Author Topic: Guild wars 2  (Read 5330 times)

Offline Mironov

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Re: Guild wars 2
« Reply #15 on: April 20, 2012, 02:58:08 AM »
http://www.arena.net/blog/the-beta-weekend-event-is-coming

A Beta weekend is around the corner. Next weekends should be epic!

Offline Mironov

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Re: Guild wars 2
« Reply #16 on: April 25, 2012, 08:18:11 AM »
The link to beta client is finally available.  Last night i've downloaded it and updated, so I am eagerly waiting for the start of a weekend.
Here is a direct link to the client - http://cloudfront.guildwars2.com/client/Gw2.exe

During an even quite a few servers will be available for choosing. One can change server permanently or temporary as a guest (but without ability to participate in WvW). Guesting will not be available yet and you can switch over only once per 7 days, so during an event one can do it only once. So lets decide on the server. Out of the list - http://www.arena.net/blog/choosing-and-transferring-worlds-in-guild-wars-2 i suggest to go to EU server "Underworld". Its name is easy to remember and it sounds cool enough.
See ya there!

update. Judging by FB page UK and english speaking EU guys goes to Gandara server. so we might go there too as well.
« Last Edit: April 26, 2012, 11:30:29 PM by Mironov »

Offline Mironov

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« Last Edit: June 03, 2012, 12:21:18 AM by Mironov »

Offline Mironov

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Re: Guild wars 2
« Reply #18 on: June 08, 2012, 10:51:43 AM »
Next BWE is almost on us. WE are on a server Whiteside Ridge (we had to move onto it on the 1st BWE, due to the load) and we will stay there, so whoever going to jump the boat, meet us there. Also the 1st day there will be a free server transfer, that is you choose another home server and all your toons move there), so you might wanna use it if nesessary.

Offline Zey95

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Re: Guild wars 2
« Reply #19 on: June 28, 2012, 04:42:05 PM »
Arena Net have announced a release date for guild wars 2.
http://www.arena.net/blog/announcing-the-guild-wars-2-launch-date
28th August 2012

And the date for the final beta week end event.
20th - 22nd of July

Offline Mironov

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Re: Guild wars 2
« Reply #20 on: June 28, 2012, 07:36:12 PM »
Holy Sh~!! They did it!!!  8) 8) 8)

ok, now that my emotions somewhat calmed , lets do a headcount .
Who is going to play GW2.
I know those ones (we talking about our common friends, of cause): me, Pvt. Grichmann, System_Cruch, Wepdesign.
Who else?
 

Offline Gangrel

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Re: Guild wars 2
« Reply #21 on: June 29, 2012, 02:11:23 PM »
I will probably be a couple of months after the party. ALthough my GF will be getting it at launch, i will be holding back for financial reasons (unless it really does impress me). then i shall be taking a loan and trying to complete at least ONE of the campaigns before I start.
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Offline Ronnan

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Re: Guild wars 2
« Reply #22 on: July 11, 2012, 06:01:47 PM »
I'll be there as well, not sure what server though, as me and some of my old FPS clan/wow guild mates are joining a server. But I can always do that whole guest server thingie...

Offline Mironov

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Re: Guild wars 2
« Reply #23 on: July 19, 2012, 01:18:21 AM »
So, last BWE will sport less servers then usual, due to the fact that they moved a server's horsepower towards a servers supporting more peoples instead of more servers, to keep away from low pop ones. "Whiteside Ridge" server stayed so hopefully meet ya all there ^^

Offline Pvt. Grichmann

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Re: Guild wars 2
« Reply #24 on: July 23, 2012, 12:55:44 PM »
The beta event has just ended, and it's time for me to write up my impressions with the game.
And quite frankly, I have nothing to complain about, design-wise. From what I've seen (Mostly PvE and exploration up to level 20 out of 80), it's impeccable. It's not exactly what I'm looking for in an MMOG, but it is a step in the direction I want to see the platform move. Not the revolution it was hyped up to be, but it's still progress, and the game's overall great quality will ensure that others follow it.

