UPDATE: Pax info starting to leak in, the first of which is that they announced there will be ipad/smartphone app that allows you to chat with everyone in-game.
At launch, the app will have tons of features available, designed to help offline players connect with their friends in-game. Along with the ability to chat with your friends and guildmates from your portable device, players will also be able to view the location of their friends via a fullscreen map, showing their actions and movement in real-time.
Other planned features of the app include a remote auction house and the ability to add new friends straight from your portable device. The app will be available to Guild Wars 2 players for no extra charge
Lots of info in the links above, HIGHLY recommend you read all of it personally for me, this is extremely exciting. I felt that the RPG part of MMORPG really has been missing from most recent MMOs, or well, all MMOs. I've always wondered what it'd be like if an MMO would allow for suspension of disbelief. In most of them, each quest you did, each boss you killed would be available to another character, or to yourself even after a little while, which always, in the back of my mind while playing, seemed super lame. Of course I never imagined it could be any other way. What do you guys think?
I never played past pre-alpha, but Hellgate: London used a system that was like this, so no it's not revolutionary. There were randomly-generated events in various parts of the world that functioned as quests and made the world appear a little more dynamic.
Though I never played it, friends and co-workers tell me Warhammer Online used a similar system called Public Quests, where randomly an event would trigger and anyone in the vicinity would automatically be grouped into a party to complete the quest and receive loot.
It's a smart system, but it's not new, and it's probably a balancing nightmare for the system that GW2 describes. Enemies would just scale up in strength based on the number of players in the zone?
Aww, so no Questhelper addon to tell me where to go next?
Seriously though, this will be a refreshing change from all the generic quest systems out there. But I think they can only take it so far. WoW quests felt artificial because of respawning enemies and the world remained the same state no matter if you succeeded or not. But the respawns and unchanging world aspect was so that other players can have a chance to do something.
GW2 may have a different way of STARTING quests, but I think the respawning issue will still be there, because other players need a chance to do the quest too.
Excalibur_Z: Hellgate wasn't even an MMO and all of its dungeons were instances. this isn't at all like what the article describes. can't comment on Warhammer Online.
To me that sounds awesome, but we'll have to wait how exactly it turns out. I don't think there's a solution to the problem really. If they make a dragon attack a village like every other hour that's as unspectacular as what WOW currently offers.
I wonder what the unannounced MMO from Blizzard looks like.
Sounds like Public quests from Warhammer Online, an event happens in an area and everyone in that area works together to fix it. Of course its always in the same area and it restarts after like 15 minutes so it really doesn't add any immersion, just a bit different and a fun way to get some items and whatnot.
On May 14 2010 02:21 Tinithor wrote: Sounds like Public quests from Warhammer Online, an event happens in an area and everyone in that area works together to fix it. Of course its always in the same area and it restarts after like 15 minutes so it really doesn't add any immersion, just a bit different and a fun way to get some items and whatnot.
Not quite. The big difference between the Event system and PQs from WAR are that passing/failing/somewherebetween an event will actually change the game world for all players. If you read the blog past the quote where the OP ends, they give some good examples of this. Also events have their difficulty dynamically balanced so that it gets harder with each player joining in. This way a solo player during low-player times of the day can complete events himself.
If it's been a while since you've been to an area of the world, when you go back it may be completely different due to player actions (or inactions).
EDIT: Another reason that it's different is that due to the changes to the game world, entire chains of events can happen. If you let a force of bad guys advance towards a settlement unopposed, they'll make a fort there and begin raiding the settlement and there will be new events to deal with that. If you go out and crush the force early, new events will happen where you can start a counter attack to take over their base. If you complete that, even new events will begin.
On May 14 2010 02:21 Tinithor wrote: Sounds like Public quests from Warhammer Online, an event happens in an area and everyone in that area works together to fix it. Of course its always in the same area and it restarts after like 15 minutes so it really doesn't add any immersion, just a bit different and a fun way to get some items and whatnot.
Not quite. The big difference between the Event system and PQs from WAR are that passing/failing/somewherebetween an event will actually change the game world for all players. If you read the blog past the quote where the OP ends, they give some good examples of this. Also events have their difficulty dynamically balanced so that it gets harder with each player joining in. This way a solo player during low-player times of the day can complete events himself.
If it's been a while since you've been to an area of the world, when you go back it may be completely different due to player actions (or inactions).
EDIT: Another reason that it's different is that due to the changes to the game world, entire chains of events can happen. If you let a force of bad guys advance towards a settlement unopposed, they'll make a fort there and begin raiding the settlement and there will be new events to deal with that. If you go out and crush the force early, new events will happen where you can start a counter attack to take over their base. If you complete that, even new events will begin.
It does sound great, but how the hell are they doing it?? I can only imagine they (developers) are constantly keeping an eye on things and making changes as necessary? Like if the players didnt beat the bandits, the developers have to build a fort for them, and then implement new quests due to the change. That seems like a TON of work!!! And a changeable gameworld i guess. cause downloading a new patch every day because some1 didnt do the "defend my home quest" would be rather annoying. Also what about the millions of players constantly changing the world?? Anyway if it really works this way, i sure would love to try it, cause that was the only thing i disliked about WOW: Your action changed ABSOLUTELY nothing.... And it got boring after a while...
I wonder what type of servers they'll have to use for what they describe…
Traditional MMO are largely static and run in large part on the client's computer. From what they describe it seems like it will take a lot of computing power to have an entire world that is intelligently evolving in real time.
For example in most games monster spawn points are essentially static in that they are all predetermined so require little server work. What the game developers seem to be trying to do is having the server dynamically determine the spawn points for potentially tens if not hundreds of thousands of monsters ever few minutes. Gives me a headache just thinking about how much code and processing power it would take to do such a thing.
Won't take anything special. Neither server- nor event-wise.
Won't even take constant patching or developer update.
It's just like in other MMOs. Maybe in WoW or L2 etc you had linear quest chains containing 10 quests. In these settings it's pretty much the same with branching quest chains - I guess the branches are not going to be that wide, but it doesn't really matter.
As for the ogres attack your home there's still gonna be hubs where the characters are from, or maybe you choose a city or village from a list, but all in all they will still be hub points which are 'attackable' by npc mobs.
Sieges, snipers, whatevers can be covered with one single variable given to each area - defining where the area stands, is there a fort, is it at peace, etc. Imagine the loadtimes when you enter the area in 'old-time' MMOs - my guess is it's gonna be the same. No need for bigger servers, during the loadtime you'll just receive the few variables from the server that defines the state of the particular area and your own pc will handle the rest.
Yes they can keep it somewhat more dynamic with a monthly patch where they completely demolish undefended villages and such, and that could be a nice option which doesn't take as much testing as a deep change to the game's engine.
It's a neat try and probably going to be new for a while, but all in all the same things will happen over and over. Once all the branches are experienced it won't be more than, say a usual daily.
I don't say it will take from the fun. I still remember playing L2 after my operation and it was fun. I made a ton of screenshots and ran around like and idiot. Or when I first played WoW because that was the only way to keep in touch with some friends, or some other web-based games due to distance and it was kinda fun. What I'm saying is - the DK quest chain is fun for most WoW players for the first time, but once you do it for the nth you just want to kick Tirion in the arse to gtfo already.
Or maybe I'm just not an avid player since I only ever play online games with a friend.
I read the article a while ago. I'd just like to say that if this game becomes everything that was described, it will be amazing. I probably won't get it right away, but I'll def be checking in on it when when it releases.
Guild Wars is the only MMO i've ever played for more than 2 days. I actually think I played it like 2-3 months or so. Great fun, I hope this will be free to play as well.
I'd like to note for all of those that don't know, this MMO is being made by ArenaNet, who employ some of the old blizzard lead design/programming team from sc1, wc games and wow, before they left around the time of the first wow expansion. Should probably put that in the OP seeing as it might gain this thread more interest on TL for those that don't already know that! From wikipeida:
The founders of ArenaNet were former employees of Blizzard Entertainment who played important roles in developing the highly successful computer games Warcraft, StarCraft, Diablo, Diablo II, and the Battle.net gaming network. Their new studio was briefly called Triforge, Inc.[4] before changing its name to ArenaNet and being acquired by NCsoft.
Patrick Wyatt is a game programmer and one of the three co-founders of ArenaNet. He is the leader of the Network and Technology teams and a programmer for Guild Wars. Before the foundation of ArenaNet, he was working in Blizzard Entertainment where he was the Vice President of Research and Development and a senior programmer. Wyatt was the leader of Battle.net gaming network's programming and a major contributor on the multiplayer parts of Blizzard's popular games including StarCraft, Diablo and Warcraft II: Tides of Darkness. Having been in Blizzard for more than eight years, his work also includes earlier Blizzard games like Lost Vikings and Rock N' Roll Racing.
Jeff Strain is a game programmer and one of the three founders of ArenaNet. He served ArenaNet and NCsoft as the leader of the Art and Production teams and President of Product Development respectively. He was previously the lead programmer of Blizzard's MMORPG World of Warcraft; he also created the StarCraft campaign editor and worked on Diablo and Warcraft III. He is credited as a programmer and executive producer for Guild Wars.
Mike O'Brien is one of the three co-founders of ArenaNet and the leader of the Design and Content teams for Guild Wars. Previously, he worked as a company director and a lead programmer at Blizzard Entertainment where he developed the 3D rendering engine of Warcraft III: Reign of Chaos and led the development of Battle.net. He also worked on Warcraft II: Tides of Darkness, Diablo and StarCraft, where he, among other things, designed and created the MPQ archives used in all Blizzard games after Diablo. Mike O'Brien was featured as one of the most influential people in the computer and video game industry on PC Gamer's September 1999 cover story "Game Gods".
