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Re: Guild Wars 2

Posted: Thu Apr 26, 2012 7:03 pm
by Mat Linnett
Any of you Euromos interested in joining me and a few other buddies, I'll be rolling on Ring of Fire.

Re: Guild Wars 2

Posted: Thu Apr 26, 2012 10:08 pm
by U4EA
Eraser wrote:Looks like you can play PvE and PvP with your friends from all over the world. Just not the WvW mode.
Ah cool, I didn't really get what they meant there but guesting seems like it will fit the bill. Not available in beta though, so meh.

Re: Guild Wars 2

Posted: Fri Apr 27, 2012 7:31 am
by MKJ
much like the other momos here, I really dont have the time anymore I think.
that is, the time would be fragmented in 1 hr stints.. that doesnt quite work with a game where you want to be invested and immersed in IMO. :/

I miss those GW days. Im no MMO peep at all, and I dont care about PvP. the whole PvE stuff really felt like adventuring, especially when playing with people equally noobed as yourself.

no fun playing with someone who has 32 pimped out characters and takes all the shortcuts through all the quests. irite?

Re: Guild Wars 2

Posted: Fri Apr 27, 2012 7:49 am
by Eraser
spot on :up:

Re: Guild Wars 2

Posted: Fri Apr 27, 2012 7:13 pm
by Mat Linnett
So it started an hour earlier than the site was saying, and that hour was fun enough, but then 8PM hit and it appears everyone in the world tried to connect. Now you just can't get in.

Re: Guild Wars 2

Posted: Sat Apr 28, 2012 3:18 am
by U4EA
The PvE experience in this game is so far removed from the traditional quest hub mechanic of regular MMOs that I'm completely and utterly gobsmacked. Massive respect to ArenaNET for being so brave. I'm loving it for the moment, time will tell whether it has staying power after the novelty wears off.

Re: Guild Wars 2

Posted: Mon Apr 30, 2012 8:22 am
by Mat Linnett
Okay, Beta's finished so I'll post some thoughts.

PvE and "Events"? Utterly brilliant.
First, you have to understand that the game actively scales your character level down to whichever area you're in. While this sounds incredibly bad, in practise it's brilliant. I'll explain further later.

Secondly, the hype about seamlessly joining events? All true. The PvE in this actively encourages team play. I mean, saying it like that really doesn't do it justice. Events ping up an announcement if you're near one, then you just check your map or radar and head for the action. Depending on how much you contribute to an encounter, you'll get a reward accordingly. As long as you're actively participating for more than a couple of kills, it's easy to get the top reward for any encounter. I'm not saying that encounters themselves are easy, just that participating is.
Even if you and your fellow players fail an event, you'll still get a reward when it fails, plus you may unlock an even more interesting and rewarding event. My best experience of the whole weekend was when the Underworld had been allowed to encroach a little too far in to the swamp. Demons and portals were getting out of control over a wide area. Pushing them back to where they started, a huge boss spawned; this was obviously one of the major encounters they've been touting. Upon defeating him, he dropped a massive boss chest, the only one I saw all weekend, that dished out lots of nice loot to the participants. I'd dealt with the portals and demons prior to this yet had never had the boss spawn; I'm sure he only occurred because the demons had been allowed to spread so far in the first place.

So why is level scaling in this a good thing?
Basically, it means that no matter where you're playing, you can continue to level. This is great for guilds, as it makes helping lower level guild members through early content less of a chore. They need to tweak the rewards somewhat, as while you get the same experience points while fighting in a lower level area or one more suited to your level, lower level areas don't reward higher level players with the same loot that other areas would. I think the best solution here would be to flatten the Karma reward system.
Karma's a resource you get for completing quests and events, which can be used on its own to buy gear from particular vendors. These Karma vendors are the natural evolution of those guys from the original game that would give you equipment in exchange for items dropped by monsters (such as mossy mandibles). The beauty of this new system is that you now have a unified resource for these vendors, so getting gear appropriate to the area you're questing in just requires playing some events or doing some quests. Because they've left in a scale for the karma system, it basically means that higher level players will quickly realise they're better off playing higher level areas, as while they'll get 50 karma for completing an event in a lower level area, they'll get 1,000 or more for doing the same amount of work in a higher level area. Flattening the karma reward system and the cost of items associated with it would alleviate this issue.

