Isn't GW2 the same hotkey mechanics as well, unless they do not have global cooldowns for abilities, then it is basically turn based.
it's not the "same" hotkey mechanic. you can do combos with your hotkeys, and every single projectile can be dodged. in addition, the thief does not have any cooldowns.
when it comes to pvp, TOR isnt even in the same category as GW2. its combat based on a WoW-esque static, turn-based mechanic. they really cant be compared.
I think we better wait till game launch before drawing conclusions. Too many of us pretend to be armchair experts. We need no more crystal ball readers.
playing a game centres around your imagination anyways. there isnt much to the experiential aspect of gaming...once you see it being played, you're well equipped to draw any personal conclusions and opinions you want. it's a fact that TOR's pvp is slow, turn-based, and you pretty much sit in one spot clicking abilities as youre getting whacked. it looks like a comedic circus show.
now even IF the world pvp mini-games are done to perfection, is it really that fun taking part in such a lame combat experience?
ITS A FACT
IT LOOKS LIKE
Come on. It is not yet a fact as it is not yet delivered life. It can never be a fact, as it is a personal experience.
I just said, we can wait till both games gone life and try them out before drawing soldi conclusions. You can jump the gun, that does not make your view any more reliable.
And no SWTOR certanly doesn't have better pvp than GW2, neither does Wildstar deserve to be the most inovative since GW2 is the mmorpg which is supposed to bring something new in the genre... Whoever gave this awards didn't do his homework right.
yeah i was stunned when TOR won some award over GW2, but then i found out that a game can win an award only once a year or something. so GW2 does not qualify for a lot of these things at Gamescon/Pax
when it comes to pvp, TOR isnt even in the same category as GW2. its combat based on a WoW-esque static, turn-based mechanic. they really cant be compared.
as it stands, TOR's pvp is still no different from WoW's. the "open world" pvp is pretty much identical to Wintergrasp and contested zone engagements.
WvWvW zone will be huge...it's a whole other world map essentially.
Isn't GW2 the same hotkey mechanics as well, unless they do not have global cooldowns for abilities, then it is basically turn based.
They use the same hotkeys, but all characters have the ability to dodge, and of course, people like to say how important the combinations will be, but I see that being unlikely overall.
There are some major differences in regards to how combat is in both games, though, I did not make it to PAX as I had planned this year so I didn't get to try GW2... but for SWTOR, the PvP isn't static at all, and open world PvP will be much more dynamic and tactical as you'll have more than just a player standing there, hitting hotkeys to worry about.
Keep in mind, you also have companions in open world scenarios (also depending on where you are) and it really doesn't matter how big WvWvW is, if you can essentially fight on most of the planets, it would be exponentially bigger, even if most battles only reap major benefits in certain lake areas or contested zones.
I think if anything, the article shows that SWTORs PvP shouldn't be discounted, and if you actually watch some of the PvP videos they've released, you can see its much more than standing there and hitting skills.
For the sole reason of being able to actually DO pvp out in the open world. GW2 might have great, tripple faction WvWvW as an alternative, but it will still be "pvp in a can" and people won't experience the thrills of player induced danger out in the open world like on a pvp server. Needless to say this is my personal opinion.
TOR pvp is no more open than proposed WvW pvp. You do realise that TOR rvr is centered on a different world than the rest of the game ( aka instance). This may seem more immersive to you but is the same thing as saying guildwars 2 has large open rvr taking place in the mists.
No, it isn't. The contested worlds are apart from the regular questing worlds, but you can PvP on any worlds that have both factions present.
I guess you're right. A more correct statement would be that TORs pvp is mainly instance focused similarly to gw2.
The pvp on questing worlds seems to be pretty similar to what wow or rift have and is something possible in the world but not a focus of such world. (i.e. you can pvp in contested areas in wow but there's no point)
Also, these awards mean nothing more than to serve as an added hype meter to pax. All games will be judged following their launches.
From my understanding, the zones have objectives in them, not sure how they will effect gameplay or the world at large, that is yet to be revealed.
when it comes to pvp, TOR isnt even in the same category as GW2. its combat based on a WoW-esque static, turn-based mechanic. they really cant be compared. as it stands, TOR's pvp is still no different from WoW's. the "open world" pvp is pretty much identical to Wintergrasp and contested zone engagements. WvWvW zone will be huge...it's a whole other world map essentially.
