 skills seems too much, not necessarily because of the strict amount but the strict placing of them.  The main problem is that  I can't easily reach the 7, 8, 9 and 10 keys on the keyboard while moving with WASD, so in combat I forget to use those because I have to click on them with my mouse.  In GW1 this wasn't and issue because you had 8 skills and I could rebind 7 and 8  to Q and E.  In other MMOs it's not an issue because I can have multiple hotbars, so all other abilities I can do Ctrl+(1-6) to click them.  I don't seem to have either of these capabilities in GW2.  Also I don't like how I can't change what skill is 2, 3, 4, and 5.  This causes a lot of issue in frantic combat because I can't organize my abilities so all my teleport abilities are towards the end, my passives (and low usage abilities) towards the end and have my common thief main skills (like my poison buff) towards the middle.


Title: Re: First Impressions
Post by: Modern Angel on July 22, 2012, 10:00:54 AM
You can remap keys 6-0 to anything you want.


Title: Re: First Impressions
Post by: kildorn on July 22, 2012, 10:03:07 AM
  I also feel like once I get most of the hearts in the area I get stuck between levels, where I'm too low level for the next open heart and my personal story.  I then end up running around aimlessly trying to find a dynamic event going on since that seems to be the core way to level (grinding mobs doesn't give much).


I agree this is a bit of an issue, but the trick seems to be to wander to another zone in the same level range and do all those hearts and events as well. Remember, going to a lower level event helps you, as you gain XP as if it was even level, and about half your loot drops will be on-level as well. I still don't think they explain their intended gameplay flow well at all.


Title: Re: First Impressions
Post by: Amaron on July 22, 2012, 10:17:03 AM
So while this game has so much polished, I'm just not feeling it.  Maybe it's because I'm probably not a standard MMO player (I've played most of them, the only ones that I played for more than 6 months were DAOC and GW1, both played for well over 2 years).  I think they decided to turn around and make a pure MMO instead of something more unique like they did in GW1.

I feel like they just hid a lot of the stuff that made GW1 unique.  It's still all there though.  There's no ilvl gear grind for starters.  The combat is clearly not the holy trinity either.  They still have the instant max level pvp chars.  The one thing I feel is sorely missing is the hero companions.   It's the same engine though I wouldn't rule them out in the future.


Title: Re: First Impressions
Post by: KallDrexx on July 22, 2012, 10:35:18 AM
I agree this is a bit of an issue, but the trick seems to be to wander to another zone in the same level range and do all those hearts and events as well. Remember, going to a lower level event helps you, as you gain XP as if it was even level, and about half your loot drops will be on-level as well. I still don't think they explain their intended gameplay flow well at all.

I was in Queensdale and I had done all the lower level hearts there.  Since this was my first time playing I don't even know where other low level zones are, so I can't just wander around to an uncompleted heart (as I do't know where any are that are lower level than me).  So it just felt like the only way to progress was to randomly run around until I find a random event going on, and one that can actually be completed if there aren't many people around.  I do agree they need to explain the intended gameplay flow better. 

Sometimes the only place you can find that you know will have action are waypoints that are contested, but you can't get there quickly because they are contested and thus non-portable to them.  You don't know if the event will still be going on by the time you get there.  The NPCs pointing out dynamic events are good, but they are only in town.

You can remap keys 6-0 to anything you want.

Hrm if I can remap them to ctrl+(1-5) then that may make it better. 


Title: Re: First Impressions
Post by: Lantyssa on July 22, 2012, 10:55:31 AM
The pacing in Queensdale is possibly the worst of all starting areas.  It has a couple of dead spots.


Title: Re: First Impressions
Post by: ezrast on July 22, 2012, 11:13:07 AM
I'm not a fan of the world pvp.  While I don't remember what made me like it in DAOC (it's been a good 10 years) I don't find it fun here.  I don't feel like I'm actually contributing to battle and it just seems like as the opposing force gets more forces they win, then we win as we get more forces, but what I'm actually doing doesn't *feel* like it's contributing.  Even when sneaking behind to flank I didn't feel like I could do enough damage quick enough (on my theif or mesmer) to make a difference before the zerg noticed me.  I miss the 12v12 alliance battles of gw1.  They felt like they had more interesting objectives and the 24 person cap helped keep things under control so people could feel like they were contributing.
I agree. The skillsets feel like they were made for small group battles but zergs seem to mostly just require range and AoE. Especially since even if you do catch someone and beat them in a duel, their team can just resurrect them once they push back.

I can't speak for DAoC, but in WAR I felt like my Blackguard had the capability to handle those sorts of situations well. With a dedicated healer I could survive running headlong into a zerg, putting out some aoe harrassment, debuffing a healer or two, punting a squishy towards my group, and gtfo before my defensive CDs run out. I made a sword/shield Guardian to try to do something similar, and it sort of works, but my aoe and knockback aren't great, it's harder to catch people, and I have to blow all my CDs just to have a chance at feeling useful meaning I can't do much for the next 30-45 seconds.


Title: Re: First Impressions
Post by: HaemishM on July 22, 2012, 11:20:24 AM
I FINALLY got into the World PVP today since it was completely full all last night (and WTF is that? Not being able to try out WvW because of queues almost cost them my potential purchase). Since I couldn't get into it last night, I tried the Hearts of Mist small-scale PVP. I didn't like it at all. Like enough that I really wasn't going to buy the game at all.

World PVP has changed that stance. I'm still undecided, but I really like the World PVP with the different objectives. It definitely scratches that Eman Gate itch. I still think footspeed is WAY too slow, but I started to get used to it (and I found out I could unlock a skill that increased footspeed a bit). The footspeed thing is really close to being a dealbreaker though. It means that I will absolutely HAVE to use one skill slot for the footspeed signet, no questions asked, which could limit my skills. I also have to echo Kall's problems with the 6-0 skills - I have a real problem getting to those numbers without looking in the heat of the battle when I'm using WASD for movement.


Title: Re: First Impressions
Post by: Evildrider on July 22, 2012, 11:50:55 AM
Not being able to queue with friends for non tournament pvp matches is stupid.  It's a pain in the ass to get into the same games as your friends and even then you may not be on the same side.  I actually prefer ToR warzones over their structured pvp here.

WvWvW... after finally being able to get into it after waiting like an hour, I was pretty unimpressed.  Overall it wasn't horrid, but I found myself missing WHO more than I did liking this.  Door hit points are too high and having to spend 5-10 minutes just running back from mid map is bs as well. 


Title: Re: First Impressions
Post by: Falconeer on July 22, 2012, 11:52:20 AM
Skills and keys can be remapped though, and if you choose 5 easily reachable keys for the first 5 skills, and then ALT+them all for the other 5 skills it gets all very easy to control.


Title: Re: First Impressions
Post by: Falconeer on July 22, 2012, 11:53:37 AM
Also, queueing for WvW? Are you sure you aren't queueing for the Eternal Battleground? That has queues, but you can and should attack the external three worlds too (Blue, Green and Red) for they are pretty much the same thing. Am I missing something? Did they have a queue too?


Title: Re: First Impressions
Post by: Zetor on July 22, 2012, 12:25:34 PM
For keybindings I use 1-5 for weapon skills, z for heal, qex for utilities, c for elite, r for weapon switch, mouse3 for dodging. Standard WASD for strafe/move/backpedal (I should really stop backpedaling, but meh it's still useful for pve tanking), turn with the mouse. They FINALLY made it possible to use alt-ctrl modifiers if you like that stuff - it only took them what, 7 years since GW1 launch?  :awesome_for_real:

Not being able to queue with friends for non tournament pvp matches is stupid.  It's a pain in the ass to get into the same games as your friends and even then you may not be on the same side. I actually prefer ToR warzones over their structured pvp here.

WvWvW... after finally being able to get into it after waiting like an hour, I was pretty unimpressed.  Overall it wasn't horrid, but I found myself missing WHO more than I did liking this.  Door hit points are too high and having to spend 5-10 minutes just running back from mid map is bs as well.  
I'll just say that my experience differs from yours... a lot. I'd rank warzone/structured pvp 'at max level' like this: GW2 > GW1 >>>>> Rift > WOW ~ TOR ~ WAR >>> COH (I put Rift above the standard DIKU fare because they at least try to do some gear/stat equalizing) IMO having more than two people queue together for a PUG v PUG warzone is also a very bad idea (even two is a bad idea, but people play in duos often, so meh), since it just leads to lopsided pugstomping snorefests (except when the premade is so bad that they manage to lose vs a pug, but that doesn't happen THAT often :P).

About beating on the door: what siege engines was your team using? I don't remember them taking too long to break down at all with a few catapults and a treb. I've actually had more fun/success doing things like intercepting supply runners instead of running with the siege group/zerg, though.


Title: Re: First Impressions
Post by: ezrast on July 22, 2012, 12:33:12 PM
I do think part of it is just that the game is still filled with people like me who have no idea what they're doing. It took me quite a while to figure out how supply worked, and that I should pick some up before running to siege anywhere. Hopefully mindless zerging will decrease and fights will get better as people figure out exactly what is necessary to capture/defend each of the objective types.


Title: Re: First Impressions
Post by: Modern Angel on July 22, 2012, 12:36:50 PM
Also, queueing for WvW? Are you sure you aren't queueing for the Eternal Battleground? That has queues, but you can and should attack the external three worlds too (Blue, Green and Red) for they are pretty much the same thing. Am I missing something? Did they have a queue too?

Yeah, this. You can funnel right the fuck in to the other fronts in W3 without queuing. Also, the issues last night weren't related to extended queues. They were fixing lag problems.

On the door thing, gotta use siege engines to make it quick. Which is a good thing. But it also illustrates what ezrast is saying: lots of folks doing the world pvp without knowing the full range of stuff you can or should do. Siege engines are important. Supply is hella important. You can pick off important supply stuff solo or in a small group away from the zerg.


Title: Re: First Impressions
Post by: Dark_MadMax on July 22, 2012, 01:09:39 PM
Was very impressed with their patch system - logs you out , auto patches and all done in 5 minutes. TSW for example goes down for 4 hours .... Yah GW2 is light years ahead in this department


Also very unimpressed with WWW queues. I cant get in at all, 3-5 hours wait - still not in. Only time I was able to get in was right after patch. They seem to have improved performance . It was smoother than BWE2. Also I played some organized world-pvp wiht teamspeak etc - and its effing amazing. Real tactics come into play and you suddenly not playing "gate bashing" anymore....  well there is gate bashing still  , but there is a lot of direction and more action involved. We managed to take entire keep with 10 man team by sneaking trough 3 enemy posts and  ninja placing  4 catas near wall ,taking it down in 5 minutes. Then we rushed the defenders arrow carts and took em down clearing path to inner keep

 Get into good www guild - it is light and day from the random running in www  The game revolves around siege weapons and supplies, placing siege weapons ,getting supplies to them,  storming enemy defences and defending yours - it is a lot more fun when organized.


Title: Re: First Impressions
Post by: ezrast on July 22, 2012, 01:18:40 PM
I'm pretty sure queues are just completely broken right now. I've queued up, managed to get in a few minutes later by spamming join on all the WvW areas, and then had a queue pop a few minutes later. Your best bet is to just try to manually join every couple minutes.


Title: Re: First Impressions
Post by: kildorn on July 22, 2012, 02:12:34 PM
There was a bug with the queues yesterday per the forums, if that is when you were having issues. Something was keeping the player cap crazy low.


Title: Re: First Impressions
Post by: Threash on July 22, 2012, 02:53:24 PM
Apart from the bugged queues i feel it would be a good idea not to pick a server that is going to be packed all the time.


Title: Re: First Impressions
Post by: Tmon on July 22, 2012, 03:27:51 PM
Someone on the dev team really loves jumping puzzles. 


Title: Re: First Impressions
Post by: Secundo on July 22, 2012, 03:59:38 PM
Besides the effing jump puzzles(which I sofar manage to do but still hate) I like it.. The only thing that could kill this game for me would be pay to win.


Title: Re: First Impressions
Post by: ezrast on July 22, 2012, 04:03:15 PM
People in chat are talking about how great they are and how they want more difficult ones. The one in Morgan's Spiral in the Sylvari area should be enough to last me the whole game, I think.


Title: Re: First Impressions
Post by: Tmon on July 22, 2012, 05:10:26 PM
What is making me a little nutzo at the moment is that I have everything unlocked in the Asura starting area except for one POI that I can't find.  My fear is that it's at the top of a truly painful jumping puzzle that starts in a cave and seems to lead to an asura gate floating in the sky.  Since you get high enough to die when you miss that jump I gave up on it.  I had the same problem in the Char starter area.  I'm not really a completest but having everything unlocked on the map but one, not at all obvious point is bugging me for some reason.  I don't mind that there are jumping puzzles in the game, but making them mandatory for an achievement that isn't labeled jumping master or something is just annoying.


Title: Re: First Impressions
Post by: 01101010 on July 22, 2012, 05:29:14 PM
Yeah, but these super mario achievements are way better and easier than SWTOR's, by leaps and bounds.  :why_so_serious:


Title: Re: First Impressions
Post by: Tmon on July 22, 2012, 05:36:06 PM
One thing I do like a lot is bank access from the crafting stations.  I'm pretty sure that's new with this round. 


Title: Re: First Impressions
Post by: Kageru on July 22, 2012, 06:36:57 PM

GW1 PvE was an abomination, slow moving and repetitive, this is much better. Especially because I hate shepherding dumb NPC's.

The bank access from the crafting tables was a massive convenience advance. An obvious one but I'm glad they did that. The jumping puzzles, sigh, but giving the explorers more carrots is fine.

Any open PvP is going to be about dealing with the Zerg, it's basically inherent in the game style.

The wife really took to the game. Which I think is partly because the Asura are really cute but also because the whole approach is really casual friendly. Skills evolve naturally, there's not too many to keep track of and you can just wander round the map and get dragged into things. It's still a refreshing change from a quest driven system. I'm still fighting with the lack of role on the characters, I can't really tell if there are deep skill and class synergies waiting to be unlocked or it's just a lot of cleverness in the skills with little coherence (mostly did necro this weekend). That's probably only going to come out once you hit dungeons though or do dynamic events with a small group. I think I would have preferred a more soft role model than this mish-mash of skills, and balance is going to be interesting.

The structured PvP guys are already hitting it though, so most of the balance discussions are strongly PvP slanted.


Title: Re: First Impressions
Post by: ffc on July 22, 2012, 08:50:09 PM

-mesmer  -pretty damn fun and has a lot of tricks.  (mesmer actually has better stealth than thief  :) )


I don't understand the Mesmer illusions that automatically pop up after a few attacks with the scepter.  They do 0 damage, literally, and just stand around lobbing purple balls at my target.  In PvE, the enemies never attack them so they can't tank, and in PvP nobody confuses them for me.  What's the point?  The best I have done is after an illusion appears I use it as a sort of bomb with F1/2/3/4 and that's it.  But the illusion has to run up to my target and if it gets caught in an AoE then it just melts.  Am I doing it wrong?


Title: Re: First Impressions
Post by: Shatter on July 22, 2012, 09:15:39 PM
I love the battlegrounds, I could do this shit all day.  I will be glory 80 and still level 1 :P


Title: Re: First Impressions
Post by: Kageru on July 22, 2012, 09:31:29 PM
The pacing in Queensdale is possibly the worst of all starting areas.  It has a couple of dead spots.

It has lots of events and too few hearts, so people miss the events. This is especially true for the various events up near the water supply.


Title: Re: First Impressions
Post by: Dark_MadMax on July 23, 2012, 12:11:50 AM

I don't understand the Mesmer illusions that automatically pop up after a few attacks with the scepter.  They do 0 damage, literally, and just stand around lobbing purple balls at my target.  In PvE, the enemies never attack them so they can't tank, and in PvP nobody confuses them for me.  What's the point?  The best I have done is after an illusion appears I use it as a sort of bomb with F1/2/3/4 and that's it.  But the illusion has to run up to my target and if it gets caught in an AoE then it just melts.  Am I doing it wrong?

Illusions are free and they are sometimes nice decoy ,especially considering that you can stealth and/or blink. Basically you want them for healing and shatter . Phantasms have some health and deal damage, they also do not die instantly in aoe so you can shatter them more reliably. Strength of mesmer is in his elusiveness - blinks ,stealh, evades , healing and condition removal. He also deals nice damage if specced.


Title: Re: First Impressions
Post by: Furiously on July 23, 2012, 12:29:44 AM
If they had weapon switching for elementalists, I would be all over the class. Ride the lightning is probably the most fun skill (dagger spec), but the staff utility and range is so much nicer.


Title: Re: First Impressions
Post by: Zetor on July 23, 2012, 12:37:05 AM
I'd like it too, but elementalists are already the most versatile class in the game - being able to hotswap to a completely different set of 4 bars would put them way over the top.

Anyway, I use staff 90% of the time and keep a dagger/focus set in my inventory for versatility... I switch out of combat if necessary. Of course that's pve and wvw only - I don't think you can manipulate your gear setup during sPVP matches. (yea, I know this wasn't entirely the case this BWE, but devs have stated that they really don't want in-game gear switching to become a thing).


Title: Re: First Impressions
Post by: 01101010 on July 23, 2012, 04:19:50 AM
I don't understand the Mesmer illusions that automatically pop up after a few attacks with the scepter.  They do 0 damage, literally, and just stand around lobbing purple balls at my target.  In PvE, the enemies never attack them so they can't tank, and in PvP nobody confuses them for me.  What's the point?  The best I have done is after an illusion appears I use it as a sort of bomb with F1/2/3/4 and that's it.  But the illusion has to run up to my target and if it gets caught in an AoE then it just melts.  Am I doing it wrong?

The clone spawns on the third scepter auto-attack - basically a shadow. Phantasms are slightly better... but their attacks are way too slow.  The only part I really dislike is the fact that both clones and phantasms disappear once your target dies... quite shitty if PvE when you have a pack of mobs. A timer on them would be a bit better.

I'd guess mesmer is all about the boons and conditions.

Overall, I'd like to see boons and conditions last a bit longer. 7s buffs seem a bit too low- 10s-12s might feel a bit better. Getting a nice buff like chaos armor, only to watch it be utterly useless because it is gone by the time the mob catches up to you is just disappointing.


Title: Re: First Impressions
Post by: Kageru on July 23, 2012, 05:23:07 AM
Necromancer is similar. Lot's of conditions and buffs with really short durations. Though some of them stack duration (unlike WoW they actually considered DoT stacking properly) or are affected by talents. But so far it feels really frantic. The extensive use of ground symbols (necro and guardian) combined with highly mobile combat is also an uncomfortable mix.

It didn't seem like that much had changed between the beta tests in terms of skills. Numbers were being changed (the Necro alternate form definitely got a solid nerfing) but not mechanics.


Title: Re: First Impressions
Post by: Tyrnan on July 23, 2012, 06:05:11 AM
Well the Engineer seemed to have gotten a fairly hefty balance pass from the last time I played it. Both Pistol and Rifle actually seemed to be doing decent damage now and the new grenade kit was pretty awesome. But still too much randomness in the utility skills and turrets still suck from what I've read.

I'm hoping they have a similar look at Mesmers before launch too. Jon Peters has more or less said that the scepter sucks (which is really unfortunate as it's the first weapon you get) and they'll look at it. If they did that and made the illusions stick around after the target died for even a few seconds so we could engage another target with them it would help a lot. I've also seen it suggested numerous times on the forums that they separate clones from phantasms and let us have 3 clones and 1 phantasm out at a time. This would prevent phantasms getting used in shatters or being overwritten by clones like the scepter auto-attack one.


Title: Re: First Impressions
Post by: Chimpy on July 23, 2012, 07:23:49 AM
I liked the ranger a lot better once I got a bow, starting with a throwing axe just seems odd to me, though the warhorn offhand was kinda cool.

Game was somewhat fun, but probably not enough for me to purchase right away. Might pick it up when I leave the second job and have more free time, but that won't be until late October at the earliest.


Title: Re: First Impressions
Post by: Lantyssa on July 23, 2012, 07:32:28 AM
I liked the ranger a lot better once I got a bow, starting with a throwing axe just seems odd to me, though the warhorn offhand was kinda cool.
Throwing Axe + Torch makes for an awesome combination.  But then Rangers have so many good styles that it's tough for me to pick two.  I'm going to end up with multiple ones because of this.


Title: Re: First Impressions
Post by: Threash on July 23, 2012, 07:32:35 AM
Well the Engineer seemed to have gotten a fairly hefty balance pass from the last time I played it. Both Pistol and Rifle actually seemed to be doing decent damage now and the new grenade kit was pretty awesome. But still too much randomness in the utility skills and turrets still suck from what I've read.

I'm hoping they have a similar look at Mesmers before launch too. Jon Peters has more or less said that the scepter sucks (which is really unfortunate as it's the first weapon you get) and they'll look at it. If they did that and made the illusions stick around after the target died for even a few seconds so we could engage another target with them it would help a lot. I've also seen it suggested numerous times on the forums that they separate clones from phantasms and let us have 3 clones and 1 phantasm out at a time. This would prevent phantasms getting used in shatters or being overwritten by clones like the scepter auto-attack one.

A conditions/crit build with double pistol and the burn/bleed on crits trait was just tearing the toughest classes to pieces last night.  I still have fun with Mesmers, in SPvP at least the clones cause so much chaos i routinely stood up to 2-3 people at once and if things got hairy i could always just stealth away better than a thief.


Title: Re: First Impressions
Post by: Tmon on July 23, 2012, 08:07:45 AM
I planned on playing an engineer when the game went live and didn't try one until this weekend.  It seemed ok for PVE but I wasn't terribly useful in WvW.  I'll probably go with a Warrior when the game goes live, and when alt-itis hits I'll get a ranger or an elementalist.  I'll probably do jewel crafting since jewelery doesn't drop nearly as often as weapons and armor and it isn't hugely expensive to level. 


Title: Re: First Impressions
Post by: Sky on July 23, 2012, 08:13:06 AM
I'm hoping they have a similar look at Mesmers before launch too. Jon Peters has more or less said that the scepter sucks (which is really unfortunate as it's the first weapon you get) and they'll look at it. If they did that and made the illusions stick around after the target died for even a few seconds so we could engage another target with them it would help a lot. I've also seen it suggested numerous times on the forums that they separate clones from phantasms and let us have 3 clones and 1 phantasm out at a time. This would prevent phantasms getting used in shatters or being overwritten by clones like the scepter auto-attack one.
Agreed, especially the phantasm bit. As far as weapons, I was doing sword/pistol and staff in the last BWE. Didn't play long enough to get into much this time around.

Love the class, especially my funkalicious human's look. Hope it gets some love quickly.

I'm really bummed that I'm so into TSW right now, hopefully that wears off for GW2 launch :) And what kind of world is it where I like THREE mmo titles in a year (more or less)?


Title: Re: First Impressions
Post by: statisticalfool on July 23, 2012, 08:19:57 AM
I completed Queensdale fully. Hunting down the vistas and last few hearts by warping around the map was actually fun, I'll have to say. The AH seems a few tweaks from being totally nice, but after the nightmare of D3, it's a welcome relief.

I grew to like my warrior a lot more, for one thing: Greatsword / Sword + Warhorn is just kind of absolutely crazy run speed, for anybody complaining about that. Activate the swiftness buff, swap, do your spin thing (at enhanced speed), then do your super dash (if you're not near any enemies). You just tear across the landscape. And when I get to where I need to go, I just swap in my real set from inventory, and I'm good to go.

That said, I was kind of disappointed to get to the next area (whatever the one to the south was), and just find more: "Here's a heart. Kill centaurs."

I'm still on the fence about whether to keep my preorder in.

I didn't get the chance to try crafting at all: is it useful?


Title: Re: First Impressions
Post by: kildorn on July 23, 2012, 08:48:46 AM
Crafting is pretty damned awesome.


Title: Re: First Impressions
Post by: Mosesandstick on July 23, 2012, 10:17:09 AM
I found crafting really fun.


Title: Re: First Impressions
Post by: KallDrexx on July 23, 2012, 10:30:33 AM
Anecdotal, but I couldn't get any of my friends to like this.  Mostly it was a lack of direction that turned them off but they also didn't like how the game didn't put you in an instance for the first bit (so you can actually try the skill system out without getting kill stealed all the time), but also by the time they started getting the hang of their skills they got really turned off by finding a lootable weapon that was better than their current one.  When they equipped it all their skills changed and they had to re-learn a whole new set of skills. AT that point they gave up, and any attempts to explain the purpose of it just left them shrugging and not really caring at that point.


Title: Re: First Impressions
Post by: Der Helm on July 23, 2012, 10:32:07 AM
...getting kill stealed all the time)

 :awesome_for_real:


Title: Re: First Impressions
Post by: Threash on July 23, 2012, 10:37:18 AM
I just found out about racial skills, Charzooka? holy fuck i want.  And yes i had a friend quit after about 15 mins over the lack of direction and weapon skill thing also, then she promptly went back to EQ2.


Title: Re: First Impressions
Post by: Draegan on July 23, 2012, 12:09:03 PM
For those playing the Mesmer, they are going to go through the most balance/work (I think) of any of the classes.  There some post by Jon Peters on the beta boards talking about it .


Title: Re: First Impressions
Post by: Kitsune on July 23, 2012, 12:22:15 PM
I spent most of my time with mesmer and ranger this go round, classes that I'd mostly ignored up until now, and wound up very impressed with both.  Monsters were consistently attacking the clones rather than me, so they were actually providing a benefit.  The ranger's leaf dog was dying more often that I'd like still, but his weapon skills were universally awesome.


Title: Re: First Impressions
Post by: Shatter on July 23, 2012, 12:25:55 PM
For those playing the Mesmer, they are going to go through the most balance/work (I think) of any of the classes.  There some post by Jon Peters on the beta boards talking about it .

I was planning to roll Mesmer but wasnt impressed this round.  I saw the dev post on it but in my search for another class I fell in love with Thief lol


Title: Re: First Impressions
Post by: Phred on July 23, 2012, 04:01:03 PM
Anecdotal, but I couldn't get any of my friends to like this.  Mostly it was a lack of direction that turned them off but they also didn't like how the game didn't put you in an instance for the first bit (so you can actually try the skill system out without getting kill stealed all the time), but also by the time they started getting the hang of their skills they got really turned off by finding a lootable weapon that was better than their current one.  When they equipped it all their skills changed and they had to re-learn a whole new set of skills. AT that point they gave up, and any attempts to explain the purpose of it just left them shrugging and not really caring at that point.

These totally sound like the people who are encouraging devs to put out more WoW clones. Just tell them it's not for them and get new friends. And lol at killstealed. My friend Crowen had some guy bitching him out for kill stealing as well as someone racing for a resource node.



Title: Re: First Impressions
Post by: Abelian75 on July 23, 2012, 04:18:29 PM
I dunno, man.  It's kind of a game's job to make you like it.  I think there are enough "I don't get it" comments that it's fair to say the game doesn't do the best job at showing you why it's fun.  Now sure, a new and different game is going to tend to be like this, because the developers haven't learned exactly how to teach people how to play this kind of game yet, because it hasn't been done a million times before.  But it's still something to think about improving.


Title: Re: First Impressions
Post by: 01101010 on July 23, 2012, 04:39:22 PM
Now sure, a new and different game is going to tend to be like this, because the developers haven't learned exactly how to teach people how to play this kind of game yet, because it hasn't been done a million times before.  But it's still something to think about improving.

This is precisely why I liked this game. It is not like you have 4 toolbars filled or going to be filled with abilities and other shit. One bar, 5 main buttons for your weapon. The game is frankly easy to play, but putting together which weapon to use for those 5 skills is where it gets involved - if you want it to be. Otherwise, equip sword, target mob, hit buttons, watch the show.


Title: Re: First Impressions
Post by: Evildrider on July 23, 2012, 04:41:41 PM
Does the game even have any type of tutorial?  I can't remember even seeing one.  The game doesn't do a good job at explaining itself.


Title: Re: First Impressions
Post by: KallDrexx on July 23, 2012, 04:44:12 PM
These totally sound like the people who are encouraging devs to put out more WoW clones. Just tell them it's not for them and get new friends. And lol at killstealed. My friend Crowen had some guy bitching him out for kill stealing as well as someone racing for a resource node.

Get over yourself.  The game has a lot of very different mechanics and requires training to get out of the normal MMO mentality.  At first approach this game does absolutely nothing to help with that transition.  No other game changes abilities based on weapons, nor has the same vein of abilities.  Neither does any other game have the same questing mentality.  The game should make it obvious on why things happen and the correct way to approach the game instead of going "here's something completely different, good luck".

Also, he was fully aware that "killsteal" doesn't mean less XP/loot, but that doesn't change the fact that if you are trying to figure out how abilities work and how one ability should be used compared to another, if people keep coming around and killing the mob you are working on it makes it really hard to get a grasp on the skills.  That was his complaint.

He never once in his complaints to me told me the game was bad, he complained the game did absolutely nothing to explain to him how things are supposed to work and help him understand the mechanics and thus he decided that after 3 hours he wasn't going to buy it at launch.

*edit* Also if I hadn't had 2 and a half years of GW1 experience I definitely wouldn't have taken the time to understand the mechanics and see fully what the game has to offer.  It doesn't do a good job of making you realize why the game is amazing right away.  Instead it does nothing to explain the abilities and weapons, do one quest then go "hey check out some of these areas for potentially interesting things to do".


Title: Re: First Impressions
Post by: Modern Angel on July 23, 2012, 04:51:58 PM
Maybe your friend is stupid?

Like, I dunno anymore. I get it. Just like I said months ago, I was one of the ones who supplied feedback that TUTORIALS NEED TO BE BETTER/MORE OBVIOUS. So they added a bunch of NPCs to explain shit and more pop-ups with big arrows pointing to shit saying THIS WORKS LIKE THIS. And it could be a little better, probably, with some more interactive shit in the first bit.

But then I'm seeing more people than not doing okay. It's not like this shit is impossible, or even hard. It's an MMO. It's McDonald's hard.


Title: Re: First Impressions
Post by: 01101010 on July 23, 2012, 04:52:59 PM
Get over yourself.  The game has a lot of very different mechanics and requires training to get out of the normal MMO mentality.  At first approach this game does absolutely nothing to help with that transition.  No other game changes abilities based on weapons, nor has the same vein of abilities.  Neither does any other game have the same questing mentality.  The game should make it obvious on why things happen and the correct way to approach the game instead of going "here's something completely different, good luck".

Also, he was fully aware that "killsteal" doesn't mean less XP/loot, but that doesn't change the fact that if you are trying to figure out how abilities work and how one ability should be used compared to another, if people keep coming around and killing the mob you are working on it makes it really hard to get a grasp on the skills.  That was his complaint.

He never once in his complaints to me told me the game was bad, he complained the game did absolutely nothing to explain to him how things are supposed to work and help him understand the mechanics and thus he decided that after 3 hours he wasn't going to buy it at launch.

Well technically, FFXIV did the weapon skills based on weapon thing and it is technically a game. But no, this game didn't hold your hand in the beginning and teach you step by step how to do stuff. Perhaps it is because it was beta and not a demo... and on release perhaps they'll have a small tutorial with pictures of button presses and skill demonstrations. To me, it felt refreshing - having some MMO knowledge on how basics work and then exploring not only the map but skills and my character... but I get where you are coming from in your post and can see the wtf-ness to it.


Title: Re: First Impressions
Post by: KallDrexx on July 23, 2012, 04:54:26 PM
Maybe your friend is stupid?

Like, I dunno anymore. I get it. Just like I said months ago, I was one of the ones who supplied feedback that TUTORIALS NEED TO BE BETTER/MORE OBVIOUS. So they added a bunch of NPCs to explain shit and more pop-ups with big arrows pointing to shit saying THIS WORKS LIKE THIS. And it could be a little better, probably, with some more interactive shit in the first bit.

But then I'm seeing more people than not doing okay. It's not like this shit is impossible, or even hard. It's an MMO. It's McDonald's hard.

Whatever, I'm not going to get into a full blown argument.  The point isn't that it's hard, the point is that it doesn't really explain gameplay fundamentals (not talking about UI hand-holding here) that are core to enjoying the game in a reasonable time frame before a reasonable person goes "fuck it I just had a steam sale with a shit ton of other games to play"


Title: Re: First Impressions
Post by: Lantyssa on July 23, 2012, 04:55:08 PM
I dunno, man.  It's kind of a game's job to make you like it.  I think there are enough "I don't get it" comments that it's fair to say the game doesn't do the best job at showing you why it's fun.  Now sure, a new and different game is going to tend to be like this, because the developers haven't learned exactly how to teach people how to play this kind of game yet, because it hasn't been done a million times before.  But it's still something to think about improving.
People are so used to doing things differently there there is no amount of tutorial one can give to show how to "play it right".  The only way is to play until it clicks, which is something I've heard over and over.

(Not that it can't use some better tutorials.)


Title: Re: First Impressions
Post by: Dark_MadMax on July 23, 2012, 04:56:23 PM
All in all I can see GW2 becoming my main game:

- world is big and interesting to explore.  So I will play at least to see it in entirety or close to it
- many classes are innovative and very fun. Right now thief, mesmer and engineer are 3 of my favorites . Arena really did a great job with those 3 making them feel unique and fresh
- WvWvW has a lot of potential if played in a great organized guild. There is potential for tactics, organization and skill. Of course there is a caveat that in a pug setting it is mostly brainless zerg with bashing walls/gates (and you dont even realize whats going on if you just tag along wiht organized group, without actually hearing the teamspeak)


Game is far from perfect, but its  stable and looks pretty finished, it already is a huge success (over 3.5 mill pre-orders) and its mostly a question how much of a long term success it will be. If Arena.net builds on this succcess and continues improving game I think it will have great future

Right now imho those are 3 areas of the most concern:

-class balance in spvp/www . Pendulum swings wide and hard. many classes,skills, weapon sets and traits  are either a must or completely useless .
-www experience must have better tools for group organization. Right now its not existing. If they fail to give easy to use and convenient tools to players only the most hardcore guilds will enjoy it. for casual player it will be boring zergolagfest
-long term pve . I cant really comment on this as I havent experienced any of it. It just a fear that it might be same thing as rift - dynamic events are merely a gimmick a mere 1 tier step up for previous iteration. From what I seen so far pve was boring and easy faceroll I wouldnt bother with if not for exploration of the world aspect ,but obviously that could be different endgame




Title: Re: First Impressions
Post by: Kageru on July 23, 2012, 05:00:56 PM
I don't think a longer tutorial would help much, it's somewhat hard to describe the design approach in game terms that early without boring people. They start you off with one skill, one weapon and a clear direction and most of it does come together. They've already put lots of really obvious hints and arrows all over the starter period. That said I don't like the approach that tries to build energy through a tutorial boss fight, it can feel pressured which amplifies the confusion.

EQ/EQ2 people are the most resistant to change anyway. Most of them have grown up with SOE and anything that is not EQ causes them to squawk in confusion and horror. I mean who else would still be playing it at this point?


Title: Re: First Impressions
Post by: 01101010 on July 23, 2012, 05:13:41 PM
Thinking about the first little step through - it teaches you all the fundamentals of how to play. However, it just drops you in the situations without any 'hey, you learned a new skill, press key 2 to try it out.' Bigger example is the instant death the first boss - all the sudden, you are dead and have the death ability bar in front of you without any explanation of wtf just happened and what all those death bar abilities actually do. Ends up being a spam whatever button is not on CD. It could be a little clearer... like this ability attacks and if you are successful you will rally. You only really figure it out if you mouse over and read the tooltips - though that suffers from the time limit before you die in an already tense situation.

It should be a little clearer... but it is not completely foreign. Just has a higher learning curve.


Title: Re: First Impressions
Post by: Nevermore on July 23, 2012, 06:11:04 PM
It's a stark contrast to GW1, which had some nice tutorials.  Factions especially, since I still actually remember exactly how that one went.

The insta-death on that first boss in GW2 is going to be very off putting for a lot of players.


Title: Re: First Impressions
Post by: Dark_MadMax on July 23, 2012, 06:20:52 PM
It's a stark contrast to GW1, which had some nice tutorials.  Factions especially, since I still actually remember exactly how that one went.

The insta-death on that first boss in GW2 is going to be very off putting for a lot of players.

After 2 bwes, and 2 dozen intro quests I still didnt figure out wtf is going with the first boss. I died in 70% of time and dont even know wtf happened.  Seems he has some sort of cleave at close range as all characters who died were melee. But I also died on engineer and survived on warrior once. So who the hell knows


Title: Re: First Impressions
Post by: Arinon on July 23, 2012, 06:24:47 PM
The insta-death on that first boss in GW2 is going to be very off putting for a lot of players.

I didn't realize you were supposed to die on those and I played like three different races!

Biggest disappointment overall is that WoW is still king when it comes to instant feedback and snappy responses on ability use.  You'd think a game focused on PvP could do better.  Not a deal-breaker by any stretch but it still feels a little muddy to me.

Loved the WvW stuff that I got to try.  Definitely gave me the old DAoC vibe.  It also cemented in my mind the need to find a crew to run with that is marginally organized with voice chat and all that.

To you people loving on Rangers, do the pets ever reach a point that they don't die to a stiff breeze?  Bad enough that the pathing is shit, but pet death is by far the most annoying thing about the class and the reason I totally gave up on playing one.  At least on the Necro they are designed to be expendable.


Title: Re: First Impressions
Post by: 01101010 on July 23, 2012, 06:28:59 PM
The insta-death on that first boss in GW2 is going to be very off putting for a lot of players.

I didn't realize you were supposed to die on those and I played like three different races!

Biggest disappointment overall is that WoW is still king when it comes to instant feedback and snappy responses on ability use.  You'd think a game focused on PvP could do better.  Not a deal-breaker by any stretch but it still feels a little muddy to me.

Loved the WvW stuff that I got to try.  Definitely gave me the old DAoC vibe.  It also cemented in my mind the need to find a crew to run with that is marginally organized with voice chat and all that.

To you people loving on Rangers, do the pets ever reach a point that they don't die to a stiff breeze?  Bad enough that the pathing is shit, but pet death is by far the most annoying thing about the class and the reason I totally gave up on playing one.  At least on the Necro they are designed to be expendable.


They don't really tell you you are supposed to die. It is more a 'here, we are going to kill you to show you what happens and what it looks like and the options you have to come back.' And you only really figure that out when you play the intro a few times and see the trend.

As for pets being perma-dead. I read on the forums this weekend that you have to spec into beastmastery to really beef them up. From what I read, they get pretty tanky from that point... of course that is at the expense of other specs, so not really that far outta line.


Title: Re: First Impressions
Post by: kildorn on July 23, 2012, 06:36:32 PM
It's a stark contrast to GW1, which had some nice tutorials.  Factions especially, since I still actually remember exactly how that one went.

The insta-death on that first boss in GW2 is going to be very off putting for a lot of players.

After 2 bwes, and 2 dozen intro quests I still didnt figure out wtf is going with the first boss. I died in 70% of time and dont even know wtf happened.  Seems he has some sort of cleave at close range as all characters who died were melee. But I also died on engineer and survived on warrior once. So who the hell knows

All the intro bosses have an instant kill move they use randomly, that usually spawns an add.

The point of it (which isn't really explained enough) is to teach you the downed mechanic.


Title: Re: First Impressions
Post by: Phred on July 23, 2012, 06:38:02 PM
I dunno, man.  It's kind of a game's job to make you like it.  I think there are enough "I don't get it" comments that it's fair to say the game doesn't do the best job at showing you why it's fun.  Now sure, a new and different game is going to tend to be like this, because the developers haven't learned exactly how to teach people how to play this kind of game yet, because it hasn't been done a million times before.  But it's still something to think about improving.
People are so used to doing things differently there there is no amount of tutorial one can give to show how to "play it right".  The only way is to play until it clicks, which is something I've heard over and over.

(Not that it can't use some better tutorials.)

And a way to turn off the annoying tutorial popups please.


Title: Re: First Impressions
Post by: Phred on July 23, 2012, 06:45:07 PM

To you people loving on Rangers, do the pets ever reach a point that they don't die to a stiff breeze?  Bad enough that the pathing is shit, but pet death is by far the most annoying thing about the class and the reason I totally gave up on playing one.  At least on the Necro they are designed to be expendable.


As I said in the discussion folllowing the first beta weekend, get a bear or any of the other animals with 400+ vitality. Get the regen and toughness passives. Problem essentially solved. I solo veterans with this. I'm hoping the one with 400+ toughness can tank too.




Title: Re: First Impressions
Post by: Phred on July 23, 2012, 06:50:27 PM
These totally sound like the people who are encouraging devs to put out more WoW clones. Just tell them it's not for them and get new friends. And lol at killstealed. My friend Crowen had some guy bitching him out for kill stealing as well as someone racing for a resource node.

Get over yourself.

I can accept that some games weren't targetted to my playstyle. What's your problem?


Title: Re: First Impressions
Post by: Nevermore on July 23, 2012, 08:28:37 PM
All the intro bosses have an instant kill move they use randomly, that usually spawns an add.

The point of it (which isn't really explained enough at all) is to teach you the downed mechanic.

If they want to teach players that (and they should), then it needs to be in such a way as to not make the player feel like she failed for no discernible reason.  Going back to Factions, there's one spot where your instructor dude basically says 'I'm going to kill you now so you can see what happens' and he does, and then explains the resurrection shrine thing and the death debuff penalty and all that jazz.  You know what's going to happen and you know why it's happening.

In GW2 they throw you into what looks to be some kind of epic fight, except then you die seemingly at random and are left to figure out on your own what to do.  Anyone who's ever played any video game before is automatically going to think they somehow failed (I died!) and then are left to try to figure out in the heat of the moment what to do next.  It's one of the single biggest mistakes they made in my opinion, since it turns people off right at the beginning.


Title: Re: First Impressions
Post by: Sky on July 23, 2012, 09:15:17 PM
I always wondered what happened there, but noticed the mob spawn near me and attack it while down, and pop up every time.

+1 for paying attention.


Title: Re: First Impressions
Post by: Ingmar on July 24, 2012, 01:51:36 AM
These totally sound like the people who are encouraging devs to put out more WoW clones. Just tell them it's not for them and get new friends. And lol at killstealed. My friend Crowen had some guy bitching him out for kill stealing as well as someone racing for a resource node.

Get over yourself.

I can accept that some games weren't targetted to my playstyle. What's your problem?


Probably your tone.


Title: Re: First Impressions
Post by: Phred on July 24, 2012, 02:03:56 AM
These totally sound like the people who are encouraging devs to put out more WoW clones. Just tell them it's not for them and get new friends. And lol at killstealed. My friend Crowen had some guy bitching him out for kill stealing as well as someone racing for a resource node.

Get over yourself.

I can accept that some games weren't targetted to my playstyle. What's your problem?


Probably your tone.
He told me to get over myself when I used a joking tone so he started it.


Title: Re: First Impressions
Post by: Tyrnan on July 24, 2012, 03:17:14 AM
All the intro bosses have an instant kill move they use randomly, that usually spawns an add.

The point of it (which isn't really explained enough) is to teach you the downed mechanic.
I still think they should add your downed skills to the tab with your weapon skills on the Hero panel so you can see what they do before you're frantically fighting for your life. And the second and third parts of chain skills as well.


Title: Re: First Impressions
Post by: Kageru on July 24, 2012, 04:38:05 AM
If they want to teach players that (and they should), then it needs to be in such a way as to not make the player feel like she failed for no discernible reason.  Going back to Factions, there's one spot where your instructor dude basically says 'I'm going to kill you now so you can see what happens' and he does, and then explains the resurrection shrine thing and the death debuff penalty and all that jazz.  You know what's going to happen and you know why it's happening.

I think game designers in general don't believe, possibly correctly, that the attention span of that era still exists. CoH did the same when they re-designed their tutorial, if you're not smacking dudes in 2 minutes after the game starts it's "boring".


Title: Re: First Impressions
Post by: Lantyssa on July 24, 2012, 07:11:53 AM
To you people loving on Rangers, do the pets ever reach a point that they don't die to a stiff breeze?  Bad enough that the pathing is shit, but pet death is by far the most annoying thing about the class and the reason I totally gave up on playing one.  At least on the Necro they are designed to be expendable.
Yes, they do.


Title: Re: First Impressions
Post by: kildorn on July 24, 2012, 07:18:11 AM
All the intro bosses have an instant kill move they use randomly, that usually spawns an add.

The point of it (which isn't really explained enough) is to teach you the downed mechanic.
I still think they should add your downed skills to the tab with your weapon skills on the Hero panel so you can see what they do before you're frantically fighting for your life. And the second and third parts of chain skills as well.

That and explain why some are on various cooldowns when you die, and other such things. The game leaves a lot of stuff completely unexplained, which is a shame. The more I play it, the more I love the mechanics. But the mechanics are hilariously poorly explained at times.


Title: Re: First Impressions
Post by: Crumbs on July 24, 2012, 07:48:46 AM
The one thing I couldn't figure out was:  can we move the buttons around?  I was able to rebind, but was looking for some sort of "unlock toolbar" thing.  If I rebind something to the '1' key, I want to see it there in the first slot. 

Everything else I can deal with.  I actually like not knowing wtf is going on, it adds to the mystery and makes discovering stuff all the more fun.


Title: Re: First Impressions
Post by: tmp on July 24, 2012, 11:08:39 AM
People are so used to doing things differently there there is no amount of tutorial one can give to show how to "play it right".  The only way is to play until it clicks, which is something I've heard over and over.

(Not that it can't use some better tutorials.)
But then there's this ridiculous concept new kids continue to grow up and get to try things for the first time ever. Some of them maybe didn't even play what's soon to be 10 year old game for now 20-30-something old farts, that is WoW. Or X hopeful WoW clones that followed, failed and died without much splash.

So decent tutorials explaining things with focus on first-timers like those definitely wouldn't go amiss. And if they can help some of those old WoW farts too, then all the better.


Title: Re: First Impressions
Post by: Threash on July 24, 2012, 12:16:00 PM
The one thing I couldn't figure out was:  can we move the buttons around?  I was able to rebind, but was looking for some sort of "unlock toolbar" thing.  If I rebind something to the '1' key, I want to see it there in the first slot. 


I'm fairly certain that you can't.


Title: Re: First Impressions
Post by: statisticalfool on July 24, 2012, 12:20:14 PM
Yeah, I mean, it's obvious how to do the "death mechanic" better. Before the first boss, have a quest to go up to a training bot. You hit interact, you get a little bit of text about how when you run out of health, you get defeated until you a) bandage yourself or b) defeat any creature. You hit "OK", and it wallops you for 2000, and then you have to either throw rocks at it, or bandage, to survive.

The end.


Title: Re: First Impressions
Post by: kildorn on July 24, 2012, 12:28:22 PM
I think they were trying to make it non-"game"y in the intro, but it makes for a shit tutorial.