On May 18 2010 00:40 UdderChaos wrote: I'd like to note for all of those that don't know, this MMO is being made by ArenaNet, who employ some of the old blizzard lead design/programming team from sc1, wc games and wow, before they left around the time of the first wow expansion. Should probably put that in the OP seeing as it might gain this thread more interest on TL for those that don't already know that! From wikipeida:
The founders of ArenaNet were former employees of Blizzard Entertainment who played important roles in developing the highly successful computer games Warcraft, StarCraft, Diablo, Diablo II, and the Battle.net gaming network. Their new studio was briefly called Triforge, Inc.[4] before changing its name to ArenaNet and being acquired by NCsoft.
Patrick Wyatt is a game programmer and one of the three co-founders of ArenaNet. He is the leader of the Network and Technology teams and a programmer for Guild Wars. Before the foundation of ArenaNet, he was working in Blizzard Entertainment where he was the Vice President of Research and Development and a senior programmer. Wyatt was the leader of Battle.net gaming network's programming and a major contributor on the multiplayer parts of Blizzard's popular games including StarCraft, Diablo and Warcraft II: Tides of Darkness. Having been in Blizzard for more than eight years, his work also includes earlier Blizzard games like Lost Vikings and Rock N' Roll Racing.
Jeff Strain is a game programmer and one of the three founders of ArenaNet. He served ArenaNet and NCsoft as the leader of the Art and Production teams and President of Product Development respectively. He was previously the lead programmer of Blizzard's MMORPG World of Warcraft; he also created the StarCraft campaign editor and worked on Diablo and Warcraft III. He is credited as a programmer and executive producer for Guild Wars.
Mike O'Brien is one of the three co-founders of ArenaNet and the leader of the Design and Content teams for Guild Wars. Previously, he worked as a company director and a lead programmer at Blizzard Entertainment where he developed the 3D rendering engine of Warcraft III: Reign of Chaos and led the development of Battle.net. He also worked on Warcraft II: Tides of Darkness, Diablo and StarCraft, where he, among other things, designed and created the MPQ archives used in all Blizzard games after Diablo. Mike O'Brien was featured as one of the most influential people in the computer and video game industry on PC Gamer's September 1999 cover story "Game Gods".
On May 20 2010 08:10 Angra wrote: It looks pretty cool but if it doesn't have competitive PvP/guild vs guild like GW1 has, I'll lose interest pretty fast. ;o
On May 20 2010 08:10 Angra wrote: It looks pretty cool but if it doesn't have competitive PvP/guild vs guild like GW1 has, I'll lose interest pretty fast. ;o
of course it does -.-
Well, I mean more along the lines of it being actually competitive and supported well by ANet. Not just pvp for the sake of having pvp.
On May 20 2010 09:01 FliedLice wrote: I won't hype MMOs anymore before I have played them... Leads to so much disappointment...
/wave@Warhammer Online, Age of Conan, Aion and all the other "WoW-killers"
Yeah, I think the 11.5 millions subscribers aren't going anywhere.
Oh they're going... WoW's subscription has already dropped below 4 million, since they lost all of China's subscribers. Wotlk and most likely cata, will have swarm of retards since they keep making the game easier and easier. Aion is doing pretty well right now, and Guild Wars 2 would be quite revolutionary I'm sure.
On May 20 2010 09:01 FliedLice wrote: I won't hype MMOs anymore before I have played them... Leads to so much disappointment...
/wave@Warhammer Online, Age of Conan, Aion and all the other "WoW-killers"
Yeah, I think the 11.5 millions subscribers aren't going anywhere.
Oh they're going... WoW's subscription has already dropped below 4 million, since they lost all of China's subscribers. Wotlk and most likely cata, will have swarm of retards since they keep making the game easier and easier. Aion is doing pretty well right now, and Guild Wars 2 would be quite revolutionary I'm sure.
Any proof to back up those figures? And i thought WotLK was released recently in China?
Will guilds or large, organized groups of players be able to manipulate, control, or grief the dynamic events system? For example, once they know all the outcomes of an event, could they force a particular outcome? What exactly is being done to minimize griefing?
Eric: A few things need to be said about the event system here. One of the primary goals when we design each and every event is ensuring that the event is not griefable. The entire point of the event system is that players work together to succeed at events, therefore the only way to manipulate the system in a negative way would be to cause an event to fail. “Events never encourage player conflict, and never have fail conditions that can be actively triggered by players.”Events never encourage player conflict, and never have fail conditions that can be actively triggered by players. For example, you won’t see any events that require players to be “stealthy” by say, sneaking by some sleeping guards. A player in this situation could quite easily choose to wake the guards up and ruin the fun for everyone. In the case where a player or group of players have figured out how to cause an event to fail, we have been very careful to not make any one particular event more desirable than another. As Colin mentioned, events are rewarded with experience, gold, and karma. Karma is basically a non-tradable resource that is used for a variety of things in the game. For example, certain merchants only accept karma in exchange for their goods and services. Because of this, players can get some pretty cool rewards by doing events, but it doesn’t matter which exact event they’ve done. Achievements can be earned by doing events, but not by doing any one specific event. We’ve taken this approach with any system that interacts with events. Events also occur frequently and all over the map. If someone is causing problems at a particular event, it isn’t difficult to find another one to participate in. Remember also that events often occur in chains. If a player or group of players were to figure out a way to cause an event to fail, it would often just cause another different event to pop up. In the end, stopping griefing is one of our highest priorities. Through our playtesting we’ve already found a few ways in which some of our events could be griefed, and in every case we’ve made changes to stop it. At this point we think we’ve addressed most of these issues, but we’ll continue to be vigilant as we develop the game and will of course take whatever measures are needed to stop griefing after the game is released.
Does event scaling adapt to group size only or will it also adapt to character levels?
Eric: Event scaling only adapts to group size, not to character level. If you have a group of players participating in an event and they are a bit higher in level than the event calls for, they will find it easier than a similarly sized group of lower level players.
Will you ensure that event chains are consistent with regard to the story they tell? Will it be possible for two players to make different choices, leading to one experience events inconsistent with her choices? For example, two characters choosing two different paths for the same event, and the event “forcing” one player to align with an opposing faction, which is inconsistent with the decisions she made up to that point?
Eric: Players never make individual choices in an event. They either choose to participate in the event or they don’t. If ogres are ransacking a charr town, an individual player can choose to try and stop them, they or can choose to just keep walking and ignore the situation. The ogres are going to do their best to pillage the town, and any players participating will do their best to stop them. If the ogres succeed, then that town is lost to all players, not just those that tried to help. Events react to the world, not to individual players. Think of events as shared player experiences where the world acts as a real world (or at least a real fantasy world) might act. Individual player choices are made in each player’s personal storyline which leverage the use of instances to reflect that different players can make different choices. In each character’s personal story, they will get to make decisions that will change their instanced version of the world, but in non-instanced areas, player choice will have an impact on the greater environment and therefore on all other players in that world.
Is the term “quest” reserved for the personal story? Will we have traditional quests in addition to events?
Eric: We’ve actually gone away from using the term “quest” to describe any of our content. The feeling is that the word has a lot of baggage associated with it. It brings certain expectations and preconceptions that we don’t want players to have in mind when they play our game. That being said, there are no traditional quests in Guild Wars 2. We have three main types of content in the game. First, we have events which we’ve started talking about in some detail. Next we have the personal storyline, which is probably closest to being what players usually think of as a “quest” and yet it’s very different at the same time. We’ll be talking about the personal storyline very soon. Then we have dungeons, which are organized group content, but again with ArenaNet’s own particular twist. We’ll talk about dungeons a little further down the road.
Can a zone be empty of events and, if so, will it stop the player’s progress? Would there be a danger that a player might need to reroll a character if her progress is hampered by a lack of events?
Eric: A zone or map (which is how we refer to what I think players tend to regard as a zone) is never empty of events. Events occur pretty frequently so an empty map wouldn’t stay that way for very long. Even in a theoretical situation where a map was to be empty for an extended period of time, it would have no real effect on a player’s progress. A player has many ways of progressing in Guild Wars 2 and events are only one of the many ways he or she has of experiencing the world. A player who doesn’t have an event occurring near them has many choices of things to do (including exploring a little and probably finding an event fairly quickly) such as following their personal storyline, earning achievements, discovering and earning traits, or completing collections. There is no end to the variety and amount of content available to players.
Thanks Eric! As usual, you’ve delivered a ton of detailed info and yet you’ve left us wanting more!
Sounds freaking amazing. Just gets better and better. Although I am concerned about getting hyped up for this because everything that sounds great on paper can suck really bad if it has poor execution.
On May 20 2010 09:01 FliedLice wrote: I won't hype MMOs anymore before I have played them... Leads to so much disappointment...
/wave@Warhammer Online, Age of Conan, Aion and all the other "WoW-killers"
Yeah, I think the 11.5 millions subscribers aren't going anywhere.
Oh they're going... WoW's subscription has already dropped below 4 million, since they lost all of China's subscribers. Wotlk and most likely cata, will have swarm of retards since they keep making the game easier and easier. Aion is doing pretty well right now, and Guild Wars 2 would be quite revolutionary I'm sure.