Isn't GW2 the same hotkey mechanics as well, unless they do not have global cooldowns for abilities, then it is basically turn based.
Guildwars 2 skills are mainly collision based and skills are limited by animations rather than a 1 sec global cd. Not to mention, almost all casts can be done on the move and every class can roll and dodge attacks. Some classes can put up defensive wards, firewalls, etc. It's a more action combat based on positioning and movement rather than the wow styled setup. I use wow as a reference due to its very generic mmo mechanics.
For the sole reason of being able to actually DO pvp out in the open world. GW2 might have great, tripple faction WvWvW as an alternative, but it will still be "pvp in a can" and people won't experience the thrills of player induced danger out in the open world like on a pvp server. Needless to say this is my personal opinion.
TOR pvp is no more open than proposed WvW pvp. You do realise that TOR rvr is centered on a different world than the rest of the game ( aka instance). This may seem more immersive to you but is the same thing as saying guildwars 2 has large open rvr taking place in the mists.
From my understanding of it, this is not the case. There are zones in some of the contested worlds that are for open world pvp. You walk into that zone, and you are flagged. Illum will be like the Mysts in GW2.
Ilium will not be like the mists.
The mists is an instanced battleground with 4 zones and will reset every 2/3 weeks. The mists are not inside open world game zones.
Ilium and the other 10 PvP planets in SWTOR are persistant areas with territorial control objectives that are inside open world game zones.
For the sole reason of being able to actually DO pvp out in the open world. GW2 might have great, tripple faction WvWvW as an alternative, but it will still be "pvp in a can" and people won't experience the thrills of player induced danger out in the open world like on a pvp server. Needless to say this is my personal opinion.
TOR pvp is no more open than proposed WvW pvp. You do realise that TOR rvr is centered on a different world than the rest of the game ( aka instance). This may seem more immersive to you but is the same thing as saying guildwars 2 has large open rvr taking place in the mists.
No, it isn't. The contested worlds are apart from the regular questing worlds, but you can PvP on any worlds that have both factions present.
I guess you're right. A more correct statement would be that TORs pvp is mainly instance focused similarly to gw2.
The pvp on questing worlds seems to be pretty similar to what wow or rift have and is something possible in the world but not a focus of such world. (i.e. you can pvp in contested areas in wow but there's no point)
Also, these awards mean nothing more than to serve as an added hype meter to pax. All games will be judged following their launches.
Well, yes in some aspects, you will run into lakes on PvE worlds where you have objectives, and on PvP worlds... well... essentially that will be just for plain fun with no lasting rewards. There are rewards to openworld PvP which is important. I do agree about the awards though. I think in some aspects its mostly just to point to features of upcoming games -- something else to look forward to.
For the sole reason of being able to actually DO pvp out in the open world. GW2 might have great, tripple faction WvWvW as an alternative, but it will still be "pvp in a can" and people won't experience the thrills of player induced danger out in the open world like on a pvp server. Needless to say this is my personal opinion.
TOR pvp is no more open than proposed WvW pvp. You do realise that TOR rvr is centered on a different world than the rest of the game ( aka instance). This may seem more immersive to you but is the same thing as saying guildwars 2 has large open rvr taking place in the mists.
No, it isn't. The contested worlds are apart from the regular questing worlds, but you can PvP on any worlds that have both factions present.
I guess you're right. A more correct statement would be that TORs pvp is mainly instance focused similarly to gw2.
The pvp on questing worlds seems to be pretty similar to what wow or rift have and is something possible in the world but not a focus of such world. (i.e. you can pvp in contested areas in wow but there's no point)
Also, these awards mean nothing more than to serve as an added hype meter to pax. All games will be judged following their launches.
Well, yes in some aspects, you will run into lakes on PvE worlds where you have objectives, and on PvP worlds... well... essentially that will be just for plain fun with no lasting rewards. There are rewards to openworld PvP which is important. I do agree about the awards though. I think in some aspects its mostly just to point to features of upcoming games -- something else to look forward to.