Title: Re: First Impressions
Post by: Threash on July 24, 2012, 12:41:01 PM
Yeah they went for immersion and ended up with wtf just happened.


Title: Re: First Impressions
Post by: Crumbs on July 24, 2012, 01:15:14 PM
The one thing I couldn't figure out was:  can we move the buttons around?  I was able to rebind, but was looking for some sort of "unlock toolbar" thing.  If I rebind something to the '1' key, I want to see it there in the first slot. 


I'm fairly certain that you can't.

Oh wells.  I'll get used to it.


Title: Re: First Impressions
Post by: Amaron on July 24, 2012, 05:35:14 PM
The "Wtf is going on?" is compounded a lot by letting you do too many things too quick.  I found it disconcerting at first but after playing MMO's for over a decade I still had all the tools to pick it up quickly.   That's not going to work for people who've only played WoW/WoW clones.


Title: Re: First Impressions
Post by: ffc on July 24, 2012, 09:44:56 PM
I first thought the heart quests were required in order to trigger events.  Felt like the typical MMO grind and I hated it.  Then I was exploring another area and heard a farmer complaining.  Talked to him and triggered a group boss event.  No heart grinding required.

This is important and needs to be flashed across the screen at start-up.  I later read that the original plan did not include hearts at all, but were added because testers wanted something more familiar.  I also read that later zones don't have hearts, just events.


Title: Re: First Impressions
Post by: Tmon on July 25, 2012, 05:58:13 AM
I first thought the heart quests were required in order to trigger events.  Felt like the typical MMO grind and I hated it.  Then I was exploring another area and heard a farmer complaining.  Talked to him and triggered a group boss event.  No heart grinding required.

This is important and needs to be flashed across the screen at start-up.  I later read that the original plan did not include hearts at all, but were added because testers wanted something more familiar.  I also read that later zones don't have hearts, just events.

One of the map options is to turn off completion markers by clicking the little eye in the lower left.  I clicked it and I was surprised to see the hearts disapear along with the POIs and vistas.  This explains why that happens, it took some getting used to at first but I actually found the game more fun when I just wandered around and stumbled across things.  It may be part of the reason that I liked my Norn warrior so much since I didn't try it out until I made him on the last day.  It also means that you aren't hit with the map completion % every time you open the map which is nice since I like to wander around checking things out but hate being reminded that I missed out on completing a map because I'm not going to spend an hour on jumping puzzle.


Title: Re: First Impressions
Post by: Sky on July 25, 2012, 07:04:49 AM
That's cool, I'll be turning off the icons. I can always pop them back on if I'm curious about something.


Title: Re: First Impressions
Post by: Severian on July 25, 2012, 02:39:39 PM
One of the map options is to turn off completion markers by clicking the little eye in the lower left.  I clicked it and I was surprised to see the hearts disapear along with the POIs and vistas.
That's great to know!

What happens to the heart NPCs, do they still have an indicator when you see them in person? Or do you need to strike up a conversation with everyone EQ-style to find those eventual karma vendors?


Title: Re: First Impressions
Post by: Tmon on July 25, 2012, 05:00:39 PM
I'm not sure if they do or not but you get an email from them as soon as you complete the heart so you will know their name.


Title: Re: First Impressions
Post by: Draegan on July 26, 2012, 08:26:21 AM
They should still have a Heart/Karma icon above their head.

Also, KallDrexx's friend sucks at video games.


Title: Re: First Impressions
Post by: Miasma on July 26, 2012, 09:27:49 AM
I played for less than an hour and had no idea what the hell was going on.  It doesn't really seem like you have to know what to do though so it's not a huge issue.  Pretty sure I'm supposed to stumble around from place to place without any cohesion or explanation and do little things until a big thing happens.

I'm going to have to read a wiki or something on character building before the game launches though.  Logged into their forums to search for commonly asked questions I have like "what's best for solo" etc only to find they had wiped and locked the forums the day before.

So can a gw2 expert tell me "what's best for solo" and also "what's best/most useful for pvp".  Is necro the "healiest" type class given there are no pure healers?  That class looks daunting with all the weapons and different forms changing the action bar so often, of course most of them do.


Title: Re: First Impressions
Post by: UnsGub on July 26, 2012, 10:25:34 AM
So can a gw2 expert tell me "what's best for solo" and also "what's best/most useful for pvp".  Is necro the "healiest" type class given there are no pure healers?

No one knows.  That is the joy of learning a new system.  The conversations are underway on many forums.

Expect it to change during the life of the game with additions and subtractions.

All classes can do it.

The question for me is what class do I enjoy playing and can play reasonably well?


Title: Re: First Impressions
Post by: 01101010 on July 26, 2012, 11:04:56 AM
Engineer looks extreme in the avenues it can pursue. Granted, they only get two weapon choices, but toolkits are extensive. I like what it has to offer, but not sure if I like it more than thf and war.


Title: Re: First Impressions
Post by: Lantyssa on July 26, 2012, 12:16:56 PM
Thankfully we start with (probably) five slots!


Title: Re: First Impressions
Post by: Nevermore on July 26, 2012, 01:04:11 PM
So can a gw2 expert tell me "what's best for solo" and also "what's best/most useful for pvp".  Is necro the "healiest" type class given there are no pure healers?  That class looks daunting with all the weapons and different forms changing the action bar so often, of course most of them do.

From my limited experience, Necromancers had few if any 'healing' stuff.  Elementalists (specifically in their water attunment or whatever) seemed to have the most heal-type stuff.


Title: Re: First Impressions
Post by: 01101010 on July 26, 2012, 01:08:19 PM
So can a gw2 expert tell me "what's best for solo" and also "what's best/most useful for pvp".  Is necro the "healiest" type class given there are no pure healers?  That class looks daunting with all the weapons and different forms changing the action bar so often, of course most of them do.

From my limited experience, Necromancers had few if any 'healing' stuff.  Elementalists (specifically in their water attunment or whatever) seemed to have the most heal-type stuff.

Thought that would have been Guardian.

http://wiki.guildwars2.com/wiki/List_of_guardian_skills vs http://wiki.guildwars2.com/wiki/List_of_elementalist_skills


Title: Re: First Impressions
Post by: Nevermore on July 26, 2012, 01:44:14 PM
I didn't play a Guardian so I wouldn't know.  All I remember is Necro = no or almost no healing, Elementalist = had some healing spells.  Ranger had a healing spring iirc, but that was it.  Warrior might have had a shout?


Title: Re: First Impressions
Post by: Kageru on July 26, 2012, 05:03:25 PM
Necro, Elementalist and Guardian all have some area heals. Engineer too I think. The Ranger one is self only.

They're all pretty weak, either low amounts, long cooldowns and limited area or all of the above, so while you can assist the party that way you are not a "healer". Pretty much all classes can solo well, though I can see a speed advantage for direct damage classes but not enough I'd consider it a factor. Mob XP is low anyway so most of your experience is exploring and events.


Title: Re: First Impressions
Post by: Amaron on July 26, 2012, 05:17:17 PM
From everything I've seen this game just doesn't have traditional healing?  Pretty amusing coming from the company that gave us Monks in GW1.


Title: Re: First Impressions
Post by: Evildrider on July 26, 2012, 05:23:27 PM
From everything I've seen this game just doesn't have traditional healing?  Pretty amusing coming from the company that gave us Monks in GW1.

Every healer I currently play with hated the fact that they couldn't be dedicted healers in GW2.


Title: Re: First Impressions
Post by: Tmon on July 26, 2012, 05:42:38 PM
I'm glad that there aren't dedicated healers.  People who like to play that role are rare and people who are good at it are even rarer


Title: Re: First Impressions
Post by: Amaron on July 26, 2012, 07:46:31 PM
I'm glad that there aren't dedicated healers.  People who like to play that role are rare and people who are good at it are even rarer

I'm very excited to see how it goes in PvP.  High level PvP has always revolved around having enough healing to basically shut down the other teams damage.  It's a mechanic that makes the PvP extremely unfun if you're just trying to get better.  GW1 was probably the best example of that in fact.


Title: Re: First Impressions
Post by: Nebu on July 26, 2012, 08:37:30 PM
DPS battles get pretty dull, pretty quickly.  I think that dedicated healers and debuffers bring flavor to pvp.  Without them, the whole thing devolves into a dps race.  I think that healers, debuffers, interrupters, etc all add tactical elements that make pvp interesting.  I have concerns that the homogenization introduced in GW2 will make it more approachable, but also make it less interesting. 


Title: Re: First Impressions
Post by: Dark_MadMax on July 26, 2012, 09:55:16 PM
From everything I've seen this game just doesn't have traditional healing?  Pretty amusing coming from the company that gave us Monks in GW1.

Well every class can heal himself for huge chunks .And many classes when specced can heal group around them (ranger, ele , engi - the ones I know off) .Ele is probably closes to dedicated healer if needed be


Title: Re: First Impressions
Post by: Arinon on July 26, 2012, 10:06:40 PM
DPS battles get pretty dull, pretty quickly.  I think that dedicated healers and debuffers bring flavor to pvp.  Without them, the whole thing devolves into a dps race.  I think that healers, debuffers, interrupters, etc all add tactical elements that make pvp interesting.  I have concerns that the homogenization introduced in GW2 will make it more approachable, but also make it less interesting. 
I agree 100%.  Given the choice I'd rather have fights hinge on the strength of healing and control than on the ability to rapidly assist your DPS train.  Siege weaponry is already in place as an answer to any healing stalemates that might arise.  Revoming dedicated healers also tends to focus your game around ranged at the expense of melee, probably why just about all the classes have a suite of ranged skills.


Title: Re: First Impressions
Post by: Spiff on July 26, 2012, 11:21:00 PM
Guardians aren't what you'd call a straight forward dedicated healer, but they have the ability to negate a lot of damage on quite a few people.
Mostly through boons of course, it's all about the boons.

So while you might not be standing there spamming heal 1 - heal 2 all the time, there are actually pretty powerful support options.
Of course it requires a bit more teamwork than it does in most MMOs (positioning is key here as well, as is 'comboing').

I can imagine the fact you can't just press a button and see teammate A's health shoot up, might annoy/confuse people that usually fill a more classic healing role, but I've seen a few slightly more coordinated mini-battles and most of the time the group with a decent healing guardian/elementalist was the one still standing at the end.


Title: Re: First Impressions
Post by: Zetor on July 27, 2012, 12:35:49 AM
Yea, I watched some videos about high-end tournament games and healing makes a huge difference in pvp. In pve it seems to be more COH-y in the sense that you either bruteforce your way through incoming damage [healing], debuff and control the enemy so much less healing is required [blind, daze, snares/roots, etc], or buff the party so they take less damage / kill the enemy faster [regen, toughness, might, fury].

In fact, most of the healing seems to come from (ab)use of combos, specifically using 'blast' and 'whirl' attacks inside water fields.. that way the responsibility is more on the person needing the healing to make use of the field. There are a few oddball builds, like a warrior built around shouts that has pretty ridiculous group healing. Guardians also get an elite (http://wiki.guildwars2.com/wiki/Tome_of_Courage) that gives them some insanely powerful heals.. for 30 seconds every 180 seconds (with the right traits).


Title: Re: First Impressions
Post by: Spiff on July 27, 2012, 02:05:34 AM
I can hardly imagine that guardian elite to make it live or at the very least not get nerfed in the first few weeks, because that actually DOES turn them into direct healers that can shoot up someone's health with a few clicks.

Elite skills in general need a good looking at imo; some can change the outcome of a battle and some (like the engineer's for instance) I'd rather just take a 5th regular skill even.


Title: Re: First Impressions
Post by: tmp on July 27, 2012, 09:35:46 AM
I agree 100%.  Given the choice I'd rather have fights hinge on the strength of healing and control than on the ability to rapidly assist your DPS train.
That's presuming "assisting the DPS train" is actually viable approach in the game, when it doesn't have to be -- turn on collision detection and friendly fire, have attacks work as suitable variant of aoe rather than tab-target, and suddenly placing more than 2 people on one without them murdering one another in the process instead of their target can become a problem. And the fights may somewhat naturally break into individual scale encounters.

(gives all-ranged units advantage as long as they can actually stay at range, obv. but then it becomes a matter of maneuvering/tactics)


Title: Re: First Impressions
Post by: Nebu on July 27, 2012, 11:05:46 AM
Collision detection is a griefer's paradise.  You have to be VERY careful if you're going to include collision detection in your pvp model.


Title: Re: First Impressions
Post by: Ingmar on July 27, 2012, 11:47:31 AM
Collision detection is a griefer's paradise.  You have to be VERY careful if you're going to include collision detection in your pvp model.

I like how you picked collision detection out of that rather than friendly fire as the griefer mechanic.  :-P


Title: Re: First Impressions
Post by: Segoris on July 27, 2012, 11:51:31 AM
I can hardly imagine that guardian elite to make it live or at the very least not get nerfed in the first few weeks, because that actually DOES turn them into direct healers that can shoot up someone's health with a few clicks.


I don't see it as being too out of place though. Besides the very long cooldown, there are some major requirements in a fast paced tPVP game such as the guardian cannot move at all while casting the heal, and is likely already somewhat low on HP when casting it. Even if they're full on HP when casting it and casting just to heal others, the guardian can actually be burst down before getting that spell off (this is with a full tank/support guardian btw).

Compare that to a nice stun on a 45s cooldown from thieves, or a pet that does as much damage as another player from Elems, etc.

Some elites need looking at, but this one actually is in line more than people realize, I think so anyways.


Title: Re: First Impressions
Post by: Amaron on July 27, 2012, 02:08:42 PM
DPS battles get pretty dull, pretty quickly.  I think that dedicated healers and debuffers bring flavor to pvp. 

That's no excuse to not remove them in at least one game.  By removing them they can start developing a more interesting system.


Title: Re: First Impressions
Post by: Evildrider on July 27, 2012, 02:33:19 PM
DPS battles get pretty dull, pretty quickly.  I think that dedicated healers and debuffers bring flavor to pvp. 

That's no excuse to not remove them in at least one game.  By removing them they can start developing a more interesting system.

So basically an FPS?  Where you die, respawn, and run back constantly?  Lack of healing really showed in WvW for me.  Even with everyone being able to rez it's not something you can do easily in siege conditions.  Basically what was happening was that I'd get to a location and if I died I'd wait to see if it was possible for my group to rez me, if they couldn't it was respawn and spend 10 minutes getting back to the action.


Title: Re: First Impressions
Post by: tazelbain on July 27, 2012, 02:48:30 PM
I don't see how spawn point zerging is related to healing.


Title: Re: First Impressions
Post by: Zetor on July 27, 2012, 02:53:31 PM
Besides, like I said a few posts above, healing IS important... watch the Super Squad vs Team Paradigm videos from the last BWE, healing/support from that staff elementalist is a key factor in them winning.

I like more interactive healing in general. The 'lance of mitra' in freakin' AOC was another good example - it was a targeted line/cone attack you had to aim, and it damaged enemies / healed friendlies in its way... same with the paladin 'healing ability that works like cone of cold, only with green numbers' ability they added in cata (or maybe wotlk).


Title: Re: First Impressions
Post by: Nebu on July 27, 2012, 05:32:06 PM
I like how you picked collision detection out of that rather than friendly fire as the griefer mechanic.  :-P

Friendly fire is much easier to document and ban for. 


Title: Re: First Impressions
Post by: Kageru on July 27, 2012, 06:05:09 PM

What Zetor said. There are lot's of healing and damage reduction powers in the game. Just about the last thing you could accuse it of is "just DPS" when every class has powers with all sorts of interactions. The difference is they're limited, you can't rely on just healing to blunt an attack.


Title: Re: First Impressions
Post by: Amaron on July 28, 2012, 02:26:22 PM
So basically an FPS?  Where you die, respawn, and run back constantly? 

That's actually a flaw with the downed mechanic.   The fact that you can't get resed by group mates if you're killed is going to be really lame in WvWvW.


Title: Re: First Impressions
Post by: Trippy on July 28, 2012, 02:31:06 PM
You can't? I was rezzing people and people were rezzing me, though I was playing on the map where you only had access to the skills and unspent skill points you entered with.


Title: Re: First Impressions
Post by: Ard on July 28, 2012, 02:54:16 PM
You can always raise others.  There are even map markers for it, and multiple videos showing how nasty it is in WvWvW from the defenders side, since if you win, you nearly immediately have a fully defended keep again after you repulse them.


Title: Re: First Impressions
Post by: Feverdream on July 28, 2012, 03:33:53 PM
Even Ranger pets can rezz in WvW if you spec them for that ability!


Title: Re: First Impressions
Post by: kildorn on July 28, 2012, 05:44:50 PM
Yes, even someone who is "stomped" can be rezzed, it just takes longer (if you're on the map looking for a respawn marker, it will notify you that you're being healed), and there are a few skills that will rez people. The earth elementalist glyph is pretty mean looking (rezzes 3 nearby people)


Title: Re: First Impressions
Post by: Modern Angel on July 28, 2012, 06:06:56 PM

That's actually a flaw with the downed mechanic.   The fact that you can't get resed by group mates if you're killed is going to be really lame in WvWvW.

Amaron, you do this thing about once a month where you start talking about a thing that you don't actually know about as if you know a WHOLE FUCKING LOT about it. You're kind of doing it now with GW2. Pause, take a breath, read, pay attention. Then start typing.

You can be rezzed if you're killed killed.


Title: Re: First Impressions
Post by: Threash on July 28, 2012, 06:31:08 PM
I think that's basically all he does.


Title: Re: First Impressions
Post by: Amaron on July 28, 2012, 09:05:53 PM
You can be rezzed if you're killed killed.

I got confused then because he said he had to run back.  I don't know much about GW2.   It was a conversation regarding PvP in general and not GW2 from my point of view.  I've only really talked about two things regarding GW2.   The new user exp is bad and the lack of dedicated healers is good in general.   Neither of those things requires much knowledge about the game.


Title: Re: First Impressions
Post by: raresnake on July 29, 2012, 02:44:37 AM
ok first of all long time lurker here,let me begin by telling you english is not my native language so bear with me,i played every mmorpg since asherons call,i played this last BWE and my impresion is that from a gameplay perspective is much beteer than wow and more accesible to everyone(dont have to run back to quest giver,no need to go to the bank,etc)its the first game in a LONG time that i feel is doing something truly new and is truly revolutionary ,so there you have it ,better than wow ,and no im not a troll ,i feel this is the game that will move the genre forwards,i know its a diku,but you all know sandbox is niche and wont sell except eve and i dont think they got half a million subs.


Title: Re: First Impressions
Post by: Chimpy on July 29, 2012, 05:57:03 AM
Periods are your friend.   :grin:


Title: Re: First Impressions
Post by: Xuri on August 01, 2012, 09:50:28 AM
i know its a diku,but you all know sandbox is niche and wont sell except eve and i dont think they got half a million subs.
Please. When was the last time a quality sandbox MMO was made? Never, that's when.

Also, copypasta from Wikipedia about Minecraft, with stuff bolded by me:
Quote
In September 2010, after an impromptu free-to-play weekend, the game had a spike in sales of over 25,000 purchases in 24 hours.[72][73] On January 12, 2011, Minecraft passed 1,000,000 purchases,[74][75] less than a month after reaching Beta. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth[76], and apparently unpaid mention in popular media like Penny Arcade[77]. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version.[78] On July 1, 2011 Minecraft passed the 10 million registered users mark.[79][non-primary source needed] As of November 7, 2011, Minecraft had over 16 million registered users, and over 4 million purchases.[80]

The Xbox 360 version of Minecraft became profitable within the first hour of release.[81][non-primary source needed] Within the first 24 hours of the game's release, Minecraft broke the Xbox Live sales records, with 400,000 players online.[82] Within a week of being on the Xbox Live Marketplace, Minecraft sold upwards of one million copies.[83] It was announced in July 2012 that Minecraft has sold over three million copies since the game debuted on Xbox LIVE Arcade in May 2012. This brings the total projected sales for Minecraft over seven million over all platforms in its lifetime.[84]
Sandbox isn't niche.


Title: Re: First Impressions
Post by: Nebu on August 01, 2012, 09:59:21 AM
Please. When was the last time a quality sandbox MMO was made? Never, that's when.

UO

SWG

ATitD

All very decent sandbox MMO's. 


Title: Re: First Impressions
Post by: Rasix on August 01, 2012, 10:47:16 AM
"Quality" is highly debatable for all 3.


Title: Re: First Impressions
Post by: Nebu on August 01, 2012, 11:32:46 AM
"Quality" is highly debatable for all 3.

Quality is subjective.  I had more fun playing those 3 games than I ever did playing WoW. 


Title: Re: First Impressions
Post by: Ingmar on August 01, 2012, 11:34:15 AM
Quality isn't really subjective. Fun is (and for a lot of people is independent of quality.) I don't think you could argue that Cyanide's version of Blood Bowl has a lot to offer in the quality department, but we still have fun.

I supposed defining what we mean when we say quality (and applied to which bits of the game) is important though.


Title: Re: First Impressions
Post by: Nebu on August 01, 2012, 11:37:41 AM
Quality isn't really subjective.

Since we're not comparing motor oil, quality is subjective.  How does one measure the quality of an MMO?  Metrics would vary with each enthusiast you asked. 


Title: Re: First Impressions
Post by: Ingmar on August 01, 2012, 11:50:24 AM
Technical execution, is what I would generally think of first. But yeah granted, you may not be using quality the way I would.


Title: Re: First Impressions
Post by: Tmon on August 01, 2012, 11:56:01 AM
Quality isn't really subjective.

 How does one measure the quality of an MMO? 

I bet it involves charts.



Title: Re: First Impressions
Post by: Sky on August 01, 2012, 07:24:27 PM
Quality isn't really subjective.

 How does one measure the quality of an MMO? 

I bet it involves charts.


Pronounced 'sharts'.


Title: Re: First Impressions
Post by: raresnake on August 01, 2012, 07:25:25 PM
i want to know in which planet minecraft is an mmo.


Title: Re: First Impressions
Post by: Kageru on August 02, 2012, 02:38:41 AM
Better to just measure popularity in terms of player retention since that translates into money, which is what the developers are after.

The what is an MMO delineation wars are a fun old chestnut. But a persistent, multi-player world is my baseline so I have no problem with Minecraft being considered one.


Title: Re: First Impressions
Post by: Sir Fodder on August 02, 2012, 11:52:48 AM
WvW in GW2 video. (http://www.youtube.com/watch?v=dnOhMeYxhRM)

Whoa, this just went from off the radar to must try. Some chaotic PvP action in there with lots of effects going on, magic and robots, looks like some sloppy fun. Hope there is some opportunity for character definement and spice.


Title: Re: First Impressions
Post by: Trippy on August 02, 2012, 11:57:42 AM
The video tazelbain posted here

http://forums.f13.net/index.php?topic=22423.msg1095269#msg1095269

gives you a sense of what WvW is like (minus the constant dying if you are on a weaker side...)


Title: Re: First Impressions
Post by: tmp on August 02, 2012, 10:31:25 PM
Collision detection is a griefer's paradise.  You have to be VERY careful if you're going to include collision detection in your pvp model.

I like how you picked collision detection out of that rather than friendly fire as the griefer mechanic.  :-P
To some extent these two cancel each other out in this regard :grin:


Title: Re: First Impressions
Post by: Dark_MadMax on August 02, 2012, 11:47:40 PM
More I learn about the game more I hate some choices Arena did regarding the combat feedback and races. Basically GW2 doenst have cast bars. It heavily relies on active dodge and counterblocking of important skills. All together that means that seeing the animation is very important as its your only clue to counteracting enemy movement.  Then GW2 maps and terrain is very varied - tonse of various elevation levels, small rivers and ponds, ledges ,boxes -  a lot of stuff to block your view and spice up the interaction ( a good thing)

But then enter the asura- a tiny itty bitty fugly race, who is about an ankle tall of the tallest possible characater (norn/charr). Whose weapons are so small that you cant tell whether its a greatsword or toothpick. Who can hide in the pond and you wont see anything but a top of their helm .Same with tall grass. So basically if you want  hide your animation and moves as much as you can - you go asura. THE FUGLIEST SILLIEST RACE IN  THE WHOLE KITTEN GAME!


Like gnomes in WoW never been a problem as much as this. Why?- there are cast bars.  for everything you want to know about . You dont rely on animations as much. Combat in WoW is much less twitchy and you can never dodge out of the skills.

All in all I will have to play a kitten asura . god dammit


Title: Re: First Impressions
Post by: waffel on August 03, 2012, 06:30:16 AM
Somewhat surprising they'd make a race as small as the Asura in a PvP-centric game. I can already see it becoming the most popular race simply because of the issues mentioned above.


Title: Re: First Impressions
Post by: Sky on August 03, 2012, 06:58:42 AM
I find it funny that all the big old mean pvp players are 'forced' to play the silly cutesy race.


Title: Re: First Impressions
Post by: Threash on August 03, 2012, 07:26:39 AM
The more i play GW1 to work on my HoM the more i realize how disappointingly bland the GW2 elite skills are.  In GW1 the elite skills were what made your build and you chose every other skill to compliment/synchronize with the elite skill, in GW2 they've been reduced to extremely underwhelming long CD abilities barely more powerful than regular ones.


Title: Re: First Impressions
Post by: Lantyssa on August 03, 2012, 08:30:38 AM
THE FUGLIEST SILLIEST RACE IN  THE WHOLE KITTEN GAME!
Heh.  I see what you kitten did there. ;D


Title: Re: First Impressions
Post by: MediumHigh on August 03, 2012, 10:12:15 AM
The more i play GW1 to work on my HoM the more i realize how disappointingly bland the GW2 elite skills are.  In GW1 the elite skills were what made your build and you chose every other skill to compliment/synchronize with the elite skill, in GW2 they've been reduced to extremely underwhelming long CD abilities barely more powerful than regular ones.

That's a given. The point of GW2 was to remove the choice away from players. Removing choice, decreases the need for constant balance, and you get a more "stable" game. GW1 players abused the holy fuck out of the system and they wanted explicitly avoid that coming into Guild Wars 2.


Title: Re: First Impressions
Post by: kildorn on August 03, 2012, 10:44:13 AM
It's more that the strong GW1 elites fall into what are considered weapon skills in GW2, and have been replaced by the #4/#5 weapon skills for the most part. Elites are now long cooldown utilities that aren't weak, they're just not going to be used as part of a basic rotation like GW1's elites.


Title: Re: First Impressions
Post by: MediumHigh on August 03, 2012, 10:57:14 AM
It's more that the strong GW1 elites fall into what are considered weapon skills in GW2, and have been replaced by the #4/#5 weapon skills for the most part. Elites are now long cooldown utilities that aren't weak, they're just not going to be used as part of a basic rotation like GW1's elites.

In GW1 I could string any 8 skills together between 2 professions of my choice. Not only that, but in high end pvp I had to synchronize with 4 to 8 other players for any chance of winning. In those circumstances elites served as the great periods to very long run on sentences. In GW2 I don't have 2 professions to choose from or even control over half my skill bar. I can't even choose not to take even a heal. GW2 elites have to be bland and generic to make up for the limits in choices a player can make, and the fact that half your bar is under the "kill stuff" category (though not entirely true for most weapon sets).


Title: Re: First Impressions
Post by: KallDrexx on August 03, 2012, 11:30:26 AM
It's best to realize that GW2 has nothing in common with GW2 except the name and lore.  Once you get over that the game becomes more enjoyable.


Title: Re: First Impressions
Post by: MediumHigh on August 03, 2012, 11:39:58 AM
It's best to realize that GW2 has nothing in common with GW1 except the name and lore.  Once you get over that the game becomes more enjoyable.

From a PVP'ers perspective I don't think they are entirely two different games. At least in the sense that I or anyone else who was into the old GW1 scene will have to learn an entirely new set of skills. Specialization, positioning, stacking advantages, and communication are pretty much the core of Guild Wars 1 combat and I see that translated pretty well in GW2 without the baggage of GW1. For example anyone coming into this expecting a big long assist train is going to be disappointed and very frustrated.


Title: Re: First Impressions
Post by: Furiously on August 03, 2012, 11:48:53 AM
They upped the difficulty a bit in yesterday's stress. I foresee the number of thieves declining.


Title: Re: First Impressions
Post by: MediumHigh on August 03, 2012, 11:50:58 AM
They upped the difficulty a bit in yesterday's stress. I foresee the number of thieves declining.

Who said that's a bad thing  :why_so_serious:


Title: Re: First Impressions
Post by: tazelbain on August 03, 2012, 12:02:03 PM
It's best to realize that GW2 has nothing in common with GW1 except the name and lore.  Once you get over that the game becomes more enjoyable.

From a PVP'ers perspective I don't think they are entirely two different games. At least in the sense that I or anyone else who was into the old GW1 scene will have to learn an entirely new set of skills. Specialization, positioning, stacking advantages, and communication are pretty much the core of Guild Wars 1 combat and I see that translated pretty well in GW2 without the baggage of GW1. For example anyone coming into this expecting a big long assist train is going to be disappointed and very frustrated.
They are definitely moving away from deck building style of pvp to something more like MOBA skill sets.


Title: Re: First Impressions
Post by: MediumHigh on August 03, 2012, 12:06:37 PM
It's best to realize that GW2 has nothing in common with GW1 except the name and lore.  Once you get over that the game becomes more enjoyable.

From a PVP'ers perspective I don't think they are entirely two different games. At least in the sense that I or anyone else who was into the old GW1 scene will have to learn an entirely new set of skills. Specialization, positioning, stacking advantages, and communication are pretty much the core of Guild Wars 1 combat and I see that translated pretty well in GW2 without the baggage of GW1. For example anyone coming into this expecting a big long assist train is going to be disappointed and very frustrated.
They are definitely moving away from deck building style of pvp to something more like MOBA skill sets.
Hey no argument here, though I think the time of death is way too off for a moba, and lacking the "slow building mountain of advantage" aspect.


Title: Re: First Impressions
Post by: Nevermore on August 03, 2012, 12:12:00 PM
It's best to realize that GW2 has nothing in common with GW2 GW1 except the name and lore.

This is one of the big, big problems I have with the game.

I really don't understand why GW2 absolutely refuses to run for me now.  It crashes my video driver (which is the most updated non-beta nvidia driver available) *constantly*.  Like every few seconds constantly.  No other game has this problem.  SWTOR runs flawlessly.  I'm trying the free Secret World weekend and so far it's running absolutely flawlessly.  I know from the GW2 beta boards I wasn't the only one with this problem, so I'm wondering if the game is really ready to be released.


Title: Re: First Impressions
Post by: Threash on August 03, 2012, 12:13:20 PM
They upped the difficulty a bit in yesterday's stress. I foresee the number of thieves declining.

The difficulty of what?


Title: Re: First Impressions
Post by: Kageru on August 03, 2012, 05:57:47 PM

Everything, apparently. I saw a comment from the developer that they made the game-play easier for the last beta-test and complaints plus possibly profiling convinced them they'd gone too far. So they reverted difficulty to that of the beta test before (second beta test).


Title: Re: First Impressions
Post by: Sir Fodder on August 03, 2012, 06:12:45 PM
Pre-ordered digital DL of this from GMG for $45 US, code: PCGMR-ALLIN-GREEN


Title: Re: First Impressions
Post by: Phred on August 03, 2012, 07:12:27 PM
Excellent article about GW2 by someone who went in expecting to hate it. http://sixdee.net/2012/04/last-portal-to-tyria/


Quote
GW2 wants you to play with other people. It wants you to do that without having to worry about kill stealing or ninjaing, about being the wrong faction, the wrong class, the wrong race, the wrong level, the wrong guild, the wrong server. This is a massive multiplayer game for Kormir’s sake! In what the hell kind of cooperative game is it better to stand aside and watch an ally get felled by mobs than it is to leap in and help them? Admit it: You’ve all done it. Out of maliciousness or indifference or fear. GW2 feels like ArenaNet has had a long hard look at exactly why players do things like that — at why they hate and fear each other so much — and has tried everything in its power to remove all the usual mechanical incentives to asshattery. The ones we take so for granted we don’t even really realise what they are.



Title: Re: First Impressions
Post by: Rasix on August 03, 2012, 09:17:28 PM
Awwwww.. was hoping my preorder would mean I get to try this before it goes live.  Guess I missed the last beta weekend.   Man, I'm going to be so clueless playing this when it goes live.  I don't think I've ever gone into a MMO release blind.


Title: Re: First Impressions
Post by: tazelbain on August 03, 2012, 09:40:27 PM

Everything, apparently. I saw a comment from the developer that they made the game-play easier for the last beta-test and complaints plus possibly profiling convinced them they'd gone too far. So they reverted difficulty to that of the beta test before (second beta test).
I did 3 DE and 2 heart by myself in the second norm zone.  It was slightly more difficult, but still very manageable. Or maybe I am just starting to get elemantist down. Really I just wonder people complaining about difficulty just don't use dodge.

Also Mobs don't always try to leave the AOE now but still do sometimes.  Which is good, they were too easy to exploit before.


Title: Re: First Impressions
Post by: Shatter on August 04, 2012, 04:58:37 AM
Who gives a shit about difficulty, they have a flat leveling curve for 90% of the levels which is still a lot better then most games. 


Title: Re: First Impressions
Post by: Kageru on August 04, 2012, 08:21:32 AM

I played 2 and 3, both seemed fine to me. But the forums had some people crying about beta #3 being tuned too easy.

And yeah, I've soloed hearts and DE. The first are always soloable and the second scale to be so that's working as intended.


Title: Re: First Impressions
Post by: statisticalfool on August 04, 2012, 10:29:04 AM
They upped the difficulty a bit in yesterday's stress. I foresee the number of thieves declining.

Any particular reason this hits thieves harder than others?

<<--- still going back and forth on a daily basis on what class to play.


Title: Re: First Impressions
Post by: Furiously on August 04, 2012, 01:12:20 PM
Squishy melee is not fun solo.


Title: Re: First Impressions
Post by: Shatter on August 04, 2012, 04:46:29 PM
Squishy melee is not fun solo.

They acknowleged I believe that Thieves were 1 class that needs work, hoping by launch they are improved since that will be my main


Title: Re: First Impressions
Post by: Kageru on August 04, 2012, 07:18:05 PM

It's not like class or PvP balancing is going to stop on launch. It never does.

But I am happy they're looking at the necro now.


Title: Re: First Impressions
Post by: Shatter on August 04, 2012, 07:46:39 PM
I recall them saying they will be tweaking class balance a lot so to expect it it frequently. 


Title: Re: First Impressions
Post by: KallDrexx on August 10, 2012, 05:09:35 PM
Well, now that I am playing the game again (and I'm passed the omg this is different and not GW1 feelings) I'm actually really digging this game, and the mesmer.


Title: Re: First Impressions
Post by: Amaron on August 10, 2012, 10:53:17 PM
Well, now that I am playing the game again (and I'm passed the omg this is different and not GW1 feelings) I'm actually really digging this game, and the mesmer.

Wait what?  Did you mean the stress test?


Title: Re: First Impressions
Post by: KallDrexx on August 11, 2012, 06:54:00 AM
Well, now that I am playing the game again (and I'm passed the omg this is different and not GW1 feelings) I'm actually really digging this game, and the mesmer.

Wait what?  Did you mean the stress test?

Yeah, game was pretty well playable until 9pm, when it started shitting the bed with unplayable lag.


Title: Re: First Impressions
Post by: Gorky on August 11, 2012, 08:48:15 AM
Another 20% discount code for GMG from PC Gamer:

http://www.pcgamer.com/sponsored/another-great-offer-from-green-man-gaming-continuing-the-summer-of-madness/

Worked for me for the standard digital edition.

Is there a url where the game can be downloaded from in advance? GMG says download link not available as yet.


Title: Re: First Impressions
Post by: schild on August 11, 2012, 08:49:39 AM
From the sounds of things, they're not giving out any codes until the game actually releases. Buying from GMG right now means waiting.


Title: Re: First Impressions
Post by: MrHat on August 11, 2012, 12:49:35 PM
From the sounds of things, they're not giving out any codes until the game actually releases. Buying from GMG right now means waiting.

This is correct.


Title: Re: First Impressions
Post by: nurtsi on August 12, 2012, 12:10:54 AM
I bought the game with 20% discount from GMG and got the activation code in email immediately. Downloaded the game from https://register.guildwars2.com/. If you just want to download the client, I don't think you even need an activation code. Just register and you can find the download link from GW website. Worked in Europe, not sure about other parts.


Title: Re: First Impressions
Post by: tmp on August 12, 2012, 02:55:44 AM
Confirming the instant code from GMG thing, when buying from EU at least. Download is done from GW2 official page, like nurtsi says.


Title: Re: First Impressions
Post by: Gorky on August 12, 2012, 07:05:53 AM
I believe those who bought it from GMG before the 8th got an instant key as well as headstart access, now GMG just says the keys will be sent in time to start on the 28th. Also the first step of creating an account on the GW2 site seems to be registering your key, so guess nothing to do till GMG starts sending out the keys I guess.


Title: Re: First Impressions
Post by: Rasix on August 15, 2012, 04:26:41 PM
So, after playing the for 2-3 hours during the stress test today, I'm kind of torn.  Sure, it's interesting, but the PVE really isn't all that compelling.   Didn't attempt any PVP, as I just wanted to get a feel for things.

At least now I have a better grasp of the basics.

Completely unsure of what class I want to play now.  Engineer was OK, didn't knock my socks off or anything.   Played some elementalist and that had a lot more eye candy and satisfying blowing up of stuff.

edit:  Should not that I was playing with my old GPU (RMA arrives today), so the performance wasn't fantastic.  If things were a bit smoother, I imagine the combat would have felt better.


Title: Re: First Impressions
Post by: Hawkbit on August 15, 2012, 04:47:13 PM
If I were playing a MMO for PvE, I'd just go to RIFT or WoW or SWTOR.  This really is a PvP centered game that has PvE for when I get bored or things are slow. 

That's my thoughts, anyways.


Title: Re: First Impressions
Post by: WayAbvPar on August 15, 2012, 04:59:44 PM
You can level/advance through PvP, correct? PvE is more for gearing/solo/alternate play?


Title: Re: First Impressions
Post by: Trippy on August 15, 2012, 05:01:34 PM
You can level/advance through PvP, correct? PvE is more for gearing/solo/alternate play?
Correct, you get exp in team PvP and WvW.


Title: Re: First Impressions
Post by: KallDrexx on August 15, 2012, 05:24:45 PM
You can level/advance through PvP, correct? PvE is more for gearing/solo/alternate play?
Correct, you get exp in team PvP and WvW.

My understanding is you *only* get xp in WvW.  In team PvP you get glory, which is used for pvp (asthetic) gear


Title: Re: First Impressions
Post by: Furiously on August 15, 2012, 05:32:11 PM
You also get drops when you kill people in WvW.


Title: Re: First Impressions
Post by: KallDrexx on August 15, 2012, 05:37:24 PM
Right, my point is that it doesn't seem like you gain xp when you team pvp, which I find retarded and backwards to their other ideas.


Title: Re: First Impressions
Post by: Rasix on August 15, 2012, 06:57:07 PM
What about skill points?  Are these level and PVE challenge only?


Title: Re: First Impressions
Post by: ffc on August 15, 2012, 07:09:36 PM
There are skill point places in the WvW map.


Title: Re: First Impressions
Post by: tazelbain on August 15, 2012, 08:59:37 PM
Plus once you get to 80, all xp goes to earning skill points like in GW1.


Title: Re: First Impressions
Post by: Nebu on August 15, 2012, 09:52:03 PM
So, after playing the for 2-3 hours during the stress test today, I'm kind of torn.  Sure, it's interesting, but the PVE really isn't all that compelling.  

This.  I play the game for an hour or two and then find myself bored.  The PvP is too slow a pace for me so far in the testing, but I'm hoping that it will pick up and evolve when the game goes live.  I fear that I may just stick with WoT for my PvP fix and play GW 2 for my social gaming needs. 

I'm kind of disappointed by how little I feel compelled to play this after beta testing. 


Title: Re: First Impressions
Post by: Kageru on August 15, 2012, 11:16:19 PM

I liked the PvE... oh well, different strokes.

Sadly I'll be away from the computer when it launches so finding some names not taken is going to be an exercise in creativity.


Title: Re: First Impressions
Post by: Dark_MadMax on August 16, 2012, 12:39:14 AM
The PvP is too slow a pace for me so far in the testing

"Slow pace" ?!? Compared to Street Fighter or Counter Strike? hmm maybe ... but its lot faster than any MMO. ANd faster than WoT as well


Title: Re: First Impressions
Post by: Trippy on August 16, 2012, 12:45:36 AM
The WvW is not any faster than WAR is.


Title: Re: First Impressions
Post by: satael on August 16, 2012, 02:49:50 AM
The PvP is too slow a pace for me so far in the testing
Personally I find the pace a bit too fast but most of that (might be) due to not being so familiar with all the skills at level 80 especially if you get jumped by multiple players at once  :why_so_serious:


Title: Re: First Impressions
Post by: trias_e on August 16, 2012, 07:38:15 AM
The PvE, at least early on, is early WoW ground into a concentrated serving of mind-numbing boredom.  I think TSW has somewhat spoiled me in this regard, and GW2 has an opposite approach to PvE.  I just don't have the patience to put up with this endless  grind anymore.

Everyone I know is playing this game so I'm forced to get it, but I honestly couldn't stand more than 2 hours of the PvE.  Welp, hope the PvP is good!


Title: Re: First Impressions
Post by: KallDrexx on August 16, 2012, 07:46:07 AM
What exactly are you grinding?


Title: Re: First Impressions
Post by: trias_e on August 16, 2012, 07:57:49 AM
My experience was running around the starter area and looking for bars to fill up by doing menial tasks.  Lots of picking up shit.  Lots of kill quests.  Some 'interactive' but boring stuff like fixing golems with a wrench.  Maybe I missed something.


Title: Re: First Impressions
Post by: Tmon on August 16, 2012, 08:01:19 AM
I can see the grind if you are trying to get skills unlocked to use in WvW.  Getting boosted to 80 when you enter the PVP zones is nice but only having your basic low level skills and traits available can make survival a lot more problematic which means that leveling is faster in PVE for the lower levels since you spend less time dead waiting for a rez or running back to the battle after rezzing at a base.  From a PVE standpoint if you really want to run dungeons then you have to make it to at least 30 in order to stand a chance in the first one.


Title: Re: First Impressions
Post by: tazelbain on August 16, 2012, 08:08:21 AM
Great stuff here, I guess there is no accounting for taste.


Title: Re: First Impressions
Post by: Lantyssa on August 16, 2012, 08:21:33 AM
My experience was running around the starter area and looking for bars to fill up by doing menial tasks.  Lots of picking up shit.  Lots of kill quests.  Some 'interactive' but boring stuff like fixing golems with a wrench.  Maybe I missed something.
Don't work to fill bars.  Flit about the map, take in the sights, and look for little hidden nooks.

If you try to play it like WoW, it will bore you out of your mind.


Title: Re: First Impressions
Post by: Tmon on August 16, 2012, 08:51:23 AM
My experience was running around the starter area and looking for bars to fill up by doing menial tasks.  Lots of picking up shit.  Lots of kill quests.  Some 'interactive' but boring stuff like fixing golems with a wrench.  Maybe I missed something.
Don't work to fill bars.  Flit about the map, take in the sights, and look for little hidden nooks.

If you try to play it like WoW, it will bore you out of your mind.

Yup, I notice that leveling just kind of happens whether I focus on it or not.  Focusing on it seems to make it slower since previous mmos have trained us to kill lots of mobs and complete quests while staring at the xp bar, which is exactly the wrong way to level in this game.  Mobs individually give almost no xp, hearts give a decent chunk for completion and events give big chunks of xp, but exploration, crafting, gathering and PvP also give xp so you don't have to worry about not making progress if you are doing something besides checking off hearts.   

Most hearts give you multiple ways to contribute so you can actually clear them pretty fast if you combine the methods, usually there is one that is slow (usually some kind of gathering activity) but gives a nice boost to completion and another (usually killing things) that gives smaller boosts but can be done in conjunction with the gathering activity. 

For me the big key turned out to be turning off map completion icons, which leads me to explore a lot more actively rather than bee-lining from heart to heart.


Title: Re: First Impressions
Post by: trias_e on August 16, 2012, 09:34:44 AM
My experience was running around the starter area and looking for bars to fill up by doing menial tasks.  Lots of picking up shit.  Lots of kill quests.  Some 'interactive' but boring stuff like fixing golems with a wrench.  Maybe I missed something.
Don't work to fill bars.  Flit about the map, take in the sights, and look for little hidden nooks.

If you try to play it like WoW, it will bore you out of your mind.

That makes quite a bit of sense.  I guess all you really need to grind for is the ability unlocks, then you can just level with PvP anyways.  I can handle that.


Title: Re: First Impressions
Post by: 01101010 on August 16, 2012, 09:39:11 AM
Any truth to the rumor floating around yesterday that you can conceivably get to level 11 just by exploring all the PoI in every city. Granted, that does fuck all for weapon skills, but does unlock some goodies without having to beat on anything.


Title: Re: First Impressions
Post by: KallDrexx on August 16, 2012, 10:03:19 AM
I wouldn't be surprised, there are 80 levels and exporing POIs give pretty good xp.


Title: Re: First Impressions
Post by: Nevermore on August 16, 2012, 10:19:55 AM
My experience was running around the starter area and looking for bars to fill up by doing menial tasks.  Lots of picking up shit.  Lots of kill quests.  Some 'interactive' but boring stuff like fixing golems with a wrench.  Maybe I missed something.
Don't work to fill bars.  Flit about the map, take in the sights, and look for little hidden nooks.

If you try to play it like WoW, it will bore you out of your mind.

In other words, it's great for explorer types but really sucks for achiever types.


Title: Re: First Impressions
Post by: KallDrexx on August 16, 2012, 10:25:27 AM

In other words, it's great for explorer types but really sucks for achiever types.

Depends what you are trying to achieve.  There are a TON of achievements you can work towards, and plenty of levels and difficult things to do.  It just doesn't force you into one style of play.


Title: Re: First Impressions
Post by: 01101010 on August 16, 2012, 11:04:24 AM
Yeah I think Anet covered the bases for exploration AND achievements - considering my fresh warrior had a ton of pop ups for daily counting of something I beat to death along with a variety pack achievement. I might just do as much city touring as I can the first day or two. Then I can run around with that green down arrow on me the rest of the game.


Title: Re: First Impressions
Post by: tazelbain on August 16, 2012, 11:22:08 AM
There is eighty levels in crafting as well.  Would be hard as a solo char for lack mats and money, but should pretty doable if fed by alts. Not sure why you'd want to put all your crafts on one char, but its an option.