So what do we see? At its core, GW2 takes the classic mission-driven scheme and finally adapts it for massively multiplayer gameplay. It does so by removing the "take mission" and "give mission in" steps entirely, giving each mission several different objectives, all contributing to its overall progress, as long as you're in the mission area. When you complete enough tasks, you simply receive the reward currency and XP, and get access to a store with additional items.
There are also open events, generally defence missions or boss spawns, that are also treated as missions, with their own rewards. Winning or losing these affects the location they're in, to an extent. It's still fairly limited, mostly NPC services and waypoints becoming unavailable, but it's still more than other games do.
All these missions are cyclic in nature, and this is reflected in the narrative: very rarely (if ever) will you deal with truly unique events.
The game is very casual, hop-straight-into-action friendly. You don't need to be in a formal group with another character to interact fully, and everyone gets their own rewards, meaning that there's no fighting over who gets that one fancy item, and kill-stealing is not a thing. I haven't seen a single conflict over this, but have been joined right then and there, just for one fight, by random players. The lack of LFG requests in general chat is also telling.

From the gameplay in general, it's actually hard for me to identify GW2 as an RPG proper. Mind you, you still get experience, level up, manage equipment and stats, and the like. However, stats themselves are fairly simplistic, and conflicts aren't solved so much by who has beefier gear, but by using the right abilities at the right time. Momentary player actions often trump stats, anyway: a lot of abilities make you invulnerable for a while, one way or another. Dodging, for instance, is available to everyone, and it completely negates most, if not all, incoming attacks; even without it, you can simply move out of a projectile's way or hide behind an obstacle (A teammate counts as an obstacle) to avoid it. There isn't as much incentive to maximise or fine-tune your stats, at least in the early levels I've seen as there is to learn to use your abilities well. In fact, the game does a great job of keeping things interesting by lowering your effective level to whatever's appropriate for the area. This means there's no pressure to keep moving forward, and you can spend as much time as you like exploring the early-game locations without feeling overpowered or unchallenged, as well as play with anyone equally, regardless of level difference.
The control system reflects this, being only one step removed from shooter-style direct controls: while you still have to hold the right mouse button for free-look, abilities you activate will automatically target the object closest to the centre of your screen.
The whole design here seems to follow the principle of each system being simple and transparent, but combining to form layers upon layers of complexity, simply by virtue of having so many possible combinations.
Class and ability interaction is a good example of this. There aren't any taunts in GW2, every class has a self-heal ability as well as various defences, and overall it's better to avoid damage entirely than to heal it afterwards. There's also a combo system where two abilities (Usually activated by two different characters, but you can combo with yourself) combine to give an additional effect. Finally, the game uses generic status effects: if an ability grants a speed boost and a damage boost, it will simply show a speed boost icon and a damage boost icon. This in turn allows for additional interactions with status effects, such as an ability that deals extra damage for each unique debuff, or granting an additional boost each time you are affected by a specific type of buff.
All this, together, makes for a very fast-paced and dynamic game where you need much more than just keep cycling your abilities, despite only having up to 14 of them at any given time - 5 of which depend on your weapon, 5 can be switched around from a rather impressive list whenever you're not in combat, and 4 being related to your unique class power.
By the end of the game time, I found myself juggling my choice of 3 weapon combinations based on what I was about to fight, relying on them more than I did on class powers.

GW2 also does a great job of keeping things moving: you will constantly be passing by various events, and generally not have much downtime when you're not sure what to do. With the way you aren't limited in interacting with others, it's doubtful that you'll have many dull moments while playing.

Also of note are many platforming segments. There is apparently one major one and a number of minor ones in every area, with achievements and unique stashes serving as rewards. It's a nice touch, as the hour we spent navigating a particularly challenging one will attest.

Finally, there's crafting. It's a fairly simple "bring materials, receive result" system, but what is essentially a gimmick easily makes it much more enjoyable. Let's take things in order, though. First, you have to gather resources. This is only limited by the tools you have (And your character level) - there are no gathering skills you have to level or anything. Resources come from both nodes on the map, and monster drops - the latter are consistent, and fairly generic, so you won't have to hunt a specific monster for that one final ingredient.
Crafting itself, as I've already noted, is simply bring materials, press button, receive finished item. The gimmick is, most recipes aren't known initially: you have to experiment with materials you have to learn them. Fortunately, the system will filter out combinations that won't work, and you won't spend any resources until you actually make something. Of course, everything will be spoiled on wikis within weeks of release, but it still provides some incentive to experiment, and unlocking new recipes serves as a great reward, even if they're completely obvious.