Actually I think open world pvp gives you mercenary points while BG type pvp rewards you valor, it's two different point systems.
Well, yes in some aspects, you will run into lakes on PvE worlds where you have objectives, and on PvP worlds... well... essentially that will be just for plain fun with no lasting rewards. There are rewards to openworld PvP which is important. I do agree about the awards though. I think in some aspects its mostly just to point to features of upcoming games -- something else to look forward to.
Actually I think open world pvp gives you mercenary points while BG type pvp rewards you valor, it's two different point systems.
By lasting rewards I meant, holding an area or world, or reaping the benefits of - say - a vendor when you successfully control a town for a particular length of time and turn it to your side.
Didnt Bioware reveal world PvP with objectives etc for SWToR at Pax? And GW2 having no world PvP at all so why not give SWToR the PvP reward for this one show under this light? Just looking at it considering this one show where these awards were given huh.
Why have we not been told about Star Wars World PVP...unless its less than people are wanting and expecting...and the company doesn't want to take the bloom off the rose ?
For the sole reason of being able to actually DO pvp out in the open world. GW2 might have great, tripple faction WvWvW as an alternative, but it will still be "pvp in a can" and people won't experience the thrills of player induced danger out in the open world like on a pvp server. Needless to say this is my personal opinion.
TOR pvp is no more open than proposed WvW pvp. You do realise that TOR rvr is centered on a different world than the rest of the game ( aka instance). This may seem more immersive to you but is the same thing as saying guildwars 2 has large open rvr taking place in the mists.
From my understanding of it, this is not the case. There are zones in some of the contested worlds that are for open world pvp. You walk into that zone, and you are flagged. Illum will be like the Mysts in GW2.
Ilium will not be like the mists.
The mists is an instanced battleground with 4 zones and will reset every 2/3 weeks. The mists are not inside open world game zones.
The mists are not instanced. They may be seperate from PvE but they are still persistent.
For the sole reason of being able to actually DO pvp out in the open world. GW2 might have great, tripple faction WvWvW as an alternative, but it will still be "pvp in a can" and people won't experience the thrills of player induced danger out in the open world like on a pvp server. Needless to say this is my personal opinion.
TOR pvp is no more open than proposed WvW pvp. You do realise that TOR rvr is centered on a different world than the rest of the game ( aka instance). This may seem more immersive to you but is the same thing as saying guildwars 2 has large open rvr taking place in the mists.
No, it isn't. The contested worlds are apart from the regular questing worlds, but you can PvP on any worlds that have both factions present.
Yup. And that brings a whole lot of extra opportunities and unexpected, random, player made content with it on pvp servers.
Whilst a game in which everyone, out in the main game world(s), is your buddy and the only threat to your personal wellbeing is PVE related and determined by predictable npc AI, will eventually feel very predictable and lack excitement while going about your chores / quests / events / havesting / exploration in that world. At least that definately was the case for me when I played Lotro some years ago. Basically also a factionless game with pvp restricted to designated zones.
What's more is that in Swtor, with multiple factions, your enemies potenially become your "nemisii" as you get to know them by name, fear some of them, despise others, cherrish wraths, build a reputation and avenge yourself for any wrong doings. With all the accompanying delicious forum entertainment that comes with it.
GW2's WvWvW matches up nicely to Swtor's conflict planets and territory claiming (in theory), but the OPEN WORLD pvp on pvp servers will add a whole extra layer of pvp to SWTOR, which GW2 is sadly lacking.
p.s. People might cuss at WOW's world pvp, but to me and others, that used to be one of its most entertaining aspects. I'll never forget my first skirmishes in Hillsbrad, all the pitched battles in Tyr's Hand and invasions of Horde controlled lands. All without objectives or rewards but a hell of a lot of fun. It also made the server community much more lively and passionate. On the forums and ingame.
SWTOR beat GW2 at PvP and WildStar beat GW2 at innovation? Really?! Other than that though, I agree.
Well they gave 1# in pvp for star wars just because it was the main focus of the game, while GW2 was more broad, still we had the pvp matches in GW2 between multiple teams in a ladder to go agaisnt arenanet....
