For a bunch of defensive fans, I find it surprising that so many have opted not to answer the thread like these are some crazy, loaded questions. I wouldn't have expected that... especially because people were so open in the SWTOR section.
I honestly have no idea how people think SWTOR is the only game getting questioned, while GW2 gets a free pass.GW2 fans didn't get all paranoid and twitchy from nothing! You might not be doing it, but they've been trained Pavlov style to expect loaded questions and people who won't accept answers.
I think you're legitimately asking a question, but I didn't need more accusations that I'm stealth-bashing SWTOR, when in actuality, I'm just having fun. I can have fun with GW2 too! If you can't poke gentle fun at something you love, maybe you're just worried it doesn't love you back.
I blame it on you for posting witty answers in both threads!
It may have something to do with the fact that GW2 fans know you for criticizing GW2 quite frequently, whereas SW:TOR fans mostly know you for defending SW:TOR most of the time.
Really? I mean really? Are we in elementary school?
I believe you've spent enough time on these forums to understand that many people who post here do not have English as their first language. And you know, I thought you were a respectable poster who would be willing to correct someone instead of resorting to pathetic ad hominem attacks.
I didn't attack you, I asked a simple question, do you honestly believe what you just wrote? I mean come on man, I know you like to make light of a lot of topics, if you actually think your statement is fair treatment of a poster and they should expect that because of how some may view their stance, I don't know what to say, but people need to grow up.
No one should take conversations about videogames so damn seriously.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
Too much arguing and not enough answering questions to be honest..
It might have been a loaded question to draw people out but to be honest... if people don't know the game features and content then they shouldn't be trying to tell people in the first place so if they got corrected then is that not good?
Maybe some less time with the conspiracy theories and more time answering questions?
Too much arguing and not enough answering questions to be honest..
It might have been a loaded question to draw people out but to be honest... if people don't know the game features and content then they shouldn't be trying to tell people in the first place so if they got corrected then is that not good?
Maybe some less time with the conspiracy theories and more time answering questions?
Personally I won't even begin to answer the question because i really don't know how these things translate to me. I know a lot of features look and sound great, that goes for both GW2 and TOR. I just don't know I believe enough of it to be as good as it's being sold as.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
I'd just end up copying and pasting what I've already written, Meowhead did a great job of a witty reply so I can't go down that route, I guess I'll sit this one out.
They just happen. It's that simple. Dynamic events move along a set track, going either foward, or backwards if players are involved. Events can happen randomly or can be triggered. Some events are triggered by players, weather, time, or even other events will affect events.
Events will scale uo with more people, so you never feel the events are "easier" with more people. There is also minimum scaling. This means that some events will not scale BELOW a player limit. Those certain events will require 5,10,20+ players to do, unless you want a good whooping.
What is Crafting like?
Crafting is pretty general. You gather, you craft. The main selling points would be that you never have to race to gather. Each player in that area will get a shot to gather minerals. With that, a player will be able to gather ANY materials, but can only craft what they are specialzed in at the moment. Recipes can be discovered by simply putting materials together and seeing if anything is craftable. A character can transfer between crafting jobs when they please, but no word on how easy/difficult this will be.
What is GW2s end game like?
The end-game supposedly starts after tutorial. Typically, in other games, the end-game will be radically different from the rest of the game. In these cases, you are preparing for 60 levels until you start the end-game. In GW2 anything related to end-game can be done early in the game.
The main selling point is that you scale down for each area you visit. So even at level 80, you can still enjoy EVERYTHING in a level 20 map. Whereas in typical MMO's, once you out-level that map, you gain nothing from going back. Going back, no quests are there, only mobs to kill. Even then, those level 20 mobs don't net you xp anymore.
Since you scale down in PvE, you can always play in maps and gain something. So if you miss an event, which you probably will, considering there are 1,500-ish events, you can go back, enjoy it AND be rewarded. The endgame in GW2 is the whole game. it won't just be a few dungeons here or there. Every dungeon will net you xp, and karma. Since karma is spent to buy armor/weapons... you can, in theory, gain level 80 armor from a level 20 dungeon, if you are willing to be scaled down.
The only thing that cannot be replayed is the personal story. Last we heard, once a choice has been made, it is official and there is no way to go back and replay.
If you are the hardcore type players, top PvP will also be availble. ArenaNet has on occasion flown out top guild to battle for millions of dollars. Given that they have a focus on PvP, tournaments of these sorts will still be in play. So if you want, your endgame could just be practicing for a spot in the e-sport world.
How does combat work in GW2?
Combat is very fluid in GW2. To stand still means to die. There are plenty of videos showcasing how players stand still and take a beating to death. Pretty much every thing that was based on dice rolls are now a physically done by players. To miss means you actually missed. To dodge means you actually dodged out of the way. To block means you have to raise your shield and block. Even being blinded isn't a dice roll anymore...
Then there is the downed state. This gives you a chance to come back and win, even on the edge of defeat. You get different skills when you fall down. These skills will make sense to your class and will help you get up or get out. In PvP, you can take a downed person out by using a "finishing" move. Or if it's more tactical to let them bleed out, you can just run away and let them lay there so they are out of combat for a while. Depends on whether you want they to bleedout with a repsawn or just simply respawn. If you let them bleed out, then obviously their ally could come by and revive them.
Underwater is completely different from onland combat. Each class get's new weapons fo underwater, as swords, axes, and guns typically don't work well underwater. The skills are also redone/removed from underwater combat. Things that didn't make sense had to be adjusted to make sense. No casting fire underwater, only boiling and steam type things. No gunpowder underwater, only harpoons and that sort.
A solid trinity build is gone. No tank mechanic in the game. No dedicated healing. The A.I. doesn't always go for who has the most defense or who is the closest. The closest way to tank in GW2 is to simply have the "tank" stop/slow the mobs from reaching the rest of the team. Even this is pretty difficult, as you will always have bar with at least a few attacking skills.
Players can only have 10 skills at any given time. If you count the class mechanic as skills, then you can have a maximum of 12-ish skills a time. This is to make so that you are not a super soldier who has everything availble to you. You can manage weapon swapping on the fly to help adapt to certain scenarios, but you will never be loaded with 50 skills to unleash.
How does PvP work in GW2?
There are two types of PvP in GW2. Recently ArenaNet has only been reffering to one of them as PvP and the other as WvW. I will do the same here to make it more simple to understand.
PvP takes place in an arena-style battle. The matches run similar to how FPS games run PvP, in that matches are always up and running. You just browse through the list and join which ever game you want. The player limit ranges 1vs1 to 20vs20. Currently we only know of the conquest type battle. These have pretty basic objectives; capture as many capture points as possible to win. There are side objectives also, things like repairing trebuchets and catapults to help assault. Some capture point will be mobile (lke capturing a moving golem and defending it), and some won't even show up unless a side objective is completed. We have word that more modes exist, but also word that there might not be more modes. So the community is pretty confused at the moment.
