I'm personally looking forward to WvW the most. I never get why people get all hot and bothered over the instanced style of pvp in an MMO when you can get that experience with pretty much any single player type game.
Im looking more towards the "persistance" of WvW, rather than swift battleground pvp, altho i do fancy me some SPvP one-on-one matches aswell, to hone general PvP survivability and tactics agains't different classes.
For PvP I like the deciding factor to be player skill even if I suck at it.
In most cases I find "openworld pvp" a complete waste of time. If gearbased = Even more so.
Hopefully the format in GW2 will give me some minutes of entertainment from time to time. My main PvP focus will be structured with a tightknit group of peers.
We dont need casuals in our games!!! Errm... Well we DO need casuals to fund and populate our games - But the games should be all about "hardcore" because: We dont need casuals in our games!!! (repeat ad infinitum)
WvW. Spvp looks like it is very well made; but at the end of the day, its still just anotehr batlteground/arena sitatuion. Too structured and predicatable.
The chaos and sheer scale of WvW sounds a lot more appealing.
WvW. After more than 10 years we finally have a proper DAoC clone in terms of RvR.
One can only hope. It remains to be seen how strong the "realm pride" in this game becomes since several of the minor systems from DAoC's RvR were removed
WvW. After more than 10 years we finally have a proper DAoC clone in terms of RvR.
One can only hope. It remains to be seen how strong the "realm pride" in this game becomes since several of the minor systems from DAoC's RvR were removed
One can say everything thing is a clone now a days - let's get over that and move on.
The WvW in GW2 is instanced PvP, just with larger instances and multiple objectives. It's certainly not open world, and it lacks true persistence, being essentially a two week long rotisserie league deathmatch with servers that resets at the end.
Of the two, I prefer the way that The Secret World is doing it - the set factions battling in large areas that don't reset based on some contrived server ladder system.
The WvW in GW2 is instanced PvP, just with larger instances and multiple objectives. It's certainly not open world, and it lacks true persistence, being essentially a two week long rotisserie league deathmatch with servers that resets at the end.
Of the two, I prefer the way that The Secret World is doing it - the set factions battling in large areas that don't reset based on some contrived server ladder system.
So you must like structure pvp?
Any way I like structure PVP because it's equal but, I might grow to like WvWvW more, I like how you can face new servers and what not so it's like new compition and what not, very fresh indeed.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
The WvW in GW2 is instanced PvP, just with larger instances and multiple objectives. It's certainly not open world, and it lacks true persistence, being essentially a two week long rotisserie league deathmatch with servers that resets at the end.
Of the two, I prefer the way that The Secret World is doing it - the set factions battling in large areas that don't reset based on some contrived server ladder system.
HAHA Rohn and I agree on something!!!!
That said, I enjoyed the WvW for what it is, and had a lot of fun in it during the beta.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
The WvW in GW2 is instanced PvP, just with larger instances and multiple objectives. It's certainly not open world, and it lacks true persistence, being essentially a two week long rotisserie league deathmatch with servers that resets at the end.
Of the two, I prefer the way that The Secret World is doing it - the set factions battling in large areas that don't reset based on some contrived server ladder system.
Anet is using a system that will keep World PVP fun throughout the game's history. I've played faction based MMOs and usually one faction has better numbers and dominates the battlefield. It happened in Aion, it happened in War, it happens almost all the time. Even in Clan-based world pvp MMOs like for example Lineage2 an alliance will come on top and dominate the server. Gets boring after a while.
True persistence wouldn't work in Guild Wars 2 simply because it's a server versus server versus server. How would anyone make this persistent is beyond me. Each server will end the 2-week period with a set amount of keeps under their control, they can't keep it when the next 2-week period begins because other servers might have conquered the same keep in their pairing. So true persistence is impossible due to obvious technical reasons.
A way to do this would've been to add "factions". I don't want factions because they bring imbalance and ruin the game. Another way would be to keep the same 3 servers fighting all time. That would be boring. The game allows players to play on any server, so it makes sense open PVP removes server restrictions as well.
