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Topic: Guild Wars 2 (Read 660559 times)
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Ard
Terracotta Army
Posts: 1887
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Can't see how that'd be odd given the huge number of sci fi and horror stories that involve plant critters animating dead human corpses.
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UnSub
Contributor
Posts: 8064
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Plants with breasts / in bikinis make no sense. If you want to make a plant race, make it more alien (or even plant-like) rather than fashion model in green body paint.
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Furiously
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Posts: 7199
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Maybe they reproduce sexually? And are mimicking people so people don't eat them...
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Lakov_Sanite
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Posts: 7590
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Would you look at those melons...
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~a horrific, dark simulacrum that glares balefully at us, with evil intent.
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Sheepherder
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Posts: 5192
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One question:
Will regular humanoids be able to eat their corpses to restore health?
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Draegan
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Posts: 10043
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I've heard that the sylvari choose a season to be born into during character creation which effects the way they look. The person who told me that then said a Winter Necro would be awesome. I agree!
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Lantyssa
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Posts: 20848
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What I've heard is that the tree the Sylvari come from 'ate' a few humanoids which died around it, and that's what their forms are based upon. There should be a centaur Sylvari at some point if this is true.
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Hahahaha! I'm really good at this!
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DLRiley
Terracotta Army
Posts: 1982
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I've heard that the sylvari choose a season to be born into during character creation which effects the way they look. The person who told me that then said a Winter Necro would be awesome. I agree!
you can switch between the seasons, which there are 2 summer and winter, plus dyes to mimic autumn and spring.
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Draegan
Terracotta Army
Posts: 10043
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Where's that info from? Maybe I should read some of the blogs.
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Lantyssa
Terracotta Army
Posts: 20848
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I hear they're having an entire week of releases dedicated to the Sylvari!
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Hahahaha! I'm really good at this!
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Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
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That link about designing them talks about the summer and winter versions, with pictures.
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Draegan
Terracotta Army
Posts: 10043
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Oops.
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Soln
Terracotta Army
Posts: 4737
the opportunity for evil is just delicious
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any news on when this is launching?
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Zetor
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Posts: 3269
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Fordel
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Posts: 8306
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any news on when this is launching?
Not soon enough is my guess.
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and the gate is like I TOO AM CAPABLE OF SPEECH
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DLRiley
Terracotta Army
Posts: 1982
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And many bastards were flushed down the toilet that day.
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Velorath
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There's also a general overview of PVP, as well as a look at one of the PVP maps, "The Battle of Khylo". From the first article: For Guild Wars 2, we wanted to organize the PvP formats more clearly and simply. For pickup play, we've created a single place where all pickup players can play. It's a server browser where "hot join" games are constantly running. We've also created a single, central place for competitive play in the form of automatic tournaments. These two play styles—pickup and competitive—share a lot of gameplay similarities, which allows players to easily transition from casual to more organized play. ]This is important, because both pickup and tournament play are independent of "world" choice. In other words, all Guild Wars 2 PvP players are in the same PvP games and are not segregated.
Let's take a closer look at the two PvP styles.
Hot Join PvP
"Hot join" games are the casual side of structured PvP. By nature, fighting other players is never going to be as casual as fighting PvE monsters, but this is a place to experiment with builds, learn the maps, and try out a PvP game against other players. Hot join PvP can be played from 1v1 all the way up to 10v10.
Players can browse through a list of available games, each displaying the current map, the number of players, etc. Players can search by server population or friends list. Even if a game is in progress, you can join or leave at any time. If one side loses players, the servers can auto-balance the number of players on the teams. Once the current round ends, the server loads the next map in the rotation, players can reselect teams, and the fight starts again. This kind of setup allows players to find favorite servers and build online communities by playing more than one game with the same settings and people.
Tournament Play
Tournaments are the more organized side of structured PvP. Tournament play is 5v5, but matches take place on the same maps that are used for hot join play. Tournaments will run with varying frequency, and different reward levels will allow some players to get their feet wet in the smaller tournaments while more-organized teams battle it out in the larger tournaments.