Having played Age of Conan recently, I can see that the GW2 team grabbed some inspiration from there.
The world is organised pretty much identically; the map is divided into areas and each area is a massive instance. Think of 2-3 areas from the original game merged together to create one. This division of instances doesn't really cause any issues, as each is absolutely massive, again much like Conan.

Getting around the world is pretty simple, and the skill of ArenaNet's level designers becomes apparent very quickly. You know those times in an MMO where you were forced to take a 30 minute diversion to get to a place on the map that looks like it's only a few feet away? Even with jumping, climbing and mounts? Yeah, those experiences pretty much don't exist in GW2.
On top of that, the've implemented a waypoint system that emulates the freedom of movement around the world from the original game very nicely. As you explore a map, you'll reveal waypoints. At any time, you can open your map and teleport to any waypoint in the world that you've previously discovered. There's a gold cost associated with doing so however. I'm still trying to work out if attaching a cost to such a system is a good idea. Sure, prices are pretty damn trivial; killing a couple of monsters will get you enough copper to teleport to any of the waypoints you've discovered in your current instance. But it could end up becoming prohibitively expensive at higher levels.

One thing I hate about the game is that they've implemented a gear damage system, something I absolutely detest in every other game it appears in. This is one of the components of their death penalty system. If you've been following the game at all, more than likely you're aware of the whole "Downed" system (which, I might add, is utterly brilliant). If not, I'll explain.
When you reach 0 HP in Guild Wars 2, you enter a "Downed" state, where your character lies on the floor but has a few unique skills available to them. For the Warrior these consisted of throwing rocks, throwing something bigger that knocks an enemy down, an instant revival that counts down a timer at the end of which you enter "Defeated" state (ie, die), and a health regen skill. Any other player can choose to revive you, and it's in their interest to do so, as they get experience for doing it. If you then lose all of your health while in the downed state, you become "Defeated", where you can either wait for someone to revive you or teleport to the nearest waypoint. Every time you enter a "Defeated" state, a piece of armour gets damaged, reducing its effectiveness. If the same piece of armour gets damaged twice, it completely breaks, providing you with no benefit at all. The problems with this system?
Firstly, repairs cost money. A trivial amount, but still annoying.
Secondly, unless you're able to obtain the ridiculously rare repair kits, repairs can only be done by certain vendors. Unfortunately there are only 2-3 of these particular vendors per area, inevitably being miles away from where you died, meaning that if you want to remain effective you have to go out of your way to get repairs, lengthening the time it'll take you to get back in to the fight.
I can somewhat understand ArenaNet attaching a cost to armour repairs; they need money sinks all over the place to help regulate the economy, so I think the best solution here would be to add an armour repair vendor close to every waypoint, or do away with them altogether and make repair kits widely available.

Overall though, utterly brilliant, and yes, a much needed evolution of the MMO. And ye gods does it feel good to finally be free of the "Holy Trinity".

Re: Guild Wars 2

Posted: Mon Apr 30, 2012 9:30 am
by MKJ
Ffs i need to stop reading this thread.

Re: Guild Wars 2

Posted: Mon Apr 30, 2012 9:33 am
by U4EA
Pretty much in full agreement with you, Mat. I played a norn and there was a massive boss battle at the end of that area as well, though perhaps not the same type of encounter as we didn't get a chest. There were so many people there working together to kill him though, and he was quite buff due to the high number of players. It took us close to 20 minutes to kill him.

I hadn't really researched much about this game and I was completely blown away by the freshness of the PvE/levelling experience.

Re: Guild Wars 2

Posted: Mon Apr 30, 2012 2:49 pm
by Transient
Mat Linnett wrote:Okay, Beta's finished so I'll post some thoughts.