Title: Re: First Impressions
Post by: statisticalfool on August 16, 2012, 11:33:15 AM
In other words, it's great for explorer types but really sucks for achiever types.

This is not hard to fix. If you are clearing the starter area out, every last heart, sticking around for dynamic events, etc, it will be easy. But if you jump to heart nodes that +1/+2 levels, you'll easily find a good challenge there, and the dynamic events will feel a lot better.  A lot of the events get quite fun if you're a little bit undertuned for it, and the rewards for jumping ahead are nice.

Basically, if you aren't circle-strafing, using CC and evades on mobs, you could be taking on much more difficult stuff. And if you don't pick those skills up, Explore Mode dungeons will wreck you.


Title: Re: First Impressions
Post by: Nevermore on August 16, 2012, 11:43:45 AM

In other words, it's great for explorer types but really sucks for achiever types.

Depends what you are trying to achieve.  There are a TON of achievements you can work towards, and plenty of levels and difficult things to do.  It just doesn't force you into one style of play.

The context of what I was replying to, as I saw it at least, was regarding leveling specifically.  Fluff achievement stuff is entirely another thing.


Title: Re: First Impressions
Post by: murdoc on August 16, 2012, 11:50:31 AM
Pretty sure fluff achievements usually net you a large amount of xp and cash, too.


Title: Re: First Impressions
Post by: Nevermore on August 16, 2012, 11:51:55 AM
Which makes them grindy, which goes back to Trias' original comment.  :grin:


Title: Re: First Impressions
Post by: tazelbain on August 16, 2012, 11:53:35 AM
LOL, grind is losing its meaning.


Title: Re: First Impressions
Post by: Zetor on August 16, 2012, 12:49:19 PM
It's lightyears better than (pre-nightfall) GW1 pve, and that's enough for me. If anything, it reminds me of RIFT invasions and rifts (which, incidentally, are the things I liked most about RIFT). I also liked the personal story quite a bit, soooo yeah.

e: the PVP implementation is also quite a bit better than any DIKU in the market, but that goes without saying


Title: Re: First Impressions
Post by: Tmon on August 16, 2012, 01:40:18 PM
There is eighty levels in crafting as well.  Would be hard as a solo char for lack mats and money, but should pretty doable if fed by alts. Not sure why you'd want to put all your crafts on one char, but its an option.

RP is a big one if the forums I've read over the years are to believed.  A very vocal group of posters (there seems to be at least a couple in every mmo beta forum) are constantly complaining that they have to engage in combat in order to level up their crafting.  It seems that they finally have the chance to live the dream thanks to GW2.


Title: Re: First Impressions
Post by: Phred on August 16, 2012, 04:00:39 PM

WoT you talking about there?



Title: Re: First Impressions
Post by: WayAbvPar on August 16, 2012, 04:18:56 PM
World of Tanks.


Title: Re: First Impressions
Post by: Dark_MadMax on August 16, 2012, 05:12:30 PM
The WvW is not any faster than WAR is.


Someone is trippin and it aint me! Dude I just played WaR this weekend (free trial and all) - its like WoW in molasses. GW2 combat is about 5 times faster and more fast paced


Title: Re: First Impressions
Post by: Phred on August 16, 2012, 06:22:58 PM
World of Tanks.

Then why did he compare it to War then?



Title: Re: First Impressions
Post by: Cadaverine on August 16, 2012, 08:46:56 PM
Any truth to the rumor floating around yesterday that you can conceivably get to level 11 just by exploring all the PoI in every city. Granted, that does fuck all for weapon skills, but does unlock some goodies without having to beat on anything.

I did that during BWE 2, and I got to around level 11, or so.  Last BWE, I did the same thing, and I only got to around level 9ish, despite them adding 2 cities, and the vistas.  Still, it's easy XP, particularly after you've done it a time, or two, and know your way around.


Title: Re: First Impressions
Post by: ezrast on August 16, 2012, 08:55:04 PM
The PvP is too slow
its lot faster than any MMO.
The WvW is not any faster than WAR is.
Is the proper out-of-context quote progression.


Title: Re: First Impressions
Post by: Merusk on August 17, 2012, 08:58:24 AM
There is eighty levels in crafting as well.  Would be hard as a solo char for lack mats and money, but should pretty doable if fed by alts. Not sure why you'd want to put all your crafts on one char, but its an option.

RP is a big one if the forums I've read over the years are to believed.  A very vocal group of posters (there seems to be at least a couple in every mmo beta forum) are constantly complaining that they have to engage in combat in order to level up their crafting.  It seems that they finally have the chance to live the dream thanks to GW2.

So long as crafting doesn't produce the be-all end-all gear I've never had a problem with this.  When they're the sole source of viable equipment you run into lots of BS with monopolies and insane prices that fuck over non-hardcore money grinders.


Title: Re: First Impressions
Post by: 01101010 on August 17, 2012, 09:17:54 AM
There is eighty levels in crafting as well.  Would be hard as a solo char for lack mats and money, but should pretty doable if fed by alts. Not sure why you'd want to put all your crafts on one char, but its an option.

RP is a big one if the forums I've read over the years are to believed.  A very vocal group of posters (there seems to be at least a couple in every mmo beta forum) are constantly complaining that they have to engage in combat in order to level up their crafting.  It seems that they finally have the chance to live the dream thanks to GW2.

So long as crafting doesn't produce the be-all end-all gear I've never had a problem with this.  When they're the sole source of viable equipment you run into lots of BS with monopolies and insane prices that fuck over non-hardcore money grinders.

I don't see gear being the pivot point in this game as in others. I may be proven wrong, but the gear FEELS like it is secondary here. That said... anyone look at crafting seriously? I am leaning, as I always do, to cooking (which when you choose it, it specifically gives you a pop up telling you you'll be spending more on that craft than the others). /cry


Title: Re: First Impressions
Post by: ffc on August 17, 2012, 09:35:46 AM
Cooking is supposed to be an advanced craft not just in terms of cost. It differs from other crafts because the "intermediete" ingredients you make/refine cannot be stored in the crafting bank space slots so it requires more bag space if you want to hold onto stuff you make so you can use the stuff in later recipes. That will limit you more than cost. Cooking looks fun but there's no way I'm starting with it.


Title: Re: First Impressions
Post by: 01101010 on August 17, 2012, 10:48:41 AM
Cooking is supposed to be an advanced craft not just in terms of cost. It differs from other crafts because the "intermediete" ingredients you make/refine cannot be stored in the crafting bank space slots so it requires more bag space if you want to hold onto stuff you make so you can use the stuff in later recipes. That will limit you more than cost. Cooking looks fun but there's no way I'm starting with it.

Good to note. It also doesn't fully matter to me as crafting is always something I do AFTER everything else, rather than do a little of it while doing other things. I will keep all that stuff in mind though.


Title: Re: First Impressions
Post by: Draegan on August 17, 2012, 11:03:06 AM
Legendaries are going to be pretty cool things you make in the Mystic Forge.


Title: Re: First Impressions
Post by: Threash on August 17, 2012, 12:33:37 PM
Like a unicorn bow that shoots rainbows.


Title: Re: First Impressions
Post by: Phred on August 17, 2012, 12:33:44 PM

Is the proper out-of-context quote progression.
The PvP is too slow a pace for me so far in the testing

"Slow pace" ?!? Compared to Street Fighter or Counter Strike? hmm maybe ... but its lot faster than any MMO. ANd faster than WoT as well
So, after playing the for 2-3 hours during the stress test today, I'm kind of torn.  Sure, it's interesting, but the PVE really isn't all that compelling.  

This.  I play the game for an hour or two and then find myself bored.  The PvP is too slow a pace for me so far in the testing, but I'm hoping that it will pick up and evolve when the game goes live.  I fear that I may just stick with WoT for my PvP fix and play GW 2 for my social gaming needs. 

I'm kind of disappointed by how little I feel compelled to play this after beta testing. 

I quoted the full quote chain this time in hopes that someone will read it thoroughly enough to find the humor that caused me to post in the first place. First Nebu says he'll stick with WoT because he doesn't find the GW2 pvp compelling or fast enough. Then Dark_MadMax begs to difffer, also mentioning specifically that he finds WoT slower paced than GW2. Then out of the blue, Trippy jumps in to tell us that WAR combat isn't slow in the slightest. I don't know maybe I'm wierd but I find that kind of non-sequitor like post amusing, though it's a lot less funny when you have to explain it.

I think this board needs a whoosh smiley for things that go over your head. I'll just use a sad panda in it's place   :sad_panda:



Title: Re: First Impressions
Post by: statisticalfool on August 17, 2012, 12:59:45 PM
Cooking is supposed to be an advanced craft not just in terms of cost. It differs from other crafts because the "intermediete" ingredients you make/refine cannot be stored in the crafting bank space slots so it requires more bag space if you want to hold onto stuff you make so you can use the stuff in later recipes. That will limit you more than cost. Cooking looks fun but there's no way I'm starting with it.

Good to note. It also doesn't fully matter to me as crafting is always something I do AFTER everything else, rather than do a little of it while doing other things. I will keep all that stuff in mind though.

Cooking is probably going to be the most end-game useful item, because it produces the most useful consumables that people will keep on needing. It's also the one you definitely want to level along side PvE, because eating food gives you +10 XP to kills for 30 minutes.

Also, if you plan on only starting one character at the beginning, you should be pretty fine for cooking space: just create 4 mule alts, and you're good. Or do the "I'm in a guild of my own." trick.

That said, it's a money sink. But it gives you a bunch back.


Title: Re: First Impressions
Post by: ffc on August 17, 2012, 03:54:10 PM
Or do the "I'm in a guild of my own." trick.

Tell me more of this madness. I don't like making alts as storage but if I can do it all on one character then I'm interested. I had inventory problems just running around.


Title: Re: First Impressions
Post by: Tmon on August 17, 2012, 04:14:20 PM
Start a guild, represent the guild to accumulate influence points to unlock a guild vault, since you can belong to multiple guilds you can have your personal guild for extra storage and also belong to one or more other guilds if you want.  Influence points (which are earned by a bunch of different actions in game) only go towards the guild you are representing at the time you earn them.  Additionally you get a bonus for grouping with guild mates and doing things.   I imagine you can unlock the first tier of storage fairly simply but higher tiers will take a guild of one quite a while,  you can also buy influence if you have the spare cash.


http://wiki.guildwars2.com/wiki/Guild

http://wiki.guildwars2.com/wiki/Architecture#Architecture

ETA better links


Title: Re: First Impressions
Post by: statisticalfool on August 18, 2012, 11:39:38 AM
Super thorough guide on inventory management, which includes the "your own guild" stuff:

http://www.guildwars2guru.com/topic/46211-guildwars-2-inventory-and-you-maximizing-space-on-the-cheap/


Title: Re: First Impressions
Post by: Kageru on August 20, 2012, 11:25:29 PM

Looks like my casual guild will hit the guild cap limit (500 accounts) and so will be running two guilds. Pretty positive buzz on this game, will be interesting to see how long they can retain that.


Title: Re: First Impressions
Post by: Ginaz on August 22, 2012, 03:03:41 AM
I'm seriously thinking of seeing if I can cancel my pre-order.  The zealotry of its legions of fanboys is really starting to put me off this game. :argh:


Title: Re: First Impressions
Post by: Threash on August 22, 2012, 05:54:58 AM
That's retarded.


Title: Re: First Impressions
Post by: Zetor on August 22, 2012, 06:02:39 AM
I'm seriously thinking of seeing if I can cancel my pre-order.  The zealotry of its legions of fanboys is really starting to put me off this game. :argh:
How is GW2 fanboy zealotry different from pre-release fanboy zealotry of any 'wow-killer' mmo since, oh, 2006? I don't see how it's any more/less intense than SWTOR, WAR, or even AOC.

edit: english iz hurd


Title: Re: First Impressions
Post by: Kageru on August 22, 2012, 06:38:17 AM
I'm seriously thinking of seeing if I can cancel my pre-order.  The zealotry of its legions of fanboys is really starting to put me off this game. :argh:

Go for it, Vanguard is free to play now and you shouldn't find too many fanboys.


Title: Re: First Impressions
Post by: Furiously on August 22, 2012, 09:57:06 AM
I'm seriously thinking of seeing if I can cancel my pre-order.  The zealotry of its legions of fanboys is really starting to put me off this game. :argh:

Go for it, Vanguard is free to play now and you shouldn't find too many fanboys.


And Brad is back!


Title: Re: First Impressions
Post by: WayAbvPar on August 22, 2012, 07:21:21 PM
Just got my hands on my Collector's Edition- good lord! Figurine is enormous, and it is packed with cool stuff. Also comes with some in game goodies apparently. I am reasonably giddy with excitement, and increasingly bitter that I will be spending most of the weekend stuck in fantasy football drafts  :heartbreak:


Title: Re: First Impressions
Post by: Lantyssa on August 23, 2012, 04:39:41 AM
Wait.  An MMO actually sent out boxed copies early?  That's another thing I've bitched about for years. :heart:


Title: Re: First Impressions
Post by: Modern Angel on August 23, 2012, 05:59:47 AM
Part of the reason I'm so high on this game isn't because it's a great game (though I think it is) but the absolute professionalism on display by the company so far. The test was so top notch.... I can't verbalize it properly, because it's so far above anything else I've ever seen that there's just no real way of comparing the two.  And it's not just the big things, but the little things, like doing stress tests the week before launch, treating the BWEs like betas, getting the boxes out early, the attention they gave the paper doll UI to minimize clicking and new windows.

There's actual thought going into things, something which I feel is in increasingly short supply in the industry these days.



Title: Re: First Impressions
Post by: Sky on August 23, 2012, 07:30:26 AM
It would be hard for me to care less about this game right now, but since I was a dumbass and pre-ordered it, I guess I'll jump in at some point. Head start at 3am, thanks a lot for that.

And the email about getting in to reserve your character names, it just buuurns. Thanks, TOR.

Or maybe I'll just go in the den and paint...


Title: Re: First Impressions
Post by: KallDrexx on August 23, 2012, 07:37:07 AM
It would be hard for me to care less about this game right now, but since I was a dumbass and pre-ordered it, I guess I'll jump in at some point. Head start at 3am, thanks a lot for that.

FYI, they have said there is a good possibility they will open the servers up to 3 hours early (so midnight EST)


Title: Re: First Impressions
Post by: tazelbain on August 23, 2012, 07:45:30 AM
It would be hard for me to care less about this game right now, but since I was a dumbass and pre-ordered it, I guess I'll jump in at some point. Head start at 3am, thanks a lot for that.

And the email about getting in to reserve your character names, it just buuurns. Thanks, TOR.

Or maybe I'll just go in the den and paint...
I don't get it.  Auto-scaling so content never goes gray.  A fun crafting that rely on exploration and not grind.  You can totally be self significant and play at you own pace.  The way you tried to force EQ2 to let you play is exactly how GW2 wants you to play.


Title: Re: First Impressions
Post by: WayAbvPar on August 23, 2012, 09:06:32 AM
Wait.  An MMO actually sent out boxed copies early?  That's another thing I've bitched about for years. :heart:

I got mine from a buddy who has a friend at ArenaNet*, so it didn't go through the normal channels.

* Which, I just found out, is less than a mile from where I sit in my cubicle. Small world, this.


Title: Re: First Impressions
Post by: Lantyssa on August 23, 2012, 09:21:30 AM
You wound me, Sirrah.


Title: Re: First Impressions
Post by: Sky on August 23, 2012, 09:22:42 AM
I don't get it.  Auto-scaling so content never goes gray.  A fun crafting that rely on exploration and not grind.  You can totally be self significant and play at you own pace.  The way you tried to force EQ2 to let you play is exactly how GW2 wants you to play.
It's not the game, it's me. I'm gamed out. Other than minecraft I have zero urge to play video games.


Title: Re: First Impressions
Post by: Nebu on August 23, 2012, 10:45:30 AM
It's not the game, it's me. I'm gamed out. Other than minecraft I have zero urge to play video games.

We need to game together.  We can spin yarns about the good 'ol days while grinding on baby scorpions. 


Title: Re: First Impressions
Post by: schild on August 23, 2012, 11:36:19 AM
Nebu has volunteered to babysit Sky. All in favor, say "Lumberbeard."


Title: Re: First Impressions
Post by: Lantyssa on August 23, 2012, 11:43:19 AM
Lumberbeard.


Title: Re: First Impressions
Post by: Nebu on August 23, 2012, 12:14:11 PM
Nebu has volunteered to babysit Sky. All in favor, say "Lumberbeard."

Shit.  Is it too late to withdraw?


Title: Re: First Impressions
Post by: Ingmar on August 23, 2012, 12:16:35 PM
Just make your character name AndyDavo, you'll be safe then.


Title: Re: First Impressions
Post by: Trippy on August 23, 2012, 12:29:34 PM
Nebu has volunteered to babysit Sky. All in favor, say "Lumberbeard."
Shit.  Is it too late to withdraw?
Yup, too late.

Lumberbeard.


Title: Re: First Impressions
Post by: Sky on August 23, 2012, 12:56:41 PM
Just make your character name AndyDavo, you'll be safe then.
Oh, zinger!


Title: Re: First Impressions
Post by: murdoc on August 23, 2012, 07:40:20 PM
Lumberbeard.


Title: Re: First Impressions
Post by: tazelbain on August 23, 2012, 08:09:02 PM
Lumberbeard and Doctor Muscles.


Title: Re: First Impressions
Post by: Lantyssa on August 24, 2012, 06:32:01 AM
Are they starting a band?  I'll go to a show if they'll get me a backstage pass.


Title: Re: First Impressions
Post by: Sky on August 24, 2012, 07:19:05 AM
(http://www.drummerworld.com/pics/drum46/animal1.jpg)
ANIMAL LIKE DRUMMING BLAAAAAH!


Title: Re: First Impressions
Post by: Tannhauser on August 25, 2012, 05:13:55 AM
Played for two hours for my first time this morning.  Just some random notes.
1.  Character creation was good.  Good level of detail.
2.  I followed the initial event chain and it was clear and I felt it gently got me on my feet.
3.  The 'heart' events are a good idea; it pulls players together, gives rewards and feels like a part of the world.  I did four of them and they felt about the right difficulty and duration for the rewards.
4.  I made a Warrior who will use a long bow but can't find one!  Can't find one even in Divinity's Reach.  I figure I'll get one as a quest reward but I am pretty surprised how scarce weapons are.  Maybe I'm missing some NPC.
5.  Seriously, I have to hold down CTRL to reveal nodes?  Why not show on my radar?  Minor gripe.
6.  Combat is fun and I feel powerful but I wonder how I'll feel at level 60+.

So far though, a very good game.  It pushes the MMO genre forward with some of its design ideas.  Now if I could just get on :)



Title: Re: First Impressions
Post by: KallDrexx on August 25, 2012, 05:23:40 AM
5.  Seriously, I have to hold down CTRL to reveal nodes?  Why not show on my radar?  Minor gripe.

You mean crafting nodes?  If so then they do show up on the radar


Title: Re: First Impressions
Post by: Tmon on August 25, 2012, 05:34:21 AM
CTRL mostly comes in handy when you are close to a node but can't see it for some reason.


Title: Re: First Impressions
Post by: Amaron on August 25, 2012, 06:02:40 AM
I'm playing with a good size guild I've played with in other games.   Most of them really trying the game for the first time are not really showing a lot of enthusiasm for the PvE so far.   Trying to get them into WvWvW but the server situation has us all spread out at the moment.   Unfortunately the dynamic events feel a bit worse than beta as if they're being overloaded despite the zone overflows.


Title: Re: First Impressions
Post by: Modern Angel on August 25, 2012, 06:08:13 AM
There's definitely a nebulous upper limit which separates "scaled up and fun mob battle" from "mindless zerg wandering around killing events in 20 seconds" which wasn't apparent in the beta. It isn't even consistent from event to event.


Title: Re: First Impressions
Post by: Tmon on August 25, 2012, 06:11:04 AM
It was hilarious last night, one of the events in the Norn zone is to stop an invasion of the sons of sverin, the sons lasted about 2.5 seconds after they spawned in and the whole event are was carpeted with knee deep piles of their bodies.


Title: Re: First Impressions
Post by: Der Helm on August 25, 2012, 07:06:50 AM
Awesome. Now the launcher won't even start up properly. "Connection error, trying again..." (in German, which is not a good sign, since I set it to English.)


Title: Re: First Impressions
Post by: Ingmar on August 25, 2012, 10:47:48 AM
My first impressions are... not impressed. Character creation was really good, I'll give it that.


Title: Re: First Impressions
Post by: Abelian75 on August 25, 2012, 06:27:58 PM
I don't really get all the crazy love this game is getting.  I mean I don't dislike it, and it's been fun-ish up to level 10, but it just feels... I dunno.  The world is so densely packed with random frantic action, but it all feels sort of soulless.  I might not notice so much if it weren't for the story quests with the voiceovers and shit, which always make me pause and think, "Oh, weird, I'm actually supposed to give two shits about this world?"


Title: Re: First Impressions
Post by: statisticalfool on August 25, 2012, 10:39:24 PM
I'm just having a lot of fatigue with the controls. You're clearly supposed to be circle strafing, occasionally hitting a dodge button, hitting 1-5 skills + 4 utility + professions, doing the AOE target dance and having a swap weapons button within reach? It feels like I'm trying to contort my hand.

I know, you can do most on-level PvE content standing still.


Title: Re: First Impressions
Post by: Quinton on August 25, 2012, 10:47:28 PM
I think my biggest complaint is the necessity to start an alt and start leveling up from zero again to try out different classes. 

The crafting system is kinda neat.  The ability to instantly stash collectable/materials in the crafting bank from anywhere is nice (and does wonders for my bag space), but I wish crafting stations were more accessible or portable.

The overall PVE gameplay is decently entertaining but not mind blowing.  The world/quests don't grab me the way TSW did -- it just feels like yet another fantasy setting.  Need to see what PVP is like.


Title: Re: First Impressions
Post by: Ingmar on August 26, 2012, 12:13:37 AM
The PVE is kind of flavorless and lame, yeah. However I just did WvW for about an hour and a half and it's pretty awesome. That's totally where the value is going to be for me, I can tell.


Title: Re: First Impressions
Post by: Sjofn on August 26, 2012, 12:50:22 AM
See, I find the PvE perfectly entertaining. It's not world changing, but I do like that I can kinda wander aimlessly and find things to do. I don't spend my time raging about my bouncy run animation like you do, though.


Title: Re: First Impressions
Post by: ffc on August 26, 2012, 02:35:15 AM
It's the exploration that makes me love the PvE.

There is a small river running through the area Tmon mentioned.  Just for kicks I jump in the river to see if it's deep.  No quest, no loot, just exploring.  That's when I notice an underwater cave!  But it's guarded by lvl 6 fish, and I'm lvl 2.  A few others from the dynamic event we just finished noticed I jumped in and followed me.  Together we killed the fish and made our way through the underwater cave.  We got out in an area with lvl 8 npcs.  When I opened the overworld map, I saw we had just cut under what looks to be impassible mountains to a higher level area that is accessible on land by going a long ways around.  This was an incredibly neat shortcut from the beginner zone which I found just by messing around.

That made me feel like the first time I ran to Neriak from Ogguk. Throw in getting xp for everything, auto-groups, skill points, vistas, etc., and I love the PvE.


Title: Re: First Impressions
Post by: satael on August 26, 2012, 03:14:32 AM
There are some nice touches here and there like a necromancer at in a shack iin the middle of the swamp. You can talk to him and he tells of a book just outside that he dares not to read (or something like that) and you can go and read it (and something happens...) The necromancer is not marked in any way so it's up to the player to bother to chat with him and actually read what he says  :why_so_serious:


Title: Re: First Impressions
Post by: Amaron on August 26, 2012, 03:45:00 AM
Well I was enjoying myself until I tried to finish the Asura map.   There's some energy crystal you have to attune to get one of the PoI's.  It has a TRULY retarded hard jumping puzzle where you have to fight mobs mid puzzle and you can be knocked off and die.   Falling means death as well if you're high enough.  Then you get to run back.

Of course if you voice your opinion that this is dumb some asshole will feel the need to say it's optional.


Title: Re: First Impressions
Post by: Ashamanchill on August 26, 2012, 04:07:56 AM
I really don't think the PvE is for me in this game. It seems to consist of nothing but Warhammer style public quests, with the same exact problems as them; when played during normal hours they get the shit zerged out of them and whatever contribution I can manage feels totally empty; or more likely for me who plays a lot at night, they have no one doing them and most of them are impossible or really tedious to do with what little people are around. This game also loves to have phases of the public quests that suddenly spawn a gang of mobs that rush whoever is nearby and gank them before they can do anything about it.

All of which sucks because I really like my classes combat.


Title: Re: First Impressions
Post by: Venkman on August 26, 2012, 05:56:56 AM
See, I find the PvE perfectly entertaining. It's not world changing, but I do like that I can kinda wander aimlessly and find things to do.
Still early for me, but I agree with this. There's a lot of "what's that around the [proverbial] corner" going on here. That combined with how much fun I'm having with the Elementalist, well, I'm doing a lot of side things just for fun. Haven't really done that since CoH (sometimes in WoW too but that was more contrived).

I like the way the map is integrated into the story/task/quest setup with the highlighted areas revealed Football-play style. I also like the whole Google Maps zoom thingy from street view through satellite. Finally, someone has moved beyond the 2D flat map that does nothing more than take over your screen.

I'm also impressed with the you're-almost-dead stuff with the four hot buttons that come up. This reminds me of some game, where you had chance to recover if you did something, but damned if I can't remember which one (mighta been an RPG or an MMO). Here it seems a bit more advanced because I have four different tools to do so.

The quest-giving cutscenes are interesting too. No awards here for quality storytelling, scripting or voice acting. But the presentation approach is also less expensive than other ways to do it, so there's a chance it's sustainable.


Title: Re: First Impressions
Post by: KallDrexx on August 26, 2012, 06:19:04 AM
Well I was enjoying myself until I tried to finish the Asura map.   There's some energy crystal you have to attune to get one of the PoI's.  It has a TRULY retarded hard jumping puzzle where you have to fight mobs mid puzzle and you can be knocked off and die.   Falling means death as well if you're high enough.  Then you get to run back.

Of course if you voice your opinion that this is dumb some asshole will feel the need to say it's optional.

Holy jesus that took me an hour and annoyed the hell out of me.  the first jumping stage (the wind area) is the hardest though.  The 2nd stage has a pretty easy shortcut from the start once you get attuned.


Title: Re: First Impressions
Post by: Quinton on August 26, 2012, 06:53:06 AM
What is it about accessibility of crafting areas in the Asuran zones?  They're stuck in those pain in the ass confusing as hell multi-level pyramids in the big city, and in the ~lv10 starting area the jewelcrafting station requires you to have to jump up a bunch of mini platforms to get up to it.  Okay, okay, arenanet you want to make me have to walk somewhere to craft for no reason I can figure out, and I can deal, but would it kill you to leave out the platforming minigame to get there?  </grumble>


Title: Re: First Impressions
Post by: Tmon on August 26, 2012, 07:15:08 AM
Inoticed in bwe 3 the Asura area seems to be really jumping puzzle heavy.  What I'm still liking the best is the ad hoc grouping, I really like not worrying about kill stealing, rushing for nodes or squabbling over chests.


Title: Re: First Impressions
Post by: Tannhauser on August 26, 2012, 08:03:40 AM
I'm playing a warrior and melee feels weaker than missile.  My gun is great single target damage and my bow is decent AoE.  But my sword and board doesn't keep me alive.  I can't dodge, my reflexes aren't the same as a crack addicted Capuchin monkey.  I do use block but there is so much shit blowing up on screen it's hard to see the mob's wind up attack.  Plus my 1h sword leap is cool, but I sometimes leap over the target and screw up my camera.  Or I leap too soon and skid in front of the mob.  Awkward.

But the polish is great.  The quality of life features are very very welcome.  You're playing the game instead of fiddling with minor crap.


Title: Re: First Impressions
Post by: Arinon on August 26, 2012, 08:34:48 AM
This reminds me of some game, where you had chance to recover if you did something, but damned if I can't remember which one (mighta been an RPG or an MMO). Here it seems a bit more advanced because I have four different tools to do so.
Borderlands?  That's what instantly came into my head the first time I popped back up.  Surprised this kind of mechanic isn't all over gaming.  Maybe it is but I just missed it.

Did a some partial roster sPvP last night.  Learned that I suck hard right now and also that the spell effects are way too busy, even in small fights.  I find it hard to tell what's going on.


Title: Re: First Impressions
Post by: Amaron on August 26, 2012, 08:48:15 AM
Holy jesus that took me an hour and annoyed the hell out of me.  the first jumping stage (the wind area) is the hardest though.  The 2nd stage has a pretty easy shortcut from the start once you get attuned.

Haha actually the one I'm talking about is HARDER than the one you're talking about.  It's possibly shorter but definitely harder.   I thought it was the one that gave attunements.  Actually you don't have to do the one I was talking about at all thankfully.


Title: Re: First Impressions
Post by: El Gallo on August 26, 2012, 09:00:45 AM
See, I find the PvE perfectly entertaining. It's not world changing, but I do like that I can kinda wander aimlessly and find things to do.

This is exactly how I feel too.  Dunno how long I'll keep playing, but am having fun wandering around the newbie zone so far.
Biggest annoyance: my pets always pull aggro and die in seconds (necro).  I assume there's some way around that I'll eventually figure out.

Also, am I missing something or is there nothing in the UI that tells you when you target is out of range for an ability?


Title: Re: First Impressions
Post by: Crumbs on August 26, 2012, 09:32:30 AM
It's the exploration that makes me love the PvE.

There is a small river running through the area Tmon mentioned.  Just for kicks I jump in the river to see if it's deep.  No quest, no loot, just exploring.  That's when I notice an underwater cave!  But it's guarded by lvl 6 fish, and I'm lvl 2.  A few others from the dynamic event we just finished noticed I jumped in and followed me.  Together we killed the fish and made our way through the underwater cave.  We got out in an area with lvl 8 npcs.  When I opened the overworld map, I saw we had just cut under what looks to be impassible mountains to a higher level area that is accessible on land by going a long ways around.  This was an incredibly neat shortcut from the beginner zone which I found just by messing around.

That made me feel like the first time I ran to Neriak from Ogguk. Throw in getting xp for everything, auto-groups, skill points, vistas, etc., and I love the PvE.

Agreed.  In most other games, if I started exploring or doing anything "off the beaten path," it felt like a waste of time because it didn't contribute to the progression of my character.  In this game, it feels like there is a great balance of rewards for all different styles of gameplay....which makes for a "complete" game.  Everything counts.

I'm having a blast.  Group cooperation is working.  It is chaotic to run around and jump in the events but to be honest that's what I like about it.  It's a busy world and you just shit your pants and jump in.  Getting the hang of abilities, combos, crafting and UI mapping.  It flows.  Clearly Arenanet has been paying attention to the industry and its evolution in a way that other hapless companies chose not to.   :grin:


Title: Re: First Impressions
Post by: Maledict on August 26, 2012, 10:01:04 AM
Holy jesus that took me an hour and annoyed the hell out of me.  the first jumping stage (the wind area) is the hardest though.  The 2nd stage has a pretty easy shortcut from the start once you get attuned.

Haha actually the one I'm talking about is HARDER than the one you're talking about.  It's possibly shorter but definitely harder.   I thought it was the one that gave attunements.  Actually you don't have to do the one I was talking about at all thankfully.

I'm perplexed - I've done all the vista's, skill points, POI and waypoints in the Asura starting zone and don't recognise anything from what you are talking about - neither a really long hard puzzle that has enemies hitting you whilst you jump, or a puzzle that requires attunement to t a crystal?


Title: Re: First Impressions
Post by: Amaron on August 26, 2012, 10:09:45 AM
Holy jesus that took me an hour and annoyed the hell out of me.  the first jumping stage (the wind area) is the hardest though.  The 2nd stage has a pretty easy shortcut from the start once you get attuned.

Haha actually the one I'm talking about is HARDER than the one you're talking about.  It's possibly shorter but definitely harder.   I thought it was the one that gave attunements.  Actually you don't have to do the one I was talking about at all thankfully.

I'm perplexed - I've done all the vista's, skill points, POI and waypoints in the Asura starting zone and don't recognise anything from what you are talking about - neither a really long hard puzzle that has enemies hitting you whilst you jump, or a puzzle that requires attunement to t a crystal?

The puzzle I was trying to do is in the freezing room at the reactor plant (building to the extreme NW).   You're jumping along and there are these freezing turrets that also push you back.   You have to time your jumps , kill them and watch out for the knockback.   There are also tough mobs at various levels.   The actual jumping part wasn't that hard though really.   I don't know how long it is as I didn't finish it.

The other one is this:

exploring spoiler warning on this: http://www.youtube.com/watch?v=HDmZOnPFwYE

It's a hidden jumping puzzle with waypoints that you need attunements for that's quite involved.   Each zone has several hidden things like this with a boss+chest at the end.


Title: Re: First Impressions
Post by: Tyrnan on August 26, 2012, 10:24:31 AM
Also, am I missing something or is there nothing in the UI that tells you when you target is out of range for an ability?

Underneath each of your skills there a horizontal bar. It turns red if your target is out of range of that skill.


Title: Re: First Impressions
Post by: trias_e on August 26, 2012, 10:26:55 AM
The story quest mission writing is pretty bad.  The characters are generic and bland, I find myself skipping through dialogue constantly (whereas in TSW I would listen to 2-3 minute dialogues before missions.)

The story quests themselves aren't bad.  They have a good role in the game as to serve as a sort of backbone to the scattered nature of the game's PvE.  I just wish they had interesting characters in them.

As others have said, exploration really does make the PvE work.  The hearts and whatever other side missions that pop up range from ok to meh.  There's just not much to them.   Escort something.  Perform a menial task a whole bunch.  Kill a whole bunch of repeatedly spawning things in one spot.  Pick up stuff and give to quest giver a whole bunch, and usually way too much.  I often find myself groaning in the middle of doing these.  I think that because it has to be accessible to people just hopping into the area at any point that there can't be too much complexity to them, sadly.  There was one quest that was somewhat interesting in the first 10 levels of Norn gameplay (solving riddle statues), even if the riddles were way too easy with only three options to pick from.  

But after you finish a heart and are bored of that sort of thing you can just go exploring.  Harvest, find vistas, find points of interest.  That really breaks up the monotony of the somewhat mediocre quests, and rewards me for what I would be doing in the first place.  It's awesome, and I wish every diku would have more of this.  I wish even GW2 would have more of this!  

WvW and PvP will be fun and will be the main value of the game for me, but I will probably go through the PvE content simply due to the exploration.  And it could get at less mindless at higher levels, although I doubt the grindiness will go away.


Title: Re: First Impressions
Post by: PalmTrees on August 26, 2012, 10:37:38 AM
It's been average so far for my sylari mesmer. The public event/zerg style questing leaves a bit to be desired. There's all these conditions, boons, combos but ... zerg. I get a few auto attacks in on something before it dies. Up to level 12 and I've seen two combo messages in my chat log. I never feel like I'm doing much during these zerg rushes.

Tradeskills are ok. Discovery is rather straightforward. Even with breaking down all my loots, I'm always hurting for tailoring mats though. Jewelry had a bit of hump in it, I got mostly 25 skill gems and hardly and of the <25 kind. Feels like it took longer than it should have to get it to 25 with all those 25 skill gems sitting there, mocking me the whole time.





Title: Re: First Impressions
Post by: Riggswolfe on August 26, 2012, 11:10:25 AM
I made a thief instead of my beta choice of a warrior. The gameplay is much, much more fun as a thief. However, I do have a big gripe about the PVE. There is pretty much no reason to make a party in this game. Even if you meet up you're just going to do the heart stuff that you'd be doing anyway and most likely you'll go hours without seeing each other as one of you is usually on another overflow server. Quite annoying. We never saw a "change instance" button or whatever either.


Title: Re: First Impressions
Post by: Amaron on August 26, 2012, 11:25:06 AM
The story quest mission writing is pretty bad.  

The quality is extremely inconsistent.  The human story was complete crap for the limited part I did.  I quite like the Asura one so far though.  There are some multistage events that are pretty neat too.


Title: Re: First Impressions
Post by: KallDrexx on August 26, 2012, 11:45:30 AM
Holy jesus that took me an hour and annoyed the hell out of me.  the first jumping stage (the wind area) is the hardest though.  The 2nd stage has a pretty easy shortcut from the start once you get attuned.

Haha actually the one I'm talking about is HARDER than the one you're talking about.  It's possibly shorter but definitely harder.   I thought it was the one that gave attunements.  Actually you don't have to do the one I was talking about at all thankfully.

I'm perplexed - I've done all the vista's, skill points, POI and waypoints in the Asura starting zone and don't recognise anything from what you are talking about - neither a really long hard puzzle that has enemies hitting you whilst you jump, or a puzzle that requires attunement to t a crystal?

There are no POIs or anything for it.  It's a bonus puzzle that gives you a chest with decent loot at the end.  It's near the Cuatl Morass waypoint


Title: Re: First Impressions
Post by: Tmon on August 26, 2012, 12:08:13 PM
I made a thief instead of my beta choice of a warrior. The gameplay is much, much more fun as a thief. However, I do have a big gripe about the PVE. There is pretty much no reason to make a party in this game. Even if you meet up you're just going to do the heart stuff that you'd be doing anyway and most likely you'll go hours without seeing each other as one of you is usually on another overflow server. Quite annoying. We never saw a "change instance" button or whatever either.

The biggest reason to make a party is that it gives you a bonus to earning influence points for your guild, the secondary reason below 30 is because you get your own chat channel .  When you hit 30 you will need to group in order to get into the same dungeon instance. 


Title: Re: First Impressions
Post by: Venkman on August 26, 2012, 12:13:44 PM
This reminds me of some game, where you had chance to recover if you did something, but damned if I can't remember which one (mighta been an RPG or an MMO). Here it seems a bit more advanced because I have four different tools to do so.
Borderlands?  That's what instantly came into my head the first time I popped back up.  Surprised this kind of mechanic isn't all over gaming.  Maybe it is but I just missed it.
Hmm that might be it. Get Downed but you still had a chance to finish the mob off and if you did, all was right in the world right? Was there also some type of slowmo effect too, or am i thinking a different game (maybe ME3)?


Title: Re: First Impressions
Post by: Sjofn on August 26, 2012, 12:39:00 PM
The story quest mission writing is pretty bad.  

The quality is extremely inconsistent.  The human story was complete crap for the limited part I did.  I quite like the Asura one so far though.  There are some multistage events that are pretty neat too.

I agree here, my human mesmer's story is pretty by the numbers and bland, but my Norn story is vaguely interesting.


EDIT: Not saying any of it has me going OMG WHAT HAPPENS NEXT, but I had pretty low expectations here anyway, so it doesn't bother me. :P


Title: Re: First Impressions
Post by: MediumHigh on August 26, 2012, 12:49:03 PM
The story quest mission writing is pretty bad.  

The quality is extremely inconsistent.  The human story was complete crap for the limited part I did.  I quite like the Asura one so far though.  There are some multistage events that are pretty neat too.

I agree here, my human mesmer's story is pretty by the numbers and bland, but my Norn story is vaguely interesting.

What level are you? Guild wars stories don't hit the crazy until half way through in level.


EDIT: Not saying any of it has me going OMG WHAT HAPPENS NEXT, but I had pretty low expectations here anyway, so it doesn't bother me. :P

Lolz, troll by php.

Orginal post, I simple wanted to ask what level were you? Generally Guild Wars stories don't get batshit crazy until halfway into the game.


Title: Re: First Impressions
Post by: Zetor on August 26, 2012, 12:53:05 PM
I really like the asura story. The norn story was ok (I got to level 20ish in beta) if a bit all over the place, and the charr story was interesting too as far as I got in it (level ~16ish in Ash Legion, if that counts). Haven't played sylvari or human, so no experience there.

e: what surprised me is that there's a fair bit of branching. Of course it's probably not a huge deal gameplay-wise, but still nice.


Title: Re: First Impressions
Post by: Sjofn on August 26, 2012, 01:08:33 PM
Yeah I hit a branching part with the Norn story. Ingmar's went in one direction and mine went in another (WAY BETTER) direction. She's only level 11 or so but it's still grabbed me more than my human's (who is also low level). And this is a first impressions thread! :P


Title: Re: First Impressions
Post by: Ashamanchill on August 26, 2012, 01:56:02 PM
The Charr story is really fucking fun, IMO. I love how some of the choices you made at champ creating have an effect.


Title: Re: First Impressions
Post by: Nightblade on August 26, 2012, 02:02:59 PM
Yeah for the PVE you just kind of need to dick around, buy your gathering matts and just walk around, chop any tree you see, kill if you feel like it, or if something attacks you, get caught up in a local event, etc.


Title: Re: First Impressions
Post by: luckton on August 26, 2012, 04:51:30 PM
So, from what I'm reading, it sounds like they've implemented "meaningful" PvE, or at least got dynamic and public questing from Warhammer and Rift "right", if not "close enough", right?


Title: Re: First Impressions
Post by: Kageru on August 26, 2012, 05:40:29 PM

It's a substantial improvement over Warhammer and Rift because the events are the levelling path rather than a sideshow, scale in level and players down scale. So it solves the problem of the event handling too many people, too few people and high levels farming it. It doesn't stop people seeing the repetition in the gameplay, and it is less directed, but it confirms the approach is valid.


Title: Re: First Impressions
Post by: Sky on August 26, 2012, 09:42:15 PM
It seems like every time I get to the front of the queue to get off the overflow, I'm right in the middle of an event I don't want to leave. I played all evening in the overflow.

Great game for just screwing around for a few hours of mildly directed gameplay. Story sucks and VO is terribad.

As far as grouping go, I'm a guardian so I do try to stand close to people.


Title: Re: First Impressions
Post by: Ingmar on August 26, 2012, 09:52:07 PM
The technology is all really impressive I think, from the launcher to the instancing etc.

I had kind of a fffffffffffuuuuuuuuu moment in the story quest yesterday, where it was just an absolute monster jump in difficulty compared to everything I had done up to that point, and I've been making a point to do all the events/heart stuff in an area before I do the story, just because I've heard of that happening. I ended up having to death rush it like 15 times before I was able to finally get the last mob killed, I was in my underwear at that point since everything was broken. And that's after an extra couple hours of leveling in WvW, too. Some tuning might still be needed in a couple spots.


Title: Re: First Impressions
Post by: kildorn on August 26, 2012, 10:13:23 PM
Yeah, I hit a sylvari +1 story that required a lot of bullshitting of the AI to beat last night. Was me + terrible NPCs vs around 30 of the meaner mid level mob type.


Title: Re: First Impressions
Post by: Ingmar on August 26, 2012, 10:28:21 PM
Yeah this was similar. Me, 3 NPCs, vs like 3 or 4 waves of level 12 guys. I was level 12, all the stuff in the area outside where this story quest took place was like 10-11.


Title: Re: First Impressions
Post by: trias_e on August 26, 2012, 10:52:34 PM
The technology is all really impressive I think, from the launcher to the instancing etc.

I had kind of a fffffffffffuuuuuuuuu moment in the story quest yesterday, where it was just an absolute monster jump in difficulty compared to everything I had done up to that point, and I've been making a point to do all the events/heart stuff in an area before I do the story, just because I've heard of that happening. I ended up having to death rush it like 15 times before I was able to finally get the last mob killed, I was in my underwear at that point since everything was broken. And that's after an extra couple hours of leveling in WvW, too. Some tuning might still be needed in a couple spots.

The worst is that since you scale down for those events just leveling up a few times doesn't really help all that much.  I had a rough time with one of the Norn story missions (rumors of trouble I think it was), figured I could just level up a few times and it would be easy.  Nope, still a total pain.


Title: Re: First Impressions
Post by: Ingmar on August 26, 2012, 10:54:43 PM
That was the one.


Title: Re: First Impressions
Post by: Zetor on August 27, 2012, 12:24:40 AM
Up to level 26ish, the asura story has been mostly fine balance-wise. It probably helps that I play an overpowered elementalist and Zojja (who's at least a "veteran" mob judging from her portrait icon) along with her pet golem assist me in almost every fight  :awesome_for_real:

The one egregiously overtuned thing I found was The boss does a few things that are especially devastating to zergs:
- summons aoe circles all around its room, both randomly and directly under people; number of circles seems to correlate with the number of people present. The circles trigger pretty much instantly, knocking you down (!) and doing an aoe dot for about 70% of a glass cannon's hp every two seconds. Since you're knocked down, you're guaranteed to eat two ticks (-> downed) and then a third tick before you can get away with downstate3 (-> dead)
- summons adds regularly (# of adds depends on people participating, so we had at least 7-8 flying around at any time). The adds are ranged and ALSO put aoe circles on the ground (lava font) that hit hard if you stay in them, but at least those don't knock you down.
- some other kinds of fire trails etc. that are visible, but don't have an aoe indicator... if you step in one of them, you're very likely screwed.
- the boss' room is only accessible through a narrow bridge, which is guaranteed to be saturated with AOEs (due to players standing around either alive or downed). The room itself is fairly large, but the adds spawn all over, and there are no safe spots from the aoe circles inside the room that I could see.

Now of course there are ways to deal with the boss - if you have stability or a stunbreaker, you can survive getting caught in an AOE circle, otherwise you can keep running and circle strafing the (immobile) boss. You can also get past the chokepoint by using invulnerabilities or teleports (dodging, any of the charge/rush abilities, abilities that make you "evade" stuff like burning retreat, etc). I could knock off around 10% of its health solo by running around and using all my instants / DOTs on it before I inevitably ate it due to adds spawning on me, or me dodging into another circle... then it was corpserun time. Still, it was freaking brutal for everyone involved, often I just died randomly when trying to enter the room due to a surprise AOE circle spawning under me.


Regarding dynamic events, the 'sweet spot' seems to be around 5-7 people. More than that and everything turns into a zerg/aoe-fest. There aren't really any zerg-busting DEs that I've seen, except one or two events that had those undead plague carriers that explode on people for half their hp (saw one of those explosions down about 5-6 people at once)


Title: Re: First Impressions
Post by: Amaron on August 27, 2012, 01:53:57 AM
That boss is freaking retarded.  Even with great reflexes you won't get out of most of those circles.  Everyone just ends up zerging it from the res point.


Title: Re: First Impressions
Post by: Ingmar on August 27, 2012, 02:34:48 AM
Tip: if you want bonus kill XP, kill dolyaks. Nobody ever seems to kill them since they aren't aggressive.


Title: Re: First Impressions
Post by: Sjofn on August 27, 2012, 03:04:22 AM
So like. I hate jumping puzzles. I am terrible at them and they make me cry.

Yet I cannot stop fucking doing them to get the stupid vista points. What is happening to meeeeeeeee?