Tournaments come in the following flavors:
Pickup Tournaments: These single-elimination tournaments wait for 8 teams to join before starting. Once they start, they go through 3 rounds of eliminations, with winners receiving qualifier points. Monthly Tournaments: For monthly tournaments, you'll need a certain amount of qualifier points to join. Yearly Tournaments: These grand tournaments feature the winners from the monthly tournaments slugging it out for the right to call themselves the best PvP players of the year. Player-Run Tournaments: These tournaments will be customized by players, allowing for great flexibility and unique bragging rights. PvP Game Types
Guild Wars 2 PvP features different maps that all dramatically alter a single game type called Conquest. In the Conquest format, teams compete over a certain number of capture points. Holding a capture point and killing enemies improves your team's score. The first team to reach the score limit—or the team with the highest score when time runs out—wins the match.
Control points are strategic areas on the map that are captured by standing within them. A point must be neutralized before it can be captured, and it can only be captured if no enemies are around. The more allies you have at a point, the faster it will be neutralized and captured. Neutralizing a control point stops it from scoring points for either team and happens quite quickly. But if an enemy is standing within a control point, you must push them out or kill them before continuing with your capture.
Now that you know how Conquest works, you probably want to know how we spice it up. We vary this game type by creating important secondary objectives. These can be trebuchets, repair kits, and destructible environments, like those in the Battle of Kyhlo map. In another map, for instance, a secondary objective takes the form of a giant dragon flying overhead, blasting portions of the map and killing players who are fighting below.
Secondary objectives allow us to create an environment where you always understand the basic objectives, no matter which map you're playing, but they also let us create radically different high-level strategies through the unique mechanics of each map.
Getting Started
When a player takes a character into PvP, they are granted access to all the necessary skills, items, etc. Characters are set to the maximum level, putting everyone on an even playing field. This makes player skill more important than time invested in a particular character. When you take your character back to the PvE environment, you return to the skills and gear you had there, but the game will save your last PvP setup. You'll also be able to store templates for builds. This way, you can try out new stuff in PvP but still easily return to your familiar builds.
Each profession will load into PvP with a starter template that allows new players to have a competent build without needing to delve into detailed skill selection, item selection, or other tweaks. However, these more detailed customization options will be available for players who are more comfortable with the system.
Finish Them!
I thought it appropriate to end with a look at the downed mode in PvP. Downed mode works a bit differently in PvP—or rather, interacting with a downed player is different in PvP. While you can still kill a downed player just by attacking them, when you are near a downed enemy, you will also see a prompt: "F - Finish Them!" Hitting F at this point starts the animation for a finishing move that sends your opponent straight to their defeated state.
Putting it All Together
As with every aspect of Guild Wars 2, we wanted to create the highest-quality PvP possible. Our goal is to allow new players to try PvP with our hot join servers while making sure that the most elite PvPers will be able to find a challenge. We focused our efforts on this single, shared game type because it allows us to achieve the goal of making an easier transition from casual PvPer to hardcore PvPer. The Conquest game type lets us polish that one format to the point where players can find depth in emerging strategies, and it allows our entire player base to play together. At the end of the day, Guild Wars 2 is a social MMO, and structured PvP is as much a part of that as anything else.
Persistent hot join servers, instant unlocks, and a common game type have all been created with the ultimate goal of building a community and letting players find the people they want to play with quickly. We want you to stop preparing to have fun and start having it! So Tournament and more casual PVP, PVP isn't segregated by server, and sounds like only one gameplay mode but with multiple maps. Also interesting I guess that 10v10 is the highest number of players.
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Mosesandstick
Terracotta Army
Posts: 2476
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Everything they say sounds fantastic, with a good dose of innovation. I really want to see more gameplay.
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caladein
Terracotta Army
Posts: 3174
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Hot Join PvP is just the FPS server browser in an MMO. That's not a good thing.