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
The mists is an instanced battleground with 4 zones and will reset every 2/3 weeks. The mists are not inside open world game zones.
The mists are not instanced. They may be seperate from PvE but they are still persistent.
Its still too early to tell IMO, but what we do know is that the mists only last for 2 weeks at a time. Better than 1 week, but at the end of the 2 weeks, it resets, and you face a different enemy, so its not really persistent. As for the zones, they will be large, but I wonder if they'll be sectioned off from eachother by portals... (they may have already mentioned that). That being said, one isn't exclusively better than the other, they are just different.
The mists is an instanced battleground with 4 zones and will reset every 2/3 weeks. The mists are not inside open world game zones.
Ilium and the other 10 PvP planets in SWTOR are persistant areas with territorial control objectives that are inside open world game zones.
WvWvW does not take place in an instance. In fact, it is QUITE CLEAR that the few people who bother claiming that it does have no idea what an instance is.
here is a quick lesson for all of you. A game with no loading screens is called "seamless". A game with loading screens is not, but that has nothing to do with whether a game is persistant or not. A game is "instanced" if it creats a new copy of a map or zone for individual groups, people, or a set number of people. A game is persistent if the map persists without the presence of a player on that map (as unlikely as that may sound).
GW2's WvWvW maps are persistant, but I think what people have a problem with is that they mists are not a part of the main world of tyria in a physical sense. They are in fact more like the underworld, or world between worlds (and I don't mean in terms of the server structure, even though it acts like that), or whatever else you can imagine. This lack of connection isn't important, and I think that it is better that PvP and PvE are kept apart, especially when a game is trying to work without a number of factions or player devisions that would allow for the kind of open world PvP that many players are familiar with.
Now that I have explained that, let me explain why WvWvW isn't your normal PvP. first of all, it incorperates the dynamic event system into it, but instead of players having to defeat monsters and other such things like they would in PvE, they are put up against other players who wish to keep you from completing events and want to complete there own. What this means is that these DEs provide for additional places to fight rather than the game being 2 week long castle seiges. Having to fight in a 3 way match also means that balance between population sizes is easier to manage because a large force will naturally become the enemy of 2 smaller forces. Lastly, the guild mechanic will olso provide actual benefits in holding keeps and other fortifications.
so...while none of this was at PAX or gamescom, I believe (as in this is my opinion) that GW2 has better PvP than SWTOR (and I agree with the reasons for not giving the same game multiple rewards, even if it lets people believe that one game is actually better than another...I mean come on, it is all opinion...well, unless the game actually does suck and its riddled with bugs, glitches, poor design, blah blah blah...but that doesn't sound like it is the case here).
I used to TL;DR, but then I took a bullet point to the footnote.
Its still too early to tell IMO, but what we do know is that the mists only last for 2 weeks at a time. Better than 1 week, but at the end of the 2 weeks, it resets, and you face a different enemy, so its not really persistent. As for the zones, they will be large, but I wonder if they'll be sectioned off from eachother by portals... (they may have already mentioned that). That being said, one isn't exclusively better than the other, they are just different.
by that logic, any game that does server resets when they patch their games or otherwise update something is also not truely persistent.
In practice however, the only real people who would notice all that much when the servers change their opponents is the people playing at that exact moment...which is once ever 2 weeks.
there will be portals separating the different zones btw.
I used to TL;DR, but then I took a bullet point to the footnote.
People are mentioning open world PvP and using terms such as "instanced" and "open world". To me, I believe these terms are open to some interpretation. To me, open world pvp is moreso like lineage 2 which actually had an open world.
Most games since then have had mostly instanced pvp. I even consider aion, aoc, and warhammer's pvp to be instanced to a point. I say this because I seeing a lot of prejudice on instanced pvp when none of these recent games have true open world pvp. All of these upcoming games are widely instanced such as in TOR, GW2, and TSW.
There's nothing wrong with instancing and it can be done for many reasons as in increasing maximum playerbase for particular areas and reducing overall server strain for better playability. It can also be done just to separate player experiences from pvp to pve like in the case of gw2.