That sounds highly unlikely as just a few (2-3) months back in the Activision Blizzard financial report they stated they still have over 11 million subscribers
That video linked was surprisingly awesome and not half as melodramatic as I expected it to be. I was a big fan of GWs, especially the PvP, it's about the only MMO PvP I could stand, it felt almost more like an action game, albeit with lag.
I expected a dwarf to follow up that elf lady in that video though, is there some story reason they're not present? There were dwarfs in the first game... Right? Am I imagining things?
I hope they'll deliver MMORPG looks all the same these days.
I can't get excited i got burned so many times ... Burning crusade, Age of Conan, Warhammer, Woltk, Aion... Each time like the sucker i am i subscribe then i grow bored a few month later.
That's all pve stuff, pve in guild wars 1 was terrible, it's only logical they're trying harder this time. I'm more interested in the pvp aspect, gvg mainly. I knew arenanet had the original pre-wow blizzard devs, i was wondering if they were actively involved in developing guild wars 2. Any confirmation of this ? The op says only they founded arenanet which is well-known.
On May 21 2010 22:20 Redder wrote: That video linked was surprisingly awesome and not half as melodramatic as I expected it to be. I was a big fan of GWs, especially the PvP, it's about the only MMO PvP I could stand, it felt almost more like an action game, albeit with lag.
I expected a dwarf to follow up that elf lady in that video though, is there some story reason they're not present? There were dwarfs in the first game... Right? Am I imagining things?
You didn't finish Eye of the north storyline did you....?
On May 21 2010 22:20 Redder wrote: That video linked was surprisingly awesome and not half as melodramatic as I expected it to be. I was a big fan of GWs, especially the PvP, it's about the only MMO PvP I could stand, it felt almost more like an action game, albeit with lag.
I expected a dwarf to follow up that elf lady in that video though, is there some story reason they're not present? There were dwarfs in the first game... Right? Am I imagining things?
They made a huge sacrifice to take down the great destroyer.
I can speak from experience on this topic...I am not buying GW2. I played GW1 HEAVILY a few years back when the PvP in that game was probably the most amazing team experience I've ever had in a video game. Unfortunately lack of support and maintainance made the game degenerate into a pile of crap. Today the game is infested with bots and ridiculously inbalanced.
So while I'm not saying you shouldn't buy GW2, I'm saying I can't support that company anymore. It seems like they sold out to the WoW croud that will enjoy a more RPG style MMO instead of keeping its solid competitive roots.
On May 20 2010 09:01 FliedLice wrote: I won't hype MMOs anymore before I have played them... Leads to so much disappointment...
/wave@Warhammer Online, Age of Conan, Aion and all the other "WoW-killers"
Yeah, I think the 11.5 millions subscribers aren't going anywhere.
Oh they're going... WoW's subscription has already dropped below 4 million, since they lost all of China's subscribers. Wotlk and most likely cata, will have swarm of retards since they keep making the game easier and easier. Aion is doing pretty well right now, and Guild Wars 2 would be quite revolutionary I'm sure.
Any proof to back up those figures? And i thought WotLK was released recently in China?
world of warcraft is done in China, they can't play it anymore.
However, it's not as big of a financial impact to Blizzard, because China's subscription model pricing is much lower than in the US, but its definitely felt.
I think what's really revolutionary about gw in general is that they don''t demand mony/month just that you buy the game then you play it. And they deliver aswell !! i will definatley play GW2 ^____^
On May 20 2010 09:01 FliedLice wrote: I won't hype MMOs anymore before I have played them... Leads to so much disappointment...
/wave@Warhammer Online, Age of Conan, Aion and all the other "WoW-killers"
Yeah, I think the 11.5 millions subscribers aren't going anywhere.
Oh they're going... WoW's subscription has already dropped below 4 million, since they lost all of China's subscribers. Wotlk and most likely cata, will have swarm of retards since they keep making the game easier and easier. Aion is doing pretty well right now, and Guild Wars 2 would be quite revolutionary I'm sure.
Any proof to back up those figures? And i thought WotLK was released recently in China?
world of warcraft is done in China, they can't play it anymore.
However, it's not as big of a financial impact to Blizzard, because China's subscription model pricing is much lower than in the US, but its definitely felt.
You do realize that the Chinese Ministry of Culture stepped in and contradicted the ruling, and these articles are very old right? There are still Chinese subscribers, but WotLK still hasnt been released :/ There was also a 62% jump in profits for the quarter in which TBC was released, see http://worldsinmotion.biz/2010/02/netease_revenues_jump_on_first.php
On May 21 2010 22:20 Redder wrote: That video linked was surprisingly awesome and not half as melodramatic as I expected it to be. I was a big fan of GWs, especially the PvP, it's about the only MMO PvP I could stand, it felt almost more like an action game, albeit with lag.
I expected a dwarf to follow up that elf lady in that video though, is there some story reason they're not present? There were dwarfs in the first game... Right? Am I imagining things?
There are no elves in guild wars either. And if you played a ranger you would have blessed the 120-200 ms lag, interrupting infuses relied on a trick which wouldn't have been possible without lag and non-teleguided projectiles.
On May 20 2010 09:01 FliedLice wrote: I won't hype MMOs anymore before I have played them... Leads to so much disappointment...
/wave@Warhammer Online, Age of Conan, Aion and all the other "WoW-killers"
Yeah, I think the 11.5 millions subscribers aren't going anywhere.
Oh they're going... WoW's subscription has already dropped below 4 million, since they lost all of China's subscribers. Wotlk and most likely cata, will have swarm of retards since they keep making the game easier and easier. Aion is doing pretty well right now, and Guild Wars 2 would be quite revolutionary I'm sure.
Any proof to back up those figures? And i thought WotLK was released recently in China?
world of warcraft is done in China, they can't play it anymore.
However, it's not as big of a financial impact to Blizzard, because China's subscription model pricing is much lower than in the US, but its definitely felt.
You do realize that the Chinese Ministry of Culture stepped in and contradicted the ruling, and these articles are very old right? There are still Chinese subscribers, but WotLK still hasnt been released :/ There was also a 62% jump in profits for the quarter in which TBC was released, see http://worldsinmotion.biz/2010/02/netease_revenues_jump_on_first.php
Top Chinese guilds play on the taiwan servers.
On May 21 2010 23:37 Ganondorf wrote: That's all pve stuff, pve in guild wars 1 was terrible, it's only logical they're trying harder this time. I'm more interested in the pvp aspect, gvg mainly. I knew arenanet had the original pre-wow blizzard devs, i was wondering if they were actively involved in developing guild wars 2. Any confirmation of this ? The op says only they founded arenanet which is well-known.
The importance they are giving to projectile spells implies that they are granted to hit and can't be dodged by good player movements unlike arrows and to some extent spells too in GW1, which significantly lowers the skill cap required for success. Gun projectiles are also an issue: direct hits with no travel time imply that the designers are not intending to allow pressure/degen spells to be as effective as in the first game, tightening the setup team choices.
And IIRC the WoW guys are working on the GWII quest and gameplay design, but tbh I've switched my attention to Anet's Blade and Soul, the combat mechanics look a lot more innovative if they manage to pull off everything they've planned.
StarMasterX United States. May 22 2010 08:44. Posts 35 PM Profile Quote # I can speak from experience on this topic...I am not buying GW2. I played GW1 HEAVILY a few years back when the PvP in that game was probably the most amazing team experience I've ever had in a video game. Unfortunately lack of support and maintainance made the game degenerate into a pile of crap. Today the game is infested with bots and ridiculously inbalanced.
So while I'm not saying you shouldn't buy GW2, I'm saying I can't support that company anymore. It seems like they sold out to the WoW croud that will enjoy a more RPG style MMO instead of keeping its solid competitive roots.
The original couple expansions, prophecies and factions, had several imbalances, but were overall much more fun to play. That said, they were fun mostly due to the team aspect of things. This continued even as Anet released more and more expansions and made the game extremely imbalanced and eventually stale. Despite terrible balance and poor patches, getting a group of friends together and throwing together a stupid build was still fun. If I'm not too busy when it finally does come out, I'll get gw2 with the hopes that it at least starts out as fun as gw1 did.
I asked ArenaNet if they wanted to talk on this new leap of faith and gameplay within this post, and they came through big time. Eric Flannum, sixth god of Sacrifice and Lead Designer for Guild wars 2, comments below:
This blog post comes at an interesting time.
You see, we’ve been running some brand new players through Guild Wars 2 in some very targeted focus tests lately to see how they’ll react to the world we’ve created. Some of these players have been strongly conditioned by years of MMO playing to look specifically for quest bangs over the heads of NPCs and ignore everything else. We have found that at first, they tend to ignore the events going on in the world. They might run right past a fisherman imploring passersby to kill a marauding Drake Broodmother and they might even run by a wheat field being burned to ground by bandits.
Eventually it will start dawning on them that something different is going on in this game. One of our testers, upon seeing a huddle of sick villagers standing around a poisoned well, made the comment, “I feel like someone is trying to tell me something.” She ran down into the valley and noticed that the irrigation towers that water the fields were pumping out a green noxious liquid and that the fields were being overrun with grubs living off of the poisoned water. When she reached a giant water reservoir brimming over with noxious poison, she said, “Ah, this is where my peeps are being poisoned.” She immediately looked around the area for some solution to the crisis, found a waterworks worker who knew how to remedy the solution, and helped him do it. Once the reservoir had been cleansed, the villagers got better, the irrigators stopped spewing poison, and the grubs started to die. She received a nice reward of XP, gold, and karma for helping out.