Title: Re: First Impressions
Post by: Der Helm on August 27, 2012, 03:08:46 AM
So like. I hate jumping puzzles. I am terrible at them and they make me cry.

Yet I cannot stop fucking doing them to get the stupid vista points. What is happening to meeeeeeeee?
Wait till you stumble over the non-obvious ones in the PvP zones. One took me and 2 other guys about an hour to figure out. But I got some nice PvP siege engine blueprints out of it.


Title: Re: First Impressions
Post by: Sjofn on August 27, 2012, 03:15:01 AM
Oh God, they're even in PvP?  :ye_gods:


Title: Re: First Impressions
Post by: Amaron on August 27, 2012, 04:08:58 AM
So like. I hate jumping puzzles. I am terrible at them and they make me cry.

One trick I've found is several classes can get +10% speed.  For a lot of jumps this provides a sort of margin of error that makes them much easier.  Quickness is good for some jumps where you don't have to worry about about overjumping.


Title: Re: First Impressions
Post by: Zetor on August 27, 2012, 04:32:14 AM
This is probably a pretty obvious thing, but a good way to make precision jumps (like those planks in the first sylvari area) is to stand near the edge of the thing you're trying to jump off, hold down the right mouse button, zoom in as far as you can, face the next jumping target, and press the left mouse button + space at the same time. This avoids overshooting and 'twitching off teh ledge' type moments, since you're not moving during the jump. Thankfully, the vistas are pretty forgiving -- at least they didn't frustrate me as much as some of the jump puzzles in SWTOR (screw you, Balmorra) and Rift.

(For those who played TSW, this is also the only way to do tier 4 of 'The Cost of Magic' without going completely insane :why_so_serious:)


It also goes without saying that the more movement abilities you have, the better. Stuff like Swiftness is obvious, but - for example - Elementalists should keep a dagger/dagger in the inventory for on-demand swiftness + ride the lightning, and Engineers should have a rifle for Jump Shot. Mesmers should unlock a teleport skill and swap it in when needed. Etc etc.


Title: Re: First Impressions
Post by: Amaron on August 27, 2012, 04:54:47 AM
Why the FUCK am I being downleveled to 17 and being forced to fight 21 mobs?  Challenge is one thing but with 4 levels the mobs basically one shot you.


Title: Re: First Impressions
Post by: Der Helm on August 27, 2012, 06:58:00 AM
Oh God, they're even in PvP?  :ye_gods:
Well, they are in some hidden, out of the way, places, so PvP there is possible, but not very likely. The one I found for example makes you jump off a cliff INTO a waterfall where you land on an invisible (from the outside) ledge that leads you to the real jumping puzzle.


Title: Re: First Impressions
Post by: Chimpy on August 27, 2012, 07:09:49 AM
Green quality is above blue quality for items in this game  :ye_gods:

Overall I am liking it. Just plunking around with PvE at the moment and learning mechanics as I go.


Title: Re: First Impressions
Post by: Nebu on August 27, 2012, 07:13:35 AM
Green quality is above blue quality for items in this game  :ye_gods:

I love it.  It's like giving WoW the finger!

I just want to mention that I FUCKING HATE JUMPING PUZZLES. 

Thanks. I'm better now.


Title: Re: First Impressions
Post by: schild on August 27, 2012, 07:16:56 AM
The jumping puzzles would be fine if they weren't so poorly designed. Or are they well-designed because they want you to abuse the shoddy collision in the game?


Title: Re: First Impressions
Post by: Kageru on August 27, 2012, 07:17:36 AM
The really funny part is that the jumping puzzles generally give you nothing but a scenic view, not much XP and a +1 to your count of views seen. But as long as the number is less than the maximum number it can be the drive to complete it is palpable. It's an impressive piece of player motivation without any power inflation. And given every achievement generates points I can see that approach continuing.

Their back-end systems are hurting though, going to be interesting whether they can apply enough sticky tape before retail release and pre-orders hit.


Title: Re: First Impressions
Post by: Tmon on August 27, 2012, 07:21:41 AM
AH is still down it seems.  I finally broke down and gave one of my guys tailoring just to make some 8 slot bags since I had a giant stack of jute scraps I couldn't sell.  One benefit of crafting, even if you don't ever craft anything is that it gives you bank access from the crafting stations so you can do banking from out in the wilds.


Title: Re: First Impressions
Post by: KallDrexx on August 27, 2012, 07:23:33 AM
That benefit goes away, as I haven't seen any crafting stations in the 15-24 zones.


Title: Re: First Impressions
Post by: Nebu on August 27, 2012, 07:28:37 AM
That benefit goes away, as I haven't seen any crafting stations in the 15-24 zones.

Why do you need them?  You can instantly teleport to about any part of your capital city.


Title: Re: First Impressions
Post by: KallDrexx on August 27, 2012, 07:33:46 AM
Well technically you can port to a town and use a banker too.  I'm just saying that the main benefit of using crafting tables as a bank isn't a huge deal because you still have to port out of the zone at later levels.


Title: Re: First Impressions
Post by: tazelbain on August 27, 2012, 07:36:42 AM
I wish you could retrieve items from BLTC at the crafting station.


Title: Re: First Impressions
Post by: kildorn on August 27, 2012, 10:33:00 AM
The really funny part is that the jumping puzzles generally give you nothing but a scenic view, not much XP and a +1 to your count of views seen. But as long as the number is less than the maximum number it can be the drive to complete it is palpable. It's an impressive piece of player motivation without any power inflation. And given every achievement generates points I can see that approach continuing.

Their back-end systems are hurting though, going to be interesting whether they can apply enough sticky tape before retail release and pre-orders hit.


The zone completion counter on the loading screen is insidious, and drives me to do the damned tings even if I hate the vistas. The rewards aren't half bad either (they almost always give you transmute stones for cosmetic armor changes)

I preferred when Vistas weren't part of the complete score, and were just treasure chests at the end of odd jumping puzzles. I also think it's cruel that the sylvari zone has a brutal jumping puzzle that everyone thinks is part of a skill point, but is really just to get a ranger pet.


Title: Re: First Impressions
Post by: Genev on August 27, 2012, 10:44:36 AM
Ranger pet? Where?!


Title: Re: First Impressions
Post by: kildorn on August 27, 2012, 10:49:03 AM
Ranger pet? Where?!

The really tall spiral in the sylvari starter zone. That wide open plain with the skill point flower at the bottom?

If you go all the way up it, there's a tamable spider of some flavor.


Title: Re: First Impressions
Post by: Genev on August 27, 2012, 10:54:34 AM
Ranger pet? Where?!

The really tall spiral in the sylvari starter zone. That wide open plain with the skill point flower at the bottom?

If you go all the way up it, there's a tamable spider of some flavor.
Thanks! Currently working on the Norn starter zone, but i'll go Sylvari soon :)


Title: Re: First Impressions
Post by: tazelbain on August 27, 2012, 10:55:50 AM
There is also a chest and you advance the treasure hunter achievement by 1.  If you are a non-ranger, you can stop at chest.  So it's not worthless.


Title: Re: First Impressions
Post by: proudft on August 27, 2012, 11:08:07 AM
One trick I've found is several classes can get +10% speed.  For a lot of jumps this provides a sort of margin of error that makes them much easier.  Quickness is good for some jumps where you don't have to worry about about overjumping.

And for other jumps it is a horrible mistake.  I like to run around with horn off-hand on my warrior for the runspeed, and I was ascending one of those long turning jump-step puzzles, and there was some guy about two steps in front of me and I wasn't really thinking when I blew that horn and he then jumped and totally overshot and wheeee he plummeted to his doom.

I went down and did CPR on him, and I don't THINK he knew that's why he flew over (he didn't say anything, anyway), but I'm pretty sure it was my fault.   :ye_gods:


Title: Re: First Impressions
Post by: KallDrexx on August 27, 2012, 11:11:20 AM
I got to cheat on the Asura Thaumonova reactor jump puzzzle quest.  A guildmate did the whole jump puzzle, key,etc.. part and invited me in to jump down for the final boss fight.  Said it took him 2 hours to do everything.

The funny part is the first attempt at fighting the boss we both wiped, and he was raging at the thought of having to do it all over again.  Luckily he was still there and more people dropped down with us, so we were able to finish it and get the chest.


Title: Re: First Impressions
Post by: Riggswolfe on August 27, 2012, 12:13:03 PM
I did the jump puzzles in Lion's Arch last night. The pirate one was crazy. There were probably around 20 or 30 people doing it. At one point you end up in a pitch black room where you can't see the platforms at all. But the elementalists and some rangers used various fire skills to light the room for us and we quickly got into a pattern.

Fire spell/arrows go off.
Jump.
Fire spell/arrows go off.
Jump.

Etc. It was kind of cool. The other 2 jump puzzles in Lion's Arch were much easier and less interesting.


Title: Re: First Impressions
Post by: Sjofn on August 27, 2012, 12:37:37 PM
One trick I've found is several classes can get +10% speed.  For a lot of jumps this provides a sort of margin of error that makes them much easier.  Quickness is good for some jumps where you don't have to worry about about overjumping.

And for other jumps it is a horrible mistake.  I like to run around with horn off-hand on my warrior for the runspeed, and I was ascending one of those long turning jump-step puzzles, and there was some guy about two steps in front of me and I wasn't really thinking when I blew that horn and he then jumped and totally overshot and wheeee he plummeted to his doom.

I went down and did CPR on him, and I don't THINK he knew that's why he flew over (he didn't say anything, anyway), but I'm pretty sure it was my fault.   :ye_gods:

MURDERER


Title: Re: First Impressions
Post by: Amaron on August 27, 2012, 03:15:44 PM
I like to run around with horn off-hand on my warrior for the runspeed, and I was ascending one of those long turning jump-step puzzles, and there was some guy about two steps in front of me and I wasn't really thinking when I blew that horn and he then jumped and totally overshot and wheeee he plummeted to his doom.

The birth of a new griefing tactic.


Title: Re: First Impressions
Post by: Spiff on August 27, 2012, 05:32:13 PM
I did the jump puzzles in Lion's Arch last night. The pirate one was crazy.

That is the mother of all jumping puzzles  :ye_gods: (as I've seen so far), even if you don't make any big mistakes it'll take 15-20 minutes easy I think.

I don't think I'm spoilering anything by saying there is a also a weapon vendor at the end of that one selling level 40 pirate weapons for over 9k merit thingamajigs a pop, so unless you have that much, you may have to do it twice.


Title: Re: First Impressions
Post by: Ingmar on August 27, 2012, 05:33:48 PM
Does a torch offhand help at all there?


Title: Re: First Impressions
Post by: tazelbain on August 27, 2012, 05:56:33 PM


Title: Re: First Impressions
Post by: Abelian75 on August 27, 2012, 06:59:58 PM
I think I'm just being a curmudgeon with this game.  Today I realized that seeing "Korea has earned the favor of the gods" (or whatever the message said) back when I first played GW1 may be the noxious little shard of brand damage that makes me tend to see anything in a guild wars game as just a curtain covering up the mechanics.  The amount of detail in the world is slowly wearing away at this.  But holy crap, it's amazing how much seeing references to real world countries in a game message hurts my impression of a game.


Title: Re: First Impressions
Post by: Kageru on August 27, 2012, 07:35:04 PM

The weapons still feel a little bit like random collections of powers to me, rather than a coherent identity, but I'm still working it out.

Spent a couple of hours full exploring the human main city. It's really well done. Lots of good scenery, chatty characters and sky-boxes to make it look even bigger than it is. And if you go hunting there's a lot of places with a sense of character.

I still don't entirely get why it's there though. It's so huge and detailed but once you've got the various points of interest most of it has no function what so ever. Either they have plans for the cities or they just couldn't help themselves building it up to match the scale they envisioned.


Title: Re: First Impressions
Post by: Amaron on August 27, 2012, 08:17:00 PM
I still don't entirely get why it's there though. It's so huge and detailed but once you've got the various points of interest most of it has no function what so ever. Either they have plans for the cities or they just couldn't help themselves building it up to match the scale they envisioned.

In the Asura city they have various quests in the different spots.   Wait till you get to the exploration stuff though.  The amount of level design they put into some stuff a lot of people will never see is mind boggling.


Title: Re: First Impressions
Post by: murdoc on August 28, 2012, 08:19:39 AM
Over a million pre-purchases and 400k concurrent users during headstart (http://massively.joystiq.com/2012/08/28/guild-wars-2-hits-400k-concurrent-users-before-launch/)

Not a bad start imo. I didn't get a ton of playtime in (level 20), but other than a couple of guild issues - it went fairly smoothly for me.


Title: Re: First Impressions
Post by: Sky on August 28, 2012, 08:28:00 AM
Second impression; I love the way you can just run around an area with no pressure to do anything, but tons of stuff to do.


Title: Re: First Impressions
Post by: Lantyssa on August 28, 2012, 08:46:39 AM
I'm catching up from my marathon weekend of GW2 and first vacation in a year.  Pardon if I start answering questions already answered:

Also, am I missing something or is there nothing in the UI that tells you when you target is out of range for an ability?
There is a slim red bar underneath skills if they are out of range.


Title: Re: First Impressions
Post by: Threash on August 28, 2012, 08:56:45 AM
"I'm an achiever! i achieve things!" never gets old.


Title: Re: First Impressions
Post by: Lantyssa on August 28, 2012, 09:02:37 AM
If you go all the way up it, there's a tamable spider of some flavor.
Those spiders are also available along the middle-north of the zone.

Hmmm.  I need to look up Juntao and see about us making a GW2 Creatures...


Title: Re: First Impressions
Post by: Lantyssa on August 28, 2012, 09:06:38 AM
Does a torch offhand help at all there?
Yes, and if you're a Ranger, the area bonfire skill helps even more.  For those with HoM points, make yourself a Dragon Sword or two.  Just use a junk blade.


Title: Re: First Impressions
Post by: Amaron on August 28, 2012, 09:10:38 AM
Speaking of HoM one of my characters got a teleporter token thing and the other didn't.  Anyone know what's up with that?


Title: Re: First Impressions
Post by: kildorn on August 28, 2012, 09:14:32 AM
Speaking of HoM one of my characters got a teleporter token thing and the other didn't.  Anyone know what's up with that?

A bug. You can get one for free in Hooligan's whatever in Lion's Arch.

If you go to your HoM and it's empty, try logging into GW1 again, then back into GW2.


Title: Re: First Impressions
Post by: PalmTrees on August 28, 2012, 11:05:06 AM
Story missions (sylvari) are horribly balanced. Those are the only places I die. A huge group spawns, ignores the npc allies and focuses on the cloth armor caster (me). I die and restart from a checkpoint.



Title: Re: First Impressions
Post by: Trippy on August 28, 2012, 11:16:50 AM
The auto-scaling feature makes any quest that's challenging for your character a huge chore cause you can never level up and then go back and do it more easily (modulo some improvements from extra skills you might have gained and item improvements). Fortunately there's a checkpoint feature in the instanced story quests so on my super squishy Elementalist I just keep dying over and over and over again to advance the checkpoint until I can finish it.


Title: Re: First Impressions
Post by: Ingmar on August 28, 2012, 11:18:14 AM
I think they went a little overboard with the level scaling. I don't mind getting scaled down to 15 when I go back to a starter zone, but its pretty annoying getting scaled granularly in every little area inside a zone. At this point I am pretty sure I have no idea what my actual HP total is.


Title: Re: First Impressions
Post by: Trippy on August 28, 2012, 11:21:44 AM
Yes it's hugely annoying. You never feel like you are getting stronger (again modulo new skills and items) cause even low level monsters can kill you if you aren't careful cause you are scaled down while traveling through lower level areas.


Title: Re: First Impressions
Post by: Evildrider on August 28, 2012, 11:24:51 AM
Sooo I did the first dungeon, Ascalon something, and I see that instead of having actual "tanks" in the game they just put rally points near the boss so if you die you just run back in.   :oh_i_see:


Title: Re: First Impressions
Post by: kildorn on August 28, 2012, 11:56:03 AM
Sooo I did the first dungeon, Ascalon something, and I see that instead of having actual "tanks" in the game they just put rally points near the boss so if you die you just run back in.   :oh_i_see:

Yes, death zerging is entirely possible, if expensive. Their intent with it was that the cost would keep you from actually thinking that's the tactic.

I'm still of the opinion that Catacombs starts the difficulty off way too high for being the first dungeon anyone's put in, and having a pretty limited trait selection. Doable, but even the trash packs will fuck you the hell up. Fuck those rangers so much.


Title: Re: First Impressions
Post by: 01101010 on August 28, 2012, 12:01:40 PM
I think they went a little overboard with the level scaling. I don't mind getting scaled down to 15 when I go back to a starter zone, but its pretty annoying getting scaled granularly in every little area inside a zone. At this point I am pretty sure I have no idea what my actual HP total is.

Amen. The only way I know is when I went to the next zone and found same level mobs... and ran away. However, running around finishing the Norn starting zone - my hp was all over the place at almost every heart I finished. Very unsettling... but at least no one was out there whitewashing the place.

Story missions (sylvari) are horribly balanced. Those are the only places I die. A huge group spawns, ignores the npc allies and focuses on the cloth armor caster (me). I die and restart from a checkpoint.

Holy shit last night I was finishing the Norn starting area storyline and I actually had to alt-tab and look up if I was missing something. Scaled to lvl 11 (real 18) and 2 groups of lvl 12 imps (4 each). Then right after the last dies, 2 frost elementals - same configuration. Then more imps with a veteran imp. Wondering if that was not meant for a group... because it took forever and about 5 silver in repairs to get past; and even then, I had to buy vendor trash weapons as the hammer and sword/board wasn't getting by... actually needed a GSword and mace/board to make it to the vet. I get that it should be tough, but clearly that is not balanced in the least.


Title: Re: First Impressions
Post by: Ingmar on August 28, 2012, 12:06:45 PM
Sounds like Rumors of Trouble. That quest is obnoxiously overtuned, but only norns who picked "I gambled away my heirloom horn" get stuck with it I think.


Title: Re: First Impressions
Post by: Nebu on August 28, 2012, 12:21:42 PM
Sounds like Rumors of Trouble. That quest is obnoxiously overtuned, but only norns who picked "I gambled away my heirloom horn" get stuck with it I think.

I found a way to handle it.  I just died over and over and over and over until I finally finished the mobs off.  WTF is up with spawning 8 level 12 mobs that all do ground effects that hit for 300+ when you have like 1000 hp?  That mission had me screaming at my monitor.


Title: Re: First Impressions
Post by: Ingmar on August 28, 2012, 12:25:32 PM
Yeah I think that's how we all did it. I luckily had a scepter in my inventory from unlocking the weapon skills so I had something to kite with - if I'd been stuck with just my melee (Guardian) I think I would have had to give up. By the end I was running around in my man panties and nothing else because all my armor was broken.


Title: Re: First Impressions
Post by: Nebu on August 28, 2012, 12:26:49 PM
On the bright side, that mission gave me the will to destroy my fucking artifact when the choice presented itself.   :awesome_for_real:


Title: Re: First Impressions
Post by: jakonovski on August 28, 2012, 12:31:09 PM
Been playing for a few hours with my human engineer (she has a faux hawk, which is awesome). I love the exploration/platforming angle, about time someone included some legit noncombat mechanics to their MMO.


Title: Re: First Impressions
Post by: Sjofn on August 28, 2012, 12:35:26 PM
Yeah, my biggest complaint is also how fucking stupid hard some of the story quests are. It's especially annoying when you get scaled down below the level of the mobs the mission spawns. And they zerg you way too often with mobs.


Title: Re: First Impressions
Post by: March on August 28, 2012, 12:54:25 PM
Second impression; I love the way you can just run around an area with no pressure to do anything, but tons of stuff to do.
Yes...for the first time since about 2002 I am enjoying the exploring and character building experience...the crafting, POI, non-quested dailies, DE's and the world in general are making this the most fun I've had in years.  May hit a wall at some point, but not there yet.


Title: Re: First Impressions
Post by: Sky on August 28, 2012, 01:38:09 PM
I forget if I gambled away my horn or not (hey, it was some good ale!). If I did and that's not patched before I hit it....looks like I'll be playing another character. Me no likely frustrating bullshit.


Title: Re: First Impressions
Post by: Sjofn on August 28, 2012, 04:01:47 PM
MY Norn got SUPER DRUNK at the last moot, so far it hasn't been TOO bad.


Title: Re: First Impressions
Post by: Kageru on August 28, 2012, 05:36:33 PM

It's broken at the moment I think, but if you have friends or a guild you can party up for the story quests where Anet's balance has failed.


Title: Re: First Impressions
Post by: Bann on August 28, 2012, 06:22:15 PM
Having way to much fun on my thief in session based PvP. I take the trap that lets me spawn an NPC thief every 45 seconds, and the elite skills that lets me summon 2 more every every 180. when everything is up, its nearly an auto kill. makes taking or defending a point much more likely.


Title: Re: First Impressions
Post by: KallDrexx on August 28, 2012, 07:40:00 PM
As someone who played with a lot of top guilds in GW1, I'm not a fan of SPvP.  I just played it for a few hours and damn, they upped the pace wayy too much for my liking.   Between the 50 million knockbacks and interrupts that everyone but me has, the fucking speed buff that it seems 75% of the people have, people going invisible all the damn time, etc... it's just way too FPSsy for me. 

I didn't get this feeling in WvW at least though, maybe because it's more spread out (or the people that actually know what they are doing are focusing more on SPvP and tournys.


Title: Re: First Impressions
Post by: bhodi on August 28, 2012, 08:01:15 PM
Elementalist is the ultimate 'gotta go fast' chatacter. Dual daggers, 10% passive speed buff, 25% speed trait, 33% boost on heal for 10s, 120 range teleport, and your 4 ability is this super long lightning charge. It's almost like instant travel.

It's actually really fun to go through the lower zones with it.


Title: Re: First Impressions
Post by: Fordel on August 29, 2012, 12:09:32 AM
My very first impression is the UI is very foreign to me.




Title: Re: First Impressions
Post by: Nebu on August 29, 2012, 05:17:28 AM
Ok... this is going to piss me off. 

Group gets to the level 30 dungeon.  We find that we can't get into the dungeon unless we are all on the main server.  So, we wait for 30 mins while each of us gets through the queue from the overflow server to the main server.  After 45 mins, we FINALLY get to start running the dungeon and one of us gets booted from the server after the first pull.  Well, that person not only gets booted out of the instance, they also get booted to an overflow server.  So... we all get to wait for them to get through the queue, back to the main server, and finally back into the dungeon. 

They REALLY need to fix this. 


Title: Re: First Impressions
Post by: kildorn on August 29, 2012, 06:28:22 AM
Ok... this is going to piss me off. 

Group gets to the level 30 dungeon.  We find that we can't get into the dungeon unless we are all on the main server.  So, we wait for 30 mins while each of us gets through the queue from the overflow server to the main server.  After 45 mins, we FINALLY get to start running the dungeon and one of us gets booted from the server after the first pull.  Well, that person not only gets booted out of the instance, they also get booted to an overflow server.  So... we all get to wait for them to get through the queue, back to the main server, and finally back into the dungeon. 

They REALLY need to fix this. 

Can the person on the main server not use right click/join to get to the same overflow as the others? I've done a few dungeons with overflow folks, but not directly trying to coordinate with friends yet.

Part of the issue is that overflow is per zone, and the first dungeon is in the charr newbie zone.


Title: Re: First Impressions
Post by: Sky on August 29, 2012, 07:08:50 AM
Even without Nebu's awful grouping issues (and btw holy crap, level 30? Oh, Nebu...this is why we don't group! :)) the overflow thing is an intrusive annoyance as a mechanic. Every time I zone I have to click through the popup that I've been put in the overflow, and the popup to go to the regular instance always comes at the most inconvenient times, so I end up staying in the overflow for the most part.


Title: Re: First Impressions
Post by: Nebu on August 29, 2012, 07:10:27 AM
Can the person on the main server not use right click/join to get to the same overflow as the others? I've done a few dungeons with overflow folks, but not directly trying to coordinate with friends yet.

Part of the issue is that overflow is per zone, and the first dungeon is in the charr newbie zone.

We tried that and it didn't seem to work.  The entrance to the dungeon was jammed with people on both the regular and overflow server, so that may have been part of the issue.  I'm wondering why they decided to put the dungeons in a newbie zone... perhaps because it will be no big deal once the initial release has passed.  



Title: Re: First Impressions
Post by: Zetor on August 29, 2012, 07:36:06 AM
I have no idea why they don't let you just use the old GW1 'district' method for PVE zones (also see any other game with instanced pve zones: coh, aoc, ...). They clearly have the tech for it, and then you could just say "OK, meet in instance 42", right-click on the map, select '42' from the drop-down, and presto! Maybe they don't want people 'exploiting' resource nodes? Meh.

Also, a few months / year(s) from now when lowbie zones are not very populated, they are going to use the same tech to funnel people from all servers towards a single copy of each zone -- kinda like a reverse overflow (and what WOW of all games is doing with MOP). Calling it now!


Title: Re: First Impressions
Post by: Kageru on August 29, 2012, 07:37:28 AM
The overflow mechanic is superior to waiting in a queue. Or would be if it worked properly.


Title: Re: First Impressions
Post by: tazelbain on August 29, 2012, 07:39:48 AM
Overflows were less than minute on Maguuma last night. The great goon flood never happened.  How is TC's overflows in primetime?


Title: Re: First Impressions
Post by: 01101010 on August 29, 2012, 07:42:32 AM
Instead of a god damn popup every time I zone that places me in overflow (which happens each time), just put a notification similar to the area event message. Clicking that is pointless. Then allow the option to enter the main as is - considering you need it if you are in the middle of an event.


Title: Re: First Impressions
Post by: KallDrexx on August 29, 2012, 08:04:49 AM
The overflow mechanic is superior to waiting in a queue. Or would be if it worked properly.

And GW1's solution was even more superior.  Also they could make the plethora of popups less annoying.  If my whole group is in an overflow don't fucking ask me to go to the main server. 

And if you ask me make a message in the top right hand corner, not in the middle of my screen when I'm fighting a boss.


Title: Re: First Impressions
Post by: kildorn on August 29, 2012, 08:06:36 AM
Can the person on the main server not use right click/join to get to the same overflow as the others? I've done a few dungeons with overflow folks, but not directly trying to coordinate with friends yet.

Part of the issue is that overflow is per zone, and the first dungeon is in the charr newbie zone.

We tried that and it didn't seem to work.  The entrance to the dungeon was jammed with people on both the regular and overflow server, so that may have been part of the issue.  I'm wondering why they decided to put the dungeons in a newbie zone... perhaps because it will be no big deal once the initial release has passed.  



They're in places they make sense, lore wise. The level 40 is in the human newbie zone, so expect similar issues for a week :(


Title: Re: First Impressions
Post by: kildorn on August 29, 2012, 08:08:42 AM
The overflow mechanic is superior to waiting in a queue. Or would be if it worked properly.

And GW1's solution was even more superior.  Also they could make the plethora of popups less annoying.  If my whole group is in an overflow don't fucking ask me to go to the main server. 

And if you ask me make a message in the top right hand corner, not in the middle of my screen when I'm fighting a boss.

Districts did not deal with pve zones, it dealt with cities. I like the overflow concept, I just need the popups to not be annoying and the Join functionality to work a bit better. I haven't had issues with it, but everyone else appears to. I suspect overflows can get full, and you can't join someone who is in a full overflow.


Title: Re: First Impressions
Post by: KallDrexx on August 29, 2012, 08:19:24 AM
Districts did not deal with pve zones, it dealt with cities. I like the overflow concept, I just need the popups to not be annoying and the Join functionality to work a bit better. I haven't had issues with it, but everyone else appears to. I suspect overflows can get full, and you can't join someone who is in a full overflow.

Err, districts were the only place where they had an issue where they needed overflow instances, thus my point.  Districts didn't deal with PvE zones because you never had population issues.

I'm just saying they could have used the districting system in GW2 and this whole situation would be absolved.  GW1 only created new districts when other districts were full and it made it MUCH easier to find people you were looking for.  Right now overflow is bullshit, because not only does it make grouping harder, it also messes up a ton of other shit (like you can't see WvW zones properly, you can't enter dungeons from an overflow server as Nebu said, etc...). 

There are a lot of gameplay consequences to this issue when they had a workable solution with the GW1 technology.


Title: Re: First Impressions
Post by: sachiel on August 29, 2012, 08:24:00 AM
Yes it's hugely annoying. You never feel like you are getting stronger (again modulo new skills and items) cause even low level monsters can kill you if you aren't careful cause you are scaled down while traveling through lower level areas.


I actually love this.  Everything is still fun and a challenge especially considering I've outleveled my wife. I don't want her to feel useless on her character or that she's just an extra wheel and I'm bored smearing mobs for her.  I'm glad there is no place where you can walk in and oneshot everything. 

I feel improvements through traiting, new skills and equipment upgrades.


Title: Re: First Impressions
Post by: kildorn on August 29, 2012, 08:28:27 AM
Districts did not deal with pve zones, it dealt with cities. I like the overflow concept, I just need the popups to not be annoying and the Join functionality to work a bit better. I haven't had issues with it, but everyone else appears to. I suspect overflows can get full, and you can't join someone who is in a full overflow.

Err, districts were the only place where they had an issue where they needed overflow instances, thus my point.  Districts didn't deal with PvE zones because you never had population issues.

I'm just saying they could have used the districting system in GW2 and this whole situation would be absolved.  GW1 only created new districts when other districts were full and it made it MUCH easier to find people you were looking for.  Right now overflow is bullshit, because not only does it make grouping harder, it also messes up a ton of other shit (like you can't see WvW zones properly, you can't enter dungeons from an overflow server as Nebu said, etc...). 

There are a lot of gameplay consequences to this issue when they had a workable solution with the GW1 technology.

Overflow is very similar to districting. The main difference is you can't pick which overflow you wind up in. What it needs is a bit of overhead room saved for people joining friends. You CAN join dungeons from overflow, the part with issues is you need to join your friends first in the same overflow. Basically everyone needs to wind up in US East #976, which is a bit more difficult due to the join button not working right.


Title: Re: First Impressions
Post by: Threash on August 29, 2012, 08:30:45 AM
Whatever they patched in this morning forced me to switch from high settings to low to be able to play, wtf?


Title: Re: First Impressions
Post by: Sky on August 29, 2012, 08:31:33 AM
I just noticed at one point last night that I've been down-leveled for 3 levels now  :awesome_for_real:

I'm level 9, still working through the newbie zone, exploring stuff and helping people out. I love ressing someone and then giving them Retreat! so they can get the hell out of (or the hell back into) Dodge.

I really didn't need to get sucked into an mmo, especially a sub-free one. I look forward to the point where it starts sucking so I can get back to my regular hobbies :) Also, that wood isn't going to split itself!

Re: overflow: the only thing that's good about it is that people are playing without queues. Everything else has a fucked up implementation.


Title: Re: First Impressions
Post by: sachiel on August 29, 2012, 08:33:03 AM
Whatever they patched in this morning forced me to switch from high settings to low to be able to play, wtf?

nvidia released new drivers last week. http://www.nvidia.com/object/win8-win7-winvista-64bit-306.02-beta-driver.html

Maybe this?


Title: Re: First Impressions
Post by: Lantyssa on August 29, 2012, 09:03:34 AM
I just noticed at one point last night that I've been down-leveled for 3 levels now  :awesome_for_real:
This is why it doesn't matter that Nebu is level 30 already.  At least if he comes and joins you.


Title: Re: First Impressions
Post by: Severian on August 29, 2012, 09:04:41 AM
nvidia released new drivers last week. http://www.nvidia.com/object/win8-win7-winvista-64bit-306.02-beta-driver.html

Good to know. Just two days old, and, unlike the previous beta drivers I notice it does name something GW2-specific.

Quote
◦  Added NVIDIA Control Panel ambient occlusion support for Guild Wars 2

I used that to good effect in Skyrim (670 here).


Title: Re: First Impressions
Post by: Dark_MadMax on August 29, 2012, 09:34:36 AM

Yes, death zerging is entirely possible, if expensive. Their intent with it was that the cost would keep you from actually thinking that's the tactic.

I'm still of the opinion that Catacombs starts the difficulty off way too high for being the first dungeon anyone's put in, and having a pretty limited trait selection. Doable, but even the trash packs will fuck you the hell up. Fuck those rangers so much.

I dunno I think it just poorly designed overall. All bosses except the caster duo are faceroll, while trash is actually more of a challenge. The death zerging is just stupid mechanic completely breaking any immersion which could be possible

Overall  shit design. Or maybe I am just spoiled by TSW


Title: Re: First Impressions
Post by: Malakili on August 29, 2012, 09:39:52 AM
So, I picked this up basically sight unseen besides what I've read here or there.  This is the first MMO I have played in at least 5 years, probably actually see closer to 7 or 8 years, where I didn't know much about it before I started playing, but I heard pretty much good things, knew some people who were going to be playing, and just decided to pick it up.

So far I'm pretty pleased with what I see. The gameplay is pretty interesting, and the fact that the quests are just sort of localized stuff to do really feels better to me than having a bunch of NPCs with "!" standing around.  Just level 6 so far, taking my time, and its quite a bit of fun.  

I'm playing an elf (sylvari? whatever they are called in this game) elementalist.  I like the idea of switching between elements like "stances" to open up new sets of core abilities.

So far, so good.  Also, I'll add that a lack of monthly fee ABSOLUTELY played a huge role in my buying this.  Just being a game out of the box just makes it feel like a lot less of a commitment, even more so than "free to play" games do to me.  I think this part of it actually has as much to do with my enjoyment of the game and allowing myself to play "casually" as anything.  Kind of silly when I think about it, but its like there is no pressure at all.


Title: Re: First Impressions
Post by: 01101010 on August 29, 2012, 09:57:33 AM
This will be the first game that I throw money at through their RMT. If and when THEY EVER FIX THE TRADING POST... every time I check it gives me that picture of whatever-the-fuck-whale-thing.  :oh_i_see:


Title: Re: First Impressions
Post by: sachiel on August 29, 2012, 10:05:07 AM
nvidia released new drivers last week. http://www.nvidia.com/object/win8-win7-winvista-64bit-306.02-beta-driver.html

Good to know. Just two days old, and, unlike the previous beta drivers I notice it does name something GW2-specific.

Quote
◦  Added NVIDIA Control Panel ambient occlusion support for Guild Wars 2

I used that to good effect in Skyrim (670 here).

During one of the beta stress tests, when you opened the GW2 launcher, it STRONGLY recommended that you downloaded the beta drivers from NVidia for 304.xx saying something about optimizations. 


Title: Re: First Impressions
Post by: lac on August 29, 2012, 10:14:08 AM
It did the same for me yesterday. Pointed me to some nvidia beta drivers, it hadn't done that the day before.


Title: Re: First Impressions
Post by: Amaron on August 29, 2012, 10:35:52 AM
This will be the first game that I throw money at through their RMT. If and when THEY EVER FIX THE TRADING POST... every time I check it gives me that picture of whatever-the-fuck-whale-thing.  :oh_i_see:

In a game that doesn't even have trading I'm quickly losing my patience with this shit.  It's been down from the first second the game launched and hasn't been up once.


Title: Re: First Impressions
Post by: Trippy on August 29, 2012, 11:40:09 AM
Ok... this is going to piss me off. 

Group gets to the level 30 dungeon.  We find that we can't get into the dungeon unless we are all on the main server.  So, we wait for 30 mins while each of us gets through the queue from the overflow server to the main server.  After 45 mins, we FINALLY get to start running the dungeon and one of us gets booted from the server after the first pull.  Well, that person not only gets booted out of the instance, they also get booted to an overflow server.  So... we all get to wait for them to get through the queue, back to the main server, and finally back into the dungeon. 

They REALLY need to fix this. 
There is a way to fix this but thanks to the games incredibly obtuse UI basically nobody knew about this until ArenaNet posted a response to a similar complaint written up in a Forbes article. If you right click on a party member's portrait there should be a "Join In" button that will get everybody into the same copy of the zone.

Yes, You Can Play 'Guild Wars 2' in an Overflow Server with Your Friends (http://www.forbes.com/sites/carolpinchefsky/2012/08/28/yes-you-can-play-guild-wars-2-in-the-overflow-server-with-your-friends/)

Original Forbes article with the same complaint as yours:

The Colossal Folly Of The 'Guild Wars 2' Overflow (http://www.forbes.com/sites/erikkain/2012/08/27/the-colossal-folly-of-the-guild-wars-2-overflow/)



Title: Re: First Impressions
Post by: KallDrexx on August 29, 2012, 11:45:34 AM
Trippy, that feature is bugged and only works half the time.


Title: Re: First Impressions
Post by: Trippy on August 29, 2012, 11:47:47 AM
Figures :awesome_for_real:


Title: Re: First Impressions
Post by: WayAbvPar on August 29, 2012, 11:48:50 AM
I haven't tried out a dungeon, so forgive me if this is a stupid question. Are there dungeon overflows as well, or is it just that everyone must join from the same instance before the dungeon? If it is the latter, at least you have some time to get organized/switched. If it is the former, then the REALLY need to unfuck the switching ASAP.


Title: Re: First Impressions
Post by: Sky on August 29, 2012, 11:50:01 AM
I just noticed at one point last night that I've been down-leveled for 3 levels now  :awesome_for_real:
This is why it doesn't matter that Nebu is level 30 already.  At least if he comes and joins you.
SHOOOOOSH woman, I'm busteen hees nards.


Title: Re: First Impressions
Post by: kildorn on August 29, 2012, 11:56:44 AM
I haven't tried out a dungeon, so forgive me if this is a stupid question. Are there dungeon overflows as well, or is it just that everyone must join from the same instance before the dungeon? If it is the latter, at least you have some time to get organized/switched. If it is the former, then the REALLY need to unfuck the switching ASAP.

Dungeons are 5 man personal things. But you do appear to need to be on the same overflow as the people you are trying to enter with.


Title: Re: First Impressions
Post by: Modern Angel on August 29, 2012, 11:57:25 AM
This will be the first game that I throw money at through their RMT. If and when THEY EVER FIX THE TRADING POST... every time I check it gives me that picture of whatever-the-fuck-whale-thing.  :oh_i_see:

In a game that doesn't even have trading I'm quickly losing my patience with this shit.  It's been down from the first second the game launched and hasn't been up once.

It was up briefly that first night but not long. With the serious lag right after midnight, I'd put odds on one of the culprits being the global auction house. They took it down and it cleared up almost immediately. It's pushing a ton of data and storing a lot of items.


Title: Re: First Impressions
Post by: Severian on August 29, 2012, 11:57:52 AM
Original Forbes article with the same complaint as yours:

The Colossal Folly Of The 'Guild Wars 2' Overflow (http://www.forbes.com/sites/erikkain/2012/08/27/the-colossal-folly-of-the-guild-wars-2-overflow/)

Quote from: ArenaNet in article
“We currently have a couple serious bugs with one of our important back end systems. This error is causing the loss of trading post, players to sometimes be separated and unable to travel to each other when switching maps and entering overflow servers, and numerous guild errors. We are very sorry for this inconvenience and are currently working around the clock to try and remedy this error.

“When this bug is fixed overflow servers will keep parties together and players will be able to travel to the same overflow server as any friend or guild member who is in an overflow.”


Title: Re: First Impressions
Post by: Nebu on August 29, 2012, 11:58:19 AM
Lumberbeard
Lumberbeard
Lumberbeard

I'll only play with Sky if he uses voice chat.  I'm allergic to typing while I catass.


Title: Re: First Impressions
Post by: KallDrexx on August 29, 2012, 12:24:55 PM
It was up briefly that first night but not long. With the serious lag right after midnight, I'd put odds on one of the culprits being the global auction house. They took it down and it cleared up almost immediately. It's pushing a ton of data and storing a lot of items.

Dunno how much the auction house should contribute to in game lag, it's just a website run on (hopefully) non-game servers.


Title: Re: First Impressions
Post by: WayAbvPar on August 29, 2012, 12:29:48 PM
Lumberbeard
Lumberbeard
Lumberbeard

I'll only play with Sky if he uses voice chat.  I'm allergic to typing while I catass.

Says the guy who is almost never on WoT TS!  :wink:


Title: Re: First Impressions
Post by: Mattemeo on August 29, 2012, 02:05:46 PM
So let's review my first impressioins before even playing the game...

1: 3 hour download of 3 gb of data that somehow didn't make it to the two DVDs needed for the installation. I know I should be used to this bullshit by now but fuck, that's the entire size of my GW folder alone.
2: being led round in circles trying to register the game on the official site and being more than a little confused by my account/display name being my serial code for the first GW before finally getting the accounts to link
3: being sent an email verification confirmation email with instructions to click a non-hyperlinked link in plain text. Hurfdurf wat

Good start, ANet!

[EDIT] 4: The server I wish to play on (ie: with Slap guildies) is FULL. Not 'We're a little busy right now, but join the queue', but 'Fuck no, FULL'.

 :uhrr:


Title: Re: First Impressions
Post by: Ingmar on August 29, 2012, 02:08:19 PM
#3 is going to be down to your email client, the link was clickable for me.

Totally with you on #2 though, the account management is a little derpy. Not quite Funcom derpy but up there.


Title: Re: First Impressions
Post by: Mattemeo on August 29, 2012, 02:14:54 PM
#3 is going to be down to your email client, the link was clickable for me.

Totally with you on #2 though, the account management is a little derpy. Not quite Funcom derpy but up there.

They managed to send a perfectly well formatted 'Thanks for registering!' email beforehand. I don't get why the email confirmation one would be different.


Title: Re: First Impressions
Post by: Ingmar on August 29, 2012, 02:17:01 PM
And yeah on the server FULL thing, you are going to have to keep logging in and out until you catch it at 'high' to make a character. It is REALLY irritating that they don't have a 'refresh' button on the server population page. On the plus side it never seems to queue you once you have a character made (just dumps you to overflow.)

EDIT: On the mail format thing, what I mean is that many mail clients parse links even in plain text messages. Not sure what you're using to read it, but for example Gmail in the browser will let the link be clicked just fine.


Title: Re: First Impressions
Post by: Riggswolfe on August 29, 2012, 02:18:18 PM
I dislike the annoying popups about overflow as well. And like others have mentioned, the invitation to change to the main server comes up at the worst times. It seems to love popping up when I'm in a very intense fight with an elite mob and his friends and that damned popup obscures my screen at a critical moment.

I'm still enjoying my thief though he does feel squishy and I wish I had more AOE type potential. Right now I use a dagger/dagger and pistol/pistol build. I murder single targets but get easily overwhelmed by numbers. I may sideline the thief and try out a more AOE friendly class or even a Ranger.


Title: Re: First Impressions
Post by: Ingmar on August 29, 2012, 02:19:46 PM
One plus about the popups is that the timeout on hitting accept is actually really long. Well maybe not so much a plus, but an ameliorating factor at least.


Title: Re: First Impressions
Post by: Mattemeo on August 29, 2012, 02:22:50 PM
Quote
Failure

The link you clicked is expired or invalid.

That's the result of the two unclickable links I've requested as email verification so far. MAGNIFICENT!


Title: Re: First Impressions
Post by: Ingmar on August 29, 2012, 02:23:39 PM
On the plus side, you don't actually have to verify your email to log in. I'm actually not sure what the point of it is.


Title: Re: First Impressions
Post by: Mattemeo on August 29, 2012, 02:25:27 PM
It's all moot when I'm literally cockblocked from playing thanks to their draconian server statuses.


Title: Re: First Impressions
Post by: Severian on August 29, 2012, 02:45:12 PM
It's all moot when I'm literally cockblocked from playing thanks to their draconian server statuses.

Literally? Must be a specialty input device.
But you can create your character on another server and play there while you wait. Then transfer to desired server, which will probably work best at an off-peak time (or maybe it's not even restricted). I haven't done this, but guildmates have.


Title: Re: First Impressions
Post by: Fordel on August 29, 2012, 02:50:00 PM
Quote
Failure

The link you clicked is expired or invalid.

That's the result of the two unclickable links I've requested as email verification so far. MAGNIFICENT!


I've been getting the same fails on Email verification. The support site said they are sorting it out.


Title: Re: First Impressions
Post by: Modern Angel on August 29, 2012, 03:47:03 PM

Dunno how much the auction house should contribute to in game lag, it's just a website run on (hopefully) non-game servers.

The quoted bits sound like it's all tied into the backend issues they're having.


Title: Re: First Impressions
Post by: Tannhauser on August 29, 2012, 03:53:29 PM
I dislike the annoying popups about overflow as well. And like others have mentioned, the invitation to change to the main server comes up at the worst times. It seems to love popping up when I'm in a very intense fight with an elite mob and his friends and that damned popup obscures my screen at a critical moment.

I'm still enjoying my thief though he does feel squishy and I wish I had more AOE type potential. Right now I use a dagger/dagger and pistol/pistol build. I murder single targets but get easily overwhelmed by numbers. I may sideline the thief and try out a more AOE friendly class or even a Ranger.

I'm playing a Thief as well and the shortbow has good aoe.  You have a nuke and a choking gas.  But yeah he's a mite squishy.

My complaints are that the last two patches have overheated my laptop again, switching it off.  Also, I can't get the camera to lock behind my Thief, resulting in me CONSTANTLY losing track of my target.  Anyone else have this issue?


Title: Re: First Impressions
Post by: EWSpider on August 29, 2012, 07:26:40 PM
I dislike the annoying popups about overflow as well. And like others have mentioned, the invitation to change to the main server comes up at the worst times. It seems to love popping up when I'm in a very intense fight with an elite mob and his friends and that damned popup obscures my screen at a critical moment.

I'm still enjoying my thief though he does feel squishy and I wish I had more AOE type potential. Right now I use a dagger/dagger and pistol/pistol build. I murder single targets but get easily overwhelmed by numbers. I may sideline the thief and try out a more AOE friendly class or even a Ranger.

I'm playing a Thief as well and the shortbow has good aoe.  You have a nuke and a choking gas.  But yeah he's a mite squishy.

My complaints are that the last two patches have overheated my laptop again, switching it off.  Also, I can't get the camera to lock behind my Thief, resulting in me CONSTANTLY losing track of my target.  Anyone else have this issue?

Yes, Thief with a Shortbow is fantastic for taking down groups of melee mobs.  If you didn't realize the auto attack shot bounces between targets.  Drop a poison field and then start shooting through it and you can instantly poison multiple targets.  Then you have the Cluster Bomb which is an aoe bleed.  The secret is to fire it a bit in front of your target so that it has a low arc and then detonate it when it is almost right on top of your targets.  This will spread a nice stack of bleeds.  Make sure you get your Acrobatics up to 5 for the Swiftness buff on Dodge.  I've killed as many as 8 melee mobs at a time without taking a single point of damage.  The squishiness doesn't matter when you don't get hit (needless to say ranged mobs are priority targets).