One of the nice things about RAs in GW1 was that if you were too good as a group you quickly shot up into the TA pool (or less quickly got kicked out altogether once they added Codex). Without that release valve this just creates the pub stomping problem we see in shooters all the time. Modders have come up with mitigation techniques for this and I certainly hope they add some in, but there's really no way to get around a 10v10 server having five really good players on it and four of them winding up on the same team repeatedly.
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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tazelbain
Terracotta Army
Posts: 6603
tazelbain
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Looks bad, games that are set up manually by the players usually the least fair games you can make.
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"Me am play gods"
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KallDrexx
Terracotta Army
Posts: 3510
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I don't understand why they are bothering with hot play? I would prefer the random pvp they had in Factions (AB I think it was?? its' been a while), where you have large teams that you get randomly put into and battle in an objective map. It's easier for casuals to get into and doesn't involve curbstomping by teammates who purposly join the same team
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Draegan
Terracotta Army
Posts: 10043
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Did they say that was the only way they were doing things?
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KallDrexx
Terracotta Army
Posts: 3510
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Did they say that was the only way they were doing things?
That quoted article makes it seem like those are the only two styles of pvp.
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Dark_MadMax
Terracotta Army
Posts: 405
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So basically instanced PvP only? Tournament system sounds pretty solid if you are into that sort of thing (but then again why play it over WoW arena, LoL, Bloodline champs ,etc). Dissapointed
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Nevermore
Terracotta Army
Posts: 4740
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What happened to the server RvR endgame? Is it just the 10 man rated battleground clone BS?
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Over and out.
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DLRiley
Terracotta Army
Posts: 1982
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Lolz you guys just collectively derp derped. Ok let me make it clear for the rest of the unwashed masses.
RVR pvp endgame = RA,AB monster hybrid. Anyone can join from anywhere, the game revolves around objectives that funnel players into either small group objectives or large dick pounding on gate type action. This mode doesn't care if your level 1 or 80 and sidekicks you up to level 80 health and damage wise. This mode provides PVE incentives and PVE bonuses to the side that wins and you can LEVEL up by just doing the RVR. This is the PVE'ERS PVP mode.
Organized PVP = Bastard child of TA and GVG, with a little HB elements. Organized PVP comes in TWO flavors - Pug PVP. - Serious Business.
Pug PVP is basically the stomping grounds of friends, casuals, and new players. Hopefully they will have the sense of a RA style "random join" but without it you can still join games in progress. Players make room that allow other players to join. Even if there is stacking, like in say TF2 there is no penalty for just leaving and joining another game. Arguable its a huge clown shoes move if friends aren't allowed to play with each other, I don't see this format riddle with anymore pros than the typical Orange X only TF2 server.
Serious Business, its serious business.
Organized PVP is the PVP'ers PVP and was made to attract players who play TF2 or LoL with some epsort potential.
The reason why this was released because the most pvp news the PvP crowd that used to play/still play GW1 got was "Derp Super RA fun right?!?" for 2 years as far as GW2 was concern.
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« Last Edit: August 17, 2011, 01:26:31 PM by DLRiley »
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Draegan
Terracotta Army
Posts: 10043
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Define RA, AB, TA GVG, HB please.
I assume GVG is guild vs. guild.
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Ingmar
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Posts: 19280
Auto Assault Affectionado
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I'm guessing RA is random arenas (see WoW) and AB is Arathi Basin.
I'm also guessing that he doesn't know what RvR means, because nothing we've seen has anything to do with RvR.
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The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
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Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
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Lolz you guys just collectively derp derped. Ok let me make it clear for the rest of the unwashed masses.
Smashingly well done, chap.
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DLRiley
Terracotta Army
Posts: 1982
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Define RA, AB, TA GVG, HB please.
I assume GVG is guild vs. guild.