Offline Ronnan

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Re: Guild wars 2
« Reply #25 on: July 23, 2012, 06:12:09 PM »
I played through bwe1 and for the most part I enjoyed myself, but for some reason playing through bwe3 the game was already starting to feel stale to me. I'm not even sure why, every thing I'd enjoyed from the first weekend was still there, and I played one of the previous unavailable races so the content was new, but I could just feel my eyes glazing over playing through it. Perhaps it was just the thought of playing through, and having it all wiped for launch, so I'd spoil the content for myself and have it all be for nothing as you start fresh on launch.

I felt that the questing could have used some direction, as yes the ability to explore was good, but also felt incredibly aimless at times. In the end, it came down to a case of hunt down every heart/skill mission in that particular zone rather than following a particular story line. Yes there is your personal story, which is definitely a good thing, but the heart quests seemed to be only loosely connected to each other. Each zone should have more an interconnected story arc, something that would have you going from heart mission to heart mission in a natural progression. I'm not saying that the quest line should all be linear or even follow just one path or that every heart mission should be involved in the zone story arc, you should be to do whatever quest you want to do.

As for the actual heart missions themselves, whilst I liked the fact I can drop in and out of them, I also found that because I don't need to group up with people there seemed to be little in the way of communication or interaction between us. Most of the socialising in the dynamic heart missions just seemed to be confined to the occasional "Thanks," when somebody helped someone else back to their feet. It all seemed very zergy, with people just doing their own thing, all very chaotic. I can also see that in a few months after launch, there'll be less people around in the lower level areas, so there would be more of a need of people making formal groups to do stuff, thus making it a more social game. But as with my point about wanting more linked quests, it's just my opinion and your mileage may vary.

Still looking forward to the launch of this game, but I'm less certain than I was, that it will hold my attention for a protracted period of time. Still if I get a month or two out of it that's still a good bargain for a sub free game. Still I find myself eyeing up two forth-coming free-to-play games, Planetside 2 and End of Nations, as being things that'll probably hold my attention, more so than GW2, once they come out.
« Last Edit: July 23, 2012, 06:14:14 PM by Ronnan »

Offline Pvt. Grichmann

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Re: Guild wars 2
« Reply #26 on: July 23, 2012, 07:47:56 PM »
That's funny. Those points you mentioned are absolutely positive for me! The game seriously does its best to let asocial arses like me play with others without making any commitments (Even minor ones implied by joining a party), and form contacts naturally.
And I like that missions in an area are only connected by theme. Following a storyline is another commitment you make, and I have trouble backing out of those halfway through.
So yeah. To each his own, indeed.

Offline Ronnan

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Re: Guild wars 2
« Reply #27 on: July 23, 2012, 09:51:45 PM »
Well, for the most part I play like that as well, doing my own thing and sod everyone else. But I like being social occasionally, and I find that with the extremely non-linear heart missions you'll see everyone disappearing off in a hundred directions after finishing a mission, so you tend not to see a familiar face that often. In other games, you might be doing a certain quest chain in an area and keep seeing the same people, so you group up to make things go quicker, and maybe you start chatting, and then maybe you get that person to join your guild, or add them to a friends list so you can group up with them later. It seems that in GW2 it'd be a lot less likely for these kinds of social hook ups to occur. For me I'm going into guild wars with a group of 5-6 people from other games, and during the bwe's I don't think I interacted socially outside of my guild aside from saying "thanks" for being ressed.

Although, all in all, this only a small issue with the game for me and probably won't affect my enjoyment too much.

As for questing, I'd have been happy if they'd had implement traditional and dynamic quest together. So if you like your traditional MMO quest chains you can do them, or if you hate that you can go do the dynamic heart quests instead or do a mixture of both. Win-win.

Offline Mironov

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Re: Guild wars 2
« Reply #28 on: July 25, 2012, 01:53:14 AM »
I like how they did a story telling and I want them to expand on they idea instead of digging up an old solutions, which had become very cliché.
For detail you can read they latest article in they blog about how a story telling is done and why.

http://www.arena.net/blog/telling-stories-from-global-to-personal-and-back-again

I think this should answer all your "quests" concerns.

Offline Pvt. Grichmann

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Re: Guild wars 2
« Reply #29 on: July 25, 2012, 05:57:52 PM »
You know, after thinking a while and sorting through my experiences, I have to say GW2 reminds me of TR, design-wise. It gives a very similar sense of things happening around you pretty much as soon as you start playing. Not the "holy **** there's a war going on!" that instantly grabbed and held my attention in TR, but something more subdued. Take that as you will.
Of course, no polarity guns or hoover guns. There are flamethrowers, though.