I do still occasionally lose my target when circle strafing, but I've been getting better at it.  Still frustrating when it happens though.


Title: Re: First Impressions
Post by: ffc on August 29, 2012, 09:01:27 PM
The secret is to fire it a bit in front of your target so that it has a low arc and then detonate it when it is almost right on top of your targets. 

I fired a high-arching arrow and it got caught on an overhang, exploding well before my target.  Didn't expect environment collision like that. Quite nice.


Title: Re: First Impressions
Post by: Amaron on August 30, 2012, 05:35:58 AM
I'm now having trouble finding people doing events in off hours sadly.   With people finally spread out the zones have too few people.   They need to add an underflow server or something.


Title: Re: First Impressions
Post by: Murgos on August 30, 2012, 05:50:53 AM
But yeah he's a mite squishy.

The thief has a lot of movement related abilities, you should never be face tanking and there is no reason to stand still.  Remember that most attacks are in small area in the direction you (or your opponent) is facing and not actually targeted.  Switch weapons as needed, I am using dagger dagger and Shortbow.  It's pretty easy to avoid most damage in PVE.

All through the previews for this game I thought I was going to hate the Asura.  I thought they were an annoying gimmick (gnome/cutesy).  My Asura thief is by far my favorite character personality wise and the Asura starting area has been the most entertaining.


Title: Re: First Impressions
Post by: Mattemeo on August 30, 2012, 06:02:05 AM
Oh boy, this is a good sign. I want to transfer the characters I made last night to Jade Quarry... which is FULL at 13:30 UK time on a weekday, which is what, 8:30 at the earliest in the US? The game itself seems lovely. Their implementation seems to be anything but. I don't remember feeling this frustrated trying to just start any other MMO.

When Funcom are kicking the shit out of you in the accesibility stakes, you are doing something very, very wrong, Arenanet.  :why_so_serious:


Title: Re: First Impressions
Post by: Amaron on August 30, 2012, 06:31:05 AM
Dragonbrand felt like a ghost town in the 15~30 area so I logged out and the server said full.  :oh_i_see:


Title: Re: First Impressions
Post by: tazelbain on August 30, 2012, 06:49:45 AM
Oh boy, this is a good sign. I want to transfer the characters I made last night to Jade Quarry... which is FULL at 13:30 UK time on a weekday, which is what, 8:30 at the earliest in the US? The game itself seems lovely. Their implementation seems to be anything but. I don't remember feeling this frustrated trying to just start any other MMO.

When Funcom are kicking the shit out of you in the accesibility stakes, you are doing something very, very wrong, Arenanet.  :why_so_serious:
What is a game company suppose to do when everyone wants to play on the same 5 servers?


Title: Re: First Impressions
Post by: Nebu on August 30, 2012, 06:51:43 AM
WHat is a game company supose to do when everyone wants to play on the 5 same servers

Snap their fingers and make it instantly happen with a miracle patch.  Duh!  :why_so_serious:


Title: Re: First Impressions
Post by: Mattemeo on August 30, 2012, 07:28:33 AM
Use a queue system like everyone else has managed to for what, a decade now? This isn't unreasonable frustration. This is a stupid system that locks people away from their friends less than 24 hours after the game went live.


Title: Re: First Impressions
Post by: Khaldun on August 30, 2012, 07:34:25 AM
So I have to say that for the first time in a while in an MMO I have that uneasy feeling that I might be gimping myself or not doing something right at a fundamental level. In a weird way I kind of like that--to not feel like my hand is being held every second. But I was really surprised when I equipped a MH sword on my thief and suddenly I've got new abilities that are autolevelling, from what I can tell--to then try to figure out how to relate that to the abilities which I actually choose is a bit confusing. Heavy participation in public events makes it even a bit more confusing because in a huge crowd, it's very hard to tell what's working and how it works. I don't mind it too much, but I have this intense sense that under the hood there is all sorts of shit going on with my character that I don't understand at all. As I say, that's not too bad, *as long as* it doesn't turn out two months later that I've permanently fucked the character up.

The early feeling I get is a lot like the better feelings I had about Warhammer Online. Here's hoping that the same bad feelings don't follow later on.


Title: Re: First Impressions
Post by: 01101010 on August 30, 2012, 07:50:55 AM
So I have to say that for the first time in a while in an MMO I have that uneasy feeling that I might be gimping myself or not doing something right at a fundamental level. In a weird way I kind of like that--to not feel like my hand is being held every second. But I was really surprised when I equipped a MH sword on my thief and suddenly I've got new abilities that are autolevelling, from what I can tell--to then try to figure out how to relate that to the abilities which I actually choose is a bit confusing. Heavy participation in public events makes it even a bit more confusing because in a huge crowd, it's very hard to tell what's working and how it works. I don't mind it too much, but I have this intense sense that under the hood there is all sorts of shit going on with my character that I don't understand at all. As I say, that's not too bad, *as long as* it doesn't turn out two months later that I've permanently fucked the character up.

The early feeling I get is a lot like the better feelings I had about Warhammer Online. Here's hoping that the same bad feelings don't follow later on.

I don't think it's possible to permanently screw your character up though... You can reset traits and I think you eventually unlock all the abilities and weapon skills.

And I fully agree that when I equip a new weapon or swap offhands, it is a new game trying to figure out what works with what. My ranger had a nice combination figured out with MH sword and OH axe, but had to majorly adjust when I went axe/axe. All the sudden I am back to ranged full time with an oh shit melee ability.

I am just starting to weave in the other abilities from the skill points like traps and boons. Feels like I have a lot more to develop which is fascinating.


Title: Re: First Impressions
Post by: Hawkbit on August 30, 2012, 07:54:56 AM

The early feeling I get is a lot like the better feelings I had about Warhammer Online. Here's hoping that the same bad feelings don't follow later on.

That's a very interesting assessment, and I didn't want to be the one to say it first.  However, this game feels a LOT like a partially fixed WAR.  

Don't sweat the weapon skills.  In my opinion, learn two weapons very well, know their abilities.  Then add a third, and so on. I think you're a thief, right, so start with one ranged and one melee.  Learn those two so you know exactly what those five buttons will do, then add another set of abilities through a new weapon.    


Title: Re: First Impressions
Post by: PalmTrees on August 30, 2012, 07:59:02 AM
Map completion chest awards need to be more personalized. Finished Kessex Hills and my mesmer got: heavy armor, medium armor, ~50 soft wood and two black lion keys. Can't wear the armor, don't have a tradeskill that uses wood, and most of what the keys unlocked was more of the useless turn into an animal potions. Reward my ocd completion of your content Anet!

Did have the first zerg fail in the Destroyer caves in Kessex Hills. Champion destroyer harpy wiped us like we were nothing. Damn giant flying mob in a cave, so hard to see what it was doing. Got two-shotted so much all my armor broke.


Title: Re: First Impressions
Post by: Kageru on August 30, 2012, 09:07:58 AM
Learn all the weapon skills, they train pretty fast and it's much easier to unlock them when the mobs are weak. And you can play with the skills without a target to get a feel for them. It looks like there'll be enough skill points around that you could learn everything if you are a completionist or really indecisive, and since you can change them on the fly having more options is generally good. Traits can be reset.

Trying to find a comfortable mix of weapons, skills and traits that fit the role I think I should be filling is pleasantly complex. But I have no real idea if it's complexity because there are lots of options or because there's no underlying logic to it.


Title: Re: First Impressions
Post by: Tmon on August 30, 2012, 09:48:04 AM
Also, once you hit 80 every time you get enough xp to gain a new level you will gain a skill point so you aren't limited to the points you can find on the map.


Title: Re: First Impressions
Post by: Lantyssa on August 30, 2012, 09:49:58 AM
There are infinite skill points.  Besides the 75 from leveling, each zone has challenges, and once you hit 80 you'll continue to 'level', with each one giving you a point.

Traits can be reset, weapon skills are never forgotten and easy to learn, and you can learn as many crafting professions as you want, the only cost being if you change between them.  (It's far less costly to dedicate characters to two specific skills each.)


Title: Re: First Impressions
Post by: KallDrexx on August 30, 2012, 10:08:55 AM
There are infinite skill points.  Besides the 75 from leveling, each zone has challenges, and once you hit 80 you'll continue to 'level', with each one giving you a point.

I've read that you only gain 10 "skil point levels" once you hit 80.


Title: Re: First Impressions
Post by: EWSpider on August 30, 2012, 10:17:31 AM
You are not locked out from your friends if you have to choose a different server temporarily.  You can still talk (in-game) with them, group with them, join their guild, and exchange mail with them.  The only time your server matters is when you are in a WvW zone.  Jump in whichever server you can get into and start playing with your friends immediately and then as soon as their server opens up transfer over to it.


Title: Re: First Impressions
Post by: proudft on August 30, 2012, 10:20:07 AM
The guild invites seem wonky if you haven't yet gotten into a non-overflow server zone.  Nevertheless, I'd MUCH rather be able to fart around on my own doing random stuff than sit and stare at a "your position is number 3512" display for god knows how long.


Title: Re: First Impressions
Post by: 01101010 on August 30, 2012, 10:22:36 AM
There are infinite skill points.  Besides the 75 from leveling, each zone has challenges, and once you hit 80 you'll continue to 'level', with each one giving you a point.

I've read that you only gain 10 "skil point levels" once you hit 80.

Either way... looking at thief in particular, there is only 118 points needed for all the skills. There are 187 skill challenges in the world, so I'd think you should have enough with leveling and world.

However, the mystic forge uses those points as currency so there is that... (http://www.guildwars2hub.com/guides/basics/skill-points)


Title: Re: First Impressions
Post by: Riggswolfe on August 30, 2012, 10:29:38 AM
But yeah he's a mite squishy.

The thief has a lot of movement related abilities, you should never be face tanking and there is no reason to stand still.  Remember that most attacks are in small area in the direction you (or your opponent) is facing and not actually targeted.  Switch weapons as needed, I am using dagger dagger and Shortbow.  It's pretty easy to avoid most damage in PVE.

All through the previews for this game I thought I was going to hate the Asura.  I thought they were an annoying gimmick (gnome/cutesy).  My Asura thief is by far my favorite character personality wise and the Asura starting area has been the most entertaining.

Well I use Death Blossom on my daggers to move around some. As for traits I've done the crit trait and the power trait so far. Both up to 5.

As for the short bow my issue was, if I remember:

A) It had a ground target AOE and I suck ass at those when things get hectic
B) I had issues timing the explosive arrow attack to go off correctly.


Title: Re: First Impressions
Post by: Ingmar on August 30, 2012, 10:58:39 AM
The guild invites seem wonky if you haven't yet gotten into a non-overflow server zone.  Nevertheless, I'd MUCH rather be able to fart around on my own doing random stuff than sit and stare at a "your position is number 3512" display for god knows how long.

That doesn't help you when you're just wanting to make your character in the first place, though. I think queueing to the character creation screen would be ok, it can dump you in an overflow after that. Then people wouldn't have to dick around with transfers just to get on the same server with their guild.


Title: Re: First Impressions
Post by: 01101010 on August 30, 2012, 11:10:50 AM
Well I use Death Blossom on my daggers to move around some. As for traits I've done the crit trait and the power trait so far. Both up to 5.

As for the short bow my issue was, if I remember:

A) It had a ground target AOE and I suck ass at those when things get hectic
B) I had issues timing the explosive arrow attack to go off correctly.

I use Dual daggers as well - only really gets harry when I have more than three and no help. Trait one of those up to ten and grab a virtue... I think they are worth it personally.

The ground target AoE thing should have a setting to enable “Fast ground targeting” in the options menu to disable the targeting circle and instantly cast ground targeted skills at the location of the mouse pointer. Might help.

http://www.noxxic.com/gw2/getting-started/combat-basics/targetting


Title: Re: First Impressions
Post by: Miasma on August 30, 2012, 11:15:26 AM
Each race has a 1-15 area and a 15-25 area, I would suggest getting all the skill points in those areas now while there are tons of people around doing the same thing.  Some of them are quite hard to do solo for some classes.  I'm only level forty and I've unlocked all of my skills except for some of the last ones that cost ten or thirty.

Anyways the game is fun and something to do.  I mainly bought it to be my PvP game and I have yet to do any, too many shinies all over the map to try and get.  I don't know if it's just because the class I picked is more of a support role but I feal weak and sometimes squishy in PvE.  Seems to be a polish issue, some enemies are easy to kill but something else the exact same level will bring me to half life and take three times as long to kill.  No the tough one was not a veteran/champion or anything.  The down scaling in zones below you is interesting but it goes too far in my opinion, you are typically scaled down to being only one level above the mobs, I'd like a few.  Personal storyline is crap, even when I try not to compare it to something like TSW it's still crap.  That could just be due to my profession/race though.


Title: Re: First Impressions
Post by: Sky on August 30, 2012, 11:30:10 AM
Guardian has been pretty cool solo thus far. A couple tight fights and I realized I wasn't using my Virtues (f1-f3), DOH. Pop those on a tough fight and it become a nice little edge. And it spreads to all close allies, which is even more cool. Fun class but ever since I picked up the greatsword, I just can't put it down. I can see a few situations where I might want some of the others, but it's definitely my meant+potato weapon.


Title: Re: First Impressions
Post by: Ingmar on August 30, 2012, 11:31:04 AM
Remember that popping the virtue turns off its passive effect while it is on cooldown, so actually not popping them is often the right answer.

And yeah, greatsword just seems far and away better than other options.


Title: Re: First Impressions
Post by: Genev on August 30, 2012, 11:44:42 AM
I've seen a fair amount of guardians around, they're insane in large fights, pretty impressed.

I'm loving Ranger so far, finding a fair amount of pets, though i admit the ones i use i don't use because they're ebst for the situation but because they're simply cool
(Locke the fern hound, Fluffy the lashtail devourer and Cuddles the jungle spider :p). Pity i can't seem to find a longbow to upgrade y lvl 16 one, every other weapon has been upgraded....


Title: Re: First Impressions
Post by: Nebu on August 30, 2012, 11:47:37 AM
Has anyone else done the level 30 dungeon?  It's quite challenging, but fun. 


Title: Re: First Impressions
Post by: kildorn on August 30, 2012, 11:50:10 AM
Has anyone else done the level 30 dungeon?  It's quite challenging, but fun. 

Yes. Story mode is hard as hell (mostly trash wise), explorable is absolutely crazy mean from what I've done there.


Title: Re: First Impressions
Post by: Lantyssa on August 30, 2012, 12:13:55 PM
We're hoping to do the first dungeon this weekend, if we can all manage to hit 30.


Title: Re: First Impressions
Post by: sachiel on August 30, 2012, 12:24:53 PM
Did have the first zerg fail in the Destroyer caves in Kessex Hills. Champion destroyer harpy wiped us like we were nothing. Damn giant flying mob in a cave, so hard to see what it was doing. Got two-shotted so much all my armor broke.

That was a hard fucking fight.  Survived that without downing on my water/arcane ele pushing as much healing on the 3-4 other guys as possible.  The veteran adds made it fun!


Title: Re: First Impressions
Post by: Sky on August 30, 2012, 12:38:04 PM
I should hit thirty in another week or two!

Ingmar, do you mean signets? Even so, good to know.


Title: Re: First Impressions
Post by: Nebu on August 30, 2012, 12:39:37 PM
I should hit thirty in another week or two!

Fortunately, I can group with you no matter what level you are.  That is if I haven't quit and moved on to a new game by then.



Title: Re: First Impressions
Post by: 01101010 on August 30, 2012, 01:07:35 PM
Remember that popping the virtue turns off its passive effect while it is on cooldown, so actually not popping them is often the right answer.

And yeah, greatsword just seems far and away better than other options.

The aegis virtue is one I pop as soon as I see the mob start up an ability even if I am not tanking the mob. The heal I use when I shield or dodge if my main heal is down. I never pop the burner. 


Title: Re: First Impressions
Post by: Evildrider on August 30, 2012, 01:16:46 PM
I'd just like to say even with this "flat leveling curve" it's going to take me longer to hit max level then it did in TOR.


Title: Re: First Impressions
Post by: Sky on August 30, 2012, 01:20:48 PM
Ok, went and looked them up. I guess reading is fundamental  :why_so_serious:


Title: Re: First Impressions
Post by: Zetor on August 30, 2012, 01:24:45 PM
I just hit 49, and the asura story's been staying consistently good so far... in fact, the last mission (red alert) was just as crazy amusing/fun as one of the 'good' TSW missions. No real balance problems either - there was one mission where I got downed a few times by a golem zerg until I figured out the trick to avoid fighting them. There's still time to (re)roll asura, everyone! :why_so_serious:

If it matters, my major choices so far were synergetics, weather machine, the priory, and grawl... though I'm fairly sure that at 30+ your race doesn't matter anymore and the story branches depending on the main faction you select (priory, vigil, whispers).


Title: Re: First Impressions
Post by: Fordel on August 30, 2012, 01:26:54 PM
Remember that popping the virtue turns off its passive effect while it is on cooldown, so actually not popping them is often the right answer.

And yeah, greatsword just seems far and away better than other options.

The aegis virtue is one I pop as soon as I see the mob start up an ability even if I am not tanking the mob. The heal I use when I shield or dodge if my main heal is down. I never pop the burner. 

One of the traits you can get will refresh your burner after every mob death. That seems like it could be a lot of fun on AE fests.



In General the Guardian is basically GW2's version of the good old Warrior/Monk combo from GW1.


Title: Re: First Impressions
Post by: Amaron on August 30, 2012, 02:20:49 PM
Finally got my ele up to 30.  Not sure how much I like it so far.   Attunement switching seems powerful at first but I'm not sure it's worth losing weapon swapping.  Then again I have lighting hammer which seems to be freaking OP.   Tried to do catacombs but the server was choking on even letting my group in.


Title: Re: First Impressions
Post by: Venkman on August 30, 2012, 05:29:05 PM
I'm constantly switching weapons between fights. I appreciate the idea of not putting weapon switching on eles, but all it really means I am double clicking in my inventory a lot between scepter/focus and staff. I can't do it mid-fight, but so far I either have a sense of what to bring to the fight, or even with weapon switching I'm dead anyway :-)

Really wish we had custom chat channels though. The Represent button (for Inf) seems to work only occasionally, and that's the only way to switch guildchat channels.


Title: Re: First Impressions
Post by: kildorn on August 30, 2012, 05:35:18 PM
Finally got my ele up to 30.  Not sure how much I like it so far.   Attunement switching seems powerful at first but I'm not sure it's worth losing weapon swapping.  Then again I have lighting hammer which seems to be freaking OP.   Tried to do catacombs but the server was choking on even letting my group in.

If needed, you can use the weapon summons to fill gaps in your setup (like bringing frost bow on a dagger ele to handle sudden ranged requirements), but for the most part you should always have an attunement that can handle the current need. Scepter is the only one I'm fuzzy on, since I didn't play that very often.


Title: Re: First Impressions
Post by: Amaron on August 30, 2012, 06:25:43 PM
If needed, you can use the weapon summons to fill gaps in your setup (like bringing frost bow on a dagger ele to handle sudden ranged requirements), but for the most part you should always have an attunement that can handle the current need.

That's true in PvE.  In PvP though I'm often wanting to switch weapons mid combat.  The difference between a staff and a dagger is far larger than between attunments.


Title: Re: First Impressions
Post by: Ingmar on August 30, 2012, 08:14:54 PM
I should hit thirty in another week or two!

Ingmar, do you mean signets? Even so, good to know.

Signets and virtues both. If you pop your virtue that does the little group heal, your regen buff turns off until the cooldown is over. Same with the 'next hit does burning virtue' and the 'aegis every 40 seconds' virtue. Knowing when your next aegis is due to come up is handy for timing that one.


Title: Re: First Impressions
Post by: Maledict on August 31, 2012, 02:05:40 AM
If needed, you can use the weapon summons to fill gaps in your setup (like bringing frost bow on a dagger ele to handle sudden ranged requirements), but for the most part you should always have an attunement that can handle the current need.

That's true in PvE.  In PvP though I'm often wanting to switch weapons mid combat.  The difference between a staff and a dagger is far larger than between attunments.

That's the nature of elementlaists really. Their attunements give them a huge range of skills per weapon, but locks them into a particular style. Staff using elementalists have a vast array of fields and AE, but that's all they have - unlike other classes they don't get to switch weapons and roles on the fly.

I like the idea of this, but in practice have enjoyed my mesmer a lot more with weapon switching even fi the class does feel only half as powerful.


Title: Re: First Impressions
Post by: Mattemeo on August 31, 2012, 03:32:52 AM
Up at 10:30am GMT to see if I can transfer... all but three American servers are on FULL status, the three that aren't are at High. This is crazy - not only because it's obvious that Anet severely underestimated demand (though to be fair, I doubt they want to repeat Bioware's mistake of opening 100+ servers within the first month to have to shut down 75% of them 6 months later and they HAVE suspended their own digital sales) but because the majority of EU servers are open at this hour...
Which begs the question: why aren't any of you fuckers going to bed ?  :why_so_serious:


Title: Re: First Impressions
Post by: KallDrexx on August 31, 2012, 05:24:08 AM
Which begs the question: why aren't any of you fuckers going to bed ?  :why_so_serious:

I have a feeling full isn't "too many players online right now on this server, try again later" but "we have the max number of accounts registered to this server, find another".


Title: Re: First Impressions
Post by: Lantyssa on August 31, 2012, 07:08:54 AM
It's always been users online before.

We're not going to be because the game is awesome.  Keep trying.  Also check when you get up, if you can.  3 am for you is late prime-time for us.


Title: Re: First Impressions
Post by: Khaldun on August 31, 2012, 07:40:22 AM
I've crashed out three times now in crowded public quests, which I'm guessing is a server load issue. In some ways I almost prefer crashing out than being slowed to a slideshow unless the quest is ALMOST done.


Title: Re: First Impressions
Post by: Nebu on August 31, 2012, 07:41:45 AM
I've crashed out three times now in crowded public quests, which I'm guessing is a server load issue. In some ways I almost prefer crashing out than being slowed to a slideshow unless the quest is ALMOST done.

It's REALLY fun when that happens in WVW.    :mob:


Title: Re: First Impressions
Post by: WayAbvPar on August 31, 2012, 09:48:06 AM
Up at 10:30am GMT to see if I can transfer... all but three American servers are on FULL status, the three that aren't are at High. This is crazy - not only because it's obvious that Anet severely underestimated demand (though to be fair, I doubt they want to repeat Bioware's mistake of opening 100+ servers within the first month to have to shut down 75% of them 6 months later and they HAVE suspended their own digital sales) but because the majority of EU servers are open at this hour...
Which begs the question: why aren't any of you fuckers going to bed ?  :why_so_serious:

There doesn't seem to be any limit to inactivity- you can stay logged on all night if you walk away from the PC and go to bed while logged in. In a game with all kinds of overflow/server availability issues it really is an unforgivable oversight.


Title: Re: First Impressions
Post by: Tyrnan on August 31, 2012, 09:57:18 AM
There doesn't seem to be any limit to inactivity- you can stay logged on all night if you walk away from the PC and go to bed while logged in. In a game with all kinds of overflow/server availability issues it really is an unforgivable oversight.
I've been logged out several times for being AFK. There's even a popup window when you come back telling you why.


Title: Re: First Impressions
Post by: ffc on August 31, 2012, 09:59:10 AM
Similar to the elementalist not being able to switch weapons, the thief shares initiative between weapons and it is creating a problem for me. After using a ranged weapon and then switching to a melee weapon I have to wait for initiative to build up to use any melee abilities. I guess that's part of the trade-off for having no cooldowns but I find this restriction unfun.


Title: Re: First Impressions
Post by: WayAbvPar on August 31, 2012, 10:21:02 AM
There doesn't seem to be any limit to inactivity- you can stay logged on all night if you walk away from the PC and go to bed while logged in. In a game with all kinds of overflow/server availability issues it really is an unforgivable oversight.
I've been logged out several times for being AFK. There's even a popup window when you come back telling you why.

How long does it take? I wonder if that was recently added in one of their poorly documented updates, since I had a buddy who was gone for probably a couple of hours who remained online. I couldn't figure out why he wasn't responding to my whispers so I texted him and found out he was at his kid's dentist office  :awesome_for_real:


Title: Re: First Impressions
Post by: 01101010 on August 31, 2012, 10:27:58 AM
Similar to the elementalist not being able to switch weapons, the thief shares initiative between weapons and it is creating a problem for me. After using a ranged weapon and then switching to a melee weapon I have to wait for initiative to build up to use any melee abilities. I guess that's part of the trade-off for having no cooldowns but I find this restriction unfun.

Well that would be a bit of a balance issue if you could just refresh initiative just by weapon swapping. And it is not that long a wait before the second and third ability pop up. Usually a dodge and reposition's worth of time and I can drop a death blossom.


Title: Re: First Impressions
Post by: tazelbain on August 31, 2012, 10:33:47 AM
Similar to the elementalist not being able to switch weapons, the thief shares initiative between weapons and it is creating a problem for me. After using a ranged weapon and then switching to a melee weapon I have to wait for initiative to build up to use any melee abilities. I guess that's part of the trade-off for having no cooldowns but I find this restriction unfun.
I agree about the thief, but I am not sure the elementalist thing, it feels to me that I have 4 weapons.  I am always switching elements either to move to a more advantageous one for an encounter or for long boss fights to cycle through them all to set up as many combo fields as possible. I am never waiting for my spells to recharge like I was waiting initiative to recharge with the thief.


Title: Re: First Impressions
Post by: Amaron on August 31, 2012, 10:52:54 AM
I am always switching elements either to move to a more advantageous one for an encounter or for long boss fights to cycle through them all to set up as many combo fields as possible. I am never waiting for my spells to recharge like I was waiting initiative to recharge with the thief.

This feels like the complete opposite for me.  In any given situation one element is so superior that switching seems outright dangerous due to the 15s cooldown.  Lighting and Earth in particular often feel useless too.


Title: Re: First Impressions
Post by: Venkman on August 31, 2012, 11:23:08 AM
My playstyle is similar to Tazelbain's. On single-mob fights, yea, I basically stick with dagger/focus for mid-range/damage if the fight is going to be a long one. But in general, I decide what to use right before the fight, and often what I use between waves of a fight (like a swarm or caravan DE). Since the DE waves seem to change both quantity and power of mobs between waves depending on group size, I am glad for this flexibility.

The 15s timer only applies to the skill you just switched out of. So yea, you can't necessarily insta-swap between Fire for DPS and Earth for protection. But generally I'm not doing that. More like I'm going to water for heals, air for CC and then back to fire for DPS.

Still only 21, still haven't tried PvP, just learned last night my summoned weapons have their own set of freakin skills*, and the amount I am spamming keys vs consciously deciding what to use in sequence still balances towards spam. So yea, everything I know now could be something I laugh about a week later.

* I have at 21 access to more abilities than I did on my Mage at 80 in WoW, with roughly the same ratio between useful-to-me vs toy/useless. The UI so deceptively hides the level of complexity in the ability sets.


Title: Re: First Impressions
Post by: 01101010 on August 31, 2012, 11:26:02 AM

Still only 21, still haven't tried PvP, just learned last night my summoned weapons have their own set of freakin skills*, and the amount I am spamming keys vs consciously deciding what to use in sequence still balances towards spam. So yea, everything I know now could be something I laugh about a week later.

* I have at 21 access to more abilities than I did on my Mage at 80 in WoW, with roughly the same ratio between useful-to-me vs toy/useless. The UI so deceptively hides the level of complexity in the ability sets.

I noticed this last night on engineer with the grenade pack. I was shooting something and decided to see what the grenade thing did... then scrambled around for a bit while I dealt with the newness. At least they are all unlocked.


Title: Re: First Impressions
Post by: Nebu on August 31, 2012, 11:28:55 AM
I got killed the first time I went underwater because of this.  I was like "Why don't my buttons do what I tell them to do?"



Title: Re: First Impressions
Post by: Venkman on August 31, 2012, 11:48:05 AM
At least they are all unlocked.

That was a nice surprise yea when I summoned my first Frost Bow. Thing was pretty powerful. Kinda felt a bit like this  (http://penny-arcade.com/comic/2008/09/12)though :-)


Title: Re: First Impressions
Post by: kildorn on August 31, 2012, 12:04:55 PM
I am always switching elements either to move to a more advantageous one for an encounter or for long boss fights to cycle through them all to set up as many combo fields as possible. I am never waiting for my spells to recharge like I was waiting initiative to recharge with the thief.

This feels like the complete opposite for me.  In any given situation one element is so superior that switching seems outright dangerous due to the 15s cooldown.  Lighting and Earth in particular often feel useless too.

This changes with Arcane traits, where you will gain buffs/buff nearby players for switching. You wind up looking more at how you're going to rotate to exploit fields and finishers to do silly things. Open with a field, pop into a finisher attunement, then roll into a basic damage attunement.

I sat in fire/earth for most of 1-20, and around 30 I was an attunement hopping madman with my beta Ele.


Title: Re: First Impressions
Post by: Tyrnan on August 31, 2012, 12:16:28 PM
There doesn't seem to be any limit to inactivity- you can stay logged on all night if you walk away from the PC and go to bed while logged in. In a game with all kinds of overflow/server availability issues it really is an unforgivable oversight.
I've been logged out several times for being AFK. There's even a popup window when you come back telling you why.

How long does it take? I wonder if that was recently added in one of their poorly documented updates, since I had a buddy who was gone for probably a couple of hours who remained online. I couldn't figure out why he wasn't responding to my whispers so I texted him and found out he was at his kid's dentist office  :awesome_for_real:
Around 20-30 minutes from what I can tell. Are you sure your friend was actually online at the time or just showing as online? I've had times where I've shown as online to my friends despite me being stuck trying to log into the game for an hour or more. Usually happens when I log out for an update and I only recently discovered that resetting my router seems to get the game to realise I'm not actually logged in any more.


Title: Re: First Impressions
Post by: Zetor on August 31, 2012, 12:20:50 PM
Yep, as staff I switch attunements all the time (20 arcane is mandatory for staff because of the increased AOE trait). In a really trivial fight I'll sit in fire and use my autoattack, lava font, flame burst, and maybe my summoned lesser elemental to kill the mob for me... but that's really rare.

If it's one tougher target I'll switch between fire and earth - fire to lay down those 2 AOEs, then earth to place the delayed AOE, then root, place the slow zone between me and the mob, and use magnetic shield (if mob is ranged), then switch back to fire. If it's multiple targets I'll do the same thing with the AOEs, but drop into air for the aoe stun to drop on them after they're out of the slow zone. Also use the swiftness buff from air, and maybe the blind, then switch to water for another slow zone, maybe some healing, and repeat. In general I try to switch as often as possible for the buffs (2 sec of fury, 6 sec of might/regen/swiftness/protection).

If at any point I need healing I'll go water, drop my two healing water fields on me and use Arcane Wave to get additional healing (it's a blast finisher, so you get a big heal if you use it in a water field) and dodge around a bit, maybe switch back to fire to use burning retreat for extra avoidance / gap making.


Title: Re: First Impressions
Post by: Paroid on August 31, 2012, 12:45:07 PM
Similar to the elementalist not being able to switch weapons, the thief shares initiative between weapons and it is creating a problem for me. After using a ranged weapon and then switching to a melee weapon I have to wait for initiative to build up to use any melee abilities. I guess that's part of the trade-off for having no cooldowns but I find this restriction unfun.

Well that would be a bit of a balance issue if you could just refresh initiative just by weapon swapping. And it is not that long a wait before the second and third ability pop up. Usually a dodge and reposition's worth of time and I can drop a death blossom.

There actually is a Thief trait that gives some 5 or 6 initiative after a weapon swap.  I noticed that when I was researching thief briefly.


Title: Re: First Impressions
Post by: Severian on September 01, 2012, 01:17:15 PM
Quote
◦  Added NVIDIA Control Panel ambient occlusion support for Guild Wars 2

I tried out this feature from the most recent beta drivers, it did not work out. It gave me strange, distracting texture transparencies whenever my camera got close to a surface. But it's fine if you don't manually enable that occlusion.


Title: Re: First Impressions
Post by: Tannhauser on September 01, 2012, 03:00:04 PM
Can't figure out why my laptop keeps shutting off.  It's not heat, not a virus.  I swear it does this every other patch.  I played yesterday for 5 hours and now can't stay on for 5 minutes.  I've got a four day weekend and I can't play.  It's fucking infuriating.  Off to try to update my drivers.  

Edit:  Grammar



Title: Re: First Impressions
Post by: Evildrider on September 01, 2012, 03:25:13 PM
Can't figure out why my laptop keeps shutting off.  It's not heat, not a virus.  I swear it does this every other patch.  I played yesterday for 5 hours and now can't stay on for 5 minutes.  I've got a four day weekend and I can't play.  It fucking infuriating.  Off to try to update my drivers. 



Well at least you could log in!    :awesome_for_real:


Title: Re: First Impressions
Post by: KallDrexx on September 01, 2012, 03:30:14 PM
Ok, I think half of the coolest shit about this game is hidden.

My guildmate accidentally came to a cave not near any waypoint or POI.  I met up with him and we checked it out.  Inside



Title: Re: First Impressions
Post by: OandA on September 01, 2012, 04:09:49 PM
I managed to actually get gold participation on a tower cap today. It gives you twice the amount of rewards as a normal PvE dynamic event would give you at the same level.

Btw, do rewards increase all the way until 60, I got my ranger to 25 now and I still seem to get more xp per heart/event each level.


Title: Re: First Impressions
Post by: Kageru on September 01, 2012, 06:32:20 PM

I believe the plan is that level gain is linear so level 10 and level 70 should take about the same amount of time.

This game is stroking my explorer interest big-time. I'll even run rather than port sometimes because of the chance of finding a new hidden sight, picking up some more craft materials and maybe an event that is new or was fun the first time. And all of it gives me XP and level appropriate loot. I'm way out-levelled for the zone I'm in just from dicking around.

That and the Norn zone is just beautiful.


Title: Re: First Impressions
Post by: ffc on September 01, 2012, 06:55:45 PM
Ok, I think half of the coolest shit about this game is hidden.

My guildmate accidentally came to a cave not near any waypoint or POI.  I met up with him and we checked it out.


Was there any other indication that a cave was there, like a road ending near it or a blurry cave on the world map? I have been finding lots of tunnels connecting areas and underground spots that I can make out on the map in hindsight but finding it the first time is total luck. The explorer in me loves it while the OCD in me hates it.


Title: Re: First Impressions
Post by: Ingmar on September 01, 2012, 07:25:52 PM
The first dungeon, is the worst first dungeon I can remember doing in an MMO.


Title: Re: First Impressions
Post by: Zetor on September 01, 2012, 11:01:17 PM
The first dungeon, is the worst first dungeon I can remember doing in an MMO.
WAR still holds that dubious trophy for me.


Title: Re: First Impressions
Post by: Ingmar on September 01, 2012, 11:02:54 PM
It might win for me if I had ever made it to a dungeon in WAR, yeah.


Title: Re: First Impressions
Post by: kildorn on September 01, 2012, 11:07:29 PM
AC is pretty bad, from a "here's entirely new mechanics, and overly busy design, no real guidance on what you're supposed to be doing, and totally bullshit mobs like rangers with remote trapping"

I really wish they would have used something else as the starter dungeon, because AC can quickly devolve into death zerging in a pickup. Ingmar's run was actually really clean. We wiped on a trash pack once, and wound up death zerging the end boss due to being down a player. Otherwise not too bad as AC runs go.

I still think Twilight Arbor is a far easier instance though, bullshit necromancer fight and all.


Title: Re: First Impressions
Post by: Zetor on September 01, 2012, 11:41:15 PM
Yea, I've run two instances so far (both full pugs) - AC and Caduceus' Mansion. AC is pretty rough at times (dat trash!), and the group fell apart on the trash pull with 3 rangers after the first "real" boss (when the king's ghost pops up to taunt you). It requires a lot of kiting and is generally way too hard for a normal-mode dungeon. They need to retune that shit.

OTOH Caduceus was pretty standard - simple/straightforward bosses, manageable damage, and no tricks - the entire run was just around 30 minutes. If anything, that should be the starter dungeon.


e: and with all that, AC was STILL more enjoyable than WAR/ChampO/AOC's first dungeons and wasn't too far behind the horrible slogfest that was oldFornost in LOTRO. That's pretty much damning with faint praise, btw. :p


Title: Re: First Impressions
Post by: Ingmar on September 02, 2012, 12:22:04 AM
The problems with group PVE, as I see them (most of these apply to Group Events as well as the dungeon I ran):

- Melee gets destroyed in every boss fight I've seen, and a lot of the trash. There's seemingly no good reason to even try to melee in group PVE.
- The game is so overly busy with ground effects that it can become completely impossible to see the things you're supposed to move out of.
- The lack of roles, preponderance of ground effects, and spazzy, uncontrollable aggro, leads to every fight, boss and trash alike, being everyone kiting around in a circle trying not to die.
- Trap rooms are a stupid pixel hunt combined with hard-to-see don't-step-here-or-die circles. Whee.
- Graveyard rushing is stupid, and if that's the safety valve against something being too hard in your game design, your game design has failed.

With AC specifically it also suffers from being pretty ugly (and with colors that punish the color blind - yay extremely faint red trap circles on brown ground) and having a really unexciting story, ntro dungeons in other games are designed to grab you (Deadmines, Esseles/Black Talon, Polaris, etc.) And the strategy so far seems to boil down to what you'd expect from a group of 5 dpsers trying to do a heroic in WoW.

There may be a better system than the trinity out there to be designed for this kind of content, but this is emphatically not it.

EDIT: And don't get me started on the 20 minutes of hoops we had to jump through just to get everyone able to actually zone into the dungeon together. You'd think a studio who's prior game was 99% instanced, would have an idea about how to get instances to work cleanly.


Title: Re: First Impressions
Post by: Kageru on September 02, 2012, 12:28:48 AM

I don't think that's really it. This is the future direction of MMO's for the console generation. They've gotten faster and faster because people are less tolerant of "teh boring". Just as WoW was massively faster than EQ and now vanilla would have been too slow moving.

We were showing the game to a in-law who pretty much only plays console games. Quite funny watching him mash the "1" key, wanting to know where his block button was and demanding "I want to kill something! Can I kill all these villagers" as soon as he spawned.

I'm still ambivalent about the class system. I think soft roles are good, but this might be a bit far. Maybe once people have explored the system a bit more and tactics evolve. Certainly I'm pretty sure the people who have worked this out aren't graveyard rushing.



Title: Re: First Impressions
Post by: Zetor on September 02, 2012, 02:40:50 AM
I don't agree that there's no strategy involved in [small-group] pve. I've taken down a champion [group event] boss with 3 people, and it was definitely challenging... everyone had to use all the control and support abilities to pull it off. Ditto with the CM dungeon run - I (elementalist) had to alternate between healing, damaging and CCing all the time, and I assume the others did too.

If anything, small-group play reminds me of COH teams without a tanker/brute in them... relying on the team to control and debuff the enemies and buff (not necessarily heal) the players.


Title: Re: First Impressions
Post by: Maledict on September 02, 2012, 03:17:32 AM
Yeah, I've watched videos of small teams *demolishing* this content - and then seen other groups have huge huge issues with it. Really comes down to individual skill and abilities combined with focussing as a team.

For example, no-one seems to gear for toughness or healing, and yet every player in a group is going to need to heal the self or take damage. Melee *have* to gear that way to survive the close range attacks, and yet folks seem to think you can load up on power and precision and be fine. It's not WoW, the mobs *will* be hittingy you and your going To need some Defense - both from gear and abilities.


Title: Re: First Impressions
Post by: Genev on September 02, 2012, 03:42:46 AM
Bah, tell that to my 2 bear pets! :p

I've only managed to go AC story mode so far, we haven't managed to get 5 people inside CM yet, most we've managed is 2, and the 1 run where I did explorable mode AC we had 4 thieves and a ranger (me), and while I've been told the content was cleared by 5 thieves.... that was simply not us.
I've decided to wait with dungeons now until they've fixed grouping and zoning.

My only problem with the ground circles is that if you see them, its too late to move out of them most of them time. You have to either be moving constantly when fighting mobs which throws ground stuff, and/or keep an eye out (the Rangers actually throw the traps in a relatively visible way), which is nearly impossible in group fight situations.


Title: Re: First Impressions
Post by: Zetor on September 02, 2012, 04:42:16 AM
Yeah, I definitely prefer the TSW approach for 'shit on the ground you gotta move out of'. WOW does pretty well on this front, too.


Title: Re: First Impressions
Post by: Falconeer on September 02, 2012, 05:40:21 AM
TSW does the aoe ground effects almost perfectly I'd say and I hope other companies will copy this in the future. It's particularly good cause it's easy to tune on their side. Just speed up or slow down the timer on those effects and there, you tweaked encounter difficulty in a second.

About GW2 dungeons, I think most of the complaints are about us refusing to learn to play a new game that doesn't work like all the others. The sooner you will forget "all the other ones" and start learning GW2, the sooner you'll stop dying in dungeons. This is so extremely true for sPvP too.

Mind, I didn't say that you will start liking the game more, and the end of the day this new-ish kind of gameplay might not be for everybody regardleas of positive first impressions.


Title: Re: First Impressions
Post by: KallDrexx on September 02, 2012, 06:08:35 AM
From what I've read, as I've yet to go into AC yet unfortunately, is that AC is easy once you get used to the GW2 mechanics.  The trick is you really need to get in sync with your teammates over your gear and abilities and heavily rely on conditions (especially chill) and combo fields to be able to get rid of mobs easier.  Also, a lot of people don't take the time to revive a newly downed player and let them get defeated when it's more useful to revive a down player most of the time than to keep firing on the enemy.

Was there any other indication that a cave was there, like a road ending near it or a blurry cave on the world map? I have been finding lots of tunnels connecting areas and underground spots that I can make out on the map in hindsight but finding it the first time is total luck. The explorer in me loves it while the OCD in me hates it.

Nope, no roads.  It was a small area off to the side of the river, and you had to angle yourself around a bit before you could even see the entrance.


Title: Re: First Impressions
Post by: Lantyssa on September 02, 2012, 06:23:34 AM
If anything, small-group play reminds me of COH teams without a tanker/brute in them... relying on the team to control and debuff the enemies and buff (not necessarily heal) the players.
Even my casters go the Toughness / Vitality route.  Makes a huge difference.


Title: Re: First Impressions
Post by: Amaron on September 02, 2012, 07:07:31 AM
I feel like the biggest problem is the game isn't giving any useful visual feedback.  How do you know if Chill is even doing something for instance? 


Title: Re: First Impressions
Post by: Venkman on September 02, 2012, 07:45:03 AM
I agree that the prettyness of the effects really fights against large groups. Duo-ing is great, because it's obvious when fields and finishers fire. I suppose 5-mans would be similarly easy to follow along.

But large groups/raids are complete chaos unless you have a strong group willing to follow orders and be organized. Of course, that willingness pretty much transcends any graphics anyway :-)

I also think though that gear needs are so different between soloing and grouping. TSW handled this aspect better too with the ability to insta-swap full gear sets (when it worked...). Weapon-swapping in GW2 only applies to weapons, and doesn't exist for some classes.


Title: Re: First Impressions
Post by: Quinton on September 02, 2012, 08:08:02 AM
I really like the way the world looks.  It's just generally nice looking and enjoyable to wander around in.  Something about GW2 really reaches out to the explorer in me.  Lots of little things to find and collect helps, but that's only part of the story.


Title: Re: First Impressions
Post by: Sjofn on September 02, 2012, 10:48:17 AM
I haaaaaaaaate how hard it is to see things you need to get out of in this game. TSW's way is the best method I've seen.


Title: Re: First Impressions
Post by: waffel on September 02, 2012, 10:50:54 AM
Finished two map completions. Was actually fun exploring and all that.

But what isn't fun is getting a green weapon and piece of armor unuseable by my class. Both times.  :oh_i_see:


Title: Re: First Impressions
Post by: Ingmar on September 02, 2012, 10:58:22 AM
Yeah, I've watched videos of small teams *demolishing* this content - and then seen other groups have huge huge issues with it. Really comes down to individual skill and abilities combined with focussing as a team.

For example, no-one seems to gear for toughness or healing, and yet every player in a group is going to need to heal the self or take damage. Melee *have* to gear that way to survive the close range attacks, and yet folks seem to think you can load up on power and precision and be fine. It's not WoW, the mobs *will* be hittingy you and your going To need some Defense - both from gear and abilities.

That kind of balancing philosophy is fine for max level content, but if they expect people to be gearing with that much of a plan in mind at level 30, they're nuts. Most people probably haven't even seen a coherent statistically-matching set of gear of any kind by that point, let alone a specific toughness/healing one.

I should add, that I was fully specced into the 'toughness' line and the health/healing line on my traits (I'm a guardian), I have basically as many healing powers as it is possible for me to have, and I was still getting destroyed in melee, constantly.


Title: Re: First Impressions
Post by: Sjofn on September 02, 2012, 11:02:15 AM
Finished two map completions. Was actually fun exploring and all that.

But what isn't fun is getting a green weapon and piece of armor unuseable by my class. Both times.  :oh_i_see:

On the upside, those aren't bound to you, so you can save them for an alt or send them to a friend or whatever.


Title: Re: First Impressions
Post by: Evildrider on September 02, 2012, 11:56:26 AM
So we were doing Twilight Arbor last night , the level 50 dungeon, and we found a great tactic.  We all go ranged and run in a circle around the boss until he dies.  lol.  Melee was just getting their ass handed to them it was quite insane.  We just finally told them to equip bows and join us ranged people in our boss laps.


Title: Re: First Impressions
Post by: Tannhauser on September 02, 2012, 12:44:21 PM
Yeah, I've watched videos of small teams *demolishing* this content - and then seen other groups have huge huge issues with it. Really comes down to individual skill and abilities combined with focussing as a team.

For example, no-one seems to gear for toughness or healing, and yet every player in a group is going to need to heal the self or take damage. Melee *have* to gear that way to survive the close range attacks, and yet folks seem to think you can load up on power and precision and be fine. It's not WoW, the mobs *will* be hittingy you and your going To need some Defense - both from gear and abilities.

That kind of balancing philosophy is fine for max level content, but if they expect people to be gearing with that much of a plan in mind at level 30, they're nuts. Most people probably haven't even seen a coherent statistically-matching set of gear of any kind by that point, let alone a specific toughness/healing one.

I should add, that I was fully specced into the 'toughness' line and the health/healing line on my traits (I'm a guardian), I have basically as many healing powers as it is possible for me to have, and I was still getting destroyed in melee, constantly.

Yeah, that's been my experience as well.  I don't think the heavy armor mitigates enough.  Might be interesting to see heavy and light armor at the same level compare in value as well as mitigation.  My theory is that there isn't much change.