Random Arenas - The super casual, pve'er friendly, new player arena. Basically you click the flashing enter battle button and in 30 seconds your in a group of 4 vs another random group of 4, team death match style. In GW1 its how 99.99% of players start to pvp and a good number of players stay there. Alliance Battles - The rivals RA in casual friendlyness and is even more pve'er friendly ( Minion master necro's back when necros and fire ele's are the flavor of the day, were in RA you would die horribly and people would laugh). You make a group of 4 and click the enter battle button. 90 seconds later your fighting with 2 other groups of 4 vs another team of basically 3 groups of 4. You capture shrines protected by minions belonging to your faction (AB is a player faction based arena, luxon vs kurzkicks), each shrine if held long enough gives points and you win if your team reaches a certain number of points first. There are several shrines to capture and when you die you just respawn to the main camp (which the other team can't go in because the npc guard deals 9999.9999 points of armor/magic piercing damage). Hero Battles - Its the only 1v1 arena, but its basically you and 3 npc "heroes" you can customize and select skill for, vs another player and his set of heroes. You run around capturing points, but you also gains points by killing. When you reach a certain number of points first you win. Heroes you unlock in pvp are level 20 and have access to all weapons and skills you have access to. Guild vs Guild - 8v8 Team death match, though you can also win by killing the opposing sides npc keep lord who is located deep inside the opposing players keep where they respawn. "Ninjaing the Lord" involves, killing the various npc guards (you don't customize those) and soloing the Lord. The Keep Lord is basically a warrior with 200+ health on top, but specced for tactics instead of any of the three weapon masteries so his damage is subpar against any sufficient self healing but it takes a bit of time to klill him. When player die they incur a death penalty that lower there health and mana, capping at 40% reduction. There are a few more things to the mode but thats the basics.
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luckton
Terracotta Army
Posts: 5947
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One random kinda off-topic-ish question because I'm too lazy to look and I know you awesome dudes will have an answer: Besides PvP, will this game sport a decent PvE end-game? Or a PvE game at all that would draw me away from TOR/WoW?
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"Those lights, combined with the polygamous Nazi mushrooms, will mess you up."
"Tuning me out doesn't magically change the design or implementation of said design. Though, that'd be neat if it did." -schild
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Crumbs
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Posts: 588
Likes: Politics, SWTOR, and CHINAJOY. SO MUCH CHINAJOY.
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I'm guessing RA is random arenas (see WoW) and AB is Arathi Basin.
I'm also guessing that he doesn't know what RvR means, because nothing we've seen has anything to do with RvR.
RvR description at 5:40: http://www.youtube.com/watch?v=xBC_ig73aMs
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DLRiley
Terracotta Army
Posts: 1982
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I'm guessing RA is random arenas (see WoW) and AB is Arathi Basin.
I'm also guessing that he doesn't know what RvR means, because nothing we've seen has anything to do with RvR.
Meh someone said RVR so i figure i wouldn't confuse people anymore than they already are. Its called World vs World, because your fighting players from other servers. One random kinda off-topic-ish question because I'm too lazy to look and I know you awesome dudes will have an answer: Besides PvP, will this game sport a decent PvE end-game? Or a PvE game at all that would draw me away from TOR/WoW?
As far as the pve end game is concerned, i'm guessing the higher level you are the more likely your able to handle the big scary gibbering horror beyond space time that wants to eat the continent for breakfast. There are no "quest" or missions, just dungeons and random stuff happening like centaurs burning down towns because there centaurs. Its your job to stop the world from ending, from fighting centaurs and killer mole people to stopping the local dragon who is really pissed and hungry. In theory if no one stops the assault of various minor and greater horrors you may log on to a zombie apocalypse and paying homage to your new under sea overlords.
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« Last Edit: August 17, 2011, 02:06:19 PM by DLRiley »
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caladein
Terracotta Army
Posts: 3174
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Hopefully they will have the sense of a RA style "random join" but without it you can still join games in progress. There is a automated "join game" button in the image they showed of the interface, yes. I just think it's funny (and a terrible idea) that after they spent tons of time trying to get rid of syncing in RAs, they're basically baking it in with the sequel.
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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