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Reader Comments (87)

Posted: Feb 14th 2012 2:18AM (Unverified) said

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i don't really know if ANet can pull off all the things they say they are going to do. all i know is that the design intent is to differentiate itself from WoW (which i still play but it is 7 years old) mechanics-wise and story-wise. that in itself is enough for me to buy and try the game.

Posted: Feb 14th 2012 7:50AM (Unverified) said

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Here's why I'm going to play GW2 over ToR even if it's not "popular".

I will say that I finally get a vibe that the developers care about their game and community when it comes to Arenanet.It doesn't feel like "artificial" concern as it feels with TOR which I currently play.

Not bashing ToR but if you followed the game, played beta, launch and have went through all these "patches"...you start to get the feeling something went wrong. Which also I have learned, huge budgets don't equal quality products. Just hype.

I can look at Guild Wars 2 videos and see the spirit that went into making it rather than being told what the game is. You know?

Like Bioware did with SWTOR claiming they were hiding information so other companies wouldn't "steal" their ideas. But I feel they knew their product was lackluster.

We have more information and videos on GW2 than we ever did with SWTOR pre launch. Only thing Bioware gave us was double speak, retracted comments, talk arounds, flat out lies, blaming the community for issues with the game and hype.






Posted: Feb 14th 2012 6:53PM Protoavis said

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@(Unverified)

I wanna know what idea's they were worried about being stolen given the main selling points (voice overs) were very publicized by BioWare and companions and such already exist in their other games....so not really sure I get where they were coming from.
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Posted: Feb 14th 2012 7:24PM mizcal said

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I want to like this game... I really do, but every new video I see is just "meh".

Maybe someone can answer some questions. In Rift, they had the public group thing where you just run up and join in. I went through that entire game without ever saying a word to anyone. Run up, join, kill, leave. The only time I talked to people was to find a tank or healer for an instance.
It seems that GW2 has no instances, no dedicated tanks and healers, and public grouping. Soooo... is there a reason to talk to anyone else in game? It seems that you run up, join public group, everyone just focuses on keeping themselves alive, kill x mobs and leave. You don't need to find a tank, or befriend that awesome healer you ran with... it just looks like a single player game with other people standing next to you. So what is social about it? Are there places where you have to find other people to help you? Do you just follow a big group when you see one? I don't get it.

The art style also bugs me, like it is trying to balance anime with disney... but that's a personal preference, I'm sure some people like it.

And is the whole "dodge" concept really just a new ability tied to a resource bar? So it is the same click and attack, but now you have an ability that dodges an attack as long as the "dodge resource" is available?

Posted: Feb 15th 2012 12:27AM Adeptus Enginus said

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@mizcal

Keep in mind I'm not in Beta or anything, but I can answer a few of your qualms.

1. There are instances. It's unknown just how many, but the first one is accessible around level 30, known as the Ascalonian Catacombs. You can see the intro cutscene for it on the GW2 website under Videos. They require 5 people to run, and are considered the "serious" grouping content for the game.

2. The public grouping aspect in GW2 is a bit different from RIFT's or WAR's. GW2 has no "quests" proper; advancement through a zone and leveling in general are done via Dynamic Events (A bit of an advancement on the Public Quest system from WAR, which is what the Rift system from RIFT was based on), which all appear on the map at all times, and furthermore broadcast a message to you if one begins in your vicinity.

Grouping comes from the fact that these events are not only the way you level, but not completing them bodes ill for the zone. DEs are akin to a Number Line; that is, every time you complete one or fail one respectively, it goes back or forward by one on the line. If the line hits zero, bad stuff goes down in the zone. If the line hits whatever number is on the opposite end, it results in something like a boss fight requiring a large sum of players. Also note that alot of the events are not static; IE, one event may start at the entrance to the zone, while the final number in the line would be on the other end, with the players "pushing" the enemy line back with each victory.

All of this, again, is a group effort. how much of one I cannot say due to lacking hands-on experience. Ultimately, it would depend on how the events scaled to the number of players participating in them.

The social aspect comes with the group effort, and the means by which the classes play off one another (Elementalist laying down a wall of fire while Engineers and Rangers fire projectiles through them to inflict more damage, Engineer laying a bomb on top of a Guardian rune so the detonation spreads a more potent version of the buff/debuff in a large radius, Thief shooting bullets through a healing well so all allies adjacent to the target are slightly healed). Ultimately, if you're asking if the game forces you to group, or makes it so you can't do certain things ungrouped, the answer atm would be no outside of instances, with the possible exception of some DEs.

3. Art style, yeah. It's really a matter of personal preference, I personally love it (Though I loved it in GW1 as well).

4. Dodging is not a resource. To my knowledge, you either hit a specific button or double-tap a directional key as to cause your character to "leap" in that direction. The entirety of the game's system is built around AoEs and moving projectiles, combined with the lack of any real dedicated healing results in dodging being a critical part of the system, and what will really separate good players from bad ones. It won't be as simple as "my dodge is up so you can't hit me.".

Let me elaborate: In Guild Wars 1, every single projectile in the game could effectively be "dodged", depending on the speed of the player and the projectile respectively. essentially, the game would fire a projectile off based upon your movement pattern, and if you retroactively changed that pattern, the projectile wouldn't shift to follow you. It was fired towards one spot, and it would land in one spot, regardless of if you were in that spot.

This made PVP tricky for alot of characters (especially Rangers, depending entirely on bows; and Longbows with their awesome range had exceptionally slow moving arrows that without proper buffs would never actually hit.) because characters at max range could effectively dance back and forth at rapid speeds, tricking the system so it couldn't predict their movement; it would always overshoot too far to the left or the right, meaning the only way to hit these characters would be to use a shorter range weapon with a faster projectile, putting yourself at greater risk.

GW2 expands on that system, with an increased movement speed for all the players and a MUCH increased movement speed for the projectiles. The intent of the system is so that even at max range, projectiles will still hit their mark unless there's significant movement speed enhancement at play.

Enter Dodge, of which the purpose is to allow player to still dodge say, a projectile that's about to land a killing blow, but not allow them to render ranged classes dependent upon projectiles worthless.

Then when it came time to apply it to PVE, they decided to go all out and make it amongst the major FOCUSES of PVE. Just about every enemy in the game will throw significant AoEs at you of which dodging will be required due to the lack of dedicating healing. In group scenarios, dodging will effectively be what keeps the party alive.

So no, in theory it's quite a bit more than an "ability tied to a resource bar". But again, can't say for sure due to lack of hands-on. You'll need to wait for the Press Beta NDA to be lifted on the 20th for info on stuff like that.

Hope I cleared some stuff up fer' ya!
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Posted: Feb 15th 2012 1:59PM mizcal said

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@Adeptus Enginus
Thanks for the run-down

Interesting... perhaps I will try it because it is F2P, so not much to lose.

I worry that the public questing thing, which sounds like an advanced and better form of Rifts, my result in low-pop zones or servers being over-run with bad stuff. I remember a few low-pop zones in Rift having a lot of quest hubs over-run by the Rift creatures, and a solo player unable to defeat them alone. I guess we will see. But I am glad to hear that there are instances.

The dodge resources I heard about came from a comparison I read of Tera vs. GW2. Basically it said that GW2 put a dodge resource bar into place that lowered the more you dodge, as a way to make sure that you will eventually take some damage... so that PVP fights will not look like a "You Got Served" dance competition, where both players just endlessly dodge. Seeing as how I read it on the internet, it could be wrong... who knows? *shrug*
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Posted: Feb 16th 2012 1:13AM CuriosidadesMundo said

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Curiosidades del Mundo

very good article

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