Don't be fooled, TOR may be set in a massive universe but its also very divided by instancing. The same goes for gw2.
Its still too early to tell IMO, but what we do know is that the mists only last for 2 weeks at a time. Better than 1 week, but at the end of the 2 weeks, it resets, and you face a different enemy, so its not really persistent. As for the zones, they will be large, but I wonder if they'll be sectioned off from eachother by portals... (they may have already mentioned that). That being said, one isn't exclusively better than the other, they are just different.
by that logic, any game that does server resets when they patch their games or otherwise update something is also not truely persistent.
In practice however, the only real people who would notice all that much when the servers change their opponents is the people playing at that exact moment...which is once ever 2 weeks.
there will be portals separating the different zones btw.
I don't think so, I think it will change quite a bit because you will no longer own half the map, etc. You could say that when they restart the servers or bring them down for maintenance items reset, but, well, for one I don't think thats going to be a big problem in SWTOR seeing as how they are using the hero engine and they can make updates and changes without bringing the servers down, and 2, would that mean, when Anet brings the servers down for maintenance that you lose everything in WvWvW? I don't think so.
The thing is, it will reset consistently, at the end of 2 weeks, and you WILL fight new opponents, so even if you were really close to taking a castle and want to try again tomorrow, if its the end of those two weeks, the castle will just reset, and you'll face someone else who might not even care about that castle.
By any other logic, you could just as well say that any instance is persistent for however long it stays open until it resets. Take a battleground for instance, it must be persistent too, until the timer runs out. But thats a persistent world and not an instance, right?
SWTOR beat GW2 at PvP and WildStar beat GW2 at innovation? Really?! Other than that though, I agree.
Well they gave 1# in pvp for star wars just because it was the main focus of the game, while GW2 was more broad, still we had the pvp matches in GW2 between multiple teams in a ladder to go agaisnt arenanet....
They had to fit SW in there I suppose
Why did they? IF they had felt required to shoe horn SW in (in order to not piss off EA toomuch and cut off access to the game etc) they could have made a 'best story telling' category for it I guess. There is no value in giving it artificial awards though just because it's popular (for the reader at least).
I have a feeling we are, in a year, gonna look back on SW being given best PvP over GW2 and laugh our asses off at MMORPG.com.
As for Wildstar...sure, it looks fun, but awarding this based on basically a stack of Dev claims against the realities of GW2 is silly imo.
Comments
it's not the "same" hotkey mechanic. you can do combos with your hotkeys, and every single projectile can be dodged. in addition, the thief does not have any cooldowns.
ITS A FACT
IT LOOKS LIKE
Come on. It is not yet a fact as it is not yet delivered life. It can never be a fact, as it is a personal experience.
I just said, we can wait till both games gone life and try them out before drawing soldi conclusions. You can jump the gun, that does not make your view any more reliable.
yeah i was stunned when TOR won some award over GW2, but then i found out that a game can win an award only once a year or something. so GW2 does not qualify for a lot of these things at Gamescon/Pax
On another note, are there really no PvP Star Wars fans that are not concerned with the fact that PvE players have an advantage over them?
Or the community that TOR caters to does not PvP, or care enuff about PvP for that matter?
Heck, I know PvP communities that would find preposterous that "dragon slayers" have better gear for PvP than a pure PvP player
"I am not a robot. I am a unicorn."
They use the same hotkeys, but all characters have the ability to dodge, and of course, people like to say how important the combinations will be, but I see that being unlikely overall.
There are some major differences in regards to how combat is in both games, though, I did not make it to PAX as I had planned this year so I didn't get to try GW2... but for SWTOR, the PvP isn't static at all, and open world PvP will be much more dynamic and tactical as you'll have more than just a player standing there, hitting hotkeys to worry about.
Keep in mind, you also have companions in open world scenarios (also depending on where you are) and it really doesn't matter how big WvWvW is, if you can essentially fight on most of the planets, it would be exponentially bigger, even if most battles only reap major benefits in certain lake areas or contested zones.
I think if anything, the article shows that SWTORs PvP shouldn't be discounted, and if you actually watch some of the PvP videos they've released, you can see its much more than standing there and hitting skills.