All of this occurred without her accepting a single quest, and our tester got a nice heroic story about how her character helped save an entire village. Of course, she arrived somewhere in the middle of the event chain—she didn’t even find out what caused the poisoning in the first place. This particular tester was satisfied that she had helped the poisoned villagers, and didn’t go looking deeper for what had caused the poison in the first place. However, if she had wanted to look deeper, she could talk to some of the inhabitants of the area and learn that they’ve been having problems with bandits who inhabit a nearby cave system. She might even have learned that these bandits poisoned the water reservoir. Now it would be up to her to decide whether or not she wanted to go into the bandit caves and try to stop them further or even stick around and defend the reservoir in case the bandits tried anything else.
She could also choose to ignore the problem entirely and look for other things going on in the world. Setting up these kinds of choices and opportunities for adventure are what the event system is all about, and it has proven to be highly satisfying to players with a strong “explorer” play style. These players get to go out into the world, draw conclusions by looking at the evidence around them, and then discover things to do. The event system is so much more than simply running around until you stumble across something to do (although that is also possible and sometimes very fun).
On May 22 2010 10:47 Kraz.Del wrote: This game doesn't look anything compared to WoW. Years of gameplay additions and a great community are what make WoW great.
lol? If anything years of gameplay additions and really bad communities are what made WoW worst and worst, espcially after wrath..
On May 22 2010 10:47 Kraz.Del wrote: This game doesn't look anything compared to WoW. Years of gameplay additions and a great community are what make WoW great.
the opposite is true, lmao it used to a good game (not a great one ever really) and turned to shit slowly as more and more nerfs and expansions keep being added
Prophecies and Factions made for what was imo the best competitive online team experience I've ever had, there was a decent community, reasonable support from Anet and pretty OK balance.
Nightfall and EotN brutally murdered the game and the only reason anyone still plays it is because they have to turn up to a monthly AT to get a cape trim.
The PVE was always piss poor, but who cares. GVG was amazing in its prime. I miss it.
With the way that GW1 is being maintained and updated right now the PvE side makes me somewhat want to buy GW2 but for me the real game is in the PvP and with the massive "negligence" for the updates recently in GW1 not to mention the handling, or lack there of, the botting issue in GW1 right now I probably will not be buying GW2. I spent alot of money on all three sections of GW1 and the expansion and bought a few character slots and a couple PvP only accounts. Pretty much spent most of my free time playing it and as the updates churned out and the bots came it i /uninstalled. I loved the game and i still watch every update hoping it will bring some of the pre nightfall/EotN PvP back but each update it gets a little worse.
I am however excited for GW2 and watch the updates as intently still probably wont buy it but nothing is impossible
On May 22 2010 16:25 RecYouGood wrote: With the way that GW1 is being maintained and updated right now the PvE side makes me somewhat want to buy GW2 but for me the real game is in the PvP and with the massive "negligence" for the updates recently in GW1 not to mention the handling, or lack there of, the botting issue in GW1 right now I probably will not be buying GW2. I spent alot of money on all three sections of GW1 and the expansion and bought a few character slots and a couple PvP only accounts. Pretty much spent most of my free time playing it and as the updates churned out and the bots came it i /uninstalled. I loved the game and i still watch every update hoping it will bring some of the pre nightfall/EotN PvP back but each update it gets a little worse.
I am however excited for GW2 and watch the updates as intently still probably wont buy it but nothing is impossible
Can you please go deeper into that, in the thread or in pm? I've never gotten around to pvp in GW, i was expanding my knowledge (and elite skill and green weapon lists lolol amirite) in PvE first. I'd like to know what pvp was like before, and what its like now? what ruined it, exactly?
On May 22 2010 15:28 yesitsrob wrote: Prophecies and Factions made for what was imo the best competitive online team experience I've ever had, there was a decent community, reasonable support from Anet and pretty OK balance.
Nightfall and EotN brutally murdered the game and the only reason anyone still plays it is because they have to turn up to a monthly AT to get a cape trim.
The PVE was always piss poor, but who cares. GVG was amazing in its prime. I miss it.
Don't hate on nightfall, after they settled the lolparagon and lolgrenth issues it was basically as if they brought macro into GW. It turned into a team game and not just a quarterknock sheneanigans, as a mesmer I'd have to keep 2 to 3 timers rolling in my mind for stuff i'd have to interrupt, lod infusers were a piece of game design art.
LoD was nice, but last I checked they completely obliterated that (and the only reason LoD was so nice is because you pretty much NEEDED to have it since HP was also slaughtered and the pressure teams could put out at the time was sick), quite some time ago, even after lolgrenth was changed the game still suffered horrible imbalances, it became block wars for god knows how long, as a mesmer it must have been hell, I agree, because it's not really possible to interrupt aegis chains with gole abbuse, defensive anthems galore oh and can't forget b surge.
I'd take Gale warriors and quarterknock shenanigans any day over any of the metas or crap that nightfall introduced, eurospike, shadow prison sins, triple dervs, rao thumpers - a lot was fixed, to be replaced by other scrub trash.
Last i checked of the recent mATs it's just a bunch of terribads getting gold off lolele split or some 4 monk garbage.
edit: cannot remember who made this image, whatever the case it's amazing and reminds me of how bad GW became.
LoD was nice, but last I checked they completely obliterated that (and the only reason LoD was so nice is because you pretty much NEEDED to have it since HP was also slaughtered and the pressure teams could put out at the time was sick), quite some time ago, even after lolgrenth was changed the game still suffered horrible imbalances, it became block wars for god knows how long, as a mesmer it must have been hell, I agree, because it's not really possible to interrupt aegis chains with gole abbuse, defensive anthems galore oh and can't forget b surge.
I'd take Gale warriors and quarterknock shenanigans any day over any of the metas or crap that nightfall introduced, eurospike, shadow prison sins, triple dervs, rao thumpers - a lot was fixed, to be replaced by other scrub trash.
Last i checked of the recent mATs it's just a bunch of terribads getting gold off lolele split or some 4 monk garbage.
edit: cannot remember who made this image, whatever the case it's amazing and reminds me of how bad GW became.
EotN is what officially fucked everything up, because it brought back single player kills but it wasn't just warriors and sins who could kill stuff but eles joined the crew aswell. And blind is on 6 or 8 secs CD with massive damage and a cover condition.
As for mesmers there were 6 or 7 ppl in total who could cope with the timers, the names i have in mind are Spank, Anita and the other guy from vD, Yen and myself, although I mostly smurfed and had my most successful runs with the finns as a replacement.
Block wars came in 2 waves, at first it was because of SoD monks paired with LoDs (although i preferred them a LOT compared to SoR monks) and then (late eotn up until now i think) stance monks, a couple months ago i logged to check a few reps and it was full of paragon teams.
Eurospike, sinsplit (which i honestly liked, they would radically change how a few matchups were played and i actually got to play Boxer...), raos and dervs were little more than the consequence of poorly balanced skills as soon as Nightfall came out, everything got fixed later and stayed fine for about 6-8 months up until eotn.
If we carefully analyze the key points of each of these builds it's easy to just find a way to make them fit into a balanced metagame, but the GW community was extremely pressing on the developers, I remember the game regularly being patched once to five times a month often unexpectedly, to change the metagame Anet would completely annihilate a key skill and enforce the change to something else. One night we were about to GvG, logged in after a surprise patch and pleak would burn 1...4 energy instead of 13...18 lol
What ruined it was the realization that: 1) if you turtled well enough untill VoD and kept enough of your NPC's the buffed damage during VoD meant you could 321spike everything down. 2) once this was realized and VoD was removed they brought in an idea that I initially thought would work. The aggressiveness towards the guildlord. It quite ultimately sucked ducks and for awhile made the game even worse when you had teams running 8 monks bonding up their lord and sending 2-3 players to constantly do damage on your lord just to win at 25. 3) Nightfalls beastly power creep with such overpowered easily spammable skills. Dont get me wrong i hated the turtling and enjoyed the ability to have some sense of a split in a regular build the guilds i were a part of often enjoyed spliting as most american guilds with "american honor" did. it was really the only way of over coming the rock paper scissors of which server you would be on during a match if facing Euro's. A split build carried us into the single elims in one AT. 4) AT's i thought these would be great having missed out on PvP for the GWC and the GWFC and not being able to form a consistent team for the others i enjoyed the thought of competing every month for a chance at getting some trim. The match making and the point system were greatly flawed and often times the lag and drop rate made a few AT's impossible. There are a few guilds out there that have won their trim on drop or ridiculous lag that eliminated the rest of the competition. 5) Bots....
Point 1) was requested by (it really was, i cried a little inside too) the pve retards at GWguru, because they "wanted NPCs to have larger importance on the game".
In a PvP context they wanted NPCs to decide the game.
nuff said.
Point 2 is a direct consequence of that, a company can't simply 100% revert a change and admit they messed up, even if they don't really get monthly subscriptions and have nothing to lose directly.
Point 3 is something that people often don't consider, and i like that you brought it up. One skill sums up everything IMO, and it is divine boon.
Before Nightfall which nerfed it on release and after the Blessed Light nerf which would leave monks some room for decision on their playstyle boon was a must-have. And frankly I considered it lame. One random heal, life pops back up (another key point, RoF was BUGGED up until mid to late nightfall, in that it negated ALL dmg from the next hit and then healed instead of negating as much damage as it said on the tooltip. But that was fine with me, monks with good timings could sneak a RoF in the middle of a poorly coordinated spike to negate the hardest hitting skill).
With Nightfall Anet obviously wanted to mix things up and gave monks LoD which was on the healing prayers instead of divine favor attribute, to finally split monks into healers and prots.