WvW is just a blown out non-balanced battle. Each battle consists of three servers battleing over a very large map. Four large maps actually. We have examples that tell of thousands of players able to battle it out... but no oficial number yet. These battles will consists of dynamic events and a lot of side objectives to complete. We don't know the main objectives yet, if there is one, other than to score the most points. The battle will last two weeks and at the end of the battle, your server will be reassigned to a new battle depending on how good your team did. This is to make sure you never go up against a server that would demolish your server... theoretically.
There is supposed to be a limit on how you can swap servers for battles. While you are able to swap PvE servers pretty easily, they are trying to put a limit so that you can't just switch to a server to fight in the WvW of the winning side. No official word yet as of how they plan to limit the server switching.
How much of GW2 is instanced and/or how does GW2 handle instancing?
A things will be instanced in GW2. The three that I can say are dungeons, story, and housing.
Dungeons are supposed to be very hard and only for organized teams. With that, you obviously don't want random players running around.
Story has to be instanced so that your choices can actually be permanent. If your brother dies in your story, then you won't see him again. If he dies in the persistent world, then you will obviously see him again, as some other players may of saved him. So in order for things to remain changed for each character, there had to be instances for each player.
Your housing is also permanent. This is mostly related to personal stories, and things will change in here too.
Too much arguing and not enough answering questions to be honest..
It might have been a loaded question to draw people out but to be honest... if people don't know the game features and content then they shouldn't be trying to tell people in the first place so if they got corrected then is that not good?
Maybe some less time with the conspiracy theories and more time answering questions?
I was going to post a stickied link from this forum and add a gw2 wiki link. But then I read that I need to write in my own words, which is just silly. Whats wrong with the words in those links? Or am I being tested ? I mean what is the point of letting everyone answer the same questions in their own words? It is not because the OP wants to learn more about the game, because he knows where to find the information.
Too much arguing and not enough answering questions to be honest..
It might have been a loaded question to draw people out but to be honest... if people don't know the game features and content then they shouldn't be trying to tell people in the first place so if they got corrected then is that not good?
Maybe some less time with the conspiracy theories and more time answering questions?
I was going to post a stickied link from this forum and add a gw2 wiki link. But then I read that I need to write in my own words, which is just silly. Whats wrong with the words in those links? Or am I being tested ? I mean what is the point of letting everyone answer the same questions in their own words? It is not because the OP wants to learn more about the game, because he knows where to find the information.
Think of it like this, there's a list of features, you read them, thoughts about how they work pop into your head, what are those thoughts?
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
Too much arguing and not enough answering questions to be honest..
It might have been a loaded question to draw people out but to be honest... if people don't know the game features and content then they shouldn't be trying to tell people in the first place so if they got corrected then is that not good?
Maybe some less time with the conspiracy theories and more time answering questions?
I was going to post a stickied link from this forum and add a gw2 wiki link. But then I read that I need to write in my own words, which is just silly. Whats wrong with the words in those links? Or am I being tested ? I mean what is the point of letting everyone answer the same questions in their own words? It is not because the OP wants to learn more about the game, because he knows where to find the information.
Think of it like this, there's a list of features, you read them, thoughts about how they work pop into your head, what are those thoughts?
I honestly have no idea how people think SWTOR is the only game getting questioned, while GW2 gets a free pass.GW2 fans didn't get all paranoid and twitchy from nothing! You might not be doing it, but they've been trained Pavlov style to expect loaded questions and people who won't accept answers.
Thanks Meowhead that made me a laugh, the sad part is I really do not think most people realize how twitchy and paranoid the fans that have been on this site for a long time have become. Honesty you can only take the same loaded questions for so long before you just stop caring if people understand the game or not! I think I have gave evidence then have asked for proof of people’s ideas about this game about 30 times and not once have I ever got one of them to answer me.
Now when I see a question involving GW2 I just think oh great another one, let’s see how thick I can lay on the sarcasm without getting reported and making their head explode!
Maybe later tonight or tomorrow I might take the time to answer the Ops questions but right now I cannot even muster the sarcasm to care! All you anti-GW2 fanatics can have fun spamming your DEs are like Rifts crap I am done!
Too much arguing and not enough answering questions to be honest..
It might have been a loaded question to draw people out but to be honest... if people don't know the game features and content then they shouldn't be trying to tell people in the first place so if they got corrected then is that not good?
Maybe some less time with the conspiracy theories and more time answering questions?
I was going to post a stickied link from this forum and add a gw2 wiki link. But then I read that I need to write in my own words, which is just silly. Whats wrong with the words in those links? Or am I being tested ? I mean what is the point of letting everyone answer the same questions in their own words? It is not because the OP wants to learn more about the game, because he knows where to find the information.
Think of it like this, there's a list of features, you read them, thoughts about how they work pop into your head, what are those thoughts?
You are not allowed to do this without a leather couch I can lie on.
But seriously, I think it is silly. It doesnt work like that. If I read about the features of a game, Im not going to consciously rehash every feature in my own words in my mind. You only do that if you want to put it to paper or tell it to someone. Then you start to repeat the information in your own words. This doesnt happen yet if you only read about them. Then you wont go further then 'Oh wow!, thats nice! and I want to play now etc.' And this maybe not even in words, but feelings.
But whats the point of telling it in your own words if you can just give a link where you just got your own information from. Im not even a native English speaker so I cant do it better then the person who wrote the stickied post. I also dont care if the OP doubts if I understand GW2 features. I do mind being lured into some silly test of knowledge though, because he deliberately wrote the post making it look as if he is interested in GW2 information. While actually being interested if you fail his test.
I would take the time to respond to this (I cannot get enough of explaining how GW2s features work), but I am posting via phone en route to Seattle for PAX. My thoughts may or may not also be disqualified since I have played the demo several times and the features are not so abstract for me.
The worst part about it is that OP assumes so much. You can't find anything out from the SWTOR or GW2 MMO forums. They do not represent anything. The vocal voices in a few threads do not speak on behalf of all the individuals who are here. It's just yet another guy who sees everything as them versus us.
I also fail to see the OP's mission. Though he explains himself poorly, he seems to want the so called GW2 fans to explain the features. Links are apparently good enough, but what I don't understand is why - The people who talk about GW2 here have their info through those links. Those links don't take it truth though, and that also makes the OPs idiotic mission more mute. Things change, gets, delayed, gets scrapped. It always happens. Things get's lost in translation.
If the OP is trying to prove that the GW2 indivduals in this forum are reading it wrong, and thus run around with wrong information, then so be it. But I personally find that neither interesting nor worth talking about. It's a given, frankly.
Too much arguing and not enough answering questions to be honest..