From my understanding, the zones have objectives in them, not sure how they will effect gameplay or the world at large, that is yet to be revealed.
In Bioware we trust!
Well, the truth is few really know that Wild Star is really like... so.. maybe not impossible.
Guildwars 2 skills are mainly collision based and skills are limited by animations rather than a 1 sec global cd. Not to mention, almost all casts can be done on the move and every class can roll and dodge attacks. Some classes can put up defensive wards, firewalls, etc. It's a more action combat based on positioning and movement rather than the wow styled setup. I use wow as a reference due to its very generic mmo mechanics.
Ilium will not be like the mists.
The mists is an instanced battleground with 4 zones and will reset every 2/3 weeks. The mists are not inside open world game zones.
Ilium and the other 10 PvP planets in SWTOR are persistant areas with territorial control objectives that are inside open world game zones.
Well, yes in some aspects, you will run into lakes on PvE worlds where you have objectives, and on PvP worlds... well... essentially that will be just for plain fun with no lasting rewards. There are rewards to openworld PvP which is important. I do agree about the awards though. I think in some aspects its mostly just to point to features of upcoming games -- something else to look forward to.
Actually I think open world pvp gives you mercenary points while BG type pvp rewards you valor, it's two different point systems.
In Bioware we trust!
By lasting rewards I meant, holding an area or world, or reaping the benefits of - say - a vendor when you successfully control a town for a particular length of time and turn it to your side.
Didnt Bioware reveal world PvP with objectives etc for SWToR at Pax? And GW2 having no world PvP at all so why not give SWToR the PvP reward for this one show under this light? Just looking at it considering this one show where these awards were given huh.
Why have we not been told about Star Wars World PVP...unless its less than people are wanting and expecting...and the company doesn't want to take the bloom off the rose ?
The mists are not instanced. They may be seperate from PvE but they are still persistent.
Yup. And that brings a whole lot of extra opportunities and unexpected, random, player made content with it on pvp servers.
Whilst a game in which everyone, out in the main game world(s), is your buddy and the only threat to your personal wellbeing is PVE related and determined by predictable npc AI, will eventually feel very predictable and lack excitement while going about your chores / quests / events / havesting / exploration in that world. At least that definately was the case for me when I played Lotro some years ago. Basically also a factionless game with pvp restricted to designated zones.
What's more is that in Swtor, with multiple factions, your enemies potenially become your "nemisii" as you get to know them by name, fear some of them, despise others, cherrish wraths, build a reputation and avenge yourself for any wrong doings. With all the accompanying delicious forum entertainment that comes with it.
GW2's WvWvW matches up nicely to Swtor's conflict planets and territory claiming (in theory), but the OPEN WORLD pvp on pvp servers will add a whole extra layer of pvp to SWTOR, which GW2 is sadly lacking.
p.s. People might cuss at WOW's world pvp, but to me and others, that used to be one of its most entertaining aspects. I'll never forget my first skirmishes in Hillsbrad, all the pitched battles in Tyr's Hand and invasions of Horde controlled lands. All without objectives or rewards but a hell of a lot of fun. It also made the server community much more lively and passionate. On the forums and ingame.
^_^
My brand new bloggity blog.
Everyone gets an award at PAX 2011!
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Its still too early to tell IMO, but what we do know is that the mists only last for 2 weeks at a time. Better than 1 week, but at the end of the 2 weeks, it resets, and you face a different enemy, so its not really persistent. As for the zones, they will be large, but I wonder if they'll be sectioned off from eachother by portals... (they may have already mentioned that). That being said, one isn't exclusively better than the other, they are just different.
WvWvW does not take place in an instance. In fact, it is QUITE CLEAR that the few people who bother claiming that it does have no idea what an instance is.
here is a quick lesson for all of you. A game with no loading screens is called "seamless". A game with loading screens is not, but that has nothing to do with whether a game is persistant or not. A game is "instanced" if it creats a new copy of a map or zone for individual groups, people, or a set number of people. A game is persistent if the map persists without the presence of a player on that map (as unlikely as that may sound).