Title: Re: First Impressions
Post by: Amaron on September 02, 2012, 12:57:02 PM
I'm losing my patience with random passerby's picking up my Elite Fiery Greatsword after I've summoned it.  It's cool that I can share it and all but it's pretty freaking annoying most of the time.


Title: Re: First Impressions
Post by: Spiff on September 02, 2012, 01:01:52 PM
There's basically no tradeoff for the incredibly punishing nature of melee, most bosses need maybe 1-3 hits to take anyone down so you're constantly dodging/defending which destroys the slight dps advantage melee has completely. Same is true in WvW, although melee has somewhat viable roles there.

Which is such a shame, because I love the melee; it's fast, intense and the moves are twice as cool as any ranged one. It's just little more than a novelty at this point unless you want to actively gimp yourself.

Fixing the signalling would go a long way already.
Especially if there's a mesmer, ele or guardian present: my screen lights up like a nuclear powered Christmas tree, I feel like I should be wearing shades and some sunblock half the time.

This was mentioned time and again in beta as well, little was done (it's not a small change of course).

[fake Edit] I always felt that in a game where everyone has viable melee and ranged options, melee needs to have some pretty major upside(s).
Either like twice as much dps potential than ranged or a bunch more CC/conditions.
As is the only major upside I see is they get a lot more reliable/better combo options, maybe once everyone figures out the combo-system that'll make a bigger difference.


Title: Re: First Impressions
Post by: Outlawedprod on September 02, 2012, 01:08:46 PM
https://twitter.com/SpaceDrakeCF/status/242046608261382144
Quote
Although it sounds like Guild Wars 2 is a disaster waiting to happen. $150 million to make it? 6 million sales to break even?

Right before this he tweeted

Quote
Holy shit the Runic guys at this panel GET PC distribution. Meanwhile this lawyer moderating is out of his depth. #PAX


This is the twitter of one of the guys who translated and released Recettear on Steam.  Apparently he tweeted this from PAX.   Has anyone heard of that 150 million GW2 figure before?!


Title: Re: First Impressions
Post by: Zetor on September 02, 2012, 02:14:34 PM
Since this seems to be the designated h8 thread, here are my gripes after having played the game way more than is probably healthy in the last week or so :why_so_serious:

- I'm one of the few people in this thread who enjoyed the (asura / priory, in case that matters) personal story quite a bit. However, after level 50ish, the storyline merged into a cookie-cutter "whatever, it's epic" thing where the missions revolve around way too many annoying mobs with way too much hp. There are lots of new people introduced and ditched every mission, and now that the main thrust of the story is revealed, it is just as uninspiring as GW1:Prophecies was (which, for me, was catatonic sleep interspersed with some eyerolling). C'mon Arenanet people, you can do a Factions or even Nightfall-level storyline (and the asura/priory story quests were good, dammit), what's up with this? Hope it gets better, but I'm at the high 60s now and... yeah.
- The lack of a working trading post and stuff is getting on my nerves, and I'm not a big AH guy to begin with. Some of my guildies are reporting problems with the confirmation emails and stuff (see security thread), being able to see the guild bank, doing anything with the guild when in overflow... that's some clownshoes right there.
- Dungeon balance. I don't think the trinity-less system itself is bad (it's COH without tanks), but tuning lowbie dungeons the way they did is pretty insane. There are already hardmode (explorable) versions, let those be hard, and don't make the trash harder than the bosses in any case - people didn't run most heroics in WOW-BC for a reason. What baffles me is that AC is/was the most-tested dungeon (and the only one available in BWEs), is that why it's so overtuned?
- Most dynamic events with too many people just throw truckloads of mobs at the group, and devolve into boring AOE spamfests; however, DEs with a small number of people (like 2-5) work great and are a lot more fun. I have no idea how to fix this, or even if it's possible to fix this. I guess this might just sort itself out over time as population spreads out / stabilizes.
- Underwater combat doesn't feel too fun to me (even though I get probably the most buttons/options as an elementalist)... not much variance in combat either. Perhaps it's better for other classes?

I still like the game quite a bit, but some clownshoes are definitely showing...


Title: Re: First Impressions
Post by: kildorn on September 02, 2012, 03:19:26 PM
So we were doing Twilight Arbor last night , the level 50 dungeon, and we found a great tactic.  We all go ranged and run in a circle around the boss until he dies.  lol.  Melee was just getting their ass handed to them it was quite insane.  We just finally told them to equip bows and join us ranged people in our boss laps.

Was this the necro boss? The rest I saw people melee fight, but the necro is a kiting fight, so running away while dealing damage is really important. It's also the one total bullshit fight of that otherwise actually fun instance.


Title: Re: First Impressions
Post by: Kageru on September 02, 2012, 05:26:48 PM

Some bosses are intended to be ranged. You can tell because there's a fresh carpet of dead melee characters at it's feet. The "Ice Shaman" boss in the first Norn zone is like that. He's pretty much rooted, ranged AoE attack, powerful PBAoE and intended to be a ranged but you only tend to discover that after the fact. I suspect you need to look for a boss that isn't really moving and be very wary of whether you are meant to melee it.

The spell effects, when in a mass, are overpowering. Need an EQ like "particle effects slider" that turns them down but I doubt it has one. All the graphic artists would cry if you turn their lovingly crafted bling down. Likewise the circles are easy to miss and the mob, "going to do my big attack now!" animations hard to see when it's somewhere in the middle of the mass.

In terms of dungeons it's worth considering those are effectively the end-game PvE content and should be pretty hard. I assume that's why they are rigged up to give armor appearance as an indicator of achievement rather than massive power boosts in gear which would make them a necessity. I've not done one yet though so look forward to seeing it first hand and learning the hate.

- Most dynamic events with too many people just throw truckloads of mobs at the group, and devolve into boring AOE spamfests; however, DEs with a small number of people (like 2-5) work great and are a lot more fun. I have no idea how to fix this, or even if it's possible to fix this. I guess this might just sort itself out over time as population spreads out / stabilizes.
- Underwater combat doesn't feel too fun to me (even though I get probably the most buttons/options as an elementalist)... not much variance in combat either. Perhaps it's better for other classes?

I think these are just the way it is. With open world events you can't have a lockout. And underwater combat is more an alternative environment which means it will never have the same degree of depth as the main-line.

150 million development budget is pretty impressive. There certainly is an awful lot of hand-crafted content so I could actually believe it, but I'm impressed they had that much money to spend.


Title: Re: First Impressions
Post by: Modern Angel on September 02, 2012, 07:31:28 PM
I distinctly remember a report years ago from NCSoft about how important GW2 was to the company's overall health. It wouldn't surprise me at all if money had been funneled to GW2.


Title: Re: First Impressions
Post by: KallDrexx on September 02, 2012, 08:08:25 PM
Game seems to be getting mroe and more buggy as time goes on.

Was excited to do my first AC run today.... until the game put 4 of my groupmates in one instance of AC and me in another and I couldn't actually get into their instance.  Soo.... no AC for me :(


Title: Re: First Impressions
Post by: Numtini on September 03, 2012, 08:09:00 AM
I'm enjoying the game well enough. The world is beautiful. I like the Asura storyline. If I get into a big event, it can be fun. However, I'm very skeptical I'll last long enough for max level. Whatever the idea is to success here, I don't think I'm understanding it. Or I understand it, but it's just not worth the trouble to toggle between four elements depending on healing or debuffing or whatever and firing the abilities seems less efficient than spamming DPS and running around like a chicken with my head cut off. The result is killing stuff is either trivial or impossible and I keep advancing without really feeling like I've learned much along the way other than to mash buttons.

For all people deride "the end game" and "the trinity" I'm missing both. I feel like I'm another superfluous DPS and my other skills are really meager. And despite the fact that with a toddler and trying to write, I have a better chance of penning a best seller than having time for raiding, I still miss the illusion that there's something there at the end.


Title: Re: First Impressions
Post by: Modern Angel on September 03, 2012, 08:24:47 AM
Damned if you do, damned if you don't. And what is up with her sharp knees?


Title: Re: First Impressions
Post by: Murgos on September 03, 2012, 08:43:39 AM
Or I understand it, but it's just not worth the trouble to toggle between four elements depending on healing or debuffing or whatever and firing the abilities seems less efficient than spamming DPS and running around like a chicken with my head cut off.

Try a different class?


Title: Re: First Impressions
Post by: Sky on September 03, 2012, 09:12:06 AM
I haaaaaaaaate how hard it is to see things you need to get out of in this game. TSW's way is the best method I've seen.
I strongly agree with this, it's easily the weakest part of the game. The player fields are all blazingly highlighted and the mob field (the most important to see!) is a subtle red that fades under everything else.

Ingmar's earlier list of things that mentioned that was pretty spot-on.


Title: Re: First Impressions
Post by: Quinton on September 03, 2012, 09:50:27 AM
I'm enjoying the game well enough. The world is beautiful. I like the Asura storyline. If I get into a big event, it can be fun. However, I'm very skeptical I'll last long enough for max level. Whatever the idea is to success here, I don't think I'm understanding it. Or I understand it, but it's just not worth the trouble to toggle between four elements depending on healing or debuffing or whatever and firing the abilities seems less efficient than spamming DPS and running around like a chicken with my head cut off. The result is killing stuff is either trivial or impossible and I keep advancing without really feeling like I've learned much along the way other than to mash buttons.

The attunement mechanic for elemental frustrates me at times too.  On the other hand, I kept feeling like I had a very small set of options as engineer.

I'm also not sure if I'm in it for the long haul -- need to explore wvw a bit more.  Mostly the draw is exploration and collecting things for me.


Title: Re: First Impressions
Post by: Modern Angel on September 03, 2012, 02:11:18 PM
God, fuck Sorrow's Embrace. An otherwise enjoyable instance marred by the second to last boss. He summons golems, three in all. They have more or less unavoidable conditions they shoot at you and each has super, super high hp. No shit, it was like a 20 minute running battle. Not fun at all, way more obnoxious than anything in AC.


Title: Re: First Impressions
Post by: Azaroth on September 03, 2012, 02:57:25 PM
Pretty much what everyone else has said, I suppose. There are a lot of things I like and a lot of things I don't.

The thing that irks me is that there didn't REALLY seem to be any new and revolutionary plan for replacing the holy trinity in PvE. Everyone kiting and ditching aggro is pretty stupid. Also, the sheer amount of times I've been one-shotted if I'm expected to be doing that is silliness.

... and that success can be won in any scenario by any group of players if they're simply willing to run back from the waypoint enough times. Beating an instance isn't really about being good at anything, necessarily. It can be. But anyone that goes in can win as long as they're willing to eat a big repair bill and bang their head against the wall. Which, I'm sure, was discussed and seen as a good thing. Let the skilled players win and feel skilled because they beat hard content, let the less skilled players win through sheer determination and feel a sense of elation at the end because they beat hard content. So I can see how they went that route. I'm not sure either group is going to buy it.

Also, while their level scaling seems to have good intentions, I feel like they've gone too far with it. It seems like they've gone and done their best to make me wonder why the hell I'm leveling a character. Other than just to see the next zone, which is always pretty. But that's... it seems a little empty in a lot of ways. What with all of the scaling, I begin wondering if even my beautiful yellow dagger means anything - and when I wonder if leveling AND gearing mean anything in your WoW clone, you're probably doing it wrong.

Yes, also, bugs. Bugs. I didn't notice them at the beginning. Now I'm starting to get annoyed. Especially instances.

Quote
- Underwater combat doesn't feel too fun to me (even though I get probably the most buttons/options as an elementalist)... not much variance in combat either. Perhaps it's better for other classes?

Oh, fuck no. I had an Elementalist early on. Compared to using a harpoon gun or, asdf, a spear - it's a joyride. I absolutely dread underwater areas/quests/instances.

Quote
What baffles me is that AC is/was the most-tested dungeon (and the only one available in BWEs), is that why it's so overtuned?

It's not bad once you have an experienced group. Overall it's way too hard, though.

Also, explorable mode.  :uhrr:

I just did CM Explorable last night. It was ... pretty silly. But the real problem is that the reward was simply not there. I'd never do it again. I'd probably never do an explorable dungeon again.


Title: Re: First Impressions
Post by: Amaron on September 03, 2012, 03:21:54 PM
Did AC my second time today and this time with people in vent.   In general we just felt like we couldn't understand what was going on or how we we're supposed to beat it "properly".   I think we did pretty good considering we didn't have to death zerg but there was absolutely no feeling of playing well.   The game has a lot of things I like but I start to feel like not even playing because I've no idea how to get to that point where I feel like I'm dominating the content.   It's more like they designed it so you can never get to that point which baffles me.


Title: Re: First Impressions
Post by: Maledict on September 03, 2012, 03:37:54 PM
Has anyone been able to use a transmutation stone recently? They just don't seem to work for me at all for the last few days, the option to transmute is always greyed out no matter what items I wear.


Title: Re: First Impressions
Post by: Rasix on September 03, 2012, 03:40:46 PM
The graphics issues (driver stopped responding, bsod) I'm having with this game are getting to the point where I'm just about done.  I'm not sure if it's my recently RMA'd card, something else on my system or the similar issues others are reporting.  I can't seem to play this game for more than half an hour without having something go very wrong.   Usually when I idle or port somewhere I run into problems.  If go shark mode and never stop moving, I seem to be ok.  :uhrr:


Title: Re: First Impressions
Post by: Azaroth on September 03, 2012, 03:49:23 PM
GW2 is absolutely stunning on my BRAND NEW 7970M.

Thanks for reading.


Title: Re: First Impressions
Post by: Rasix on September 03, 2012, 03:51:46 PM
Well, looks fine on mine too, just crashes a ton.


Title: Re: First Impressions
Post by: Azaroth on September 03, 2012, 03:51:57 PM
You can definitely get to the point where you're dominating content. Story mode, anyway.

I think explorable mode is meant to be an infinite shitfest or something.

Wait until you run CM Storymode. It's actually kinda fun.


Title: Re: First Impressions
Post by: Sjofn on September 03, 2012, 03:55:02 PM
Funny that some people hate the underwater bits, because I think they might actually be my favorite part of the game.  :why_so_serious:


Title: Re: First Impressions
Post by: Rasix on September 03, 2012, 03:57:14 PM
There were no underwater activities in the starting Norn area.  That was fine with me.


Title: Re: First Impressions
Post by: Tannhauser on September 03, 2012, 04:02:10 PM
You must have missed the underwater tunnel then.  I really love the underwater stuff, just wish there was more down there than ore and fish.  I mean POI not necessarily events.


Title: Re: First Impressions
Post by: Sjofn on September 03, 2012, 04:07:19 PM
There are some, depending on the zone. I know I've found some on my treedude guardian.

And yeah, there's an underwater tunnel in the starter norn area, by the bear shrine. Surfaces in a cave and there's a skill point in there!


Title: Re: First Impressions
Post by: Ingmar on September 03, 2012, 04:08:25 PM
I like the underwater, yeah. Probably the best implementation of that sort of thing I've seen in an MMO. I still have a hard time juding distance and relative position down there though.


Title: Re: First Impressions
Post by: Cadaverine on September 03, 2012, 04:20:43 PM
Has anyone been able to use a transmutation stone recently? They just don't seem to work for me at all for the last few days, the option to transmute is always greyed out no matter what items I wear.

Yeah, I used one just a couple of hours ago on a new short bow I picked up, and it worked just fine.


Title: Re: First Impressions
Post by: Tannhauser on September 03, 2012, 04:22:35 PM
My favorite fight so far was the Blood Witch in Kessex Foothills.  She hides in her citadel under the lake guarded by veteran mobs and baracudas who have the ability to, wait for it, summon more barracuda!  Add in fighting in three dimensions and you have the recipe for awesome!

Poster not responsible for you punching your monitor.


Title: Re: First Impressions
Post by: Azaroth on September 03, 2012, 04:26:28 PM
Well, looks fine on mine too, just crashes a ton.

I understood your post. I just had to find a reason to mention my shiny graphics card.


Title: Re: First Impressions
Post by: Rasix on September 03, 2012, 04:30:33 PM
There are some, depending on the zone. I know I've found some on my treedude guardian.

And yeah, there's an underwater tunnel in the starter norn area, by the bear shrine. Surfaces in a cave and there's a skill point in there!

That doesn't count.  At least the smurf area had an event.


Title: Re: First Impressions
Post by: Ingmar on September 03, 2012, 04:33:25 PM
Has anyone been able to use a transmutation stone recently? They just don't seem to work for me at all for the last few days, the option to transmute is always greyed out no matter what items I wear.

Yeah, I used one just a couple of hours ago on a new short bow I picked up, and it worked just fine.

It is possible they broke something with the transmutation stones when they turned off salvaging/selling items bought with karma - maybe Maledict's items are all karma items?


Title: Re: First Impressions
Post by: EWSpider on September 03, 2012, 04:37:11 PM
Make sure you have the appropriate Transmutation Stone for the quality level of the item you are trying to transmute.


Title: Re: First Impressions
Post by: Kageru on September 03, 2012, 04:40:53 PM
I like the underwater. It's scenic and the movement works differently to make it interesting. Not drowning is brilliant, that was always what made getting spatially confused underwater so punishing. They need to turn the bloom down on my harpoon though.

The guardian clicks for me. It's like a "group tanking booster" the way I have it built. Most of my abilities will enhance whoever is tanking, including myself, so it basically makes the group tougher as a whole. The healing is weak but that's because it's scaled on the assumption that there will be overlapping effects from other people. Really look forward to trying it in a dungeon but not going to rush for that. The Norn areas are stunning, I love winter environments.

The necro.... not so much. I can see they want it to be manipulating conditions but the conditions are so short and slow they're underpowered when it's just me and nearly invisible when in a large group. Maybe they need some more levels, traits and 5 people but it really lacks punch and character.

Warrior is pretty vanilla. Group boosts and hurting people. Thief is stylish as hell, lots of mobility abilities, and fragile so story quests have been much more challenging than they have for my guardian. But this could also be because you have to focus on some type of defence regardless of class. A glass cannon build will be smashed at some point.

But at the end of the day the first game since WoW that really challenged basics of the genre and showed their is another way of doing things. With it's own set of balance issues.

Also, while their level scaling seems to have good intentions, I feel like they've gone too far with it. It seems like they've gone and done their best to make me wonder why the hell I'm leveling a character. Other than just to see the next zone, which is always pretty. But that's... it seems a little empty in a lot of ways. What with all of the scaling, I begin wondering if even my beautiful yellow dagger means anything - and when I wonder if leveling AND gearing mean anything in your WoW clone, you're probably doing it wrong.

(snip)

I just did CM Explorable last night. It was ... pretty silly. But the real problem is that the reward was simply not there. I'd never do it again. I'd probably never do an explorable dungeon again.

Scaling is brilliant because it keeps content alive. And viable content (plus no farming of lower level zones and events, and being able to group) is always the weak point of MMO's. That said the scaling isn't perfect. A higher level character with more skills unlocked, traits and gear still seems substantially tougher than a zone native.

The lack of reward in dungeons has been known for a while. They've been set up effectively as optional challenges with cosmetic rewards. So they can be tuned to be very challenging because you don't need anything from their and get only acknowledgement you've beaten it. It's pretty ballsy, MMO players tend to optimise around things that don't enhance their character, but on the other hand beating a challenge and being able to visibly flaunt that fact motivates the achievers too without nuking the power balance.


Title: Re: First Impressions
Post by: Kageru on September 03, 2012, 04:41:50 PM
There are some, depending on the zone. I know I've found some on my treedude guardian.

And yeah, there's an underwater tunnel in the starter norn area, by the bear shrine. Surfaces in a cave and there's a skill point in there!

That doesn't count.  At least the smurf area had an event.

On the other side of the river there's another passage leading to the next zone which has an event in it (gather underwater stink weed, defend the fire).


Title: Re: First Impressions
Post by: Maledict on September 03, 2012, 04:42:10 PM
Has anyone been able to use a transmutation stone recently? They just don't seem to work for me at all for the last few days, the option to transmute is always greyed out no matter what items I wear.

Yeah, I used one just a couple of hours ago on a new short bow I picked up, and it worked just fine.

It is possible they broke something with the transmutation stones when they turned off salvaging/selling items bought with karma - maybe Maledict's items are all karma items?

I thought that might be it but then remembered I was unable to transmute the kryton great sword graphic onto my new weapon earlier and neither of those is karma bought. It *used* to work fine for me, and all of my gear is well under level 80.

Will stick a ticket in and see if I get a response.


Title: Re: First Impressions
Post by: KallDrexx on September 03, 2012, 04:44:32 PM
Fuck gathering tools.  

Ok I understand the need for gold sinks and I'm ok with that, but at least don't make shit needlessly confusing.  Up to Iron everything made since, you are in one zone and you need one set of gathering tools (copper or iron).  Then you start getting to the next zones where you need iron picks and iron sickle but steel axes.  Then the next zone you need steel axes but darksteel fucking sickles.  And unlike metal nodes the trees aren't very well name coordinated to make it easy to figure out which one you need until you go "oh hey why do I have 50 ruined axe logs in my inventory", and the memory of names needed for vegetable nodes arae even worse.

They could have just made it simple, 1 zone requires 1 type of tool.


Title: Re: First Impressions
Post by: Chimpy on September 03, 2012, 04:46:25 PM
I have had zero issues with graphics or stability. But I also have an ATI/AMD card and everyone who has had problems seems to have nVidia?





Title: Re: First Impressions
Post by: Azaroth on September 03, 2012, 04:50:09 PM

Scaling is brilliant because it keeps content alive. And viable content (plus no farming of lower level zones and events, and being able to group) is always the weak point of MMO's. That said the scaling isn't perfect. A higher level character with more skills unlocked, traits and gear still seems substantially tougher than a zone native.

The lack of reward in dungeons has been known for a while. They've been set up effectively as optional challenges with cosmetic rewards. So they can be tuned to be very challenging because you don't need anything from their and get only acknowledgement you've beaten it. It's pretty ballsy, MMO players tend to optimise around things that don't enhance their character, but on the other hand beating a challenge and being able to visibly flaunt that fact motivates the achievers too without nuking the power balance.


Yeah, I mean, like I say, there are certainly benefits and it's an interesting choice. I just end up left feeling a little lost as to why I'm chasing levels and gear sometimes after all of the scaling stuff they've done. It might be "brilliant" - but in the end, is it smart?


Title: Re: First Impressions
Post by: Nightblade on September 03, 2012, 04:50:52 PM
This is pretty much the MMO I've been waiting for, a game that stands on it's own merits of BEING A GAME, not a gear treadmill. PVP rewards are cosmetic.

There's no raid prep list, there's stifling pvp gear advantages, the game is about the adventure.


Title: Re: First Impressions
Post by: Ingmar on September 03, 2012, 04:53:06 PM
I have had zero issues with graphics or stability. But I also have an ATI/AMD card and everyone who has had problems seems to have nVidia?





I've had zero problems with an nVidia card, so the problem seems to be narrower than the manufacturer level.

What I *have* had problems with, is sound. Occasionally my headset just freaks the fuck out when there's a lot of sound going on all at once and I have to reboot to fix it.


Title: Re: First Impressions
Post by: Sjofn on September 03, 2012, 04:54:56 PM
Fuck gathering tools.  

Ok I understand the need for gold sinks and I'm ok with that, but at least don't make shit needlessly confusing.  Up to Iron everything made since, you are in one zone and you need one set of gathering tools (copper or iron).  Then you start getting to the next zones where you need iron picks and iron sickle but steel axes.  Then the next zone you need steel axes but darksteel fucking sickles.  And unlike metal nodes the trees aren't very well name coordinated to make it easy to figure out which one you need until you go "oh hey why do I have 50 ruined axe logs in my inventory", and the memory of names needed for vegetable nodes arae even worse.

They could have just made it simple, 1 zone requires 1 type of tool.

God yes, everything you just said. And it's not even "confusion" for me, but "holy shit is this annoying to keep track of." ><


Title: Re: First Impressions
Post by: Kageru on September 03, 2012, 04:56:51 PM
Game has been rock solid on my Nvidia card.

Yeah, I mean, like I say, there are certainly benefits and it's an interesting choice. I just end up left feeling a little lost as to why I'm chasing levels sometimes after all of the scaling stuff they've done. It might be "brilliant" - but in the end, is it smart?

Yeah, widening the content is worth it in the long term. Without the revenue of Blizzard they won't be rolling out new zones as fast so keeping the old viable, and being able to extend them and it be valid content for everyone, is a well thought out move. And levelling progresses your story and the width of zones you can access so you still make progress.

https://twitter.com/SpaceDrakeCF/status/242046608261382144
Quote
Although it sounds like Guild Wars 2 is a disaster waiting to happen. $150 million to make it? 6 million sales to break even?

I don't know if this is true... but if it is the back-end problems look even worse. It's one thing to be surprised by unexpected demand. But being unable to handle the required demand to make a profit is terrible.


Title: Re: First Impressions
Post by: Quinton on September 03, 2012, 06:09:12 PM
Has anyone been able to use a transmutation stone recently? They just don't seem to work for me at all for the last few days, the option to transmute is always greyed out no matter what items I wear.

You need to pick which attributes from which item you want to keep -- there's a selection for the appearance, the base stats, and for bonus stats (if a sigil, etc is applied).  Took me a minute to figure out what was up there.  Or are you saying that you've selected all the selectable stuff in the dialog box and the button's still grayed out?


Title: Re: First Impressions
Post by: Rasix on September 04, 2012, 12:35:51 AM
I think I might have fixed my issue in a somewhat strange way.  Apparently the driver crash can happen when the PC isn't supplying enough power to the card when it thinks the card is idle.  There's some advanced power saving setting (that Windows hides from you) that will reduce power to the PCIE slot when it thinks the card is idle.  THE CARD DOES NOT LIKE THIS.  I set it to never, ever do this dumb thing again.  Didn't crash once in over 2 hours of play.  


Title: Re: First Impressions
Post by: kildorn on September 04, 2012, 04:06:10 AM
GW2 does something wonky in the graphics department it seems. It freaks if anything causes a card to run outside some really specific factory specs that don't seem grounded in reality. I don't know who to blame for it since this doesn't happen normally in gaming, but all the fixes seem to be "make your card behave the way it's supposed to behave"

It's like someone read all the RFCs to write their engine, but never actually saw cards in use in the wild to know the specs were bullshit.


Title: Re: First Impressions
Post by: Genev on September 04, 2012, 04:19:15 AM
I'm a bit annoyed at the moment that for some reason, siege engines don't work right for me. in the world when i meet a heart which uses mortars or ballistas without a target circle, when i fire them it just kinda falls flat right in front of the engine. With hearts and events you can work your way around that by doing something else, but in the story mission i'm stuck now because of that, can't continue.... Nobody else seems to ahve this problem either >_<


Title: Re: First Impressions
Post by: 01101010 on September 04, 2012, 04:20:33 AM
I'm a bit annoyed at the moment that for some reason, siege engines don't work right for me. in the world when i meet a heart which uses mortars or ballistas without a target circle, when i fire them it just kinda falls flat right in front of the engine. With hearts and events you can work your way around that by doing something else, but in the story mission i'm stuck now because of that, can't continue.... Nobody else seems to ahve this problem either >_<

Holding the fire button down then releasing?


Title: Re: First Impressions
Post by: March on September 04, 2012, 06:42:03 AM

Scaling is brilliant because it keeps content alive. And viable content (plus no farming of lower level zones and events, and being able to group) is always the weak point of MMO's. That said the scaling isn't perfect. A higher level character with more skills unlocked, traits and gear still seems substantially tougher than a zone native.

The lack of reward in dungeons has been known for a while. They've been set up effectively as optional challenges with cosmetic rewards. So they can be tuned to be very challenging because you don't need anything from their and get only acknowledgement you've beaten it. It's pretty ballsy, MMO players tend to optimise around things that don't enhance their character, but on the other hand beating a challenge and being able to visibly flaunt that fact motivates the achievers too without nuking the power balance.


Yeah, I mean, like I say, there are certainly benefits and it's an interesting choice. I just end up left feeling a little lost as to why I'm chasing levels and gear sometimes after all of the scaling stuff they've done. It might be "brilliant" - but in the end, is it smart?

Put me in the Brilliant *and* smart camp.  Last night I went to the foliage starter zone with my L25 Norn just to hunt pets... and Loved it.  I have never, ever, ever, gone back to a starter zone in any other game to farm mats or anything else.  If it was grey to me, it was dead to me.  Now, admittedly, I was on the top end of the power-curve for my down-ranked L3 ranger... but not 1-shot power... just enough to feel like I had the zone completely under control, but still needed to work through the area to achieve what I wanted.  That may not work for some, but I found it outstanding.  The fact that the XP was still useful, and got level appropriate drops?  Pushes beyond Brilliant to near genius.


Title: Re: First Impressions
Post by: Genev on September 04, 2012, 06:44:02 AM
I'm a bit annoyed at the moment that for some reason, siege engines don't work right for me. in the world when i meet a heart which uses mortars or ballistas without a target circle, when i fire them it just kinda falls flat right in front of the engine. With hearts and events you can work your way around that by doing something else, but in the story mission i'm stuck now because of that, can't continue.... Nobody else seems to ahve this problem either >_<

Holding the fire button down then releasing?
Tried that, but guess i'll try again....

Edit: At least i'm pretty sure i tried that, it would be horribly embarassing if i ended up not having done so -_-
Edit 2: Yup, i'm an idiot


Title: Re: First Impressions
Post by: 01101010 on September 04, 2012, 07:04:33 AM
I'm a bit annoyed at the moment that for some reason, siege engines don't work right for me. in the world when i meet a heart which uses mortars or ballistas without a target circle, when i fire them it just kinda falls flat right in front of the engine. With hearts and events you can work your way around that by doing something else, but in the story mission i'm stuck now because of that, can't continue.... Nobody else seems to ahve this problem either >_<

Holding the fire button down then releasing?
Tried that, but guess i'll try again....

Edit: At least i'm pretty sure i tried that, it would be horribly embarassing if i ended up not having done so -_-

Well I am in the embarrassed camp having screwed around on the target practice heart in Snowden with the bolt throwers. I kept clicking and never paid attention to the charging bar below till after a whole lot of failed shots.


Title: Re: First Impressions
Post by: Lantyssa on September 04, 2012, 08:26:55 AM
And yeah, there's an underwater tunnel in the starter norn area, by the bear shrine. Surfaces in a cave and there's a skill point in there!
Two.  There's a longer river flowing through the mountain with a Drudge area and a couple of events.


Title: Re: First Impressions
Post by: PalmTrees on September 04, 2012, 08:44:46 AM
Npcs need to shut the hell up. At least the ones around crafting stations do. You're there for a bit and my god if I hear "excelsior, act with wisdom, interesting, all things have a right to grow" one more time...

Having to check which sickle to use on which plant is annoying.

I'm playing, because it's the new shiny and there's levels to be gained but I dunno about long term. Dps zerg is all there is for group content, well not group content as I haven't been in or seen anyone even try to form a group. It's even more of a single player mmo for me than swtor was, with less npc interaction.


Title: Re: First Impressions
Post by: Sky on September 04, 2012, 10:42:52 AM
Npcs need to shut the hell up. At least the ones around crafting stations do. You're there for a bit and my god if I hear "excelsior, act with wisdom, interesting, all things have a right to grow" one more time...
Might have to scale that back to only hearing when they greet you, rather than greeting everyone. It's been driving the fiancee nuts and I'm not very fond of it.


Title: Re: First Impressions
Post by: Ingmar on September 04, 2012, 10:58:47 AM
Having to check which sickle to use on which plant is annoying.

I just use the most expensive one I can afford, life is too short to swap around to different gathering tools. Supposedly you get special ingredients more often using better ones to harvest low level stuff anyway.


Title: Re: First Impressions
Post by: Miasma on September 04, 2012, 11:49:43 AM
I don't think there are special blue items from sickle nodes though.


Title: Re: First Impressions
Post by: Nebu on September 04, 2012, 11:51:45 AM
I don't think there are special blue items from sickle nodes though.

I occasionally get potions dyes this way though... not sure if sickle quality will affect how often this occurs though.


Title: Re: First Impressions
Post by: Nevermore on September 04, 2012, 12:00:53 PM
I don't think there are special blue items from sickle nodes though.

I got dye from one once.


Title: Re: First Impressions
Post by: Sjofn on September 04, 2012, 01:23:56 PM
Put me in the Brilliant *and* smart camp.  Last night I went to the foliage starter zone with my L25 Norn just to hunt pets... and Loved it.  I have never, ever, ever, gone back to a starter zone in any other game to farm mats or anything else.  If it was grey to me, it was dead to me.  Now, admittedly, I was on the top end of the power-curve for my down-ranked L3 ranger... but not 1-shot power... just enough to feel like I had the zone completely under control, but still needed to work through the area to achieve what I wanted.  That may not work for some, but I found it outstanding.  The fact that the XP was still useful, and got level appropriate drops?  Pushes beyond Brilliant to near genius.

I am exactly the same as you. If stuff turns grey, I pretty much never touch it again. I'd as soon make an alt to farm low level mats. I don't even like running friends through instances or whatever (I'll still do it, though) if the stuff is grey to me. I have never spent so much time wandering aimlessly through newbie zones as I have in this game.


Title: Re: First Impressions
Post by: Ingmar on September 05, 2012, 12:13:25 AM
Now that the trading post is up and working for everyone...

...the filters are terrible. Like worse than SWTOR at release bad. I can't filter by armor type, only by slot. I can't filter by a certain rarity and UP, only by an exact rarity. Can't preview from the AH, for some reason. Und so weiter.

EDIT: In other bad news, not only dying resets your 'XP survivor' track for the monthly. Apparently logging out or changing zones also halts progress. So to do the monthly currently you need to find a zone where you can rack up 100k XP in a single play session. And best hope they don't push a new bulid when you're at 75k like just happened to me tonight.


Title: Re: First Impressions
Post by: Kageru on September 05, 2012, 01:08:07 AM

I assume the second of those is not working as intended, so going to ignore it till it's fixed or they confirm it's meant to be silly.


Title: Re: First Impressions
Post by: Ingmar on September 05, 2012, 01:21:52 AM
Yeah I can't imagine that's how they mean for it to work, it doesn't say anything except 'don't die' in the achievement tooltip essentially.


Title: Re: First Impressions
Post by: Tmon on September 05, 2012, 01:33:25 AM
My gripe is that the search tool for the market seems to default to an or search when you enter a string.  So a search for copper ore brings up copper ore, gold ore, copper ingots, copper rings, etc.


Title: Re: First Impressions
Post by: Zetor on September 05, 2012, 01:50:25 AM
The trading post is pretty good for crafting in general (right click item in inventory or bank collection, "buy more on trading post", done), and when you type something into the search field it gives you a dropdown list wowhead-style with the 'exact match' being the first in the list. What IS pretty annoying is having to run over to a trading post to pick up the goods, then run all the way back to the crafting stations. I know there is trading post access things being sold in the gem store... and honestly, fuck that noise.

Also, the mention of SWTOR's GTN makes me want to stab things. Just sayin'.  :ye_gods:


Title: Re: First Impressions
Post by: ajax34i on September 05, 2012, 07:06:54 AM
Sounds like the Elementalist has a unique issue:  you're expected to shift forms on the fly so you can use the appropriate abilities at the appropriate times, but until you've memorized what all the abilities are for all the forms (and all the weapons), your performance will suck.  Compare to WoW druids, who do have forms but stay in a form for an extended period, and have enough ability bars available to be able to see pop-up texts of their abilities whenever needed.


Title: Re: First Impressions
Post by: Zetor on September 05, 2012, 07:39:38 AM
Actually this was the reason I chose an elementalist in the first place (more buttons!) and didn't really have a problem -- just got to level 80 actually, mostly by solo pve / events (events in higher-level zones are much less zergy, for obvious reasons). You can build up 'rotations' that use abilities in 2-3 of your attunements in such a combination that by the time you switch back to your first attunement, the cooldowns will be up again... I use two such 'rotations' for typical solo situations (1 mob, 2-3 mobs) and wing it depending on the enemy for skill challenge / veteran mobs. In group fights I just make sure that I place as many combo fields as possible without them overlapping.

If anything, the problem with elementalists that their damage is kinda... low-ish unless you use daggers - at which point you pretty much become a super-squishy melee class. It's OK for me though, as I like playing support/control more than pure dps (support/control makes a HUGE difference in pvp and dungeon / other small-group pve)


Title: Re: First Impressions
Post by: sachiel on September 05, 2012, 08:05:59 AM
Actually this was the reason I chose an elementalist in the first place (more buttons!) and didn't really have a problem -- just got to level 80 actually, mostly by solo pve / events (events in higher-level zones are much less zergy, for obvious reasons). You can build up 'rotations' that use abilities in 2-3 of your attunements in such a combination that by the time you switch back to your first attunement, the cooldowns will be up again... I use two such 'rotations' for typical solo situations (1 mob, 2-3 mobs) and wing it depending on the enemy for skill challenge / veteran mobs. In group fights I just make sure that I place as many combo fields as possible without them overlapping.

If anything, the problem with elementalists that their damage is kinda... low-ish unless you use daggers - at which point you pretty much become a super-squishy melee class. It's OK for me though, as I like playing support/control more than pure dps (support/control makes a HUGE difference in pvp and dungeon / other small-group pve)

At lvl 65, I'm kind of surprised at how low my damage is vs single target and it takes me a while to solo something, and that's with quite a bit of +power stats on my gear and all equipment is up to level. When it comes to throwing down with friend or group is when we really shine with all the combo field, support and healing abilities.   It's an odd class and not really what you expect.  I was thinking more DD/nuker, but it's quite a bit different than that.  I like it quite a lot, but am constantly looking for a buddy to tag along with and support. 

Besides engineer, using an ele is like having 4 weapon swaps, basically.  I picked up staff at lvl 3 and haven't even unlocked skills for anything else but the scepter main hand that you start off with at level 1.  Still getting used to the "rotations" with staff and what works best depending on the situation.


Title: Re: First Impressions
Post by: PalmTrees on September 05, 2012, 08:35:11 AM
Story quest is really pissing me off. So damn unbalanced. Sylvari-Priory-skritt-"Defeat Destroyer Queen" is inducing much rage atm. Trying to survive a huge wave of destroyer crabs and harpies while I think I'm supposed to be protecting an npc so he can set off a bomb once I stun the Queen (champ mob) that spawns on a timer that keeps counting down even if I restart from checkpoint...



Title: Re: First Impressions
Post by: KallDrexx on September 06, 2012, 05:20:07 AM
I've been thinking about this a lot, but here is why I really don't like (and have no desire to) pvp in this game.

WvW
I have given up on playing WvW pretty much ever.  The queues are ridiculous on my server so it takes hours just to get in.  Since all there's no way for me to see queue length or anything I've just stopped trying. 

SPvP
This mode half makes me miss my time working on Fury, but also makes me realize that even without retarded management Fury would have failed.  The problem is that they took the FPSification of Guild Wars too far.  There are no incentives to actually trying to win the match, or even to pay attention to the score at all.  Everyone just runs around uncoordinated and no incentive to actually work together because, well why would you?  When the match is over the teams will be shuffled around.  Furthermore, the maps aren't noteworthy at all and have almost no variation to them, except for the pirate map which everyone agrees is fucking terrible because of the sharks (and since most people don't care about actually winning the match a lot of them just ignore the underwater point).  The maps are also pretty large and even with a full 8v8 you sometimes have to do a lot of running just to find a good fight.  There's zero incentive to keep in touch with your teammates (hell they'll just be enemies next round) and there's just zero stickiness.

Compare that to GW1.  In random arenas you would at least keep your team if you won giving you incentive to keep try and winning as long as you can for a good streak.  You definitely then notice your teammates when you start doing well and I've kept in touch with players I've played RA with. 

Then you have Heroes ascent, which is an 8 map tournament which you can queue into.  Each map had varied number of teams, varied objectives, and your goal was to progress with your team to the Hall of Heroes (final map) and try and overthrow the previous winner.  Your group's name (or guild name) were announced all over the server when you won, and hell if you took the winning spot from another region it would even announce your region as taking control of the HoH.  It was exciting and fun, and you worked hard not to get kicked out of the tournament.

There are no aspects of GW2 pvp that even come close to this, and nothing that makes me want to go back and do more SPvP.  The only rewards you get are cool looking gear, which you can't even take back with you into PvE.

Tournament Play

This is just terrible.  They just took the same maps as SPvP (that are built around 8v8) and make them be run 5v5.  This usually means you have 2 people holding cap points who do nothing but watch out for "hey they are coming to point X" and wait for your 2 roaming guys to come, and have 1 guy on the map's cannon / trebuchet.  There's no ladder system so nothing to work towards and it's just in general not that exciting.  I definitely feel that there's really not much depth to it.


Title: Re: First Impressions
Post by: tazelbain on September 06, 2012, 07:33:07 AM
I loved random arena, was very disappointed that something like it wasn't added to GW2.  The game would greatly benefit from a solo queue.  The FPS room thing is suppose to be so you can scrimmage with friends before you do tournaments. Maybe this shit works if you are organized team. But 99.999999% aren't and its full fail.

Anet is very strange when comes to PvP, They have dreams of being elite sport PvP. They keep chasing that carrot but falling short. If they create successful causal PvP, they run away from it.  I can only guess is that there are powerful people at A.net who are dead set on this idiotic course. And that's why there will never be a good casual sPvP in GW2.  To them, that is failure.




Title: Re: First Impressions
Post by: Kageru on September 06, 2012, 08:18:21 AM

Random Arena is where you can enter as a pre-built team and smash pug's? There's probably a reason why that isn't in there.

Tried WvW.. It's a lot of running and zerging with at least some structure to it. It will be entertaining but it's all so obviously an endless to and fro I can't really imagine taking it too seriously. Ranged, numbers, focus and mobility (especially if you wanted to hit objectives behind the lines) are going to be highly valued I'd think. Not too sure what my Guardian would do there.

I also realized why the needlessly huge cities exist. This was a project by people determined to make their world in every detail and with enough freedom to invest effort in stuff that was "cool". Which can either be taken as creative and committed or lax project management. If you talk to random NPC's you'll sometimes get dialog, when you pass some gravestones in a story quest they all have inscriptions, when you send or receive e-mail a bird does a fly-by to carry the mail. There's so many little details. I haven't seen this level of "building our dream" since early EQ (and maybe early WoW).


Title: Re: First Impressions
Post by: 01101010 on September 06, 2012, 08:23:10 AM
Down the road... I would love to see a city siege/invasion. They have the space for a ton of stuff to take place for something like this.  :grin:


Title: Re: First Impressions
Post by: KallDrexx on September 06, 2012, 08:23:17 AM
Random Arena is where you can enter as a pre-built team and smash pug's? There's probably a reason why that isn't in there.

Uh no.  Random arena is where you queued solo and got put in a random team of 4.  If your team won your team stuck together for as many games until you lost.  When you lose you go back to the "lobby" solo and queue up again by yourself.


Title: Re: First Impressions
Post by: Nebu on September 06, 2012, 08:32:41 AM
I know this will sound strange, but the more that I play this game the more it feels like Rift 2.  The zone events are a more stylized Rift system.  There are lots of places to explore and puzzles to solve.  The game is about zone completion that reminds me of the Rift/artifact hunts. 

Sadly, the pvp is worse.  The Dungeons are worse.  The character customization is worse.  The skill system is worse.

I really like what GW2 is trying to do, but it's going to need a few changes and an expansion to keep me with the game.  It's slowly losing my interest due to the poor pvp implementation.  No immunity timers?  Really? 


Title: Re: First Impressions
Post by: tazelbain on September 06, 2012, 08:38:08 AM
They do lots of holiday events in cities.  Multiple big cities give them plenty of room.


Title: Re: First Impressions
Post by: Zetor on September 06, 2012, 09:13:48 AM
I hated GW1 random arena. It was TOO random in that you'd end up in a team without a monk most of the time (yes, the obvious answer is 'play a monk'), and you only got a "functional" team very, very rarely. You were also completely shafted if you played some classes like ritualist who had barely any viable builds, and no 'good' builds. Plus, 'synching' was prevalent -- meaning that players would time their queues so they'd get in the same games / on the same team. Even if only two people did this, it was a huge advantage in a 4v4.

What I liked in GW1 pvp were the "scrub battlegrounds" from Factions (Fort Aspenwood and Jade Quarry), but even those were dominated by gimmick builds and builds designed to beat the gimmick builds; FA was a completely asymmetrical map too. And that was about it for "puggable" / casual pvp in GW1 (note that I wouldn't call RA casual, at least not late in the game's life). Compared to that, the 4 spvp maps and wvw are a godsend.

BTW, I think I've read somewhere that GW2 spvp maps are designed for 5 people in the first place -- 8 is for the 'zergy' pickup pvp.


Title: Re: First Impressions
Post by: Venkman on September 06, 2012, 04:33:00 PM
Actually this was the reason I chose an elementalist in the first place (more buttons!)
...
It's an odd class and not really what you expect.  I was thinking more DD/nuker, but it's quite a bit different than that.  I like it quite a lot, but am constantly looking for a buddy to tag along with and support. 
Yea I'm kinda in a similar boat. I'm still way young (32) but I'm not feeling like the WoW-style Fire Mage DD/Nuker I was expecting. At the same time, I also don't hate it. Not sure why. Maybe just still New Game Smell, but there's something about this class and it's sheer array of options which makes me ok with diversity trumping specialty. Playing an Engy for a bit feels similar. By spreading abilities so far and wide, by reducing the standout performance of a few abilities unique to each class, they really did reduce the need for the trinity.

I don't mind dagger/dagger or dagger/focus range though, because some of the abilities allow me to get in and get out of range quickly. I also smartened up and started blending in toughness/vitality gems and gear from tailoring too.

I'm not entirely sold that my investments in crafting are worth it. But then, I'm skill upping at a nice path just on discovery unlocks alone, and because I gather the shit out of a map, all the foodstuffs and wood I'm farming are funding all the cloths I'm buying. Because damn if you can't farm cloth/leather nearly as easy as trees and bushes.


Title: Re: First Impressions
Post by: Sky on September 06, 2012, 07:20:08 PM
Speaking of tons of options, I just rolled a warrior and zomg the loadouts. I like about six of them. Sword/mace is pretty nifty with a horn swap for movement, but then I also need my rifle or bow, I like bof o dem. And greatsword is also great.


Title: Re: First Impressions
Post by: 01101010 on September 06, 2012, 07:42:17 PM
Speaking of tons of options, I just rolled a warrior and zomg the loadouts. I like about six of them. Sword/mace is pretty nifty with a horn swap for movement, but then I also need my rifle or bow, I like bof o dem. And greatsword is also great.

Add in axes... dual wielding. Yeah... it is a tad overwhelming.