It might have been a loaded question to draw people out but to be honest... if people don't know the game features and content then they shouldn't be trying to tell people in the first place so if they got corrected then is that not good?
Maybe some less time with the conspiracy theories and more time answering questions?
I was going to post a stickied link from this forum and add a gw2 wiki link. But then I read that I need to write in my own words, which is just silly. Whats wrong with the words in those links? Or am I being tested ? I mean what is the point of letting everyone answer the same questions in their own words? It is not because the OP wants to learn more about the game, because he knows where to find the information.
Think of it like this, there's a list of features, you read them, thoughts about how they work pop into your head, what are those thoughts?
You are not allowed to do this without a leather couch I can lie on.
But seriously, I think it is silly. It doesnt work like that. If I read about the features of a game, Im not going to consciously rehash every feature in my own words in my mind. You only do that if you want to put it to paper or tell it to someone. Then you start to repeat the information in your own words. This doesnt happen yet if you only read about them. Then you wont go further then 'Oh wow!, thats nice! and I want to play now etc.' And this maybe not even in words, but feelings.
But whats the point of telling it in your own words if you can just give a link where you just got your own information from. Im not even a native English speaker so I cant do it better then the person who wrote the stickied post. I also dont care if the OP doubts if I understand GW2 features. I do mind being lured into some silly test of knowledge though, because he deliberately wrote the post making it look as if he is interested in GW2 information. While actually being interested if you fail his test.
I don't think that Maskedweasel should be able to ask those questions and scrutinize our answers without putting a little skin in the game. Are we just supposed to assume that you know everything about the game, have correctly interpreted all info, and are the final arbiter of what is or isn't true about GW2?
Anti-up, I say. Let's see your answers to the questions in the original post, maskedweasel. If you have the clarity you seem to be implying that you have, it will only further your stated goal of providing as much useful information as possible to the masses.
I'm bored, so I'll bite and answer the questions, too. Back in a bit...
As with my other SWTOR thread, simply put, please answer the questions below on how these features work. Please use as much detail as possible and do not post any links. Use your own words to describe how these features actually work.
Very clever. You tricked me! By posting the SW:TOR thread first, you got me to give my technically correct yet unhelpful answers, and now I have to keep to that theme! Though I mostly did that because I knew other people could answer SWTOR feature sets much better than me,
How do Dynamic Events work?
Dynamically, mostly. Dynamic things happen, and it adjusts dynamically to the dynamics of other people. Also, events.
What is Crafting like?
You use raw crafting materials and recipes (Or randomly toss things together), and make items! Which you can then use. Possibly dynamically.
What is GW2s end game like?
Dynamic events. Dungeons. PVP. Replaying old content. Making an alt! Complaining on forums about how GW2 is the worst game ever and how the cash shop is ruining things (Just like SWTOR, this is the fastest endgame to reach, and can even be activated before the game hits open beta. The internet is AWESOME that way)
How does combat work in GW2?
Dynamically. You hit people with your weapons until they stop twitching.
How does PvP work in GW2?
Dynamically. Which is to say, there's an FPS lobby sorta' matchmaking style, and then WvW. Killing people who are colored differently is the key here. Darn people of other colors.
How much of GW2 is instanced and/or how does GW2 handle instancing?
GW2 handles instancing sort of like your average person handles their teenage goth period. You sort of try to seperate yourself from your awkward past, but you still end up with black T-shirts in your closet. (edit: ... but they're dynamic ones)
Sheer comedy gold!!
"Gypsies, tramps, and thieves, we were called by the Admin of the site . . . "
No. It's about how you see these features actually working without marketing spin thrown in, not much else really.
Where's the marketing spin? As far as I know, ANet has been pretty honest about what their game offers and they haven't really blown anything out of proportion. Sure they have tried to present their game in a good light, but I don't think they ever misled their fanbase.
There's also TONS of videos out there that explain the known features of GW2 frankly and in good detail.
If that's how you feel then that's how you answer the question, not really hard to figure that part out either.
Examples maybe ? I get that you feel some features have been blown out of proportion through marketing...what would those be and how are they blown out of proportion?
Personally I can't say yet, haven't seen it in action for myself. The only thing I can answer with is I guess I'm a cynical bastard. I have a hard time taking things developers say at face value.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
No. It's about how you see these features actually working without marketing spin thrown in, not much else really.
Oh right, to check if we can see through the marketing spin? Like a test? And then we just have to accept the OP's judgement about this I guess, because he is the objective authority on GW2.
Why does everything have to be in pursuit of foul intention? Maybe he just wants to see what people think of the feature lists of the two games? It's not like he asked only in the GW2 section.
I'm going to chock it up to him misunderstanding and leave it at that. I never said that 1) I would be the judge or 2) I'm the end all be all when it comes to knowing about Guild Wars 2 features. I just simply asked some questions with simple caveats, but he just doesn't understand them, so might as well just leave it at that.
I'm praying that people honestly understand what I'm going for but are intentionally being obstinate. I'd hate to think so many really just don't understand the premise of - "explain in your own words" and " I'm wondering if theres a difference between what the developers say and what the fans hear" and of course "I also have the exact same thread in the SWTOR section."
Wow. I think I've seen fanaticism take an all new turn here.
I mean honestly, I knew the community was full of whiners, complainers, apologists, but I've never seen it this bad before. A simple series of questions and the majority of the most ardent supporters can do nothing but bait and complain. I've never seen anything like this in all my time of being a member here, its absolutely disgusting.
A simple positive thread of answering questions... nothing but bating ensues. Only in the GW2 forums.
Oh you poor dear!
You simply came in here with the innocent intention of exposing people's ignorance by making them take a reading comprehension test that you would then grade and point out where they were wrong and look at how you were treated!
Really, all that happened here is that everyone knew your name and knew exactly what you were up to and you got called out on it.
If i understand the OP's idea it was to start a discussion about the game and rather than copy/pasta things from websites and dev blogs people could explain in their own words their own understanding of the systems in place. The thread itself should have been more or less self governing in that when someone posts something incorrect someone else would point it out.
Instead theres 7 pages of people having a petty squabble about loaded questions.
Let's see if I can do it without using the words "dynamic" or "event". hehe
They are a series of cascading scenarios that play out across the world. They can and will take place and advance from one to the next without any player involvement.These scenarios can be triggered in multiple ways, including (but not limited to) player actions, the outcome of other scenarios, day/night cycle, and weather patterns. Each chain will play out depending on its own parameters (requirements for completion), the involvement of players, and the outcomes of other, connected chains. Each of the scenarios works similarly to public quests in other games in that people can freely join and take part at any point without the need for formal grouping, and be individually rewarded for their participation.