GW2's WvWvW maps are persistant, but I think what people have a problem with is that they mists are not a part of the main world of tyria in a physical sense. They are in fact more like the underworld, or world between worlds (and I don't mean in terms of the server structure, even though it acts like that), or whatever else you can imagine. This lack of connection isn't important, and I think that it is better that PvP and PvE are kept apart, especially when a game is trying to work without a number of factions or player devisions that would allow for the kind of open world PvP that many players are familiar with.
Now that I have explained that, let me explain why WvWvW isn't your normal PvP. first of all, it incorperates the dynamic event system into it, but instead of players having to defeat monsters and other such things like they would in PvE, they are put up against other players who wish to keep you from completing events and want to complete there own. What this means is that these DEs provide for additional places to fight rather than the game being 2 week long castle seiges. Having to fight in a 3 way match also means that balance between population sizes is easier to manage because a large force will naturally become the enemy of 2 smaller forces. Lastly, the guild mechanic will olso provide actual benefits in holding keeps and other fortifications.
so...while none of this was at PAX or gamescom, I believe (as in this is my opinion) that GW2 has better PvP than SWTOR (and I agree with the reasons for not giving the same game multiple rewards, even if it lets people believe that one game is actually better than another...I mean come on, it is all opinion...well, unless the game actually does suck and its riddled with bugs, glitches, poor design, blah blah blah...but that doesn't sound like it is the case here).
I used to TL;DR, but then I took a bullet point to the footnote.
by that logic, any game that does server resets when they patch their games or otherwise update something is also not truely persistent.
In practice however, the only real people who would notice all that much when the servers change their opponents is the people playing at that exact moment...which is once ever 2 weeks.
there will be portals separating the different zones btw.
I used to TL;DR, but then I took a bullet point to the footnote.
People are mentioning open world PvP and using terms such as "instanced" and "open world". To me, I believe these terms are open to some interpretation. To me, open world pvp is moreso like lineage 2 which actually had an open world.
Most games since then have had mostly instanced pvp. I even consider aion, aoc, and warhammer's pvp to be instanced to a point. I say this because I seeing a lot of prejudice on instanced pvp when none of these recent games have true open world pvp. All of these upcoming games are widely instanced such as in TOR, GW2, and TSW.
There's nothing wrong with instancing and it can be done for many reasons as in increasing maximum playerbase for particular areas and reducing overall server strain for better playability. It can also be done just to separate player experiences from pvp to pve like in the case of gw2.
Don't be fooled, TOR may be set in a massive universe but its also very divided by instancing. The same goes for gw2.
gw2's pve looked amazing, but the pvp was a mess. still have half a year or so until launch though, so lots of time to fix it.
I don't think so, I think it will change quite a bit because you will no longer own half the map, etc. You could say that when they restart the servers or bring them down for maintenance items reset, but, well, for one I don't think thats going to be a big problem in SWTOR seeing as how they are using the hero engine and they can make updates and changes without bringing the servers down, and 2, would that mean, when Anet brings the servers down for maintenance that you lose everything in WvWvW? I don't think so.
The thing is, it will reset consistently, at the end of 2 weeks, and you WILL fight new opponents, so even if you were really close to taking a castle and want to try again tomorrow, if its the end of those two weeks, the castle will just reset, and you'll face someone else who might not even care about that castle.
By any other logic, you could just as well say that any instance is persistent for however long it stays open until it resets. Take a battleground for instance, it must be persistent too, until the timer runs out. But thats a persistent world and not an instance, right?
Djeezus Christ, freaking out because GW2 didn't win PvP and innovation rewards, if there's any time to call out fanboys it's now.
Seriously, your damn game won "Best of Show", be happy.
TOR showed and revealed more in regards to PvP period. Haven't followed Wildstar.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
Why did they? IF they had felt required to shoe horn SW in (in order to not piss off EA toomuch and cut off access to the game etc) they could have made a 'best story telling' category for it I guess. There is no value in giving it artificial awards though just because it's popular (for the reader at least).
I have a feeling we are, in a year, gonna look back on SW being given best PvP over GW2 and laugh our asses off at MMORPG.com.
As for Wildstar...sure, it looks fun, but awarding this based on basically a stack of Dev claims against the realities of GW2 is silly imo.