Title: Re: First Impressions
Post by: Threash on September 06, 2012, 08:59:31 PM
Dual axes is amazing for warriors.  Until the npcs get smart, something btw i freaking love.  Npc's that stop attacking when i use a block and retaliate move, that move out of the way when i use a stationary high damage move, that roll at the precise time when i use a high damage one hit move, that use knockdowns when i use a mobile high damage attack? fucking win.  And it's only the NPcs that make sense, like bandits, that play smart.


Title: Re: First Impressions
Post by: Ingmar on September 06, 2012, 09:01:52 PM
Dual axes is amazing for warriors.  Until the npcs get smart, something btw i freaking love.  Npc's that stop attacking when i use a block and retaliate move, that move out of the way when i use a stationary high damage move, that roll at the precise time when i use a high damage one hit move, that use knockdowns when i use a mobile high damage attack? fucking win.  And it's only the NPcs that make sense, like bandits, that play smart.

Either you're imagining this, or warriors get unfairly screwed on this. I've never noticed anything like this happening to my guardian at all. At most it's the usual sort of 'ranged monster tries to keep distance' and 'wussy monster runs at low health' kind of stuff.


Title: Re: First Impressions
Post by: Sky on September 06, 2012, 09:04:37 PM
They sure do, I notice it even at low levels.

Warriors should really get 4 weapon swap spots.


Title: Re: First Impressions
Post by: Sjofn on September 06, 2012, 09:05:35 PM
I've had mobs dodge on me "intelligently." I notice it a lot more on my elementalist and ranger than guardian or warrior, though. I did sort of assume it was just luck on the mob's part, though.  :why_so_serious:


Title: Re: First Impressions
Post by: disKret on September 06, 2012, 11:07:40 PM
Ascalonian Catacombs "Ralena and Vassar" boss - simple boss strategy (keep them separated) in GW2 where there is no tanks makes me cry. I have no idea who the f*** tested it before and approved for implementation.



Title: Re: First Impressions
Post by: kildorn on September 06, 2012, 11:17:36 PM
The trick on the Lovers is to spam boulders on them. Neither is immune to CC like most bosses.

For normal mobs: most mobs have "run out of AEs" code.


Title: Re: First Impressions
Post by: Zetor on September 06, 2012, 11:59:05 PM
Yep, mobs like to get out of AEs, though not to the (annoying) extent they did in GW1.

This, incidentally, makes damaging AEs extremely powerful as crowd control abilities against tough mobs (especially if combined with some sort of snare).


Title: Re: First Impressions
Post by: kildorn on September 07, 2012, 12:49:34 AM
It's also a bit buggy. They run out, then run back to melee you. This timing is wrong with things like the earth staff delayed nuke, where they run out of it's charge up time, then run back in for the explosion.


Title: Re: First Impressions
Post by: disKret on September 07, 2012, 01:16:55 AM
The trick on the Lovers is to spam boulders on them. Neither is immune to CC like most bosses.

5 heroes with dozens of weapons and magic skills and what-not must throw rocks at undeads to beat them. Brilliant.


Title: Re: First Impressions
Post by: Ingmar on September 07, 2012, 01:18:34 AM
Especially as all the crappy bar replacement weapons you pick up in the overworld do a very good job of training you that anything you pick up should automatically be dropped because it suuuuuucks.


Title: Re: First Impressions
Post by: Zetor on September 07, 2012, 01:45:31 AM
Yeah, I can recall only two replacement weapons that impressed me:
- the asura experimental hand cannon in - I think - Sparkfly Fen, where you have to zap risen with it for a renown heart. It has four different rapidfire elemental attacks that hit insanely hard, I was killing faster with it than my own (staff ele) skillset.
- the illusory dust in the underwater temple (level 73-ish personal story, I think everyone gets this) gives you a bubble, a heavy damage skill, a cc, a self buff and a pretty hard-hitting autoattack. All of these on short cooldowns, too.

From watching a video against the Claw of Jormag (dragon in shiverpeaks) world boss, the bazookas aren't too bad there either, but I'd stick to my staff (dohoho) to lay down combo fields and stuff anyway.

But yea, if you find a random shard of coral or rusted sword, chances are it's going to have like two abilities on the bar, and they are both going to suck (one of them may do some CC or something).


Title: Re: First Impressions
Post by: Genev on September 07, 2012, 03:55:44 AM
Heh, when i did Ralena and Vassar, our group didnt even bother keeping them apart and we killed them np....
But our setup was 2 guardians, an ele, a warrior and me, a ranger. Guardians are slightly op :p


Title: Re: First Impressions
Post by: sachiel on September 07, 2012, 04:23:33 AM
Dual axes is amazing for warriors.  Until the npcs get smart, something btw i freaking love.  Npc's that stop attacking when i use a block and retaliate move, that move out of the way when i use a stationary high damage move, that roll at the precise time when i use a high damage one hit move, that use knockdowns when i use a mobile high damage attack? fucking win.  And it's only the NPcs that make sense, like bandits, that play smart.

Either you're imagining this, or warriors get unfairly screwed on this. I've never noticed anything like this happening to my guardian at all. At most it's the usual sort of 'ranged monster tries to keep distance' and 'wussy monster runs at low health' kind of stuff.

I've used a rollback that leaves a trail of fire on the ground, trying to get NPC's to run through it.  Most of the humanoid ones will actually sidestep and avoid running through the fire.  They're not dumb.


Title: Re: First Impressions
Post by: 01101010 on September 07, 2012, 04:47:13 AM
Dual axes is amazing for warriors.  Until the npcs get smart, something btw i freaking love.  Npc's that stop attacking when i use a block and retaliate move, that move out of the way when i use a stationary high damage move, that roll at the precise time when i use a high damage one hit move, that use knockdowns when i use a mobile high damage attack? fucking win.  And it's only the NPcs that make sense, like bandits, that play smart.

Either you're imagining this, or warriors get unfairly screwed on this. I've never noticed anything like this happening to my guardian at all. At most it's the usual sort of 'ranged monster tries to keep distance' and 'wussy monster runs at low health' kind of stuff.

I've used a rollback that leaves a trail of fire on the ground, trying to get NPC's to run through it.  Most of the humanoid ones will actually sidestep and avoid running through the fire.  They're not dumb.

Yeah, mobs are reactionary. I dig that. They will move out of the fire, for the most part... sadly, they play better than some people.


Title: Re: First Impressions
Post by: ajax34i on September 07, 2012, 05:57:41 AM
Yeah, mobs are reactionary. I dig that. They will move out of the fire, for the most part... sadly, they play better than some people.

Do you think they accomplish it via AI commands to avoid specific spells, or via dynamic changes to the pathing node map?  Would be a cool concept if a fireball wipes out the nodes where it hits, making the NPCs rush to the nearest available node outside the area.


Title: Re: First Impressions
Post by: Maledict on September 07, 2012, 06:55:23 AM
All I know is that some mobs are dumb and will kill themselves inside a feedback bubble, other mobs are smarter and will move out of it as soon as  they take damage, and some mobs are so smart they move out as soon as it's cast to avoid any damage. There's clearly *some* form of AI going on under the hood which is a step above what we normally see.


Title: Re: First Impressions
Post by: Tmon on September 07, 2012, 07:03:35 AM
All I knowitsa tome mobs are dumb and will kill themselves inside a feedback bubble, other mobs are smarter and will move out of it as soonest hey take damage,and some mobs are so smart they move out as soon as its cast to avoid any damage. Theres clearly *some* form of AI going on under the hood which is a step above what we normally see.

While I was helping pound on an ogre boss I dropped a banner and he picked it up and started wacking me with it.  It took me a second to realize it was my banner he was using.  It was kind of a cool thing to see.


Title: Re: First Impressions
Post by: 01101010 on September 07, 2012, 07:04:15 AM
I see this mob adjusting to conditions during battle mostly on my guard. If I go mace/shield, I hammer the ground for the heal and minor DoT with ability 2 right after the first rotation of ability 1. Once that hits the ground, the humanoid mobs will back out of the ring. Likewise...and more to piss me off than anything, if I hit my mace ability that throws me into a defensive pose and on mob strike, counter strikes; that mob will stop attacking till it drops. Noticed this most with those Svanir mobs in Snowden and occasionally the ettens. You really have to hit that as soon as you see a swing, preloading it and the mobs might delay till the timer is up on it. Color me impressed.


Title: Re: First Impressions
Post by: Segoris on September 07, 2012, 08:00:40 AM
Dual axes is amazing for warriors.  Until the npcs get smart, something btw i freaking love.  Npc's that stop attacking when i use a block and retaliate move, that move out of the way when i use a stationary high damage move, that roll at the precise time when i use a high damage one hit move, that use knockdowns when i use a mobile high damage attack? fucking win.  And it's only the NPcs that make sense, like bandits, that play smart.

Either you're imagining this, or warriors get unfairly screwed on this. I've never noticed anything like this happening to my guardian at all. At most it's the usual sort of 'ranged monster tries to keep distance' and 'wussy monster runs at low health' kind of stuff.

Nope, warrior's aren't really screwed over, I think you'll notice it less on a guardian simply due to the nature of most guardian attacks. There aren't a lot of gtae or stationary moves which seem to be what mobs are smart enough to avoid.

The ones I've noticed mobs avoid are the scepter's smite skill and the underwater with the triden's pillar of light. I'm not sure about 1h sword's zealot's defense move though as I only really use that in pvp at times,  though it would work the same way as a warrior's 100 blades.

We have pbae moves with symbols, but for the most part I think they might be classified as buffs above everything else which causes the mobs to not move (just been my assumption).


Title: Re: First Impressions
Post by: Sky on September 07, 2012, 10:17:41 AM
Although it's annoying to have a mob stop attacking you when you have a reactionary/riposte, at least the mob stops attacking you (if you're regern health or waiting for CDs, etc). It's pretty awesome.


Title: Re: First Impressions
Post by: 01101010 on September 07, 2012, 10:50:19 AM
The ones I've noticed mobs avoid are the scepter's smite skill and the underwater with the triden's pillar of light. I'm not sure about 1h sword's zealot's defense move though as I only really use that in pvp at times,  though it would work the same way as a warrior's 100 blades.

Zealot's defense actually is a ranged ability. So the mob would have to side step, not just step back like they do with PBAoE.


Title: Re: First Impressions
Post by: Segoris on September 07, 2012, 11:36:41 AM
True, in my mind it's still a melee channeled effect since it's on a melee weapon, but yeah it is ranged.


Title: Re: First Impressions
Post by: Ingmar on September 07, 2012, 01:17:15 PM
Interesting, must be mostly just my build that has me not noticing these things. One thing though, I have a lot of things that grant me retaliation and I've never seen a mob stop attacking me because of it.


Title: Re: First Impressions
Post by: Fordel on September 07, 2012, 01:27:55 PM
I see this mob adjusting to conditions during battle mostly on my guard. If I go mace/shield, I hammer the ground for the heal and minor DoT with ability 2 right after the first rotation of ability 1. Once that hits the ground, the humanoid mobs will back out of the ring. Likewise...and more to piss me off than anything, if I hit my mace ability that throws me into a defensive pose and on mob strike, counter strikes; that mob will stop attacking till it drops. Noticed this most with those Svanir mobs in Snowden and occasionally the ettens. You really have to hit that as soon as you see a swing, preloading it and the mobs might delay till the timer is up on it. Color me impressed.


I play the exact same kind of Guardian and never noticed any of these behaviors. Mobs happily sit in my symbols and are easily blocked with skill 3. Don't confuse their incredibly slow auto attacks with them intelligently delaying. Like just walk up to a mob and let it beat on you, they'll attack you once every 3-4 seconds at best. It's entirely possible to even just dodge out of their auto attacks, because they are so telegraphed and slow.

I've been basically gathering up 2-6 mobs, dropping my symbol and counter attacking with 3, for a lot of AE damage. Toss in a shield swipe with 4 and a Stand your ground shout and it's good. I'm also using the block then heal skill and the burning on block trait.


Title: Re: First Impressions
Post by: Segoris on September 07, 2012, 01:36:37 PM
Interesting, must be mostly just my build that has me not noticing these things. One thing though, I have a lot of things that grant me retaliation and I've never seen a mob stop attacking me because of it.

That's why I think they don't avoid symbols since symbols are buffs even when they do damage or debuffs to a mob, and I'm guessing the AI isn't told to stop attacking as a result of players buffing themselves (even if it negatively effects a mob).


Title: Re: First Impressions
Post by: Zetor on September 07, 2012, 02:00:53 PM
The only mobs that seem to run out of my aoe (staff elementalist, so basically everything  :awesome_for_real:) are humanoid / undead casters... but not all of them do that, either. Since I have the increased AOE trait and some of my skills have large circles so that they can't hit me if they run outside it (radiation field) or have short durations (lava font/eruption), most don't bother. Also, mobs WILL run through my static field and eat the stun.

OTOH mobs like to clear out from radiation field if they can help it, and are pretty good at avoiding the fire trail from burning retreat.


Title: Re: First Impressions
Post by: Venkman on September 07, 2012, 03:13:47 PM
Centaurs don't seem to stand still for me and run out of my AOEs. Consistent or not for me though, it's cool to see this behavior at all in mob genocide games  :grin:


Title: Re: First Impressions
Post by: KallDrexx on September 07, 2012, 03:25:26 PM
FYI in tonight's updates (http://wiki.guildwars2.com/wiki/Game_status_updates)
Quote
We'll add an option to stop queueing for your home world, for players who want to remain on an overflow server indefinitely without being asked.
:yahoo:


Title: Re: First Impressions
Post by: Tyrnan on September 07, 2012, 03:34:01 PM
Centaurs don't seem to stand still for me and run out of my AOEs. Consistent or not for me though, it's cool to see this behavior at all in mob genocide games  :grin:

I've noticed on my Mesmer if I'm constantly running around dodging and casting skills the mobs are more likely to attack me. However, if I just stand still amongst the clones and auto-attack there's a good chance they'll go for the clones instead.

Edit: except Risen Thralls, those fuckers make a beeline for me no matter what I do!


Title: Re: First Impressions
Post by: Ingmar on September 07, 2012, 03:41:21 PM
Centaurs don't seem to stand still for me and run out of my AOEs. Consistent or not for me though, it's cool to see this behavior at all in mob genocide games  :grin:

The running out of AOE thing was actually in GW1. I'm not sure it really accomplished anything great other than discouraging you from putting AOE stuff on your bar, honestly.


Title: Re: First Impressions
Post by: Zetor on September 07, 2012, 09:40:58 PM
Yep, that's what I said a few posts above.

I'm getting close to the end of the personal story, and the level 70+ missions at least partially redeem the GW1-esque borefest that was level 60-70 (especially the 'rescue dudes from the cave' mission, ugh) mostly by having significantly less fights of the "neverending slog" variety. It probably also helps that I can't get enough of the Asura/Charr lieutenants bickering. :awesome_for_real:


Title: Re: First Impressions
Post by: Venkman on September 08, 2012, 05:05:04 AM
FYI in tonight's updates (http://wiki.guildwars2.com/wiki/Game_status_updates)
Quote
We'll add an option to stop queueing for your home world, for players who want to remain on an overflow server indefinitely without being asked.
:yahoo:
BONUS!

The running out of AOE thing was actually in GW1. I'm not sure it really accomplished anything great other than discouraging you from putting AOE stuff on your bar, honestly.
Cool. Never saw that in GW1 but then didn't play it very long. When soloing here I'll do an AOE for a field/finisher and not for the damage, and for the most part, DDs and DoTs. In a DE the AOEs are fine mostly because the mobs are clumping or there's a field/finisher benefit.


Title: Re: First Impressions
Post by: Crumbs on September 08, 2012, 04:39:21 PM
Error 7 started for me yesterday  :heartbreak:  can't stay logged in for more than 30 seconds.  During that time there is horrible lag.  From what the forums say, it's not me, it's them, but this isn't happening to everyone so I'm just stuck for now.


Title: Re: First Impressions
Post by: KallDrexx on September 08, 2012, 05:56:03 PM
Error 7 started for me yesterday  :heartbreak:  can't stay logged in for more than 30 seconds.  During that time there is horrible lag.  From what the forums say, it's not me, it's them, but this isn't happening to everyone so I'm just stuck for now.

Have you tried going to a different zone?


Title: Re: First Impressions
Post by: Crumbs on September 09, 2012, 09:20:11 AM
I did.  At this point there are too many variables, it could be me or it could be them.  For example, netflix streaming worked fine from the same modem wirelessly, while the computer is hard wired.  Then I changed the network setting on the computer to wireless, no dice.  Late last night I changed the port on my router and the game worked fine, but my internet was choppy when I ran speed test.  Could be my comp, could be cable company, could be the game.   :uhrr:


Title: Re: First Impressions
Post by: Kageru on September 13, 2012, 12:39:24 AM
The Cattlepult is just  :heart:

To an extent it is somewhat nice to see event bosses which can't just be main-tanked. It always was sort of weird seeing a 20m tall giant pounding a human warrior and he could just stand there and take it. Having to dodge in and out of combat, and avoid specials, has a certain realism to it. Though the animations for the specials can be missed and give you a pretty short timer.

I'm also seeing a few more [group] events and champion mobs which do not scale down to become soloable. Though I'm not sure if the first is intentional or bad balancing. The second is definitely intended.


Title: Re: First Impressions
Post by: Zetor on September 13, 2012, 12:51:04 AM
In the later zones (Orr) there are no heart quests at all, the entire map is driven by dynamic event chains and gaining control of waypoints. The DEs are also much more coordination-heavy: for example in the Lyssa temple you need to hold three different areas at the same time, which will cause the boss in the center to become attackable. If you just run as a typical DE zerg from point to point, you'll lose control of the first one by the time you start capping the third. The boss was no slouch either, with phases that stunned you if you looked towards it while it was channeling a skill, tossing around various Mesmer Bullshit™, and stuff like that.

In the Grenth temple, one of the big DE chain bosses summons shades that stack a vulnerability debuff on players, and can only be hurt if you go into the netherworld via a portal (and if you do that, you'll start taking damage yourself). These aren't really huge mechanics when compared to existing raids in DIKUs, but still far beyond the DE bosses of the earlier zones that are just zerg zerg zerg.


Title: Re: First Impressions
Post by: KallDrexx on September 13, 2012, 05:11:01 AM
There's a DE in Sparkfly Fen where you have to elimate all 25 risen from the valley.  The tricky part is 1) they respawn decently fast and 2) players are downscaled to 65 but the mobs are 67.

This is a really awesome DE because you get the zerg coming in, but the zerg only focuses on at max 3 enemies at once and the only way to beat the refresh time is to split the group up (which the two times I've done the DE doesn't happen for a while cause everyone stays in the follow the zerg mentality).

I hope I can find more like that.


Title: Re: First Impressions
Post by: Zetor on September 13, 2012, 05:31:24 AM
Orr is full of those. What's more, the number of mob respawns scales with the number of people present, so a concentrated zerg hurts you more than it helps.


Title: Re: First Impressions
Post by: kildorn on September 13, 2012, 09:31:01 AM
Orr is full of those. What's more, the number of mob respawns scales with the number of people present, so a concentrated zerg hurts you more than it helps.

Depending on the event. But yeah, late Orr is level 84 Risen all over the damned place. A good zerg of players does well. A shitty zerg gets mauled in seconds. I'm looking at you, Balthazar event.


Title: Re: First Impressions
Post by: Kageru on September 14, 2012, 06:51:04 PM

This game is probably the best PvE I have ever seen in a game. Fully scratches my explorer itch because if you just pick a direction and start wandering you'll probably find something.

Was in the second charr zone (Diessa Plateau) and there's a multiple phase dynamic event to capture the flame legion fort.. All well and good. That opens a gateway to a large semi-submerged dungeon. Which has multi-step interaction with the environment to collect a sword used as a key later, use a buff and a picked up object to cause a timed and multi-target environmental interaction that opens a locked door leading to the boss of the cavern (who sadly killed me and the other two people I'd picked up en-route). This would be a progression dungeon in a sane game but here it's just an interesting feature on the levelling path.

The amount of content, and the quality of it, for a box price is just nuts.


Title: Re: First Impressions
Post by: Modern Angel on September 15, 2012, 05:11:01 AM
Yeah, that public dungeon which you unlock made me go from loving the game to LOVING the game.


Title: Re: First Impressions
Post by: Signe on September 15, 2012, 08:51:27 AM
I tried but it won't let me play.  I can't even download it.  It doesn't like my account name/password AFTER I registered and it accepted them via email verification.  Either that or the hackers are so eager to hack that the got me BEFORE I even downloaded the game!  And there we have my re-entry into the world of MMOs.  Maybe it's an omen. 


Title: Re: First Impressions
Post by: Nebu on September 16, 2012, 12:09:48 PM
A serious problem that I can see with the game in its current implementation is that it makes it VERY FUCKING HARD for me to pvp with my friends in any way other than tournaments.  Groups need to be able to queue for wvw together.  Groups should be able to play in 8v8 together.  If I can't easily pvp with my friends, then I really don't really have a reason to play.  GW2 is supposed to pride itself on the pvp component.  If I can't play with my friends easily and often, the game fails miserably.



Title: Re: First Impressions
Post by: Zetor on September 16, 2012, 01:45:40 PM
I thought there was a 'join hotjoin game my friend's playing in' button? Anyway, this coin has another side, and that's pug-bashing. Arenanet have been notoriously against the concept of premades in casual formats since GW1, and as someone who pugs 90% of the time (and duos the other 10%), I prefer it this way.

Maybe they could add a group matching queue like LOL (so if one side has a group of 3, the other side will too) - but I have a hunch that 8v8 hotjoin isn't seen as "serious pvp" by the devs (the maps have been designed for 5v5).


Title: Re: First Impressions
Post by: Yegolev on September 16, 2012, 05:40:46 PM
And there we have my re-entry into the world of MMOs.

I thought you were playing Hellgate?

:awesome_for_real:

I didn't read all of this thread but I had to post a grin from finding the asura archivist is named Grep.


Title: Re: First Impressions
Post by: Falconeer on September 16, 2012, 06:07:34 PM
other than tournaments. 

What's wrong with tournaments? That's the mode intended to be played with a group of friends.


Title: Re: First Impressions
Post by: KallDrexx on September 16, 2012, 06:11:16 PM
I thought there was a 'join hotjoin game my friend's playing in' button?

There is, you can right click on them when partied and do "join in pvp".


Title: Re: First Impressions
Post by: Nebu on September 16, 2012, 06:36:08 PM
There is, you can right click on them when partied and do "join in pvp".

Thanks.  Does this work in WvW also?


Title: Re: First Impressions
Post by: Genev on September 16, 2012, 07:11:59 PM
It doesn't work cross-continent.
Seg's US ass tried joining my EU ass in pvp :(


Title: Re: First Impressions
Post by: KallDrexx on September 16, 2012, 07:48:55 PM
There is, you can right click on them when partied and do "join in pvp".

Thanks.  Does this work in WvW also?


I'm 99% sure it works in WvW, but it's been a while since I used it for WvW


Title: Re: First Impressions
Post by: Ingmar on September 17, 2012, 03:25:28 AM
I thought there was a 'join hotjoin game my friend's playing in' button? Anyway, this coin has another side, and that's pug-bashing. Arenanet have been notoriously against the concept of premades in casual formats since GW1, and as someone who pugs 90% of the time (and duos the other 10%), I prefer it this way.

Maybe they could add a group matching queue like LOL (so if one side has a group of 3, the other side will too) - but I have a hunch that 8v8 hotjoin isn't seen as "serious pvp" by the devs (the maps have been designed for 5v5).

WvW is already by some definition a premade. Pretty sure if there's no group queuing for WvW in a month or two I'm going to be more or less done with the game, since it won't really be providing the main thing I bought it for and I'll have 100% mapped out by then for sure.

Clicking to 'join' someone in WvW is worthless due to the queue. Without being able to queue as a group it is pointless.


Title: Re: First Impressions
Post by: Nebu on September 17, 2012, 05:31:06 AM
Love this game but it's definitely not for everyone.  My guild has all but left.  This is a faster exit than Rift and SWTOR.  To be fair, the folks I play with cut their MMO teeth on WoW, so it's understandable why they wouldn't find GW2 sticky. 

Personally, I think this will be my default game now that CoH is closing.  There's plenty to do, the pvp is reasonably entertaining, there's no monthly sub, and I like it MUCH better than Dia-blow 3. 


Title: Re: First Impressions
Post by: Shatter on September 17, 2012, 05:35:42 AM
Love this game but it's definitely not for everyone.  My guild has all but left.  This is a faster exit than Rift and SWTOR.  To be fair, the folks I play with cut their MMO teeth on WoW, so it's understandable why they wouldn't find GW2 sticky. 

Personally, I think this will be my default game now that CoH is closing.  There's plenty to do, the pvp is reasonably entertaining, there's no monthly sub, and I like it MUCH better than Dia-blow 3. 

WTF is wrong with your friends?   I would seriously be interested to know why they left.  My guild has only expanded since launch, we havent lost anyone.  I, like you, foresee this game as my default game as well...so much to do and I cant play it enough. 


Title: Re: First Impressions
Post by: Maledict on September 17, 2012, 05:40:25 AM
I can definitely see this isn't a game for everyone. Personally, I love it and will be playing for a longtime,and most of my other friends feel the same. But there are a few who simply do not like the less structured approach to progression and group play - which is fair enough. Not every game has to be like WoW.

(and one is going to quit because the storyline is so bad, which I can fully understand. I cannot get over how awful the campaign is compared to the original guild wars storylines.)


Title: Re: First Impressions
Post by: Zetor on September 17, 2012, 05:59:51 AM
It's too early to tell with my guildies, but this is the first game since SWG where more than a handful of us are playing at all. I think the lack of sub or mandatory cash shop makes the game for casual players, really.

I foresee doing the same things as with GW1: get through the campaign (and/or 100% map completion), and then only play casual wvw / spvp very sporadically. When the expansion comes out, come back to the game again until we're done with the content, rinse repeat. GW2 -does- have more stickiness to it than GW1, but it certainly can't hold a candle to WOW or Rift for example.

e: wrt wvw queue times, I imagine that'll solve itself in a few months after the rush dies down. It is also not too late to move off the huge overpopulated servers onto a smaller one - as long as you're fine with losing a lot  :why_so_serious:


Title: Re: First Impressions
Post by: Signe on September 17, 2012, 06:08:09 AM
And there we have my re-entry into the world of MMOs.

I thought you were playing Hellgate?

:awesome_for_real:

I didn't read all of this thread but I had to post a grin from finding the asura archivist is named Grep.

I still do play it sometimes but for some reason I never think of it as an MMO.  First off, I hardly ever see anyone there.  Second, I've never played with anyone else or even chatted to anyone in there.  I mostly play just to make things blow up.  I haven't even got to Tokyo yet!

I like this GW2, though.  It's nice they made it so I can walk over little bumps and stuff.  I HATED that!  I just wish my connection would stay... umm... connected.   :ye_gods:

As for cross continent stuff - if PvP won't work that way, I suppose you could set up a vpn for that.  I use one for so much stuff that I finally broke down and paid for a good one.  There are plenty of decent ones for free though.  I think.


Title: Re: First Impressions
Post by: Kageru on September 17, 2012, 06:59:22 AM
Love this game but it's definitely not for everyone.  My guild has all but left.  This is a faster exit than Rift and SWTOR.  To be fair, the folks I play with cut their MMO teeth on WoW, so it's understandable why they wouldn't find GW2 sticky.  

I think the GW2 folks are going to find that phat lewt was the pellet that kept a lot of people playing even if the progress was illusory, it wrecked balance and it quickly made content obsolete. Then again maybe they know that and consider it an acceptable trade off and a reason for not charging a sub.

Then again the people posting on forums or complaining they are done are a self-selected sample. It would be fascinating to know their activity metrics.


Title: Re: First Impressions
Post by: Murgos on September 17, 2012, 07:56:45 AM
I've turned more and more into an explorer over time.  GW2 seems to have enough to explore for me to be happy for quite a while.  I'm basically always over leveled because I do everything I can in a zone.

The daily achievement reward is a killer for me.  Oh, you want to log off?  Well, you only need two more DE's and three more kill varieties to get a chest!


Title: Re: First Impressions
Post by: sachiel on September 17, 2012, 08:00:02 AM
I've turned more and more into an explorer over time.  GW2 seems to have enough to explore for me to be happy for quite a while.  I'm basically always over leveled because I do everything I can in a zone.

The daily achievement reward is a killer for me.  Oh, you want to log off?  Well, you only need two more DE's and three more kill varieties to get a chest!

Gotta get your daily penny!


Title: Re: First Impressions
Post by: ajax34i on September 17, 2012, 10:48:08 AM
WTF is wrong with your friends?   I would seriously be interested to know why they left.

Game seems to be interesting for explorers and PVP e-sport types, but I'm not sure about PVE raiders or story/plot-progression players (a la SWTOR).  And explorers, once they've explored an area, probably don't want to re-explore it.  So, really, I think the game will only retain e-sport pvp'ers, which may make it very niche.


Title: Re: First Impressions
Post by: CaptainNapkin on September 17, 2012, 11:05:32 AM
The mechanic of the auto-level you to the area works great for teaming up with the wife who is constantly re-rolling her characters, but yeah after twice through a zone I've already 100% explored, it gets old quick. The zone events along with the daily achievement do help quite a bit with that feeling though.


Title: Re: First Impressions
Post by: sachiel on September 17, 2012, 11:30:13 AM
WTF is wrong with your friends?   I would seriously be interested to know why they left.

Game seems to be interesting for explorers and PVP e-sport types, but I'm not sure about PVE raiders or story/plot-progression players (a la SWTOR).  And explorers, once they've explored an area, probably don't want to re-explore it.  So, really, I think the game will only retain e-sport pvp'ers, which may make it very niche.

The devs claim that they will "redo" zones over time to update with events, change up dynamic events and stuff like that, so there is replay down the road for exploration in older zones.


Title: Re: First Impressions
Post by: Pezzle on September 19, 2012, 01:55:50 PM
The cat horn people and rabbit people can get out.  Give me the frog people and the skritt as playable races!!!


Title: Re: First Impressions
Post by: Lantyssa on September 19, 2012, 02:04:27 PM
Coo!  And manatee people!


Title: Re: First Impressions
Post by: Ingmar on September 19, 2012, 02:05:01 PM
Let's not turn the game into Furtopia please.

WTF is wrong with your friends?   I would seriously be interested to know why they left.

Game seems to be interesting for explorers and PVP e-sport types, but I'm not sure about PVE raiders or story/plot-progression players (a la SWTOR).  And explorers, once they've explored an area, probably don't want to re-explore it.  So, really, I think the game will only retain e-sport pvp'ers, which may make it very niche.

GW1 had basically the exact same issues, and it retained a lot more than just esport people. So, I wouldn't worry about it too much. Don't underestimate the power of massive achievement grind.


Title: Re: First Impressions
Post by: tazelbain on September 19, 2012, 02:10:51 PM
And really isn't a massive, flashy and *pointless* grind the most hardcore of them all.


Title: Re: First Impressions
Post by: Pezzle on September 19, 2012, 02:21:50 PM
Coo!  And manatee people!

I remember seeing the walrus people in WoW and telling a friend I would consider coming back if they were playable and got a bad ass jumping tusk dive attack.  Years later we get Kung Fu Panda.

MEH!


Title: Re: First Impressions
Post by: Evildrider on September 19, 2012, 02:22:31 PM
I don't think I've logged into GW2 in a week now.   :oh_i_see:


Title: Re: First Impressions
Post by: Falconeer on September 20, 2012, 02:17:36 AM
Let's not turn the game into Furtopia please.

WTF is wrong with your friends?   I would seriously be interested to know why they left.

Game seems to be interesting for explorers and PVP e-sport types, but I'm not sure about PVE raiders or story/plot-progression players (a la SWTOR).  And explorers, once they've explored an area, probably don't want to re-explore it.  So, really, I think the game will only retain e-sport pvp'ers, which may make it very niche.

GW1 had basically the exact same issues, and it retained a lot more than just esport people. So, I wouldn't worry about it too much. Don't underestimate the power of massive achievement grind.


Also, just simply killing stuff is fun for me in this game. Combat "feels" right (especially with some weapon... let's say Greatsword), as opposed to your usual autoattack bullshit. It's not Diablo 3 but just moving around and fighting is not as boring as in other DIKUs to me. To have the primary activity (combat) as engaging as it is here for me is a huge plus.


Title: Re: First Impressions
Post by: Genev on September 20, 2012, 04:05:39 AM
What i dislike about the (melee) combat is that even if you're autoattacking, you become "stuck" in the movements.
I've tried dodging out of shit while in melee, and most of the time, it doesn't work right.
Not really encouraging me to melee more/roll a melee char...


Title: Re: First Impressions
Post by: Falconeer on September 20, 2012, 04:39:30 AM
Interesting. I never had that feeling. I would say you are wrong but I don't know what weapons you tried or what else is going on. There are some channeled skills, and some dashes, that are harder to interrupt in order to dodge away, but in general it seems pretty straightforward and responsive to me. Or maybe I am just used to it.


Title: Re: First Impressions
Post by: Genev on September 20, 2012, 05:02:39 AM
Talking from a Ranger perspective, sword mainhand.
Auto-attack for sword is lots of jumping and looks all pretty and stuff, but i can't seem to interrupt the animations, if i want to dodge out then i basicaly have to hit it until i manage to get inbetween 2 animations and then if i' unlucky i jump back in due to one of the sword autoattack chains doing that.
I have something which makes you jump backwards on sword, but thats not always ideal. Don't really want to throw myself off a cliff or something...


Title: Re: First Impressions
Post by: Falconeer on September 20, 2012, 05:22:44 AM
Maybe it's because I deactivated auto-attack. I did that on day 1, I was under the impression that auto-attack was an afterthought they put in not to alienate too much the traditional MMORPG crowd. Why would I want to autoattack when I can so easily lose range  to my enemy and miss?

Maybe this is too much PvP-thinking, but I'm starting to think that it's exactly because I deactivated autoattack that I like the melee combat so much.


Title: Re: First Impressions
Post by: Fordel on September 20, 2012, 06:06:56 AM
Ranger 1h sword is just fucking weird that way.

The second and third parts of the rangers 1 button chain are actually mini charges with a range of 400 units.

The 2 button and 3 buttons are forced evasions either backwards or auto-flanking.



Like I don't have any animation issues like that on my mace/shield guardian and I haven't noticed anything on my various Greatsword people.


Title: Re: First Impressions
Post by: March on September 20, 2012, 06:12:50 AM
Ranger 1h sword is just fucking weird that way.

Ranger is definitely the worst that way... but now that I think about it, I think Falc nailed it with the auto-attack.  Some parts of various auto-attack chains seem to "stick" your character... so it is not 100% of the time, but there are definitely moments when you try to evade and it won't fire - across all classes.


Title: Re: First Impressions
Post by: Murgos on September 20, 2012, 06:13:36 AM
What i dislike about the (melee) combat is that even if you're autoattacking, you become "stuck" in the movements.
I've tried dodging out of shit while in melee, and most of the time, it doesn't work right.
Not really encouraging me to melee more/roll a melee char...

You can move while channeling and auto-attack ('1' skill) while circle-strafing so I have no idea what you are talking about.


e: NM didn't know about ranger specific issues.


Title: Re: First Impressions
Post by: Zetor on September 20, 2012, 06:16:58 AM
Guardian hammer 2 skill acts as a mini-charge too, btw.

e: and yes, the problem with mini-charges is that you can't dodge while in the animation, which may just kill you against a champion or dungeon mob.


Title: Re: First Impressions
Post by: Fordel on September 20, 2012, 07:26:25 AM
For what it's worth, ranger 1h sword animation is a known issue:

https://forum-en.guildwars2.com/forum/professions/ranger/Ranger-Bug-List


Title: Re: First Impressions
Post by: kildorn on September 20, 2012, 07:37:51 AM
I'm not sure if it will ever be fixed, but yeah ranger 1h sword is really annoying to use because of the mini charges and animation locks at random points. Being unable to dodge roll 33% of the time because one of your auto attack chains animation locks you = not cool, yo.


Title: Re: First Impressions
Post by: PalmTrees on September 20, 2012, 09:17:52 AM
I run into the same thing using mainhand sword on my mesmer. I can start a dodge roll, but sometimes it'll cancel back into the sword autoattack.


Title: Re: First Impressions
Post by: Dren on September 20, 2012, 12:03:52 PM
First impression?  Impressed.  Held out for awhile but couldn't stand it anymore.  Problem is I'm going to have to drop my TSW sub.  This game is way to addictive to spread time with something else right now.


Title: Re: First Impressions
Post by: Yegolev on September 21, 2012, 06:17:30 AM
I miss the Swedish Chef language option.


Title: Re: First Impressions
Post by: Nightblade on September 21, 2012, 06:58:23 PM
At level 12 in WoW has me collect bear asses... literally.

At level 12 in GW, you stumble upon a hidden bandit den, kill the den's explosive wielding leader for a big treasure chest, harvest some nodes and stumble upon a timeless horror wreaking havoc in a swamp.

https://dl.dropbox.com/u/48093114/gw015.jpg


Title: Re: First Impressions
Post by: KallDrexx on September 21, 2012, 08:11:57 PM
Seriously, how the hell did people 100% the world?  I've hit literally 4 broken skill points already and I'm not even at 50%


Title: Re: First Impressions
Post by: sachiel on September 21, 2012, 08:34:24 PM
Seriously, how the hell did people 100% the world?  I've hit literally 4 broken skill points already and I'm not even at 50%
Server resets.


Title: Re: First Impressions
Post by: Zetor on September 21, 2012, 09:32:21 PM
As a 100%er, I can see two explanations:
- there weren't as many people doing the skill points, so ther was a smaller chance of them getting b0rked
- ANet broke something in one of the patches in the first two weeks

I only remember having problems with *one* skillpoint on my way to 100%: the spectral weapon in the southwestern part of the second Orr zone could fall through the world and become unattackable. It was fixable by a guardian walking over it and using the staff #5 skill to force the mob out, so I waited on doing it until I read in chat that someone did just that, then ran over and got my kill quick-like.


Title: Re: First Impressions
Post by: PalmTrees on September 21, 2012, 09:53:20 PM
Heh, that one was bugged when I tried it too. Spectral weapon was just on the ground, no way to activate it. Same thing that happened to the weapon in the maze in Cursed Shores. Got them later though.


Title: Re: First Impressions
Post by: Genev on September 22, 2012, 05:14:41 AM
They fixed the Cursed Shore ones, and i transfered server for the Malchor's Leap one to aNA server.
For the WvWvW stuff, i switched to Eredon Terrace (which as i saw on a screenshot here had 100% ownage) and ran around picking everything up, since i couldn't be bothered waiting for the WvWvW reset


Title: Re: First Impressions
Post by: Venkman on September 29, 2012, 11:48:53 AM
Can't remember if this has been said already. This has occured to me frequently, but became most noticable recently.

You really need to go way out of your way to slow down and take a break. Unlike other games that forced breaks through HP/mana regen or laboriously long runs, everything in GW2 is so close, or happens so quickly or spontaneously, that you could find yourself on a rollercoaster almost no matter whether you play for 15 minutes or 3 hours. Even conversation or the barest nods to form groups don't slow things down, because there's so seldom a reason to group at all outside of the dungeons.

The closest feeling I can think of would be a seamless series of FPS deathmatch matches with no breaks for loading, one long ass endurance run of constant action.

The map constantly pulling you through like this not something I remember feeling in any other game. Maybe the first Borderlands or Red Faction 2, but even those felt more spread out.


Title: Re: First Impressions
Post by: Threash on September 29, 2012, 12:16:54 PM
Man sometimes you find a sweet spot of chain events and the exp just rolls and rolls.  The other day i went from 52 to 67 in a couple hours without even noticing.


Title: Re: First Impressions
Post by: kildorn on September 29, 2012, 01:48:12 PM
Man sometimes you find a sweet spot of chain events and the exp just rolls and rolls.  The other day i went from 52 to 67 in a couple hours without even noticing.

My best evenings as far as enjoyment go are when I head somewhere to do something, and wind up swept along in random nearby DEs until I notice it's time for bed.


Title: Re: First Impressions
Post by: Tannhauser on September 29, 2012, 03:58:16 PM
Yeah, that's a real strength of the game.  While you are completing a map, all sorts of events pop up and two hours go by without notice.

It's really a unique gameplay experience for MMO's.  I hope to see more like this.


Title: Re: First Impressions
Post by: Mattemeo on September 29, 2012, 04:24:38 PM
Man sometimes you find a sweet spot of chain events and the exp just rolls and rolls.  The other day i went from 52 to 67 in a couple hours without even noticing.

 :headscratch:

I made just under two levels in about three and a half hours lurching non-stop through heartquests, DEs, skill challenges, mob slaughter, nodes and map clearing in Dredgehaunt Cliffs last night.
Sometimes I wonder what fundamental thing I must be doing so wrong if someone else makes 15 levels in half that time.


Title: Re: First Impressions
Post by: Threash on September 29, 2012, 05:47:14 PM
Lots and lots of people.  The event exp was like 12k but after each one i was about 30k up.  It was a chain of five in a row and they reset every 15 mins or so, soon as the first one started tons of people flocked to it and mass amounts of mobs spawned.


Title: Re: First Impressions
Post by: Venkman on September 29, 2012, 06:53:48 PM
Man sometimes you find a sweet spot of chain events and the exp just rolls and rolls.  The other day i went from 52 to 67 in a couple hours without even noticing.

My best evenings as far as enjoyment go are when I head somewhere to do something, and wind up swept along in random nearby DEs until I notice it's time for bed.

Yea this. This actually feels like a new type of game, odd for a sequel in a well established genre. I'm still trying to piece together a total impression. I keep coming back to the map, but it's more than that. It's how they seemed to get right an extremely flexible combat matrix too.

I'm in Ashford just because I was passing through and the map compelled me to 100% it. My level scales from 59 to whatever area of the zone I'm  in, and yet, because of my full ability set, I'm able to lord over the place, but not so much so as to be boring. And I'm still gaining XP at an appreciable pace. So here's a new zone to me, but one so low in levels I'd have never bothered seeing in any other game, and also one that is just enough of a challenge to be fun and worth exploring and completely.

It's really the perfect way to handle maps. Most games expect that every person will not see every zone unless they roll every class and play through at least to the funnel points when the levels converge on fewer maps. That's not necessarily the case here. The thing that does work against it though is roll-alting. I might try a few other classes, but chances are they will not all be 100% map completes. But better I as a player see the whole world ever at all.


Title: Re: First Impressions
Post by: PalmTrees on September 30, 2012, 10:29:33 AM
I thought Sharkmaw Cavern in Lion's Arch was just a vista. Turns out it's kinda huge down there. A little more involved than the usual jumping puzzle what with the pirate ghost narration and the various tricks. Totally missed it on my first character, thought jumping down was just automatic death. If hadn't been for a comment in broadcast, never would've tried again. It would've been even better if there hadn't been a couple others down there.


Title: Re: First Impressions
Post by: Threash on September 30, 2012, 10:38:24 AM
Yeah, it is amazing the amount of detail this world has.  I don't think zones have had this much love put into them since the first EQ.


Title: Re: First Impressions
Post by: Shatter on September 30, 2012, 09:18:14 PM
Ive been doing a lot of PvP and have made a conclusion.  Mesmer kicks everyones ass, period.  After playing Spvp mostly on my Thief and a number of other classes I rolled Mesmer.  Within 2 hours of not knowing wtf I was doing really I was ...and I shit you not...raping people.  I just specd max crit, max power...didnt change any gear, found which abilities make illusions I can explode and went crazy batshit on not just solo players but groups of them.  My best was killing 3 players at one contested point...again I shit you not...after less then 2 hours played this was what I was capable of on Mesmer.  So...guess what my new main is?  One guess you will never get it.


Title: Re: First Impressions
Post by: rk47 on September 30, 2012, 10:59:05 PM
Messing around with my engineer. Got to lvl 15-25 charr zone .
Finished a chain event, there's a portal opened at the back of the Flame Legion.
Head inside. Found a temple. With underwater stuff going on. Broke a wall of ice. Jumping puzzle to pull a chain to free a sword.
What does the sword unlock oh hey, head down the water - found a puzzle to disable flame breathing heads on the wall.
Gate's open. Let's go.
Put sword on statue that is missing a blade.
Boss fight.

This is one of the most epic exploration I had with 3 other randoms in MMO.
The loot isn't great, but the feeling of achieving it is greeeeeeaattt.
I want more of this. I really regret soloing my Guardian progression.

Also...Cattlepult.


Title: Re: First Impressions
Post by: Kageru on October 01, 2012, 10:29:08 PM

Agree on all of those... though we got beaten down by the boss at the end of the underwater dungeon. Does anything interesting happen if you beat him.

That said, truly unexpected and epic.

Likewise just idling at a inn in the Norn second zone and the kids are all chatting. Had just done a "gather meat" event and dad has gone out to smoke it while chatting to the kids about their lunch and how good it smells. Then one of the kids asks her father if she can use his weapons to kill an insect, gets permission and then goes around swatting insects until she goes "oops, didn't mean to do that". Goes out to tell her dad she buried his axe in a stuffed dolyak head and he's angry for a sec before deciding another stuffed head is just what he needs as an attention getter for the smoker. Son hears that, more kid dialogue about a veteran ram and how he's too young to hunt, so he goes out and starts a "kill the ram for me" event. Takes head to father and there's some quite heart warming dialogue and the head is mounted for all to see. Shortly thereafter the kids "ritual to the bear" event, involving honey, goes tragically wrong and summons a horde of wild bears.

It's just really neat. So much detail but only if you care to slow down and watch it. If you just spotted the events, wacked the foozle and moved on that's fine too. But if you take it slow it's nuts they were allowed to spend so much effort on window dressing for an event and telling a story in the game world.


Title: Re: First Impressions
Post by: rk47 on October 02, 2012, 02:45:58 AM
a chest spawns, got 3 greens and 39 coppers. Meh.
it's the exploration that's fun.


Title: Re: First Impressions
Post by: lamaros on October 02, 2012, 03:27:53 AM
it's the exploration that's fun.

GW1 beta, exploring the zones, where they didn't have any 'game' stuff added in yet, was the most fun I've ever had exploring in a game.  Then they put all the PvE game stuff in and eh... but they have had very good world designers and artists.


Title: Re: First Impressions
Post by: Phred on October 02, 2012, 08:36:22 AM
Messing around with my engineer. Got to lvl 15-25 charr zone .
Finished a chain event, there's a portal opened at the back of the Flame Legion.
Head inside. Found a temple. With underwater stuff going on. Broke a wall of ice. Jumping puzzle to pull a chain to free a sword.
What does the sword unlock oh hey, head down the water - found a puzzle to disable flame breathing heads on the wall.
Gate's open. Let's go.
Put sword on statue that is missing a blade.
Boss fight.