Players can join at any point and help to push each scenario toward completion (a positive outcome). The world will provide visual and audible clues about what is happening in a given scenario and what a player needs to do (you'll see the town burning as centaurs attack or hear NPCs shouting for help), so there will be no need to "accept" a task from an NPC. As the player enters the area of the scenario, they will get a message letting them know it is nearby, and then an entry in their quest log (onscreen) with objectives and a bar which denotes the completion level of the current scenario. Players can choose from several different methods (generally) to help push the scenario along...usually including a combat option (fight baddies) and some non-combat options (collect items, help build something, etc).
Each scenario will scale (alter in difficulty / challenge) depending on the number of players currently actively participating. It will scale very quickly (seconds not minutes), and in multiple ways, in order to maintain the level of challenge regardless of the number of participants. Most scenarios will have a minimum requirement of one player to complete (so most, but not all, can be soloed). Scenarios also do have a maximum number of players they can scale up for (I've heard some large encounters can scale from a minimum of five to a maximum of one hundred). Methods of scaling that have been mentioned are mob power (how hard they hit and how many hit points they have), mob density (more mobs will show up if more players do), or even mob complexity (mobs will gain new abilities / tactics when more players show up).
Rewards from dynamic events are provided on an individual basis, and the amount is based on the level of individual participation in the scenario. Rewards will be in the form of Karma (a second currency used to purchase gear or other items), coin, and experience points.
These scenarios also have lasting (although not permanent) effects on the local area around them. Towns will be burned and rebuilt, bridges will be destroyed, etc. That outpost will stay taken and probably start sending out raiding parties if you don’t take it back. Also, there are secondary effects to the local area...as an example, if the wheat farm is burned by centaurs, there will be no bread available on local merchants until the farm is reclaimed. Each chain of scenarios will eventually cycle back or be pushed back to the starting point and run again, and may well play out differently due to player involvement and the effects of other scenarios in the same area.
In layman's terms...you'll run out into the world, see stuff happening, and join in to help reach a positive outcome. There will be little text to read (the NPCs will talk to you and tell you what's needed) and there will be multiple options of what to do to help out in each scenario. There won't be any "correct" path that you have to follow or else risk losing the narrative...the world will just be actively going on and players will be able to get caught up wherever and however they wish.
What is Crafting like?
Crafting takes the somewhat familiar form of adding crafting materials to a crafting station's slots and then clicking a button to fashion those materials into something new. Players will be able to "discover" recipes by combining materials, which will then be added to their recipe book. There are multiple crafting professions available (8?), and a player can be actively working on two professions at a time. Players can change professions if they want at any time - progress and recipes in the non-active professions will be saved until activated again. In other words, a player could be a max-level crafter in all professions, but can only have two active at a given time.
Gathering is also sort of a part of this...and is an area of some neat changes from previous games. All players will be able to gather anything, there are no gathering professions that limit a player to certain materials. Material "nodes" in the world are phased...which means they exist for each player individually...so there will be no need to race to a node or worry about it being stolen by another player. If you harvest a node, it will disappear (or take on a harvested appearance) for you, but still be available for other players at that same location.
What is GW2s end game like?
Guild Wars 2 doesn't have what would be considered a "traditional" endgame. ArenaNet wanted to allow players to continue to play in the style they enjoyed regardless of their level... so even at max the same wide array of options will be available to players that are available throughout the leveling curve. Instead of a situation where a player enjoys exploring and taking part in dynamic events with a small group, and then has to join a raiding guild at max level in order to progress...GW2 will offer the ability to continue to do what you've been doing. They allow for this in several ways, so I guess this could be seen as GW2's "endgame" -
Player scaling - player characters will scale in power based on the content they are currently involved in. Therefore, if a max level player travels to a level 10-12 zone, they will be scaled in power to around level 12...they will still be strong, but not over-powered, and will be able to take part in the content as it was intended with the appropriate challenge intact. This means that the entire world is available to the max level character, rather than most of it becoming trivial and lost to you unless you start an alt. With a single character, a player can travel the whole world of Tyria and take part in any and all events they wish to.
Dungeons - The instanced areas of the world...these areas offer multiple paths to completion with vastly different play, and provide a higher level of challenge for more organized groups. There are also dynamic events which occur inside the instances just as they do in the open world, which adds an additional layer of variety.
PvP - there are multiple types of PvP (described below) for those who wish to take part.
Large-scale dynamic events - there will be some dynamic events in the open world which are huge encounters and will require coordination and many players taking part. These will provide the "raid" type aspect to the game, offering the ability to have up to one hundred players or more actively participating in multiple ways to complete an objective (slay the dragon!)
Completioning - I made up a word! - there will be tons of unique armor sets and weapon sets available in the world to collect, hundreds of die colors and crafting recipes to discover, hundreds of achievements to complete and titles to earn, etc.
Alts! With the five very unique races and the incredible variety of places to explore, with 8 drastically different classes (play styles) to partake in, and with the many possible branches and decisions in each character's personal story...it's going to be difficult for even the most staunchly single-character players (me) to avoid making some alts and trying things out.
The GW2 live team will also be continually adding new dynamic events all over the world (which will be provided for free), and there will certainly be expansions and other content available over time (for purchase).
How does combat work in GW2?
Combat in GW2 is very cool (and very different from the standard MMO) for several reasons.
Dodging and blocking and area control - characters will physically interact with skills / abilities... in other words, you can protect other players by standing in front of them and blocking / absorbing attacks, or If you dodge out of the way of a fireball or arrow or strike, it will miss. Players can use abilities without having a specific target, and if something is in your wheelhouse, you'll hit it. Area of effect spells are ground-targeted, allowing players to hit multiple enemies without targeting one specifically, and many player abilities / skills will allow control of ground, like walls or domes that block NPCs or other players, or knockbacks, knockdowns, snares, roots, etc.
Because of the above, GW2 combat will be much more about movement and damage avoidance, rather than simple standing in front of the opponent and trading blows. Dodging will cost energy (a longer-term multiple-fight resource) however, so the focus stays on offense, effectively using abilities, and staying in motion.
Abilities and conditions are as visible as possible in the world, so that players can focus on the fight and not their UI. All classes have defensive, offensive, and healing abilities, allowing players to choose a play style they enjoy while still offering a range of utility when needed. All classes will be able to resurrect their fellow players and also friendly NPCs... meaning fights will be focused more on tactics, coordination, and resource use instead of simple wiping when one mandatory class goes down.
Then there's my personal favorite part... cross-profession combos. Some abilities from each class will interact in various ways with the abilities of other classes, allowing players to coordinate and combine their abilities to achieve new effects or additional damage. The common example that is given is an Elementalist laying down a wall of flame, and a ranger shooting arrows through it, which then become flaming arrows and do burning damage on the target along with the normal arrow damage. We've been told there will be many of these...and discovering the combos and attempting to use them with strangers during dynamic events in the open world just sounds like awesome fun and a great way to make new friends.
How does PvP work in GW2?