[snip]
Nice review! I procrastinated pre-purchasing the game last week and now I'm thinking I should snag it before next weekend. :up:

Re: Guild Wars 2

Posted: Tue May 01, 2012 7:22 am
by Eraser
dammit.

What's the system reqs on this?

Re: Guild Wars 2

Posted: Tue May 01, 2012 7:39 am
by Ryoki
Damnit, that sounds really fun.
My nerdheart aches :/

Re: Guild Wars 2

Posted: Tue May 01, 2012 9:00 am
by Mat Linnett
They're not too high; there were some people complaining of poor performance over the weekend, but that's because the beta code is currently CPU bound and not optimised for GPUs yet. But neither me nor my friend with a rig 2 years older than mine had any problems running it at ultra quality.

The problem now is that it really has made all other games look dull and lifeless. I've been mainlining the good stuff all weekend and have had my supply yanked away from me :(

That above post was overly technical explaining systems and such, but it's incredibly hard to portray exactly how fucking awesome it is to play. The cities are incredible, being massive, glorious constructions fill with NPCs whittering away to each-other, bringing an incredible feeling of life to surroundings. I've never experienced cities in any game, let alone another MMO, that feel so vividly realised. They're remarkable testaments to the skill of the ArenaNet world-builders.
Sure, they need to work on tutorials for certain things, and being a completely new system (it really has no relation to how the original game worked at all), the stats are all currently rather opaque, but it doesn't matter; they'll fix all this stuff, and it's exactly why they're running betas.
What we're going to end up with is a paradigm shift in modern MMOs, something brave and refreshing.
I just hope more MMO makers follow ArenaNet's lead and realise that there's ways to make MMOs other than from under the shadow of WoW.

Re: Guild Wars 2

Posted: Tue May 01, 2012 4:24 pm
by Transient
I'm glad to hear cities aren't lifeless. That's always been a complaint of mine with MMOs; aside form the starting town, the other cities are always a bit sparse. It makes the worlds feel empty. :down:

Re: Guild Wars 2

Posted: Fri May 04, 2012 10:17 pm
by Transient
When the hell do the Beta servers go up for the weekend? I wanna play. >:( :tear:

Re: Guild Wars 2

Posted: Fri May 04, 2012 10:46 pm
by U4EA
ur kiddin' rite?

It was last weekend and it doesn't happen every weekend. They haven't announced the next one yet.

Re: Guild Wars 2

Posted: Sat May 05, 2012 12:12 am
by Transient
Oh, I thought it was every weekend until release. Oh well, back to ME3. :disgust:

Re: Guild Wars 2

Posted: Thu May 10, 2012 9:36 am
by Mat Linnett
Just in case you miss the announcement, they're hosting a server stress test for pre-orders only on Monday, from 2pm EDT (7pm BST) until 9pm EDT (2am BST).

Re: Guild Wars 2

Posted: Thu May 10, 2012 6:17 pm
by Transient
I really need to start paying attention to GW2 news...

Re: Guild Wars 2

Posted: Thu May 10, 2012 7:09 pm
by Mat Linnett
I'd DL the client and get downloading now if I were you Trans; the install is about 15GB.

Re: Guild Wars 2

Posted: Thu May 10, 2012 7:26 pm
by Mat Linnett

Re: Guild Wars 2

Posted: Fri May 11, 2012 2:00 am
by Transient
Mat Linnett wrote:I'd DL the client and get downloading now if I were you Trans; the install is about 15GB.
Are you kidding? Until U4EA informed me of my ignorance, I was clicking the Login button like a fiend last weekend. :o

Re: Guild Wars 2

Posted: Fri Jun 01, 2012 11:30 pm
by U4EA
Transient will be happy to know the next beta event has been announced recently.

Re: Guild Wars 2

Posted: Sat Jun 02, 2012 1:31 am
by Transient
Thanks! I totally forgot all about GW2, I've been so busy. :smirk:

Re: Guild Wars 2

Posted: Sat Jun 02, 2012 1:33 am
by GONNAFISTYA
lol massive nerds, etc.