Eurospike was lame, I admit it. But you wouldn't realize it when everyone was playing it unless you played warrior. And it is a shame that lots of honorable warriors had to switch to playing lame melandru dervs (not so lame when wearying strike would hit aoe for 100 dmg and up, especially at the time when ppl found out about E/Rt flaggers before the Rt healing nerf, scythe+splinter weapon=fu).
If you think about it, the 2 frontliners would complain about not being able to do shit, the ranger would mostly do his thing and often solo split out of frustration when the water ele would camp him, and the rest of the team would be fine with the metagame, so it was 5/6 ppl vs 2 in favour of leaving "american honor" back at home.
4) I had the feeling ATs would be the death of GW since they first unveiled them, I mean, a tournament in such a variable game with no support from the developers?
5) Bots were luckily only a scourge to the american and international server, at least the chatspammers would regularly get banned on the euro servers, and since it was an instanced world i wouldn't give a crap about farmbots. P.S. with eotn players became farmbots themselves, but that was pve and i wouldn't give a crap about it...
As you may have understood i could go on forever aswell LOL
I still don't believe at all that they "fixed" things so fast with Nightfall, I gave things a lot of times and patches but the game had just gotten really bad. As a front liner, having situations where playing a Mels Derv would have been better freaking pained me, as it was SO freaking dull to play.
Maybe there was a period during NF when it improved, but to me it most certainly wasn't before eotn as I was still playing then, and it was shit. I logged on about 1 month ago and was welcomed with the ele split shit I was referring to winning the mATs, twice in a row now, completely shameful.
The peak of it for me was when guilds like EvIL were active, playing during what was the quaterknock galefests but it's not something they abbused themselves and were able to win proper. FotM was beaten by quality play, Now FotM wins gold trims. Which has a lot to do with the really quality guilds quitting. it was a sign it was going down hill when rawr won something (and a lot more later)
vD were fucking boring when they were running that eurosplit bollocks. Eurosplit was godawful for the game too.
It's a matter of personal preference. Beating Eurospike (which all over europe is known as "balanced") took a concerted effort from the whole team, and by team I mean frontline/ranger/mesmer to safely disable/put something on recharge, while until nightfall every game was decided solely by the frontliners.
Whenever we played vD we'd know that we would have to work hard and stay focused all the 28 minutes, mental pressure is a key factor that only rangers, mesmers and monks would feel and play with, faking low/high energy was key to prevent the opposing team from pushing when you were actually choking and could have got wiped, and after LoD infusers got nerfed forcing warriors into overextending was stupidly hard as well as pointless.
EotN simply fucked up monks. WoH heals for 80% as much as infuse while costing half as much and taking as much to cast, since most monks nowadays use weapon switch macros (which is fucking retarded, this is not wow, if the macro function isn't implemented and you have to use external binds you are cheating in my eyes) they will have the 40/40 HSR HCT. And there is no risk whatsoever with WoH.
The only time where eotn felt fun for me was the triple frontline meta, it really stirred things up for a while, but to complement that maps were radically changed (both the rotation and a few map features, see the moving of the npcs on isle of the dead after the sinfire stint) and it was impossible to play classic casters. [Glad] also tried to make the game fun but it was just fun to watch, [FFS] american honor players tried to do something like that themselves but neither of them got above poop trim iirc.
Just like during the 2nd iteration of sinsplit new talents popped up, I have personally met a few illusion mesmers who sucked ass as dom. I myself played BA ranger in the top 20s and was incapable of not looking retarded whenever I'd be forced to play cripshot.
I wouldn't even get into discussing more recent metagame balance, last time I checked warriors had permafrenzy with a movement speed increase or had a tanking elite which made them unspikable, WoWarding has been retardedly imbalanced (66% block my ass, it's been confirmed to have been lowered to 66% just a couple months ago, before that it was 80-90% unremovable block chance) and eles have always been the retarded cookie cutter class.
On May 23 2010 08:44 yesitsrob wrote: I still don't believe at all that they "fixed" things so fast with Nightfall, I gave things a lot of times and patches but the game had just gotten really bad. As a front liner, having situations where playing a Mels Derv would have been better freaking pained me, as it was SO freaking dull to play.
Maybe there was a period during NF when it improved, but to me it most certainly wasn't before eotn as I was still playing then, and it was shit. I logged on about 1 month ago and was welcomed with the ele split shit I was referring to winning the mATs, twice in a row now, completely shameful.
The peak of it for me was when guilds like EvIL were active, playing during what was the quaterknock galefests but it's not something they abbused themselves and were able to win proper. FotM was beaten by quality play, Now FotM wins gold trims. Which has a lot to do with the really quality guilds quitting. it was a sign it was going down hill when rawr won something (and a lot more later)
vD were fucking boring when they were running that eurosplit bollocks. Eurosplit was godawful for the game too.
I'm in full agreement with this post. Nightfall killed the competitive side of the game. To this day they have not cleaned up the mess that expansion made in PvP. They had it nearly perfect in late Prophecies and late Factions. God that game was so awesome.
PvP was amazing in GW, spent 3700 on that game. Soul Wedding is my hero. Nightfall/EoTN pissed all over PvP though, GvG because this silly 4 Monk thing where the objective is just to hold out until VoD.
When I started playing WoW, even that felt more fun than GW, and it was hardly a grind, as everything was so beautifully designed, and having some friends to carry me to 80, twinking all the way, arena once in a while, amazing. Then I discovered raids, maxed out my gear, arena all the effing way, new raids came out, I realized I Blizzard was literally farming money off me, and stopped.
But yeah...I will play GW2 just because the GW really did have some revolutionary aspects about it, and hopefully they will carry it on.
To an extenet even Factions broke the game. It isnt a secret that shadow stepping while one of the coolest features became of one of the most broken features. They introduced the after cast into the shadow stepping but then that shadow step would just see less play.
Then there is the colossal fail that is Smiters Boon.
The recent updates did nothing but buff the bots out there. They reduced recharge times on mesmer interrupts and cost of the skills aswell.
vD's playstyle and was Hexes Hexes and more Hexes. Thats probably where the games is going to head back to now Hexes and edenial. Edenial was fun when everyone ran low energy sets. it introduced alot of micro into the game. But with the significant lack of hex removal that already existed and the presence of bots that can interrupt you untill the cows come home good luck with that.
the Mindblast eles were the best split when they came out for months. then came the Shatterstone eles. my guild ran into alot off success with 2 warrior 2 ele ranger/mesmer flagger and 2 monks. and that was before vR started running that i dont care what they say we introduced that build to them.
Enchant strips were what u needed to run during that time. a well placed rend or a pain of disenchant would = a kill, with out one u wasted ur time. A few guilds even got mad when we ran 2 rends in the spike build we had.
The one part of the update that i do like is the increase recharge on BSurge and BFlash. forced teams to have a dedicated player with a draw or foul feast. and then chances are ur were blurred visions anyways so it wouldnt matter.i played ranger for quite awhile be for getting fed up and running midline/flagger
the game was fun i got my silver trim and realized that at the time rawr had a lock on the gold trims so i decided that was good enough and i got out b4 the bots took over. probably the best choice i made
Some of these questions are defined by earlier choices - a character's race, class, or heritage. An asura will be asked what college they attended (Synergetics, Dynamics or Statics), while a human will be asked to define their social background (Gentry, Commoner, or Streets). Other questions might establish that your character has sympathy for a particular lesser race. A charr would have little opportunity to meet the peace-loving quaggan, as quaggan are sea-creatures and Ascalon has no coastal territory. So, while the game may have stories that focus on the quaggan, skritt, ogres, hylek, and grawl, a charr character chooses between grawl, skritt and ogres. A sylvari character, coming from the coastal Maguuma jungle, instead chooses between hylek, skritt and quaggan. In this way, we've made certain choices distinct to each race.
The original Guild Wars was one of my favorite games, and I hate MMO's. 8v8 Guild battles were awesome and intense, even if they did, too often, come down to your build versus theirs. It had interesting mechanics and the classes were diverse and each filled a necessary niche (at least until the expansions mucked it up). Can't wait to roll a Mesmer and mindfuck some casters in PvP again.
oh wow, r33k, RecYouGood, and yesitsrob, thanks for the nice detailed posts! I really didnt understand anything about pvp in gw because my mentality was (First Im gonna try every character, and then Im gonna trry every combination of class, then Im gonna get appropriate PvE and PvP gear as dictated by http://pvx.wikia.com) so I didnt PvP much, only at the kurzick/luxon thingies. I really really loved the fact that this game required that I think fast and have decent handspeed compared to other MMO's. I used to play lineage 2, and after playing BW I realized I could abuse my superior (to MMO players lol) handspeed to play summoners in olympiad and have a 100% winrate, seeing as summoner is the most OP class when used properly in olympiad. I absolutely loved the PvE in GW compared to other games, and the fact that my gf is the one who pulled me into playing makes it all the sweeter. Like i said I hadnt investigated PvP much, but even after everything you guys have said, it still seems fun to me since Im a newbie Really hope GW2 will restore my soul that actiblizzard has so expertly smashed to bits
I'll never forget the early days of GW PvP. Back when everyone was complaining about Ranger spike and Lightning Orb spike and the game was in infancy. Most of the guys in iQ were already months ahead of the curve and only the Koreans were even a problem.
Then we started releasing articles, and writing on the forums and arguing with everyone about what was broken (Energy Denial) and then lo and behold everyone "got it". The game got REALLY good for like a year and then the expansion hit. I quit iQ and the game for good at that time. There were other issues with the game that took them time (PvP templates and Unlock All Skills) that we were shouting to them for like 2 years. By the time they listened GvG/Halls was already ruined and the game went to shit.
