Can you share the design philosophy on this one? As for design philosophy, the concept behind this map is trying to add a strong capture the flag style element to our PvP rotation. As we look to expand the number of maps available in the game, were trying to push the envelope a bit on what can really qualify as a secondary mechanic for one of our core conquest maps. We may even allow these secondary mechanics to become more core to the map rules where it makes sense to do so. We want a fundamental shared system of scoring and gameplay thats easy to understand across all game types in our capture points and how they contribute to score. This makes the game more approachable and easy for newer players to learn and understand, which can help us build our core PvP community due to ease of accessibility. However, we also want to expand the scope of secondary mechanics to have them really provide a more unique gameplay experience on a map-by-map basis. By capturing the Orb of Ascension flag and returning it to one of the capture points, weve taken the core concept of our capture point and turned it on its head a bit to add a CTF element to GW2.
We want Guild Wars 2 to be good, and we want our players to enjoy it. Even if true perfection is an unreachable idea, we still want to strive for it, dammit! Due to that desire to make the best game possible, we iterate.
Warning: this post WILL have spoilers for Living Story Season 3 Episode 1. You have been warned. Ok, so I finally get the chance to talk a bit about the story episode that came out last month.
Mar 23, piXel said: It just feels to simple and the combat isn’t as enjoyable as WoW for me. I loved playing my mage Just a case of spamming 5 abilities endlessly is what it feels like Click to expand If that’s all you’re doing you’re going to get your ass kicked. Boons, conditions, dodging, combos, and chains are all very important in most end game fights. I agree that drop rates for precursors are a little screwed, but then legendaries are supposed to be rare.
Originally Posted by Joneszilla I am interested in pre-purchasing but was wondering what those of you in the beta thought about the World vs. I am most interested in that aspect of the game. I read the last 30 pages of this thread but it is mostly about the stress test, specs, and character choice.
As much as I love this game and it’s the only MMO that I play these days, I feel that I must state the issues I have with PVP, even though you probably hear this all the time.
Nice passive aggressive OP. Trying to discuss in-game stuff and getting bogged down by multi-page derails about the things he mentioned are not a better alternative. Making digs at the two most active posters from the previous thread because they said things he didn’t like about the game are a better solution? It talks about the game, but it also talks about what other games do and tangentially talks about business models.
Is it OK, or is it verboten? Or, and this is just a thought, we could accept that people are going to talk about the game, and sometimes they will say things we don’t like about the game, but that’s the cost of doing business on a public forum and we could not be petty dicks when we make new threads. Just throwing that out there. SS, please stop trying to aggitate the thread. I’m making digs because your conversations always took the thread to a completely arbitrary tangent that caused a lot of the thread posters to get annoyed and upset.
This thread is about discussing the game itself, not the business side. Now is asking a question about authenticators a bad thing? Nope, not at all. But since they haven’t mentioned one way or another, all we have is speculation, and we don’t need this to turn into a 3 page discussion about security in video games.
Trebuchet Mastery Click to expand It makes it clear where everything has been going and really closes a lot of open questions that players have had. The first rumblings of a GAFGuild began in early
Dungeon runners in Guild Wars 2 may soon find it easier to band together with other committed content consumers. Reddit user “that_shaman” has delved into the DAT files of the game’s Last Stand at.
I discuss the importance of flexing to prevent a flank from collapsing and the arguments against capping too early instead of pressing an advantage. Holding the high ground provides the following benefits: T Unicum Guide, Contributing as Bottom Tier I discuss how to meaningfully contribute as a bottom-tier medium tank, with footage from a tier 10 Serene Coast battle in my T That said, even with a low penetration gun, by carefully watching the minimap and being opportunistic, I was able to make a solid contribution.
Additional Comments props to the STB-1 driver ahmechanic2 who played very well throughout the battle at 4: I have a tendency to be chatty during matches, and sometimes it screws me up. The mistake is that when I started pulling back, I stayed too close to the rocks on my left — as a result I a created a bigger gun depression challenge in terms of getting my gun down on the target.
The first obvious answer is that your allies in PvE suddenly become enemies in PvP. With that in mind, a whole range of skills you may have never used before suddenly become useful. Your dodge, too, becomes a vital part of keeping you alive and when to use it becomes a bigger decision. They try to look for you in stealth and attempt to avoid your attacks which makes landing that backstab much more satisfying. So with all the above, I would advise that you give PvP a go and experiment with professions and builds until you find one that sticks.
Feb 20, · guild wars 2 (world vs world). Might get some kind of matchmaking in 6 months time for the battleground style pvp.
Featuring dynamic questing, an almost flat leveling curve, and action-packed PvP modes, Guild Wars 2 has quickly become one of the hottest MMOs available. Guild Wars 2 is a living game. Heart of Thorns is the first expansion pack for Guild Wars 2, and it was followed on with Path of Fire, the second major expansion. The highly anticipated expansions feature new regions and maps, new events and storylines, challenging group content, new boss battles and a lot more.