First thing to know is that PvP takes place in totally separate areas from PvE...the PvP maps are said to be in the "mists", an area that allows warriors to play out the great battles from Tyria's history over and over again. PvP maps will offer destructible environments...player skills or weapons will be able to break glass, crush barrels, knock over walls (using siege weapons), etc.
PvP will be available in several forms in GW2...
There will be hot-joinable single-match and tournament PvP, which will take place in smaller maps for 1v1 up to 10v10 battles. Characters will automatically be leveled to max level and all provided with the same weapons, armor, and skills. There will be various game types available...the only one currently known is the capture-point game type (I don't know the technical name, I'm not a PvP guy) where each team attempts to capture and control certain points on the map. When a point is under the control of a team, they receive points every few seconds, and killing opposing players also gives points. The match continues until a specific point total is reached by one of the teams (500 points?), and that team wins. In the hot-joinable PvP, another match begins immediately with the same players. Players can join this type of PvP simply by selecting the game they want from a list and jumping in, and they can leave at any time. The tournament PvP will take place on the same maps, but provide for more organized team tournaments which are either run in a standard format by the server or player-run tournaments.
Each map for the hot-joinable and tournament PvP will offer secondary objectives...like trebuchets which can be manned and used to destroy the terrain or kill opponents. Each map will have different secondary objectives, allowing for a wide range of emergent play.
Then there's the WvWvW PvP. Three different game servers (shards) are pitted against each other in a two-week PvP match. This takes place in a huge area which is made up of four maps... one "home" map for each server and a central, huge contested map. There will be castles and keeps to take over and hold (and which will offer guilds there own objectives and rewards), siege weapons to use, and the ability to set up and defend supply chains. The server with the most points at the end of the two weeks will gain some rewards (not announced yet), and all three servers will be set up with new matches based on their records and levels of participation.
How much of GW2 is instanced and/or how does GW2 handle instancing?
The areas of GW2 which are instanced are the dungeons (repeatable areas of repeatable and multi-branching content that provide challenge for small groups), and the personal story areas in each capital city. Other than that, all areas of GW2 are huge, open, shared world maps and massive, shared cities. GW2 will be using instancing as a way to tell each character's individual personal story as it develops throughout the game. Each player will be able to see the effects of their decisions and actions within their personal story instance. The dungeon instances will provide a story mode, which will advance the central narrative of the game and can be completed once, and then an explorable mode, which will be repeatable and offer multiple paths and dynamic events to keep things fresh on multiple runs through.
If you are actually looking for serious answers with some depth (and context in terms of the genre's history), read the series I wrote about GW2 systems on my blog. This is stuff I wrote myself, so I don't think it counts as "just posting a link".
If you still need more (you don't feel like that covers enough), I'll be happy to provide additional thoughts/descriptions as needed.
Edit: I would think this would provide at least a reasonable explanation as to why I'm interested in the game.
That is an impressive series of posts. People should read those.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it."-Jeff Strain, co-founder of ArenaNet, 2007
If you are actually looking for serious answers with some depth (and context in terms of the genre's history), read the series I wrote about GW2 systems on my blog. This is stuff I wrote myself, so I don't think it counts as "just posting a link".
If you are actually looking for serious answers with some depth (and context in terms of the genre's history), read the series I wrote about GW2 systems on my blog. This is stuff I wrote myself, so I don't think it counts as "just posting a link".
If you still need more (you don't feel like that covers enough), I'll be happy to provide additional thoughts/descriptions as needed.
Edit: I would think this would provide at least a reasonable explanation as to why I'm interested in the game.
That is an impressive series of posts. People should read those.
Seconded and ty Fozzik for sharing. Reading it makes me sad that I didn't get to experience EQ in it's prime. I was into doing a lot of extreme sports when it was active and didn't get into MMO's untill later. Now I feel like I missed out. Very well thought out though.
I realized as I was writing my response that you left out a whole lot (alot, hehehe) of cool stuff in your questions. You don't mention personal story, the cool stuff to do in cities, the awesome dye system, the skill system and how it works, character alignment and how it affects NPC interactions, the death mechanics, and probably even more that I'm not thinking of right now.
I could talk about the game all day. ArenaNet not only knew the right questions to ask during development and understood the genre at a base level that's singular in the modern genre, but they also answered almost every question in a new, innovative, creative way that solves problems and improves the game without tossing out all the great and critical aspects in the process. GW2 will be a true MMORPG, in a sense that hasn't been realized in quite a long time.
Comments
I blame it on you for posting witty answers in both threads!
I didn't attack you, I asked a simple question, do you honestly believe what you just wrote? I mean come on man, I know you like to make light of a lot of topics, if you actually think your statement is fair treatment of a poster and they should expect that because of how some may view their stance, I don't know what to say, but people need to grow up.
No one should take conversations about videogames so damn seriously.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
SW:TOR Graphics Evolution and Comparison
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Too much arguing and not enough answering questions to be honest..
It might have been a loaded question to draw people out but to be honest... if people don't know the game features and content then they shouldn't be trying to tell people in the first place so if they got corrected then is that not good?
Maybe some less time with the conspiracy theories and more time answering questions?
Personally I won't even begin to answer the question because i really don't know how these things translate to me. I know a lot of features look and sound great, that goes for both GW2 and TOR. I just don't know I believe enough of it to be as good as it's being sold as.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
SW:TOR Graphics Evolution and Comparison
SW:TOR Compare MMO Quests, Combat and More...
What's Guild Wars 2 ?
I'd just end up copying and pasting what I've already written, Meowhead did a great job of a witty reply so I can't go down that route, I guess I'll sit this one out.
Bleh, I'll give it a shot...
How do Dynamic Events work?
They just happen. It's that simple. Dynamic events move along a set track, going either foward, or backwards if players are involved. Events can happen randomly or can be triggered. Some events are triggered by players, weather, time, or even other events will affect events.
Events will scale uo with more people, so you never feel the events are "easier" with more people. There is also minimum scaling. This means that some events will not scale BELOW a player limit. Those certain events will require 5,10,20+ players to do, unless you want a good whooping.
What is Crafting like?
Crafting is pretty general. You gather, you craft. The main selling points would be that you never have to race to gather. Each player in that area will get a shot to gather minerals. With that, a player will be able to gather ANY materials, but can only craft what they are specialzed in at the moment. Recipes can be discovered by simply putting materials together and seeing if anything is craftable. A character can transfer between crafting jobs when they please, but no word on how easy/difficult this will be.
What is GW2s end game like?
The end-game supposedly starts after tutorial. Typically, in other games, the end-game will be radically different from the rest of the game. In these cases, you are preparing for 60 levels until you start the end-game. In GW2 anything related to end-game can be done early in the game.
The main selling point is that you scale down for each area you visit. So even at level 80, you can still enjoy EVERYTHING in a level 20 map. Whereas in typical MMO's, once you out-level that map, you gain nothing from going back. Going back, no quests are there, only mobs to kill. Even then, those level 20 mobs don't net you xp anymore.