On June 03 2010 15:39 necros wrote: considering most of the games one of the lead designer worked on (James), were revolutionary, I have come to expect revolutionary games from this man.
Starcraft, diablo, warcraft, Guild Wars, and now Guild wars 2. I love the arena net dev team...
yes seriously, here is a short bio of just ONE of the leading developers of gw2:
"James Phinney started as a programmer at Chaos Studios, which later became Blizzard Entertainment. He worked on Warcraft II and Diablo, then as lead designer and producer on StarCraft. James also wrote the story and dialogue for Shiny Entertainment's Sacrifice. He is currently employed at ArenaNet as a game designer."
On June 03 2010 15:28 Ace wrote: I'll never forget the early days of GW PvP. Back when everyone was complaining about Ranger spike and Lightning Orb spike and the game was in infancy. Most of the guys in iQ were already months ahead of the curve and only the Koreans were even a problem.
Then we started releasing articles, and writing on the forums and arguing with everyone about what was broken (Energy Denial) and then lo and behold everyone "got it". The game got REALLY good for like a year and then the expansion hit. I quit iQ and the game for good at that time. There were other issues with the game that took them time (PvP templates and Unlock All Skills) that we were shouting to them for like 2 years. By the time they listened GvG/Halls was already ruined and the game went to shit.
TBH you shouldn't see articles as a bad thing, you'd have noticed it more in the late faction/early nightfall build wars era that with each build/metagame shift new talents would pop up, half of the community would always be fresh and the people who would keep playing would have their titles, their reputation and just get listened to.
Also before they added observer mode articles were just necessary, or the learning curve would have been WAY too steep.
Also the whole "game going to shit" meme isn't something I agree with, it didn't die during factions, it didn't die when the koreans left, nor during eurospike. As soon as Anet stopped giving money to the tournament winners, well that's what really forced the gg.
And this doesn't even mean everyone stopped playing, rawr kept playing unbalanced bugged builds with developer support (a couple MATs were found to be rigged, but the metagame wasn't my thing anymore back then) and you'll still find people playing now. Some of which might even be good players.
I haven't had a great MMO pvp experience since DAOC. I never got around to playing GW but I plan on giving this a try considering all the good things i've heard.
Doesn't look like it's going to be out a while sadly. It's a really bad sign when they have 8 classes but only 1 is released (elementalist) so far. Sigh.
Does anyone know of a major forum site for the game? Doesn't seem like there is an official one.
On June 04 2010 10:50 On_Slaught wrote: I haven't had a great MMO pvp experience since DAOC. I never got around to playing GW but I plan on giving this a try considering all the good things i've heard.
Doesn't look like it's going to be out a while sadly. It's a really bad sign when they have 8 classes but only 1 is released (elementalist) so far. Sigh.
Does anyone know of a major forum site for the game? Doesn't seem like there is an official one.
closest your going to get to the reaming gw community is www.teamquitter.com but since gw is spread so thin these days, its a pretty crappy forum compared to team liquid. But there aren't nazi moderators there that ban you all the time either.
the offical guild wars irc is #gwp on the gamesurge irc network.
On June 10 2010 07:05 faction123 wrote: quite dissapointing reading this actually... are they abandoning the main focus of gw 1 which was the arena format pvp for something more traditional?
...no? They have always said that there will be arena format, structured, GvG and world pvp in at release..
On June 10 2010 07:05 faction123 wrote: quite dissapointing reading this actually... are they abandoning the main focus of gw 1 which was the arena format pvp for something more traditional?
No there will be straight balanced arena PVP but the teams wont be as large as they were before that's all.
On June 10 2010 07:05 faction123 wrote: quite dissapointing reading this actually... are they abandoning the main focus of gw 1 which was the arena format pvp for something more traditional?
The arena format was NOT the main focus of GW1. Random arenas were for bored people who wanted to sweat for their glad (or just ragequit till they found a perfect team before the fix) and Team Arenas were for lamers.
The main focus of GW1 was GvG which is staying, only with perfect good-to-go gear available as soon as you install the game (no unlocking of staff heads, bardings, insignia required). The team sizes are likely to shrink back to 6v6, hopefully they won't get smaller than that.
Let's begin with what sort of pets are obtainable. " A ranger has three active pet slots. Outside of combat, or through the use of utility skills, the ranger can swap their active pet. There are 12 different types of pets, including some terrestrial (spiders), some amphibious (lizards), and some aquatic (sharks)." Since pets from Elona and Cantha won't be an option. ArenaNet has beefed up the selection in Tyria. "Within each type there are subtypes that can influence pets' abilities. For example, a polar bear might have an Icy Roar, while a brown bear might have a Fearsome Roar."
Yeah I was thinking the same thing zeuS~. As a fan of GW1, I think the difference in GW2 is quite strange, but I'm open to change, since it might turn out to be good, and not as bad as it appears on the showcase here. They are showcasing the skills in these videos, which is quite distinct from real combat. They are probably high level characters fighting easier targets to showcase the abilities.
One thing I want in GW2 is real streaming technology. In GW1 they advertised streaming tech, where AFAIK they said they could upload new content to users while the game is running. All it turned out to be (or at least used for), was a download-on-demand before loading an area (sometimes when going through the gate/warp and going to a load screen, but sometimes while playing in the current area that's beside one you might go to [pre-loading]). You would download the files that you don't have for that area (including any monsters/characters/items) if you've never been there before, but otherwise everything was static unless a patch was released.
On May 14 2010 01:49 sob3k wrote: This just makes RPG's frustrating and confusing.
Its not about the immersion.
Its about making the grind fun.
I agree. I played the original GW and I honestly only found the grinding fun. But they HAD to nerf grinding for some stupid reason....
At the end I had to quit.
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I think GW is a game for non-hardcore players; it penalizes grinding and rely on skill and teamwork for both PvE and PvP. The premise is really good. Unfortunately I could never find competent players to do those things with me (most people you find randomly in public were extremely nubbish).
Then again I might be biased as I only played the original. Perhaps I just did not find a good guild....
If there will be a TL guild for GW2 let me know :D
On July 19 2010 16:39 Kare wrote: Im looking forward to this game, but I am always very very sceptic about MMO's, one mistake or bad thing can ruin the entire fun of the game.
I think in GW that is not a problem. You can freely modify the statistics of your character with zero penalties. It's nothing like in Diablo.
I was hoping somebody would say something along the lines of "lol parrying axes"...
Anyways, who cares about PvE hopefully GW2 will be all about pvp as its predecessor... And about the shark pets, it may seem weird mostly because it's a new concept for a MMO but the GW2 plot is mostly about big bad dragons who popped around earth and need to get killed for loot and xp (because who are we kidding, that's everyone's motivation), "dragons popping around earth" means that some of them woke up in the middle of a volcano, one or two more are in a desert and a couple of big ones are in the sea, personally I'm hoping for a couple of swimming dungeons and heck, since they did all that work for environment to have an impact on the game I can easily see casting fire-based spells on water creating blinding steam clouds.
Yea, sad thing is there is more money in catering guildwars to PvE players, its PvP base is so much smaller. I played in the Aussie/NZ timezone and after the first year there was only a handful of teams still playing in my timezone. This game could be epic if they keep on top of balancing and get a large enough playerbase -because waiting around for 30 minute in order to get a match is not cool. An issue in this first game is that the devs who made the game were never very good at PvP, and how can you balance something properly if you don't know what it is you are balancing? They will need regular contributions from the top competitive players if they want to keep high end pvp balanced.
Unlike starcraft, where your initial choice at the start of the game narrows down your possibilities to 1/3, in guildwars you can take only a very small fraction of the total skills into the game, and so you have to account for a wide variety of possibilities your opponent might have using only a few skills. So sometime it can feel sorta like you being 6 pooled when your protoss, and are not allowed to make zealots or cannons (gg much?)
Finally, rangers will have a bit more general control over their pets through a combination of commands and control modes. You can set your pet to aggressive, defensive, or passive mode overall, as well as giving specific attack, heel, and stay commands.
Whether there's still GW and especially GW2 I would never pay blizzard 1 buck for WoW that's all I gotta say.Guild Wars is by far one of THE best MMO's.
Can't wait to try it out at gamescom, btw they are giving free signed copies of Artbook and novel at gamescom too, well probably not unlimited number of them, but they are signing them every day
This game was so fun when I played it. I played competitively in the PvP aspect (top 100 GvG if that means anything to anyone). I feel like what they're doing is making the PvE element of the game great, but they're killing the PvP element =(. It makes me very sad. They're removing dedicated healers, essentially eliminating variety of roles. They're giving you basically set skills based on weapons and profession, further limiting variety (although in top level play there was little variety in builds anyway, some players still used different skills).
I'll put it in sc terms for you guys that don't play GW. It's almost as if what they're doing is saying, okay you're playing Protoss. You MUST gateway 12, cyber 16, then skip your zealot and get stalker first. After that you can either choose robo facility or twilight council, that is your only choice. All play would be exactly the same, just with very small adjustments made with micro. That's essentially what they're doing to GW.
GW was a tactical game depending on WHEN and WHERE you used your skills, but with them making the battle mechanic more like WoW where it is active attacking etc. it makes the game more about hand dexterity than dexterity of the mind.