Your Own Style — Choose from eight distinct professions, each with its own unique powers and devastating attacks. Customize your character, set up your skills and gear, and get out and explore. Your choices determine how your personal story evolves; with thousands of possible variations, no two players will have the exact same experience. Fractals, instanced shorter dungeons, provide fun PvE content that is more casual.
Player matches, small teams of players battle over maps packed with objectives, while in World vs. World, armies of hundreds of players from competing servers wage war across four sprawling maps. Exciting Combat — Experience a new kind of high-impact, fast-paced combat.
Crucible of Eternity The Ruined City of Arah Collections for the unique weapons for each specialization now require bronze in the requisite adventure instead of silver. A new repeatable dungeon achievement has been added. See the Dungeons section below. Added a new repeatable achievement for completing 8 unique dungeon paths.
Completing this achievement will award players with 5 gold and tokens from the dungeon of their choice. Dungeon tokens given in the daily bonus chest awarded the first time each dungeon path is completed have been increased from 40 to 80 tokens.
Two returning champions come back to see who will be victorious in this week’s Guild Wars 2 sPvP Duels. The warrior will be switching it up to a condition-based .
Especially with the large number of people needed to make the overall meta-event function. They were new and steadily revealed by each episode released in Dry Top, in Silverwastes. This constant pace prevents someone from getting bored from lack of things to do. Also, there is a strong incentive to stay for at least a cycle. In Silverwastes, higher level defenses reward more than low level ones, and the Perseverance buff builds in a reason to stay with it once the full five stacks are up.
In Dry Top, all the work done before Sandstorm pays off as geode rewards double and buried chests emerge.
First of all, sustainability. However we do love to sprinkle little bits of stuff in there between releases. The Story Journal was created as a way to provide story content to players in a way that they could control the pace at which they choose to play. New Eite specializations are part of expansion packs. Hot Maps Current Hot Maps seems to push players to just do group event content rather than free-form exploration.
Nov 10, · Structured Player vs. Player (sPvP) is a core feature in Guild Wars 2, and it’s quite massive. The features we want to add to sPvP, to use an analogy, are like an iceberg It’s more than we’ve been able to say so far.
Fractal Weapons Exclusive rewards for Tequatl and Triple Trouble While there are complaints about all of these, they completely dodge the Gold Standard problems. Unless you do the associated content, none of the above are obtainable. The other common element of all of these is that some part of them is account bound on acquire. RNG in this context is meant to simulate the amount of dedication a player has, because the more times one rolls on the special loot table, the higher the chance that a rare drop results.
Having RNG be the only method of acquiring exclusive rewards will always grate, because players are already taking the time to do the exclusive content. Systems already exist to show a required amount of dedication: So my suggestion is to put both in. All while not being stuck on the Gold Standard. A more complete list will follow the example.
Posted on September 24, by SynCaine Keen has a report card out for GW2 , and while I think the grades are a bit high, I agree overall with his assessment. If you are keeping score at home, you will notice a trend here in the last few years. That should tell you all you need to know about the MMO in question. Most things work, it looks good, and occasionally it will do something unexpected or above-average to surprise you. The problems hit at level 80, which unfortunately comes almost instantly so long as you login a few times.
From Guild Wars 2 Wiki.
Editorials Poliator The fifth Season of Leagues features a fair amount of changes in regards to a large part of sPvP systems, from the climbing system up to the rewards system, successfully making competitive Guild Wars 2 a lot more enjoyable than it was in the previous seasons. Though it also came with flaws and drawbacks.
The Queue System The first impactful change we knew was coming to sPvP with Season 5 S5 from here on after was something players were tasked to cast their vote for, queue system choices. From S1 to S4, we had a Dynamic Queue system where, no matter your position on the ladder, you could queue up for a game with as many players as you wanted: It is most favorable for the highest tiers in competitive play, where Dynamic Queue used to be a nuisance in the past, while in lower tiers its impact was less noticeable.
However, now the system poses two separate questions or rather problems: Should Duo Queue disappear as well?
Where will the small changes we saw in January lead to in February? The steam from the mountain in Wayfarer was pretty ominous. World-narrative wise, February continues to build the fundamentals of this story to provide more hints and growth to this storyline as it builds into the core components and takes off in March and April.
Microtransaction-driven paid tournaments and custom arenas will be bolstering Guild Wars 2’s PvP offering in the near future according to developer Arenanet. Entry to the paid tournaments will require players to buy a ticket from the in-game gem store for real-world money.
Talking about the guesting which is imminent, new additions to WvW coming soon including the fancy progression system, and all the promised features for SPvP…woooo. Guest Pass Guesting is coming , and then there was dancing in the streets, let all rejoice and bask in this wonderful moment. After not acknowledging that server transfers was an actual issue they finally came through. The main reason for guesting and paid transfers being a focus of post development is indeed WvW even if only to finally remove the bandaid that was the 7 day limits that has been annoying those with friends on other servers immensely.
It will also bring an end to the issue which Hunter Described of groups of experienced killers descending on the lower tiers to revel in carnage.. Well I new the were doing it but I had underestimated the effect. There are a couple additions to this though which seem interesting, firstly full transfers will still be locked of.. This would serve to even out unbalances throughout the tiiers and stop bandwagon jumpers.