Since you scale down in PvE, you can always play in maps and gain something. So if you miss an event, which you probably will, considering there are 1,500-ish events, you can go back, enjoy it AND be rewarded. The endgame in GW2 is the whole game. it won't just be a few dungeons here or there. Every dungeon will net you xp, and karma. Since karma is spent to buy armor/weapons... you can, in theory, gain level 80 armor from a level 20 dungeon, if you are willing to be scaled down.
The only thing that cannot be replayed is the personal story. Last we heard, once a choice has been made, it is official and there is no way to go back and replay.
If you are the hardcore type players, top PvP will also be availble. ArenaNet has on occasion flown out top guild to battle for millions of dollars. Given that they have a focus on PvP, tournaments of these sorts will still be in play. So if you want, your endgame could just be practicing for a spot in the e-sport world.
How does combat work in GW2?
Combat is very fluid in GW2. To stand still means to die. There are plenty of videos showcasing how players stand still and take a beating to death. Pretty much every thing that was based on dice rolls are now a physically done by players. To miss means you actually missed. To dodge means you actually dodged out of the way. To block means you have to raise your shield and block. Even being blinded isn't a dice roll anymore...
Then there is the downed state. This gives you a chance to come back and win, even on the edge of defeat. You get different skills when you fall down. These skills will make sense to your class and will help you get up or get out. In PvP, you can take a downed person out by using a "finishing" move. Or if it's more tactical to let them bleed out, you can just run away and let them lay there so they are out of combat for a while. Depends on whether you want they to bleedout with a repsawn or just simply respawn. If you let them bleed out, then obviously their ally could come by and revive them.
Underwater is completely different from onland combat. Each class get's new weapons fo underwater, as swords, axes, and guns typically don't work well underwater. The skills are also redone/removed from underwater combat. Things that didn't make sense had to be adjusted to make sense. No casting fire underwater, only boiling and steam type things. No gunpowder underwater, only harpoons and that sort.
A solid trinity build is gone. No tank mechanic in the game. No dedicated healing. The A.I. doesn't always go for who has the most defense or who is the closest. The closest way to tank in GW2 is to simply have the "tank" stop/slow the mobs from reaching the rest of the team. Even this is pretty difficult, as you will always have bar with at least a few attacking skills.
Players can only have 10 skills at any given time. If you count the class mechanic as skills, then you can have a maximum of 12-ish skills a time. This is to make so that you are not a super soldier who has everything availble to you. You can manage weapon swapping on the fly to help adapt to certain scenarios, but you will never be loaded with 50 skills to unleash.
How does PvP work in GW2?
There are two types of PvP in GW2. Recently ArenaNet has only been reffering to one of them as PvP and the other as WvW. I will do the same here to make it more simple to understand.
PvP takes place in an arena-style battle. The matches run similar to how FPS games run PvP, in that matches are always up and running. You just browse through the list and join which ever game you want. The player limit ranges 1vs1 to 20vs20. Currently we only know of the conquest type battle. These have pretty basic objectives; capture as many capture points as possible to win. There are side objectives also, things like repairing trebuchets and catapults to help assault. Some capture point will be mobile (lke capturing a moving golem and defending it), and some won't even show up unless a side objective is completed. We have word that more modes exist, but also word that there might not be more modes. So the community is pretty confused at the moment.
WvW is just a blown out non-balanced battle. Each battle consists of three servers battleing over a very large map. Four large maps actually. We have examples that tell of thousands of players able to battle it out... but no oficial number yet. These battles will consists of dynamic events and a lot of side objectives to complete. We don't know the main objectives yet, if there is one, other than to score the most points. The battle will last two weeks and at the end of the battle, your server will be reassigned to a new battle depending on how good your team did. This is to make sure you never go up against a server that would demolish your server... theoretically.
There is supposed to be a limit on how you can swap servers for battles. While you are able to swap PvE servers pretty easily, they are trying to put a limit so that you can't just switch to a server to fight in the WvW of the winning side. No official word yet as of how they plan to limit the server switching.
How much of GW2 is instanced and/or how does GW2 handle instancing?
A things will be instanced in GW2. The three that I can say are dungeons, story, and housing.
Dungeons are supposed to be very hard and only for organized teams. With that, you obviously don't want random players running around.
Story has to be instanced so that your choices can actually be permanent. If your brother dies in your story, then you won't see him again. If he dies in the persistent world, then you will obviously see him again, as some other players may of saved him. So in order for things to remain changed for each character, there had to be instances for each player.
Your housing is also permanent. This is mostly related to personal stories, and things will change in here too.
I was going to post a stickied link from this forum and add a gw2 wiki link. But then I read that I need to write in my own words, which is just silly. Whats wrong with the words in those links? Or am I being tested ? I mean what is the point of letting everyone answer the same questions in their own words? It is not because the OP wants to learn more about the game, because he knows where to find the information.
Think of it like this, there's a list of features, you read them, thoughts about how they work pop into your head, what are those thoughts?
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
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I feel like I"m back in English Composition 101.
Thanks Meowhead that made me a laugh, the sad part is I really do not think most people realize how twitchy and paranoid the fans that have been on this site for a long time have become. Honesty you can only take the same loaded questions for so long before you just stop caring if people understand the game or not! I think I have gave evidence then have asked for proof of people’s ideas about this game about 30 times and not once have I ever got one of them to answer me.
Now when I see a question involving GW2 I just think oh great another one, let’s see how thick I can lay on the sarcasm without getting reported and making their head explode!
Maybe later tonight or tomorrow I might take the time to answer the Ops questions but right now I cannot even muster the sarcasm to care! All you anti-GW2 fanatics can have fun spamming your DEs are like Rifts crap I am done!
You are not allowed to do this without a leather couch I can lie on.
But seriously, I think it is silly. It doesnt work like that. If I read about the features of a game, Im not going to consciously rehash every feature in my own words in my mind. You only do that if you want to put it to paper or tell it to someone. Then you start to repeat the information in your own words. This doesnt happen yet if you only read about them. Then you wont go further then 'Oh wow!, thats nice! and I want to play now etc.' And this maybe not even in words, but feelings.
But whats the point of telling it in your own words if you can just give a link where you just got your own information from. Im not even a native English speaker so I cant do it better then the person who wrote the stickied post. I also dont care if the OP doubts if I understand GW2 features. I do mind being lured into some silly test of knowledge though, because he deliberately wrote the post making it look as if he is interested in GW2 information. While actually being interested if you fail his test.
I would take the time to respond to this (I cannot get enough of explaining how GW2s features work), but I am posting via phone en route to Seattle for PAX. My thoughts may or may not also be disqualified since I have played the demo several times and the features are not so abstract for me.