The only good thing they are doing with this game (in the realm of PvP that is, which is all that matters to me after I blow through campaign in 12 hours by abusing AI) is allowing environment to affect game play. LITERALLY the ONLY good thing. I mean, they added CoD's last stand into an RPG for god's sake, wtf? Quoting one of the developers, "that's not alright with me."
Generic SC: That's the beauty of guild wars, you alone cannot stand a chance against all the possibilities. You must rely on your teammates play to account for your lack of ability to deal with a certain build, or I guess a better way to explain it for SC players, "play style." Adding self-healing is killing that idea of mandatory teamwork. It seems like ArenaNet is trying to cater to all those wammos with mending -_-.
I'm still hoping a lot of these changes are for PvE only and they actually take PvP to a whole new level. I can't see a Guild Wars with these changes keeping PvP interesting.
Gamers should also be happy to know that they shouldn't expect a post-level cap bait-and-switch with Guild Wars 2, either. Not only will Guild Wars 2 feature a relatively flat leveling curve, but item progression has also been treated in a similar fashion. A post-level cap dungeon-grind won't be waiting for you to make up for the ease of leveling. If there is a dungeon with an item you want in it, you'll only have to do that dungeon a pre-determined finite amount of times to get what you want out of it. You won't spend three days hitting the level cap and then five years gearing up (figures used for sake of argument). Of course, this all based on what ArenaNet is saying, so whether you believe all this or not entirely rests on how much stock you put in their word.
As ANet’s Isaiah Cartwright pointed out in the blog update, “Anyone can increase the length of an experience bar and call it content”, and that practice is something that’s been a peeve of mine for some time. At the same time, many of us, including myself, understand the necessary evil that is the leveling treadmill; it keeps people playing, but ultimately it’s pretty arbitrary. My biggest peeve has always been the games that force players to tread through a serious amount of levels yet don’t build their content around this fact. Games like Aion, Age of Conan, and I’m sure countless others went into release forcing players to grind after becoming used to a certain rhythm of leveling that consistent content provides players. It’s jarring when you hit a certain level range and suddenly all the quests dry up. If you know your game doesn’t have the content for it, re-evaluate things and adjust the level cap or XP rates accordingly.
So, how does ArenaNet get away with it? The same way they got away with it the first time around! The lack of subscription fees offers the developers the freedom to create a content-driven world and not worry about retention as much (though there is still the mystery on how they plan to fund the continued development of new content for the game, as the scope of Guild Wars 2 is certainly greater than its predecessor).
On August 13 2010 04:51 {CC}StealthBlue wrote: Wow James Phinney and 3 others have left ArenaNet to join Jeff Strain's new company Undead Labs....
Yea, just saw that.
For seven years, I headed up game design at ArenaNet, working with a family of friends to create the Guild Wars games. I am tremendously proud of the work we did together and of the world that millions of players have lived in and enjoyed.
Still, when the opportunity came to join Jeff at Undead Labs, I didn’t hesitate. I knew I could do so safely. Guild Wars 2 is well in hand. Eric Flannum has been at the helm as lead designer for more than a year now, taking the concepts we developed at the start of the project and bringing them to life. He and I are long-time friends and partners-in-crime, working together on Warcraft II, Diablo, Starcraft, Sacrifice, and every Guild Wars release to date. I have complete confidence in the game that he and the team will make.
I am ready for a new challenge, and this is the perfect opportunity to do something groundbreaking and amazing. Console zombie-survival MMO. If your heart doesn’t race a little at the possibilities, check to make sure you’ve got a pulse at all.
At least there is no bad blood or anything. Very unlike most game development break ups.
I'm very excited about Guild Wars 2. I was a huge fan of Guild Wars 1 and have nothing but fond memories. That being said however, I do think there are some things that they could fix for Guild Wars 2. I'd still be willing to buy Guild Wars 2 first day just to honor how much I enjoyed Guild Wars 1.
On August 13 2010 04:51 {CC}StealthBlue wrote: Wow James Phinney and 3 others have left ArenaNet to join Jeff Strain's new company Undead Labs....
From what I've read here makes me feel as if the departures won't have too big of an impact on Guild Wars 2. The tone is very optimistic in the farewell letters.
I'm really glad to see GW2 is bringing back the DAoC style PvP where you have 3 factions (in GW2's case, 3 servers) battling it out to take castles and other objectives in a giant, open, persistent PvP zone.
They better not nuke the balancing issues a few years after the game comes out like they did with GW1. Once Nightfall was out with its heroes and pve-only skills, the game became so laughably easy that it was a waste of time.
I saw a recent youtube video of GW: 2; wasn't impressed. Sure, the world and art style is different, but they seem to be a year behind of WoW mechanics wise.
The only thing I care about in games like that is PvP, and GW already had THE BEST PvP-mode of all the MMO's out there, so I really hope they will keep the good stuff in the game and not make it into WoW2...
On August 19 2010 05:26 Kraz.Del wrote: I saw a recent youtube video of GW: 2; wasn't impressed. Sure, the world and art style is different, but they seem to be a year behind of WoW mechanics wise.
And you can really tell that from a few shaky cam videos right?
On August 19 2010 05:26 Kraz.Del wrote: I saw a recent youtube video of GW: 2; wasn't impressed. Sure, the world and art style is different, but they seem to be a year behind of WoW mechanics wise.
It's an alpha, all NCsoft rpgs have been like that before release.
I was a HUGE fan of the original so this is very exciting! It feels like I've been waiting for so long so I am really hopeful this will be out soon enough to blow Cataclysm out of the water.
I love how Anet is taking the time to make sure everything is perfect and to make sure we all have something new and exciting to look forward to outside of the generic MMO. They are actually introducing NEW concepts, as well as building upon the old; a breath of fresh air in a post-WoW world.
Hopefully we will see nothing like what the above post is talking about and we will have another mechanically perfect korean MMO with western game balance...
On August 20 2010 11:28 Karliath wrote: Any chance this will beat WOW?
You can't just "beat" WoW. WoW is always going to have a strong community and a zealous fan base. That doesn't mean other games won't be fundamentally better, most people who have cleared ICC 12/12 won't want to give up all their cool shit in WoW to devote time to another MMO. However, this game has enough hype that I'm sure it's not going to be starving for a community or players. Without a subscription, they aren't going to make as much money as Blizzard, but hell, at least they've mad a Grade A game that's DIFFERENT.
Gamescom is here. I would say that Guild Wars 2 is going to be great and, atleast for me, has blown WoW away. There are many more videos than what I put here, so go searching.
On August 21 2010 17:27 miniwheats wrote: Gamescom is here. I would say that Guild Wars 2 is going to be great and, atleast for me, has blown WoW away. There are many more videos than what I put here, so go searching.
Also, there's quite a few skill movies for various classes:
Edit: Found some warrior compilation:
I must say that it all looks stunning. What I don't like however is that they entered the path of large numbers (ie: you have thousands of hp, hits do hundreds of dmg etc.) and stats on character. I really liked how the original GW was solved, with skill points you could freely allocate into few skills you had and then re-allocate them at a whim, and the fast pace of game with characters having 400hp tops and stuff like that.
I mean, why the hell make a hit do 120 dmg and your character have 700 hp when you can easily cut the last number to make it 12 and 70 which is easier to track.
On August 21 2010 20:57 Manit0u wrote: Also, there's quite a few skill movies for various classes:
These aren't new. They are on the Guild wars website.
Sorry, I don't have time to check on the updates regularly. So that's new to me (and it wasn't discussed in this thread until 'old post' appears, so I thought it wouldn't hurt).
Sorry, I don't have time to check on the updates regularly. So that's new to me (and it wasn't discussed in this thread until 'old post' appears, so I thought it wouldn't hurt).
Its okay and it doesn't hurt. I was just saying it to establish for some people that there is content ahead of that. Sorry if I came across as a jerk. You can see the ele and ranger ones(like the warrior) at the guild wars website.
I must say that it all looks stunning. What I don't like however is that they entered the path of large numbers (ie: you have thousands of hp, hits do hundreds of dmg etc.) and stats on character. I really liked how the original GW was solved, with skill points you could freely allocate into few skills you had and then re-allocate them at a whim, and the fast pace of game with characters having 400hp tops and stuff like that.
I mean, why the hell make a hit do 120 dmg and your character have 700 hp when you can easily cut the last number to make it 12 and 70 which is easier to track.
The numbers you're mentioning are pretty funny considering that 600 hp was the average hp for any pvp character, with 630/645 in the overdefensive set (45 in hexway meta), 565 for fire eles in their offensive set (sinfire meta, also used by some aggressive steam ice eles after that), 570 if you're polly.
I must say that it all looks stunning. What I don't like however is that they entered the path of large numbers (ie: you have thousands of hp, hits do hundreds of dmg etc.) and stats on character. I really liked how the original GW was solved, with skill points you could freely allocate into few skills you had and then re-allocate them at a whim, and the fast pace of game with characters having 400hp tops and stuff like that.
I mean, why the hell make a hit do 120 dmg and your character have 700 hp when you can easily cut the last number to make it 12 and 70 which is easier to track.
The numbers you're mentioning are pretty funny considering that 600 hp was the average hp for any pvp character, with 630/645 in the overdefensive set (45 in hexway meta), 565 for fire eles in their offensive set (sinfire meta, also used by some aggressive steam ice eles after that), 570 if you're polly.
It was ages since I last played it and didn't remember correctly it seems. Wanted to refresh my memory but can't log in to GW any more since they added this new security feature which includes entering the character name (which I don't remember ofc)...