This is one of the most epic exploration I had with 3 other randoms in MMO.
The loot isn't great, but the feeling of achieving it is greeeeeeaattt.



Ya the first week that one was bugged and dropping 1 chest for every person who was at the event. It's kind of sad how the loot drops have degraded as the game has gone on (ignoring the bugged drops like this event) Prerelease week any champion dropped decent loot, now I seem to get at best a blue item. I get better drops from random mobs now than boss fights.



Title: Re: First Impressions
Post by: Sky on October 02, 2012, 09:03:37 AM
Have they removed chests from DE bosses? I remember getting one everytime we dropped the guy in the Norn 15ish level area (who tried to summon the dragon), I'd actually log there while I was doing that zone, so I would occasionally log into the DE and get a quick chest. Then the DE up in the end of that zone didn't end with a chest and I don't think I've seen one since other than a couple puzzle chests.


Title: Re: First Impressions
Post by: Zetor on October 02, 2012, 09:37:10 AM
The three dragon events (Shatterer, Tequatl, Claw of Jormag) still give decent chests, at least - with my magicfind gear I typically get one yellow, 2-3 greens, 3 blues, 2 gems and some silver. I assume the other end-of-zone DEs work the same way too.

(bonus: chests scale to character level, so a level 80 doing a lower-level event will get level 80 rewards)


Title: Re: First Impressions
Post by: Sky on October 02, 2012, 09:47:21 AM
Where is someplace good to look for a low 30s character? I think my warrior is 33. I haven't seen a yellow yet, and I'm mostly in crafted stuff since I'm perpetually down-leveled.


Title: Re: First Impressions
Post by: kildorn on October 02, 2012, 10:15:42 AM
Have they removed chests from DE bosses? I remember getting one everytime we dropped the guy in the Norn 15ish level area (who tried to summon the dragon), I'd actually log there while I was doing that zone, so I would occasionally log into the DE and get a quick chest. Then the DE up in the end of that zone didn't end with a chest and I don't think I've seen one since other than a couple puzzle chests.

Not last I looked. The chest will only be visible to N number of players though in large event cases like 200 people vs a dragon.

The one broken chest that people farm is in Harathi, at the centaur fort boss. It's ALWAYS spawned for everyone, so you can just show up at any point during the chain and loot the splendid chest. It's not a DE chest though, just the awesome loot type with a ~4-6 hour respawn.


Title: Re: First Impressions
Post by: 01101010 on October 02, 2012, 10:16:29 AM
Yellows for me have only started popping up sporadically in the 40-50 zones.


Title: Re: First Impressions
Post by: Nebu on October 02, 2012, 10:35:54 AM
Yellows for me have only started popping up sporadically in the 40-50 zones.

I didn't really start seeing them until my 60's. 


Title: Re: First Impressions
Post by: tazelbain on October 02, 2012, 10:39:03 AM
Didn't see them until I started using magic find food.


Title: Re: First Impressions
Post by: Phred on October 02, 2012, 10:44:41 AM
Where is someplace good to look for a low 30s character? I think my warrior is 33. I haven't seen a yellow yet, and I'm mostly in crafted stuff since I'm perpetually down-leveled.
I think the lowest level a rare can spawn is 39. At least that's the lowest I've seen other than a few oddities like the griffon necklace.



Title: Re: First Impressions
Post by: Ingmar on October 02, 2012, 11:33:52 AM
Have they removed chests from DE bosses? I remember getting one everytime we dropped the guy in the Norn 15ish level area (who tried to summon the dragon), I'd actually log there while I was doing that zone, so I would occasionally log into the DE and get a quick chest. Then the DE up in the end of that zone didn't end with a chest and I don't think I've seen one since other than a couple puzzle chests.

I got a chest from this just last night, seems to be working the same as ever.


Title: Re: First Impressions
Post by: Crumbs on October 08, 2012, 08:24:49 AM
The number of bots is becoming comical yet entertaining.  They've got 15-25 set up in various areas with high respawn rates.  For example, the field east of Alter's Windings in Queensdale...a dozen or two naked rangers with bears running from one mob cluster to the next.  This is on the Ehmry Bay server.

I give that particular set of bots some credit though, because they'd revive downed players  :grin:  Maybe it's in their script.


Title: Re: First Impressions
Post by: Zetor on October 08, 2012, 08:46:08 AM
Possibly... I think they're just spamming f (the interact/loot/revive key) as they run from A to B inbetween all the other botty things - and after you start to revive someone, you need to actively break target [esc] or jump to stop channeling it in my experience.

That, or it's an all-in-one bot that grinds out the Combat Healer title for the owner as well.  :awesome_for_real:


Title: Re: First Impressions
Post by: Threash on October 08, 2012, 08:52:52 AM
Right, they are not rezzing players they are looting.


Title: Re: First Impressions
Post by: Crumbs on October 08, 2012, 09:31:59 AM
In that case, credit REVOKED!


Title: Re: First Impressions
Post by: Furiously on October 08, 2012, 01:18:14 PM
You're supposed to drop fireworks so their attack skills don't work.


Title: Re: First Impressions
Post by: Venkman on October 08, 2012, 03:57:46 PM
I've heard that somewhere (probably here). How does that work? I haven't yet run into a bot, but I want to be ready  :drill:


Title: Re: First Impressions
Post by: rk47 on October 08, 2012, 06:40:39 PM
I ran into a farmer train last night when I fell off a vista challenge in Frostgorge. Lots and lots of 80 ice golems before getting reaped by 5-6 rangers running together just killing mobs over and over. Maybe I'll dress up in MF gear and join them tonight. They don't seem to mind.


Title: Re: First Impressions
Post by: Threash on October 08, 2012, 06:45:06 PM
Nothing says "guess this is what I'm doing tonight" like seeing this (http://i45.tinypic.com/fpbbki.jpg)


Title: Re: First Impressions
Post by: Nebu on October 09, 2012, 07:22:15 AM
Nothing says "guess this is what I'm doing tonight" like seeing this (http://i45.tinypic.com/fpbbki.jpg)

You already have that vista!


Title: Re: First Impressions
Post by: murdoc on October 09, 2012, 09:11:27 AM
That one was eaaaaaaaaaasy. I find the ones that are difficult are the ones where the start isn't quite so obvious.


Title: Re: First Impressions
Post by: Trippy on October 09, 2012, 09:53:50 AM
The number of bots is becoming comical yet entertaining.  They've got 15-25 set up in various areas with high respawn rates.  For example, the field east of Alter's Windings in Queensdale...a dozen or two naked rangers with bears running from one mob cluster to the next.  This is on the Ehmry Bay server.

I give that particular set of bots some credit though, because they'd revive downed players  :grin:  Maybe it's in their script.
It's more likely they are set to activate the Interact action whenever it's enabled. If they move toward a downed non-bot player at a distance and then revive that would be pretty impressive.



Title: Re: First Impressions
Post by: nurtsi on October 09, 2012, 11:13:12 AM
I think I'm done with this game. The culling bugs in WvWvW make it pretty much unplayable. Can't be arsed to level more alts to 80 so they could compete with people in exotic gear knowing there's nothing to do but grind gold in the "end game". I guess I can always check back in few weeks if they manage to fix things since there's no sub.

Bleh. I'm think I'm getting tired of MMOs no matter how well they are done.


Title: Re: First Impressions
Post by: Ingmar on October 09, 2012, 11:26:01 AM
I ran into a farmer train last night when I fell off a vista challenge in Frostgorge. Lots and lots of 80 ice golems before getting reaped by 5-6 rangers running together just killing mobs over and over. Maybe I'll dress up in MF gear and join them tonight. They don't seem to mind.

I try to stop there once a night and report them all.  :why_so_serious:


Title: Re: First Impressions
Post by: KallDrexx on October 09, 2012, 05:00:08 PM
Holy jesus they royally screwed up Pet AI.  I literally cannot get my Flesh Golem to attack shit unless I angle the mob right on him, and even then randomly he'll decide to run the opposite direction.


Title: Re: First Impressions
Post by: rk47 on October 09, 2012, 07:09:37 PM
I ran into a farmer train last night when I fell off a vista challenge in Frostgorge. Lots and lots of 80 ice golems before getting reaped by 5-6 rangers running together just killing mobs over and over. Maybe I'll dress up in MF gear and join them tonight. They don't seem to mind.

I try to stop there once a night and report them all.  :why_so_serious:

But they're doing nothing wrong, right? I assume they're not botters - even if there are, it just takes a guy at the keyboard responding to the GM's whisper or something to deny that they're botters.


Title: Re: First Impressions
Post by: Sky on October 09, 2012, 08:04:58 PM
Can't be arsed to level more alts to 80 so they could compete with people in exotic gear knowing there's nothing to do but grind gold in the "end game".
I'm level 36! Or maybe 37. I don't really pay attention. I'll probably hit 80 eventually, though, right?


Title: Re: First Impressions
Post by: rk47 on October 09, 2012, 08:14:58 PM
Can't be arsed to level more alts to 80 so they could compete with people in exotic gear knowing there's nothing to do but grind gold in the "end game".
I'm level 36! Or maybe 37. I don't really pay attention. I'll probably hit 80 eventually, though, right?

Yes you probably will. Find a crowded map with lots of events going on. The momentum will take you through.
That's my experience anyway. Quiet times alone probably just bore the hell out of me.


Title: Re: First Impressions
Post by: Ingmar on October 09, 2012, 09:05:37 PM
I ran into a farmer train last night when I fell off a vista challenge in Frostgorge. Lots and lots of 80 ice golems before getting reaped by 5-6 rangers running together just killing mobs over and over. Maybe I'll dress up in MF gear and join them tonight. They don't seem to mind.

I try to stop there once a night and report them all.  :why_so_serious:

But they're doing nothing wrong, right? I assume they're not botters - even if there are, it just takes a guy at the keyboard responding to the GM's whisper or something to deny that they're botters.

Based on the fact that they're typically all the same class (for whatever reason rangers are the botting class of choice), the names they have (strings of random characters or stuff in Chinese, pets never have been named), and some other things (they're often naked indicting broken armor from deaths that hasn't been repaired, they run in clumps in the exact same path up and down and up and down the canyon, the dragon fighting event starts and everyone but them runs off to do it, etc) they're almost certainly botters. I don't report them unless I'm totally sure.


Title: Re: First Impressions
Post by: Sky on October 09, 2012, 09:07:57 PM
Yes you probably will. Find a crowded map with lots of events going on. The momentum will take you through.
That's my experience anyway. Quiet times alone probably just bore the hell out of me.
It's just like, you don't get me, man.


Title: Re: First Impressions
Post by: murdoc on October 09, 2012, 10:36:02 PM
Holy crap the PvP dungeon is FUN. Just wasted a whole night in it and didn't even get to the chest.



Title: Re: First Impressions
Post by: rk47 on October 09, 2012, 10:48:27 PM
Holy crap the PvP dungeon is FUN. Just wasted a whole night in it and didn't even get to the chest.



What? There is a PVP Dungeon?


Title: Re: First Impressions
Post by: Kageru on October 10, 2012, 02:52:16 AM
Based on the fact that they're typically all the same class (for whatever reason rangers are the botting class of choice).

They get downed quite often but if the pet can finish off the mob they get second wind. Saw a 10+ swarm of naked female human rangers with bears running circuits. Couldn't decide whether to be amused or saddened that a game which is generous with XP encourages people to automate the process of playing a game.


Title: Re: First Impressions
Post by: Threash on October 10, 2012, 06:44:25 AM
Holy crap the PvP dungeon is FUN. Just wasted a whole night in it and didn't even get to the chest.



What? There is a PVP Dungeon?

It's a giant jumping puzzle with entrances at all three garrisons.


Title: Re: First Impressions
Post by: murdoc on October 10, 2012, 06:55:51 AM
Holy crap the PvP dungeon is FUN. Just wasted a whole night in it and didn't even get to the chest.



What? There is a PVP Dungeon?

It's a giant jumping puzzle with entrances at all three garrisons.

Yeah, this. If you know where to go and nobody bothers you it takes about 15 minutes to get through. It was our first time down there and all three servers (I keep wanting to type realms) were down there. Mostly was groups of 3-5 fighting and knocking each other flying. Think we spent about 2.5 hours jumping and fighting and dying - but we were bad players because we weren't helping defend a keep or something.  :oh_i_see:

There's one part where you jump up a series of walkways and come up out of a well opening. We sat up there and rained AE down on all who came up it until they called reinforcements and chased us away.

Maybe next time we'll actually keep going and get to the end.


Title: Re: First Impressions
Post by: Ingmar on October 10, 2012, 11:02:21 AM
That is the one flaw with the PVP dungeon. If the zones weren't capped on how many people could be in at a time, it would be one thing, but it definitely creates a certain tension when you need to get your vistas, or whatever, and the realm is in a tight fight somewhere else, and you're taking up a spot that could go to someone who was going to contribute more. I know I feel guilty when I'm going for my skill points or whatever.


Title: Re: First Impressions
Post by: ffc on October 13, 2012, 10:44:02 AM
World dragon events, dungeons, and WvW gates should all have their hit points halved. For as much action as there is roaming the world, running into one of these tedious beefy things is jarring.


Title: Re: First Impressions
Post by: Threash on October 13, 2012, 11:03:25 AM
Undefended gates go down in almost no time to a decent enough force using siege equipment, they really do not need any tuning down.  Right now the force/time required to take over a fort or keep is perfect as it is, making gates weaker would just turn world pvp into castle musical chairs.


Title: Re: First Impressions
Post by: Ingmar on October 13, 2012, 02:44:21 PM
Yeah doors have to be hefty to allow a chance to defend.


Title: Re: First Impressions
Post by: Furiously on October 14, 2012, 01:10:29 AM
Yeah doors have to be hefty to allow a chance to defend.

A five golem rush will take one down in about 20 seconds.


Title: Re: First Impressions
Post by: ffc on October 14, 2012, 04:55:23 PM
So how are you guys taking out a tower gate that has catapults inside which fling everyone away from the door so a ram cannot be built? I cannot afford a golem for a tower let alone convince a ragtag ~15 raiders to build some and walk them over.

I was part of a pick-up group that went to a tower after we took a camp. When we got to the tower, we couldn't complete the ram due to the catapults and I have no doubt even if we could complete the ram it would not have stayed up long due to aoe's. There were only a handful of defenders on the walls and the crazy warrior who would pop out of the door on occasion. It turned into very boring door plinking. Maybe pick-up groups aren't supposed to be able to take towers and I'm doing it wrong so I'm open to suggestions.


Title: Re: First Impressions
Post by: Ingmar on October 14, 2012, 04:56:35 PM
15 people against a defended tower is pretty iffy, but you can do it if you starve out their supply by taking depots, killing dolyaks, etc.


Title: Re: First Impressions
Post by: ffc on October 14, 2012, 05:36:54 PM
Eventually one of our group said the defenders ran out of supply, but I don't know how he knew that to be the case.

I entertained myself by pulling defenders off the wall, but it almost backfired when I pulled down two and they almost killed me before jogging back inside.


Title: Re: First Impressions
Post by: Threash on October 14, 2012, 06:06:56 PM
Yeah, what you were trying to do is supposed to be hard.  A fortified and defended keep with defensive siege equipment is very unlikely to fall to a rag tag group of 15, and honestly that is exactly how it should be.


Title: Re: First Impressions
Post by: ffc on October 14, 2012, 06:32:23 PM
Got it, I'll adjust expectations accordingly. I thought tower gates were supposed to be easier than they are because of how fast camps can be flipped and how there are two more tiers of gates after towers.


Title: Re: First Impressions
Post by: Threash on October 14, 2012, 07:11:50 PM
If it wasn't for the catapult you would have probably succeeded if you had a ram or two and enough supply to build them, but entrenched defenses like that require a bit more effort.


Title: Re: First Impressions
Post by: rk47 on October 14, 2012, 07:23:34 PM
There's a reason why it's called Guild Wars.
Join a guild. Pony up for siege engine - my guild takes gold donations from members, some even bought gems for gold to pump up more while others mine mithril ore etc. Have like a team for holding and deployment while others run supply.
It's basic stuff like these that makes the difference between ragtag band just dropping a siege weapon and expecting it to be competitive.

If you're not part of a guild, it's best to just capitalize on the war economy and start hoarding raw mats on weekdays and dumping it into the market on weekend. There's a reason why price jumps when demands increases. :smugcapitalist:


Title: Re: First Impressions
Post by: satael on October 15, 2012, 01:30:05 AM
If you put the ram down at max distance (360 I think) and stand behind it to operate it you should be safe from a catapult hitting the gate from the other side (then again you are more open to any defenders on the walls).


Title: Re: First Impressions
Post by: Ingmar on October 15, 2012, 03:06:41 AM
Catapult knockback can hit you anywhere, it just depends on where they set it up and how good they are at aiming it.


Title: Re: First Impressions
Post by: Lantyssa on October 15, 2012, 08:14:11 AM
You could always try knocking down a wall instead of the gate.

Yesterday I saw a zerg bouncing off the gate while about a dozen took down a side wall.


Title: Re: First Impressions
Post by: Ingmar on October 15, 2012, 11:07:30 AM
You could always try knocking down a wall instead of the gate.

Yesterday I saw a zerg bouncing off the gate while about a dozen took down a side wall.

Guilty (of being in the zerg). Someone had to heal them!


Title: Re: First Impressions
Post by: Crumbs on October 23, 2012, 10:14:48 AM
Still having a blast.  I'm back on Tarnished Coast, which has a number of excellent leaders in WvW.  The Necro is level 61, and it looks like I might have a max level character for the first time since WoW. 

There are a good number of things that are minor annoyances, but I can live with them until they are fixed (preview items on the BLTC pls).  The only thing that they need to change ASAP, that is really having a negative effect on my experience, is the keybindings.  All they need to do is allow them to be character specific and I'm good.  Yes, it's extremely lazy on my part, but I don't want to have to rebind every time I switch toons. 

Being locked into an unchangable action bar is one thing, but the keybinding needs more customization.
 


Title: Re: First Impressions
Post by: Furiously on October 23, 2012, 10:19:15 AM
Did the mini dungeon last night. Damn that is pretty fun.


Title: Re: First Impressions
Post by: Kageru on November 04, 2012, 06:07:32 AM

Nearing 80 on my first character, still lots of zones I just want to explore and dungeons, PvP and crafting have lots of room left to progress. The value of this game in terms of cost versus game-play you can draw out of it is just amazing, and I'm still struck by the sheer beauty and craftsmanship of some of the scenery.


Title: Re: First Impressions
Post by: Venkman on November 04, 2012, 03:17:13 PM
Here too. Been 80 for a few weeks but only 57% world completion. Just hit Rata Sum last night for a quick 100% and man that place is cool looking. And more deadly than The Grove in terms of death-by-falling. At least in The Grove you can see where the branches end.  :grin:


Title: Re: First Impressions
Post by: Falconeer on November 06, 2012, 07:00:47 AM
The best part is really the lack of a subscription. The two months mark is a meaningful one for me as it usually marks the peak of my interest for a MMO these days. Now, with WvW not yet delivering some of the things I was hoping for, and sPvP not offering many options, my interest is starting to slowly go down. But knowing that I do not have to dabble with an exit/entry fee every time I want to get a fix or see what's improved will definitely always have me stick around.


Title: Re: First Impressions
Post by: tazelbain on November 06, 2012, 11:18:02 AM
Ha, got a Greatsaw skin from a random BLTC key drop in WvW 30mins before the patch removed Halloween stuff from chests. Sold it and bought a Crossing.


Title: Re: First Impressions
Post by: Lantyssa on November 06, 2012, 01:06:31 PM
<hate>


Title: Re: First Impressions
Post by: Threash on November 06, 2012, 01:39:14 PM
I had to buy my stupid spider bow.  And it is actually starting to creep me out.


Title: Re: First Impressions
Post by: Mattemeo on November 10, 2012, 06:41:09 AM
Ha, got a Greatsaw skin from a random BLTC key drop in WvW 30mins before the patch removed Halloween stuff from chests. Sold it and bought a Crossing.

I am completely unashamed to say I'm keeping my Greatsaw skin for a while till there's some actual demand for it. I struggle to make cash in almost every game since WoW, where I had a decent hang on the economy and could play the Auction House to my satisfaction (though I never got so far as buying people's guild banks like a certain Slap guildie; I just made enough to never really need to worry). Part of it is because I no longer find the grind compelling in any way - I couldn't bring myself to do dailies in SWtOR after the slamming-cock-in-fridge-door debacle that marred the Cataclysm experience so badly, and the 'Daily' in GW2 is only a daily in name, not execution, but is also pretty far from a lucrative endeavor. My Mesmer is nearing 80 and I expect at some point I'll want to gear her up with the good stuff. A spot of gold from selling an unobtainable item would do me and my need for alt and bank slots a great deal of good.


Title: Re: First Impressions
Post by: murdoc on November 12, 2012, 06:54:58 AM
I got the Scythe skin to drop and debated holding onto it for awhile to see how much it would eventually go for. I ended up selling it for 22g which was far and away the most cash I have ever had in this game and paid for all my exotic jewelry and weapons.


Title: Re: First Impressions
Post by: ezrast on November 25, 2012, 07:35:35 PM
Tonics have a purpose after all! (http://www.youtube.com/watch?v=2nKfdiWEAOA)


Title: Re: First Impressions
Post by: rk47 on November 25, 2012, 07:52:19 PM
Well. I'm off to play another game at this point - there's just nothing pulling me back at the moment.
There's the odd level or two with Warrior Alt, but Fractals remains a 'terrible' content for me. It'd be around for months before they add something new in Xmas.
Maybe I'll return there or not.

For those struggling with cash, the current increased Dungeon silver drops are pretty quick and painless was to earn cash if you consume Omnomberries per run.
Heart of the Waves path 1 and Citadel of Flame path 1 is half a gold each from pure coins alone.


Title: Re: First Impressions
Post by: March on November 26, 2012, 02:47:37 PM
Took the slow boat to 80... must say that for a game that somewhat revolves around dress-up, I'm rather disappointed in my options at 80 for attainable interesting armor.  I'm running in a set I've had since mid-40s and there only seem to be 2 immediate options: Cultural and Order sets (and for this particular character, Norn Medium Armor - Order of Whispers... neither excite me).  There are certainly other "post-grind" options of various sorts... but throw me a bone for making it to end-game.  Even in the cash shop, there's only one skin per armor type. 

Of course, having a Preview button on the Auction House might show that more skins are out there... but that seems to have been overlooked.

And while I'm whining about QOL issues, there has to be a much better way to do a wardrobe system - even preserving their precious micro-trans.  I'd be ok spending a transmutation thing to equip an item in a slot... just let me have multiple slots and configurations.

Aaaand... yes, I'd like to have a multi-spec option (yes, I'll pay you 400 gems to open it)... let me spec for different roles and/or weapons with one button click.  I'll give you $5 or $10 upfront for the privilege... spare me the 3s and a trip to lion's arch.

C'mon folks, I'm trying to give you money.


Title: Re: First Impressions
Post by: Furiously on November 26, 2012, 03:32:25 PM
For those of you quitting, I'm like 150 short on each of my t6 mats for the last thing I need on my legendary. Can send them to furiously.


Title: Re: First Impressions
Post by: Crumbs on November 26, 2012, 04:23:53 PM


Of course, having a Preview button on the Auction House might show that more skins are out there... but that seems to have been overlooked.



I'm holding on to my theory that they don't want people to use the AH for skins, they want people to use the gem store.  AH preview gets in the way of that.


Title: Re: First Impressions
Post by: Ingmar on November 26, 2012, 04:28:53 PM
But you can't really buy any armor skins from the gem store? Just town clothes mostly.


Title: Re: First Impressions
Post by: Cheddar on November 26, 2012, 04:57:47 PM
I have no idea whats going on.  Guess I need to read the help thingy and the other threads.

Currently I am smashing whatever buttons pop up, hitting f1 to turn into a "death shroud" and mashing more buttons randomly, and when I die I get to mash more buttons randomly.

Its confusing.


Title: Re: First Impressions
Post by: kildorn on November 26, 2012, 05:06:10 PM
But you can't really buy any armor skins from the gem store? Just town clothes mostly.

Yeah, I'm pretty sure no preview via the AH is a mistake, not an attempt to make you use the store.

Not being able to transmute level 80 gear with the cheap stones is the way to make you use the store in theory (though I still have a pile of them just from leveling)


Title: Re: First Impressions
Post by: Lantyssa on November 26, 2012, 07:11:58 PM
They have plans to add preview to the AH.  It was a last-minute addition as it was.


Title: Re: First Impressions
Post by: rk47 on November 26, 2012, 10:31:03 PM
For those of you quitting, I'm like 150 short on each of my t6 mats for the last thing I need on my legendary. Can send them to furiously.

daww man, already got my stuff cleaned out by some friends.
another guy will take over my account anyway for 2 steam games  :grin:


Title: Re: First Impressions
Post by: Crumbs on November 27, 2012, 07:15:59 AM
I do love a conspiracy theory....oh well there will be more

In other news, Chris Whiteside did an AMA that is kind of interesting.  Answers, or at least talks about, many of the recent concerns and etc:

http://www.reddit.com/r/Guildwars2/comments/13tuac/im_the_studio_design_director_on_guild_wars_2_ama/


Title: Re: First Impressions
Post by: rk47 on November 27, 2012, 07:36:38 AM
TFDR

terrible format didn't read.


Title: Re: First Impressions
Post by: murdoc on November 27, 2012, 08:13:40 AM
Those Reddit AMAs are awesome, but my God - I do not know how anyone could think that format is worthwhile. What a pain in the ass to try to decipher.


Title: Re: First Impressions
Post by: tazelbain on November 27, 2012, 08:41:45 AM
I love the shit about this is*totally* not a change to design philosophy of GW2.    The lies are just a insult cherry on a betrayal cake.  Is there some legal reason why they can't admit this?


Title: Re: First Impressions
Post by: Zetor on November 27, 2012, 09:12:42 AM
I'm getting some mixed signals from that AMA. I like that they actually have a high-level figure facing tough questions, but it reads that they're actually trying to please the GW1 players / anti-powercreep people and the DIKU grinders at the same time? Because if so, then uhhhh... good luck.


Title: Re: First Impressions
Post by: Mosesandstick on November 27, 2012, 12:18:12 PM
What about the casuals  :?


Title: Re: First Impressions
Post by: Crumbs on November 27, 2012, 02:58:21 PM
Is there some legal reason why they can't admit this?

I think it's known as the NGE rule  :why_so_serious:

In other news they released makeover kits in the gem store.


Title: Re: First Impressions
Post by: Venkman on November 27, 2012, 04:02:16 PM
Synposis from Guild Wars Insider (http://www.guildwarsinsider.com/ask-me-anything-with-studio-design-director-chris-whiteside/#more-17848). Much easier on the eyes. Apparently this AMA was some 10 hour epic. I tried following along, but it reminded me of Twitter, and I dumped that nonsense months ago. Nothing I do requires anything like the realtime of micronews pace  :oh_i_see:


Title: Re: First Impressions
Post by: rk47 on November 27, 2012, 05:43:19 PM
Quote
Please understand that we see the community as a ‘whole’ and therefore are not intending to design again for one specific type of player over another. This is a misconception and one that is not promoted by the team. We will continue to develop the game for the community as a whole offering game play that caters to lots of different types of players in a unified approach that will evolve over time based on feedback and the direction the team as a whole wants to take.

This will end well.

Quote
Saying that you design everything you do with minimal grind is obviously very subjective. 1800+ FoTM tokens or 250 T6 materials/50 Globs of Ectoplasm for 1 piece of equipment is a huge grind (in my humble opinion, of course).

Hi Lothair,
Progression through tokens and mats is something we are having a good look at currently. Please keep the feedback coming as we move forward.

Nananaannanaana I can't hear you~  :grin:



Title: Re: First Impressions
Post by: Venkman on November 27, 2012, 06:45:11 PM
The whole AMA was a bunch of non-commital after the apology for how Ascended was communicated.

I don't get the sense they have the resources now to handle some of the deeper issues, and yet also don't have the freedom to deviate from the Halloween>Karka>Holiday content script that was ordained during the heady days of development. Maybe they're holding their breath to see how holiday sales go, though I can't imagine a huge influx from that. MMOs are not exactly stocking stuffers.


Title: Re: First Impressions
Post by: Kageru on December 01, 2012, 07:10:41 PM

Adventuring in Orr. The AoE debuff fields around skill points (which events path through), the ridiculous number of AoE effects and mob pull powers, plus the high mob density and grey / undead theme makes it not particularly fun. Indeed more towards just being annoying. An increasing number of the events also seem to be tuned for groups and the population isn't really there for that.



Title: Re: First Impressions
Post by: Mosesandstick on December 02, 2012, 02:38:55 AM
My perception is that there were spots in the lower level zones that just didn't seem fun to solo. That seems to apply to the entirety of the higher level zones.


Title: Re: First Impressions
Post by: Tannhauser on December 02, 2012, 03:32:24 AM
Maybe they were trying to make Orr an environment puzzle with all of the box canyons, elevations, etc.  I got tired of battling thru groups of undead, some of them veteran, just to discover a location. 


Title: Re: First Impressions
Post by: Cheddar on December 02, 2012, 05:33:55 AM
Got my necro to 16 and he did not seem like a good fit for me.  Rolled a ranger- MUCH better!  Level 11 and having fun.


Title: Re: First Impressions
Post by: Kageru on December 02, 2012, 06:24:25 AM

I want to like the necro, but it does feel a little bit half-baked to me as well.


Title: Re: First Impressions
Post by: rk47 on December 02, 2012, 08:04:00 AM
Shit traits, mostly pvp situational skills, mostly condition-based damage attacks = shit PVE experience. You're basically meant to outlast the PVE stuff you're attacking.
And half shit pet AIs that made party curse and swear at you in dungeons for aggroing crap.

One look at this class and I didn't even spare 10 levels on it. Deleted and replaced with a mule.


Title: Re: First Impressions
Post by: sachiel on December 02, 2012, 08:25:15 AM
Cheddar's pink name makes me want to mouse over and see how much agony resist he has.


Title: Re: First Impressions
Post by: sachiel on December 02, 2012, 08:26:13 AM
Shit traits, mostly pvp situational skills, mostly condition-based damage attacks = shit PVE experience. You're basically meant to outlast the PVE stuff you're attacking.
And half shit pet AIs that made party curse and swear at you in dungeons for aggroing crap.

One look at this class and I didn't even spare 10 levels on it. Deleted and replaced with a mule.

I never had a problem grouping with necros in dungeons.


Title: Re: First Impressions
Post by: kildorn on December 02, 2012, 12:57:00 PM
Well/Mark Necros are pretty awesome in every situation. I just don't find them fun personally. Pets are worthless, and a decent chunk of your damage is oddly from your crit line's end trait that increases your damage per debuff on the target.


As for Orr, I think I'm one of the only people who actually likes running around in Orr. But it is a pain if you want to actually get somewhere specific and have to run through every snaring, rooting, pulling and chilling mob in the game.


Title: Re: First Impressions
Post by: Threash on December 02, 2012, 03:58:45 PM
I got tired of this a lot quicker than i expected.  There is just nothing to do other than massive grinds for cosmetic items, well i already like how my character looks so i see very little point in that.  The world PvP is basically a week long battleground, and usually decided on day 1.  I like the game a lot as far as the gameplay goes, I just can't find anything worthwhile to do to make me log in.


Title: Re: First Impressions
Post by: veredus on December 02, 2012, 04:34:44 PM
I use dagger/dagger with my necro and a staff for those times that melee won't cut it. Completely ignore the pets other then a flesh golem and that I only use sporadically. Testing in the Mist on the golems and those mobs by the golems it's similar melee dps to my warrior and actually kills groups of mobs considerably faster when my wells are up. Plus with self heals/taps and death shroud it's much more survivable. Plus as a bonus the staff is a better ranged weapon imo then anything ranged the warrior gets. My necro also does way better solo then my warrior in places like cursed shore etc. I know it's certainly not for everyone but It's been by far my favorite class and it is definitely capable of putting out good dps. So you know what I am comparing, both my warrior and necro are 80 in all exotic weapons/armor with green jewelry and I have tried various specs and runes with them both while in the Mists.


Title: Re: First Impressions
Post by: rk47 on December 03, 2012, 12:51:08 AM
Yeah maybe for high end necros, but I just felt the warrior strongest point is the accessibility to damage and survivability throughout the solo PVE game.
Since the karma jug reward, there's no reason not to just spend it freely on heart vendors for upgrades either.
Every time I hit the right gear level upgrades, with lots of passive traits, warriors just blow past PVE solo content without any regards to risk involved.

As my comment for conditions sucking ... it's when you have a lot of condition specced party members you start to get capped cond. stacks and not dealing any damage from condition anymore while Warriors continue shouting and giving fury to everyone while putting out ridiculous amount of raw damage.


Title: Re: First Impressions
Post by: Venkman on December 03, 2012, 05:58:12 AM
My perception is that there were spots in the lower level zones that just didn't seem fun to solo. That seems to apply to the entirety of the higher level zones.
I find Orr "soloing" to require DEs. That's ok, because I like them. But it's different from the traditional MMO idea of soloing. With DEs, you're linking up with other people, but just by being near them and doing your own thing, all of the outdoor content is largely doable. The only ones that require any type of coordination are Lyssa (capturing points, holding the center), Grenth (making sure people understand shades and the stairs) and Balth (first to coordinate WPs and then making sure everyone in the zone gets to Balth). Otherwise, it's easy to just farm DEs, particularly the Shelter's Gate/Jofast run while you wait for someone to announce a a Melandru or Meddler's/Arah run (or more rarely, a Grenth one).


Title: Re: First Impressions
Post by: kildorn on December 03, 2012, 07:18:42 AM
Yeah maybe for high end necros, but I just felt the warrior strongest point is the accessibility to damage and survivability throughout the solo PVE game.
Since the karma jug reward, there's no reason not to just spend it freely on heart vendors for upgrades either.
Every time I hit the right gear level upgrades, with lots of passive traits, warriors just blow past PVE solo content without any regards to risk involved.

As my comment for conditions sucking ... it's when you have a lot of condition specced party members you start to get capped cond. stacks and not dealing any damage from condition anymore while Warriors continue shouting and giving fury to everyone while putting out ridiculous amount of raw damage.


You're going to wind up unhappy if you compare any class to warriors right now. Warriors are a bit silly and can burn through anything. I do agree that condition specs are best if you're with a relatively set group due to the stack limitations on bleed (and everyone and their dog being able to put up 6-9 stacks by themselves), but power spec necros aren't bad. They just distressingly spend a lot of time in their boring class form spamming 1.


Title: Re: First Impressions
Post by: Fraeg on December 03, 2012, 08:23:10 PM
Was about to hang up my Necro and finish leveling my elem or thief when a friend hooked me on this guys vids.  Meh will edit this on PCM f this phone


Title: Re: First Impressions
Post by: rk47 on December 03, 2012, 08:31:16 PM
i wonder how u guys level a thief. i played like 5 lvls of it before turning him into a mule.
The spamming same attack (attack, as in, ONE attack) in PVE got old quick.


Title: Re: First Impressions
Post by: Kageru on December 03, 2012, 08:47:21 PM

I thought you quit?

Thief is fun, but most of the powers focus on mobility and looking cool. Though dual daggers is pretty active in terms of managing your resources. And shortbow is good value if you can pull two mobs.


Title: Re: First Impressions
Post by: murdoc on December 04, 2012, 07:01:46 AM
I'm messing around with a few alts right now, got a Thief to 27 (thanks to 400 leatherworking), Engineer to 14 and Necro to 16 - by FAR my favorite has been my Necro.


Title: Re: First Impressions
Post by: Brogarn on December 04, 2012, 07:05:29 AM
Was about to hang up my Necro and finish leveling my elem or thief when a friend hooked me on this guys vids.  Meh will edit this on PCM f this phone

Waiting...

Seriously, though. Been getting bored with my Mesmer as of late and was looking for something new. Started up a Necro but no real clue what to do with it. So, ya, interested...


Title: Re: First Impressions
Post by: Crumbs on December 04, 2012, 07:16:08 AM
Necro is underrated.  I wrote this for my guild forums, might be some useful info in there:



Title: Re: First Impressions
Post by: veredus on December 04, 2012, 01:44:08 PM
Nice write up on the necro. Just an fyi when using siphon life with your dagger, you can move around and not break the casting.


Title: Re: First Impressions
Post by: Cheddar on December 04, 2012, 03:22:46 PM
Level 20 something on my ranger now and having a blast.  He is just fun!

Charr starting area blows.  Otherwise have had a grand old time- especially with Maw runs!


Title: Re: First Impressions
Post by: Kageru on December 04, 2012, 04:14:24 PM
The initial charr starting area is under-whelming, But the larger zones I found quite fun, there's some good events and lovely scenery to be had.


Title: Re: First Impressions
Post by: Genev on December 05, 2012, 04:30:20 AM
I'm leveling a necro atm, im a completionist so tend to be ahead in levels for the zone (and joining the morning wvw xp train once or twice on her helped /cough).
Up to lvl... 15-20 or so, i felt my necro was incredibly weak, but now at 37 stuff drops so fast, it's insane.
I'm also surprised at how much i love the Asura, I'm not usually into small cutesy races o.O

My Charr Ranger jsut got her flowery bow (which doesn't fit her even remotely since i have Arah armor, full of skulls and bone detail, and use muted colours :p), contemplating whether to go for another legendary or not, will take a while to get started though, still owe a friend 50g...


Title: Re: First Impressions
Post by: Shatter on December 05, 2012, 06:42:56 AM
I have a level 80 Thief, 80 Warrior, 80 Mesmer and am currently leveling a Guardian(now at level 40).  I can do things on my Guardian I couldnt do on any other class so far.  By far highest survivability and DPS is certainly decent enough.  I can take out 6-10 mobs of same level and not go below 75% HP.  Veterans are a joke at same level or slightly above and Ive solod 2 champion mobs so far.  Also not a 1 button class, takes some getting used to in order to properly manage the boons, heals, etc.  I have a feeling this will be the class I will stick with.


Title: Re: First Impressions
Post by: Zetor on December 05, 2012, 06:59:20 AM
On my support-spec staff elementalist I could solo wvw supply camps even if they were reinforced by ogres or hyleks (never tried fighting a dredge-reinforced camp, because fuck you blind immunity), which was pretty neat. A single misstep (or an enemy player looking at me disapprovingly) and I was dead, but that's to be expected I guess.

NB: this was before the Evasive Arcana nerf. Never forget, etc. /pours out a 40


Title: Re: First Impressions
Post by: Crumbs on December 05, 2012, 06:59:37 AM
Nice write up on the necro. Just an fyi when using siphon life with your dagger, you can move around and not break the casting.

Huh...not sure how I missed that.  Maybe I got interrupted a few times early on and thought it was because I moved  :facepalm:


Title: Re: First Impressions
Post by: sachiel on December 05, 2012, 09:14:19 AM
On my support-spec staff elementalist I could solo wvw supply camps even if they were reinforced by ogres or hyleks (never tried fighting a dredge-reinforced camp, because fuck you blind immunity), which was pretty neat. A single misstep (or an enemy player looking at me disapprovingly) and I was dead, but that's to be expected I guess.

NB: this was before the Evasive Arcana nerf. Never forget, etc. /pours out a 40

D/D ele is the way to go.  I can be sloppy and still take out supply camps.  Tight, and you can take down all the npc's there in a minute.  

D/D ele is probably the hardest, most active class to play, but done right, can beat or stalemate any other class.  Also, fastest traveling class in the game.  Loving it.

Additionally, warriors are a joke to fight.  I was running to a tower, and this GS warrior was behind me, but I didn't feel like blowing rtl or skills.  She kept on, so I turned around on her and taught her not to chase D/D eles.  Hammer warriors can be annoying, but their skills are so slow and telling.  GS warriors are laughable.  if a D/D ele really wants to run from you, good luck.  The mobility is incredible.

Only classes I have issues with are tanky/healy builds like other dagger eles, guardians and some necros and not being able to put enough damage on them if I don't time interrupts right.  Thieves are usually cake, unless they're a high-stealth build, but they can't run from me, but if they stealth enough, they can stay in one place and be untouchable.  If I get bored, then I always have the option to scoot, which most other classes don't.  We make great scouts as well, as zergs can't catch us; also great bait if you want to split or string out a zerg.  

Excala is probably the best D/D ele I've seen: http://www.youtube.com/user/daphoenix555


Title: Re: First Impressions
Post by: Zetor on December 05, 2012, 10:26:41 AM
Yar, I use daggers now... my staff phase was a while ago, still in green gear too.  In WVW I only use the staff for keeps now (both defense and offense), otherwise it's All Dagger, All The Time.

That said, I still bust out the staff a lot in dungeons/fractals since that 1200 range + ability-to-keep-party-members-standing-in-fire-alive is so sweet.


Title: Re: First Impressions
Post by: Brogarn on December 05, 2012, 10:37:52 AM
That's just a ridiculously good player and build. I have no idea how to counter that. Necro turning boons into conditions? Glamour build Mesmer cranking out the confusion stacks? I don't even know...


Title: Re: First Impressions
Post by: K9 on December 05, 2012, 10:43:20 AM
TFDR

terrible format didn't read.


If you have the Reddit Enhancement Suite you can browse threads like that by various groups, including submitter, which makes finding responses very simple.


Title: Re: First Impressions
Post by: sachiel on December 05, 2012, 12:29:35 PM
Yar, I use daggers now... my staff phase was a while ago, still in green gear too.  In WVW I only use the staff for keeps now (both defense and offense), otherwise it's All Dagger, All The Time.

That said, I still bust out the staff a lot in dungeons/fractals since that 1200 range + ability-to-keep-party-members-standing-in-fire-alive is so sweet.

Oh yeah, I still carry a staff for keepage, but i hate using it.  BTW, if you haven't grabbed a focus, get one.  Focus air #4 can be used to block treb and cata shots, especially useful when your team is trying to push back on a tower with trebs and you can protect the keep walls while they do.  I'd rather do that than meteor walls I hate staff so much.  Besides, my build isn't high damage; let a glass cannon ele go bomb keep walls.

As for what classes can counter that and actually kill them?  A few.  Our weakness if is you lock us down and can keep at range as a dagger has no range options beyond 600 yards.  Unlike other classes, we don't have a weapons swap that can go from melee to range, and if the ele is dagger, they're not very threatening past 300 yards.  We still have many gap closers, ride the lightning (1200, breaks cripple, but can be rooted and still takes damage), burning speed (600, but subject to cripple), teleport (900) and magnetic grasp (900, useless if target is out of range), but it can be done.  I had a ranger lock me down and kill me the other day, so it's not impossible.  I made some mistakes on that one, and he was good about reading my tells and stayed at about 1000 range.

What makes the class so insanely powerful are the sheer number of skills we can cycle through and the vast amount of effects from burning, bleeding, blind, chill, cripple, blowout, knockdown that you can put on pbae/cone targets in such a short amount of time.  And you can wade into the middle of the mob, lay down several conditions and decent damage, disorient the zerg and still get out.  I dive into the zerg better than a warrior or guardian.  And even if you do get locked and downed in the zerg, you have #2 to vapor form back to your side for a res.  I love pushing the front line; it's such a different playstyle from staff and so goddamn much fun.  Still love running in small groups more and you will dominate because you're giving regen, might, protection or swiftness every attunement swap, sharing stun/chill auras + fury/swiftness and have tons of +healing and condition stripping with cone of cold/cleansing wave.  I run Excala's build, 0/10/0/30/30, and use 2 monk, 2 water and 2 divinity with PVT + clerics bits to get my healing over 800.  Use Corruption/Battle sigils to 25, then Force/Battle.


Title: Re: First Impressions
Post by: Xanthippe on January 16, 2013, 02:45:43 PM
I am really enjoying this game. Been playing the crap out of it this week due to a horrible toothache that I've had to endure until tomorrow when blessed relief will be given at the endodontist. (Vicodin is worthless, and now I know why whiskey/alcohol is the stereotypic answer to toothaches - why don't people prescribe it? It works wonders, truly better than ibuprofen or vicodin).

I have a 27 necro and a 30 elementalist. Both are a lot of fun. I want to make a mesmer but not quite yet. Exploring is fun, the community is very nice (at least on Gates of Madness), wvwvw is a lot of fun too. This game has a lot of fresh concepts, and the explorer in me is so happy.

The trade post is innovative.

Crafting is interesting - seems like it needs a rework (or maybe not?) as so many of the pieces are not in demand. But then, I don't know really about the stats and how well they work. I stacked toughness on my elementalist for survival in wvw and it has helped quite a bit. My necro stacks condition damage mostly and whatever else is on the piece I want to buy. I don't have the stats down yet for sure.


Title: Re: First Impressions
Post by: Venkman on January 16, 2013, 07:51:45 PM
Been out for awhile but keep up on the patches just in case. Probably return after I'm done with AC3 (which might not possibly coincide with completing the damned game, mind you).

Was nice to see they finally made Ele underwater abilities fields and finishers. Drove me nutty how all those fields had not combo effects. Really the primary reason I didn't enjoy underwater combat. It just didn't feel like the class.


Title: Re: First Impressions
Post by: Phred on January 16, 2013, 07:54:10 PM

The trade post is innovative.

Crafting is interesting - seems like it needs a rework (or maybe not?) as so many of the pieces are not in demand. But then, I don't know really about the stats and how well they work. I stacked toughness on my elementalist for survival in wvw and it has helped quite a bit. My necro stacks condition damage mostly and whatever else is on the piece I want to buy. I don't have the stats down yet for sure.

The crafting is not in demand because the trade post was so innovative. It's cross server which means everyone and their dog is trying to make money at the game and they all think that undercutting is better than selling at the going rate and letting the random number generator pick sales. So if you find anything that sells for slightly above break even you will quickly be undercut by someone for enough to push the price down to barely worth it. People still sell stuff for 1c over vendor dispite the trading post listing the expected returns and advertising the sales cost, and they still think they are making a profit.






Title: Re: First Impressions
Post by: amiable on January 17, 2013, 05:01:43 AM
Yar, I use daggers now... my staff phase was a while ago, still in green gear too.  In WVW I only use the staff for keeps now (both defense and offense), otherwise it's All Dagger, All The Time.

That said, I still bust out the staff a lot in dungeons/fractals since that 1200 range + ability-to-keep-party-members-standing-in-fire-alive is so sweet.

A nice middle ground is S/D.  You won't have the 1v1 capabilities you have with D/D and you take a slight hit to mobility, but you get range, better tank, more AoE and better group support.  Plus might stacking out the wazoo.