The worst part about it is that OP assumes so much. You can't find anything out from the SWTOR or GW2 MMO forums. They do not represent anything. The vocal voices in a few threads do not speak on behalf of all the individuals who are here. It's just yet another guy who sees everything as them versus us.
I also fail to see the OP's mission. Though he explains himself poorly, he seems to want the so called GW2 fans to explain the features. Links are apparently good enough, but what I don't understand is why - The people who talk about GW2 here have their info through those links. Those links don't take it truth though, and that also makes the OPs idiotic mission more mute. Things change, gets, delayed, gets scrapped. It always happens. Things get's lost in translation.
If the OP is trying to prove that the GW2 indivduals in this forum are reading it wrong, and thus run around with wrong information, then so be it. But I personally find that neither interesting nor worth talking about. It's a given, frankly.
Meh.
Bingo.
Are you team Azeroth, team Tyria, or team Jacob?
I don't think that Maskedweasel should be able to ask those questions and scrutinize our answers without putting a little skin in the game. Are we just supposed to assume that you know everything about the game, have correctly interpreted all info, and are the final arbiter of what is or isn't true about GW2?
Anti-up, I say. Let's see your answers to the questions in the original post, maskedweasel. If you have the clarity you seem to be implying that you have, it will only further your stated goal of providing as much useful information as possible to the masses.
I'm bored, so I'll bite and answer the questions, too. Back in a bit...
Sheer comedy gold!!
"Gypsies, tramps, and thieves, we were called by the Admin of the site . . . "
Personally I can't say yet, haven't seen it in action for myself. The only thing I can answer with is I guess I'm a cynical bastard. I have a hard time taking things developers say at face value.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
SW:TOR Graphics Evolution and Comparison
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I'm going to chock it up to him misunderstanding and leave it at that. I never said that 1) I would be the judge or 2) I'm the end all be all when it comes to knowing about Guild Wars 2 features. I just simply asked some questions with simple caveats, but he just doesn't understand them, so might as well just leave it at that.
I'm praying that people honestly understand what I'm going for but are intentionally being obstinate. I'd hate to think so many really just don't understand the premise of - "explain in your own words" and " I'm wondering if theres a difference between what the developers say and what the fans hear" and of course "I also have the exact same thread in the SWTOR section."
If i understand the OP's idea it was to start a discussion about the game and rather than copy/pasta things from websites and dev blogs people could explain in their own words their own understanding of the systems in place. The thread itself should have been more or less self governing in that when someone posts something incorrect someone else would point it out.
Instead theres 7 pages of people having a petty squabble about loaded questions.
Stay on topic please. Thanks.
How do Dynamic Events work?
Let's see if I can do it without using the words "dynamic" or "event". hehe
They are a series of cascading scenarios that play out across the world. They can and will take place and advance from one to the next without any player involvement.These scenarios can be triggered in multiple ways, including (but not limited to) player actions, the outcome of other scenarios, day/night cycle, and weather patterns. Each chain will play out depending on its own parameters (requirements for completion), the involvement of players, and the outcomes of other, connected chains. Each of the scenarios works similarly to public quests in other games in that people can freely join and take part at any point without the need for formal grouping, and be individually rewarded for their participation.
Players can join at any point and help to push each scenario toward completion (a positive outcome). The world will provide visual and audible clues about what is happening in a given scenario and what a player needs to do (you'll see the town burning as centaurs attack or hear NPCs shouting for help), so there will be no need to "accept" a task from an NPC. As the player enters the area of the scenario, they will get a message letting them know it is nearby, and then an entry in their quest log (onscreen) with objectives and a bar which denotes the completion level of the current scenario. Players can choose from several different methods (generally) to help push the scenario along...usually including a combat option (fight baddies) and some non-combat options (collect items, help build something, etc).
Each scenario will scale (alter in difficulty / challenge) depending on the number of players currently actively participating. It will scale very quickly (seconds not minutes), and in multiple ways, in order to maintain the level of challenge regardless of the number of participants. Most scenarios will have a minimum requirement of one player to complete (so most, but not all, can be soloed). Scenarios also do have a maximum number of players they can scale up for (I've heard some large encounters can scale from a minimum of five to a maximum of one hundred). Methods of scaling that have been mentioned are mob power (how hard they hit and how many hit points they have), mob density (more mobs will show up if more players do), or even mob complexity (mobs will gain new abilities / tactics when more players show up).
Rewards from dynamic events are provided on an individual basis, and the amount is based on the level of individual participation in the scenario. Rewards will be in the form of Karma (a second currency used to purchase gear or other items), coin, and experience points.
These scenarios also have lasting (although not permanent) effects on the local area around them. Towns will be burned and rebuilt, bridges will be destroyed, etc. That outpost will stay taken and probably start sending out raiding parties if you don’t take it back. Also, there are secondary effects to the local area...as an example, if the wheat farm is burned by centaurs, there will be no bread available on local merchants until the farm is reclaimed. Each chain of scenarios will eventually cycle back or be pushed back to the starting point and run again, and may well play out differently due to player involvement and the effects of other scenarios in the same area.
In layman's terms...you'll run out into the world, see stuff happening, and join in to help reach a positive outcome. There will be little text to read (the NPCs will talk to you and tell you what's needed) and there will be multiple options of what to do to help out in each scenario. There won't be any "correct" path that you have to follow or else risk losing the narrative...the world will just be actively going on and players will be able to get caught up wherever and however they wish.
What is Crafting like?
Crafting takes the somewhat familiar form of adding crafting materials to a crafting station's slots and then clicking a button to fashion those materials into something new. Players will be able to "discover" recipes by combining materials, which will then be added to their recipe book. There are multiple crafting professions available (8?), and a player can be actively working on two professions at a time. Players can change professions if they want at any time - progress and recipes in the non-active professions will be saved until activated again. In other words, a player could be a max-level crafter in all professions, but can only have two active at a given time.
Gathering is also sort of a part of this...and is an area of some neat changes from previous games. All players will be able to gather anything, there are no gathering professions that limit a player to certain materials. Material "nodes" in the world are phased...which means they exist for each player individually...so there will be no need to race to a node or worry about it being stolen by another player. If you harvest a node, it will disappear (or take on a harvested appearance) for you, but still be available for other players at that same location.
What is GW2s end game like?
Guild Wars 2 doesn't have what would be considered a "traditional" endgame. ArenaNet wanted to allow players to continue to play in the style they enjoyed regardless of their level... so even at max the same wide array of options will be available to players that are available throughout the leveling curve. Instead of a situation where a player enjoys exploring and taking part in dynamic events with a small group, and then has to join a raiding guild at max level in order to progress...GW2 will offer the ability to continue to do what you've been doing. They allow for this in several ways, so I guess this could be seen as GW2's "endgame" -
Player scaling - player characters will scale in power based on the content they are currently involved in. Therefore, if a max level player travels to a level 10-12 zone, they will be scaled in power to around level 12...they will still be strong, but not over-powered, and will be able to take part in the content as it was intended with the appropriate challenge intact. This means that the entire world is available to the max level character, rather than most of it becoming trivial and lost to you unless you start an alt. With a single character, a player can travel the whole world of Tyria and take part in any and all events they wish to.