I must say that it all looks stunning. What I don't like however is that they entered the path of large numbers (ie: you have thousands of hp, hits do hundreds of dmg etc.) and stats on character. I really liked how the original GW was solved, with skill points you could freely allocate into few skills you had and then re-allocate them at a whim, and the fast pace of game with characters having 400hp tops and stuff like that.
I mean, why the hell make a hit do 120 dmg and your character have 700 hp when you can easily cut the last number to make it 12 and 70 which is easier to track.
The numbers you're mentioning are pretty funny considering that 600 hp was the average hp for any pvp character, with 630/645 in the overdefensive set (45 in hexway meta), 565 for fire eles in their offensive set (sinfire meta, also used by some aggressive steam ice eles after that), 570 if you're polly.
Its true he probably never got much into PvP enough to realize this but he does have a really good point. Since ANET is now going the way of high level caps and making their game more like WoW and less like the Guild Wars we know and love we're going to be seeing a lot of unwelcome changes. When I saw the Charr Necromancer video I both loved and hated some of the things they did. For one, the Necromancer is now a more independent class since they have geared the game to be played solo or with a friend, which is pretty nice. But I hated seeing all those huge numbers on the screen, 7k hit points, hundreds of points of mana, enemies dealing damage in the hundreds. I long for the simplicity of the old Guild Wars where the cap was at 20 and what you worried about after that was what skills you used and where your attributes were set and your party makeup.
I'm slowly losing my faith in ANET and I'm slowly losing my interest in the game despite every negative aspect being displaced by something awesome. Its good to finally see the necromancer though, I just hope the Ritualist is in there somewhere too.
EDIT: @Manit0u, in PvP players would often wear high HP sets of armor or take the minor runes instead of major or superior because of the health lost from wearing those so while untouched your HP sits at 480, with the runes that add health and such you could easily get up to 600hp for more survivability. For single player most people sit around 450-525hp depending on their class.
I love the look and direction GW2 is going, but am skeptical as always, with any MMO. Every single one promises to be revolutionary and they all disappoint in the end. Yet, I usually end up trying them all, just in case one surprises me, but they usually never last past the free month. Thankfully GW2 won't have a subscription, but that doesn't mean it'll last past a month for me
Played my fair share of GW1 though, pre-expansions, as one of the top20 guild vs guild teams (at the time, though probably outshadowed by modern players.) Back when I was a young, extremely shy person, spam-healing away whenever needed.
On August 23 2010 01:06 Liebig wrote: No more 55hp monk in gw2 /me is sad
True that, but I remember selling the 55 hp green for 100k+30 ectos back in factions... If I had been the buyer I would definitely be welcoming wow-style farming.
I must say that it all looks stunning. What I don't like however is that they entered the path of large numbers (ie: you have thousands of hp, hits do hundreds of dmg etc.) and stats on character. I really liked how the original GW was solved, with skill points you could freely allocate into few skills you had and then re-allocate them at a whim, and the fast pace of game with characters having 400hp tops and stuff like that.
I mean, why the hell make a hit do 120 dmg and your character have 700 hp when you can easily cut the last number to make it 12 and 70 which is easier to track.
The numbers you're mentioning are pretty funny considering that 600 hp was the average hp for any pvp character, with 630/645 in the overdefensive set (45 in hexway meta), 565 for fire eles in their offensive set (sinfire meta, also used by some aggressive steam ice eles after that), 570 if you're polly.
Its true he probably never got much into PvP enough to realize this but he does have a really good point. Since ANET is now going the way of high level caps and making their game more like WoW and less like the Guild Wars we know and love we're going to be seeing a lot of unwelcome changes. When I saw the Charr Necromancer video I both loved and hated some of the things they did. For one, the Necromancer is now a more independent class since they have geared the game to be played solo or with a friend, which is pretty nice. But I hated seeing all those huge numbers on the screen, 7k hit points, hundreds of points of mana, enemies dealing damage in the hundreds. I long for the simplicity of the old Guild Wars where the cap was at 20 and what you worried about after that was what skills you used and where your attributes were set and your party makeup.
I'm slowly losing my faith in ANET and I'm slowly losing my interest in the game despite every negative aspect being displaced by something awesome. Its good to finally see the necromancer though, I just hope the Ritualist is in there somewhere too.
EDIT: @Manit0u, in PvP players would often wear high HP sets of armor or take the minor runes instead of major or superior because of the health lost from wearing those so while untouched your HP sits at 480, with the runes that add health and such you could easily get up to 600hp for more survivability. For single player most people sit around 450-525hp depending on their class.
At least one person got my message Do we really need to count things in thousands? Does this make our e-penis this much larger?
For example, I was one of the persons that welcomed the currency denomination in my country, when they decided to get rid of the 4 zeros at the end (ie: 10000 became 1), it made life so much easier...
On August 27 2010 07:28 Chuiu wrote: And now that they added the fear mechanic to Necromancers I no longer want to play this game.
It is now WoW for all I care.
You do realize there are no hexes right? They had to put them back into a pvp role, and since GW2 is going to be more individual-based hexes had become obsolete, making the necro a poking character with slight control is going to do the trick.
On August 31 2010 07:44 Chuiu wrote: r33k, that only makes the game sound worse.
Just think about the alternatives, making the necromancer a degen class wouldn't have appealed to anyone, the creative debuffs are all being shoved into the mesmer in case anyone was missing them.
As for the increased health argument, you have to realize that the 20 levels of GW1 weren't enough, even their inspiration for that added 10 more levels with the new edition (yes, I'm taking about dnd) because it is blatant that players need to feel rewarded for completing additional content. With higher levels come more stats, with higher stats comes more health, I don't see anything out of the ordinary.
If you think you're annoyed about the higher health and level cap just speak to any 3.5 dnd player and see if you can get out of the conversation without getting punched in the head. This hit other communities way harder than GW's.
On August 31 2010 07:44 Chuiu wrote: r33k, that only makes the game sound worse.
hahahah, so extremely true, mostly because of the "game is more individual based" part
I wish to remind you that you could not play GW1 PvE on your own, since NF you needed another person and the developers felt the adding of heroes like a big failure. ANet also publicly admitted regretting designing the game for such large groups. Heroes won't be returning in GW2 and you are going to need soloing capabilities on your character. This will be achieved through the implement of fixed self-heals and by overall retuning character classes.
lol, r33k you're talking about PvE. i could give a shit if i could solo PvE or use heroes or massive groups of players. the problem with making everything more individual base is it takes away from some of the core aspects of GW PvP.
yes, player skill matters, but there was a fairly low cap on player skill. by the time you are able to d-shot WoH, quarter-knock, and heal/prot efficiently, there was very little to learn as an individual. the only improvement left was to learn team tactics and synergies.
GW1 as a 1st warrior: who do i pressure? when do i spike? is my second warrior charged up on adren? they split back, who should i send? can we defend it without a healer? etc.
GW2 as a 1st warrior: "HUURRRRRRR I AM BETTER AT HITTING BUTTONS HURRDURR" i would also like to add that the 'BUTTONS' take less skill to choose also, since most skills are already chosen for you.
This game looks so fucking good.. excellent atmosphere and graphics, good and fast paced combat, minimal grind.. good instanced pvp aswell as open pvp.
Ex DAoC player so really excited about a good pvp mmo finally coming out.
Some questions though, does anyone have any more info regarding the "open pvp" GW2 will have? Will it have keep captures / frontier controls etc? It would be nice to have a constant struggle between the factions as its far more dynamic and exciting as its in a open non instanced zone.
Also, how exactly does Arenanet keep their games alive ( now GW2 ) with having no sub fee? I mean it doesnt have any purchasable items right? Its a normal box purchase for a mmorpg. ^^ Where does the income come from past box sales?
On September 12 2010 09:10 Senx wrote: This game looks so fucking good.. excellent atmosphere and graphics, good and fast paced combat, minimal grind.. good instanced pvp aswell as open pvp.
Ex DAoC player so really excited about a good pvp mmo finally coming out.
Some questions though, does anyone have any more info regarding the "open pvp" GW2 will have? Will it have keep captures / frontier controls etc? It would be nice to have a constant struggle between the factions as its far more dynamic and exciting as its in a open non instanced zone.
Also, how exactly does Arenanet keep their games alive ( now GW2 ) with having no sub fee? I mean it doesnt have any purchasable items right? Its a normal box purchase for a mmorpg. ^^ Where does the income come from past box sales?
I love how people are making all sorts of wild assumptions to the state of pvp and whatnot without even looking at what they are planning on implementing, and especially since we've not seen pvp in action, nor have we seen how higher level characters will play out, considering that the highest we've seen is mid-level charrs.
I had the chance to interview some game developers about GW2 at PAX '09 behind closed doors. I saw plenty of artwork and got some amazing info about the game. Unfortunately I was bound to an NDA at the time. GW2 is going to be *spectacular*.
I only ever tried the original guild wars rather shortly and was not all that impressed by it, but damn this looks great. Played wow for way too long, and will very likely be giving this one a try. Thanks for compiling the list of information!
trully revolucinary game, i hope the pvp stays competitive with no healers<,< oh the spikes, how will players find a way to survive a well timed spike with no infuser? i bet arena net is making it balance
I'm hoping it will be revolutionary in the sense they will pull off all these ideas/concepts and make them work together to make a well rounded game. Every other mmo may have tried to introduce something new but usually at the expense of everything else.
On May 20 2010 08:10 Angra wrote: It looks pretty cool but if it doesn't have competitive PvP/guild vs guild like GW1 has, I'll lose interest pretty fast. ;o
Well, i think that's why it is called Guild Wars....