Dungeons - The instanced areas of the world...these areas offer multiple paths to completion with vastly different play, and provide a higher level of challenge for more organized groups. There are also dynamic events which occur inside the instances just as they do in the open world, which adds an additional layer of variety.
PvP - there are multiple types of PvP (described below) for those who wish to take part.
Large-scale dynamic events - there will be some dynamic events in the open world which are huge encounters and will require coordination and many players taking part. These will provide the "raid" type aspect to the game, offering the ability to have up to one hundred players or more actively participating in multiple ways to complete an objective (slay the dragon!)
Completioning - I made up a word! - there will be tons of unique armor sets and weapon sets available in the world to collect, hundreds of die colors and crafting recipes to discover, hundreds of achievements to complete and titles to earn, etc.
Alts! With the five very unique races and the incredible variety of places to explore, with 8 drastically different classes (play styles) to partake in, and with the many possible branches and decisions in each character's personal story...it's going to be difficult for even the most staunchly single-character players (me) to avoid making some alts and trying things out.
The GW2 live team will also be continually adding new dynamic events all over the world (which will be provided for free), and there will certainly be expansions and other content available over time (for purchase).
How does combat work in GW2?
Combat in GW2 is very cool (and very different from the standard MMO) for several reasons.
Dodging and blocking and area control - characters will physically interact with skills / abilities... in other words, you can protect other players by standing in front of them and blocking / absorbing attacks, or If you dodge out of the way of a fireball or arrow or strike, it will miss. Players can use abilities without having a specific target, and if something is in your wheelhouse, you'll hit it. Area of effect spells are ground-targeted, allowing players to hit multiple enemies without targeting one specifically, and many player abilities / skills will allow control of ground, like walls or domes that block NPCs or other players, or knockbacks, knockdowns, snares, roots, etc.
Because of the above, GW2 combat will be much more about movement and damage avoidance, rather than simple standing in front of the opponent and trading blows. Dodging will cost energy (a longer-term multiple-fight resource) however, so the focus stays on offense, effectively using abilities, and staying in motion.
Abilities and conditions are as visible as possible in the world, so that players can focus on the fight and not their UI. All classes have defensive, offensive, and healing abilities, allowing players to choose a play style they enjoy while still offering a range of utility when needed. All classes will be able to resurrect their fellow players and also friendly NPCs... meaning fights will be focused more on tactics, coordination, and resource use instead of simple wiping when one mandatory class goes down.
Then there's my personal favorite part... cross-profession combos. Some abilities from each class will interact in various ways with the abilities of other classes, allowing players to coordinate and combine their abilities to achieve new effects or additional damage. The common example that is given is an Elementalist laying down a wall of flame, and a ranger shooting arrows through it, which then become flaming arrows and do burning damage on the target along with the normal arrow damage. We've been told there will be many of these...and discovering the combos and attempting to use them with strangers during dynamic events in the open world just sounds like awesome fun and a great way to make new friends.
How does PvP work in GW2?
First thing to know is that PvP takes place in totally separate areas from PvE...the PvP maps are said to be in the "mists", an area that allows warriors to play out the great battles from Tyria's history over and over again. PvP maps will offer destructible environments...player skills or weapons will be able to break glass, crush barrels, knock over walls (using siege weapons), etc.
PvP will be available in several forms in GW2...
There will be hot-joinable single-match and tournament PvP, which will take place in smaller maps for 1v1 up to 10v10 battles. Characters will automatically be leveled to max level and all provided with the same weapons, armor, and skills. There will be various game types available...the only one currently known is the capture-point game type (I don't know the technical name, I'm not a PvP guy) where each team attempts to capture and control certain points on the map. When a point is under the control of a team, they receive points every few seconds, and killing opposing players also gives points. The match continues until a specific point total is reached by one of the teams (500 points?), and that team wins. In the hot-joinable PvP, another match begins immediately with the same players. Players can join this type of PvP simply by selecting the game they want from a list and jumping in, and they can leave at any time. The tournament PvP will take place on the same maps, but provide for more organized team tournaments which are either run in a standard format by the server or player-run tournaments.
Each map for the hot-joinable and tournament PvP will offer secondary objectives...like trebuchets which can be manned and used to destroy the terrain or kill opponents. Each map will have different secondary objectives, allowing for a wide range of emergent play.
Then there's the WvWvW PvP. Three different game servers (shards) are pitted against each other in a two-week PvP match. This takes place in a huge area which is made up of four maps... one "home" map for each server and a central, huge contested map. There will be castles and keeps to take over and hold (and which will offer guilds there own objectives and rewards), siege weapons to use, and the ability to set up and defend supply chains. The server with the most points at the end of the two weeks will gain some rewards (not announced yet), and all three servers will be set up with new matches based on their records and levels of participation.
How much of GW2 is instanced and/or how does GW2 handle instancing?
The areas of GW2 which are instanced are the dungeons (repeatable areas of repeatable and multi-branching content that provide challenge for small groups), and the personal story areas in each capital city. Other than that, all areas of GW2 are huge, open, shared world maps and massive, shared cities. GW2 will be using instancing as a way to tell each character's individual personal story as it develops throughout the game. Each player will be able to see the effects of their decisions and actions within their personal story instance. The dungeon instances will provide a story mode, which will advance the central narrative of the game and can be completed once, and then an explorable mode, which will be repeatable and offer multiple paths and dynamic events to keep things fresh on multiple runs through.
That is an impressive series of posts. People should read those.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
I was actually pretty impressed with those myself. It took a lot of effort to do that.
Seconded and ty Fozzik for sharing. Reading it makes me sad that I didn't get to experience EQ in it's prime. I was into doing a lot of extreme sports when it was active and didn't get into MMO's untill later. Now I feel like I missed out. Very well thought out though.
RIP Jimmy "The Rev" Sullivan and Paul Gray.
I realized as I was writing my response that you left out a whole lot (alot, hehehe) of cool stuff in your questions. You don't mention personal story, the cool stuff to do in cities, the awesome dye system, the skill system and how it works, character alignment and how it affects NPC interactions, the death mechanics, and probably even more that I'm not thinking of right now.
I could talk about the game all day. ArenaNet not only knew the right questions to ask during development and understood the genre at a base level that's singular in the modern genre, but they also answered almost every question in a new, innovative, creative way that solves problems and improves the game without tossing out all the great and critical aspects in the process. GW2 will be a true MMORPG, in a sense that hasn't been realized in quite a long time.