During the first BWE we had 48 servers, that's 24 per region. I can't imagine US servers fighting against EU servers (that would cause horrible lag on one of the two sides) so we got 8 different battlefields of 3 servers. When a 2-week period ends each server gets a rating. Then similarly rated servers will face each other on the next 2-week period. That way if my server doesn't play much WvWvW but your server is mostly in for WvWvW, we won't face each other in combat (not easily but we might be).
I don't want open pvp to be so lame as one mob of hundreds fighting a few dozen on the other side, that's not fun at all. I've been there and don't want to experience it again. Persistence would require persistent numbers, GW2 is not only about WvWvW there WILL be servers with more and servers with less interested people in WvWvW.
PS: I wonder what kind of rewards the "best server in the game" might get. That is if your server is on top of the charts after some time
Block the trolls, don't answer them, so we can remove the garbage from these forums
A way to do this would've been to add "factions". I don't want factions because they bring imbalance and ruin the game. Another way would be to keep the same 3 servers fighting all time. That would be boring. The game allows players to play on any server, so it makes sense open PVP removes server restrictions as well.
(...)
Starcraft is based around three completely different "factions", yet they seem to have reached an excellent balance.
The WvW in GW2 is instanced PvP, just with larger instances and multiple objectives. It's certainly not open world, and it lacks true persistence, being essentially a two week long rotisserie league deathmatch with servers that resets at the end.
Of the two, I prefer the way that The Secret World is doing it - the set factions battling in large areas that don't reset based on some contrived server ladder system.
Anet is using a system that will keep World PVP fun throughout the game's history. I've played faction based MMOs and usually one faction has better numbers and dominates the battlefield. It happened in Aion, it happened in War, it happens almost all the time. Even in Clan-based world pvp MMOs like for example Lineage2 an alliance will come on top and dominate the server. Gets boring after a while.
True persistence wouldn't work in Guild Wars 2 simply because it's a server versus server versus server. How would anyone make this persistent is beyond me. Each server will end the 2-week period with a set amount of keeps under their control, they can't keep it when the next 2-week period begins because other servers might have conquered the same keep in their pairing. So true persistence is impossible due to obvious technical reasons.
A way to do this would've been to add "factions". I don't want factions because they bring imbalance and ruin the game. Another way would be to keep the same 3 servers fighting all time. That would be boring. The game allows players to play on any server, so it makes sense open PVP removes server restrictions as well.
During the first BWE we had 48 servers, that's 24 per region. I can't imagine US servers fighting against EU servers (that would cause horrible lag on one of the two sides) so we got 8 different battlefields of 3 servers. When a 2-week period ends each server gets a rating. Then similarly rated servers will face each other on the next 2-week period. That way if my server doesn't play much WvWvW but your server is mostly in for WvWvW, we won't face each other in combat (not easily but we might be).
I don't want open pvp to be so lame as one mob of hundreds fighting a few dozen on the other side, that's not fun at all. I've been there and don't want to experience it again. Persistence would require persistent numbers, GW2 is not only about WvWvW there WILL be servers with more and servers with less interested people in WvWvW.
PS: I wonder what kind of rewards the "best server in the game" might get. That is if your server is on top of the charts after some time
As a War vateran i can say you that the WvWvW in gw2 is doomed to fail if they dont fix the ¨doorwars¨system, is a 3 faction system, but the map is just huge and is really hard to reach the fight spots on the map fast enough, so is pretty much a WvW 90% of the time and even worse is when you dont have a campaing and you just can take what you want, this mean another warhammer mistake once again, empty keeps and objetives.
And what about the structured pvp?, so far is just too casual where most of the time you are avoiding combat than actually fighting, and even if you just want to pvp and ignore all the ¨conquest system¨ is hard to find a fight. After a few matchs, it get bored pretty fast.
GW2 still need a lot of work and feedback from the players.
WvWvW. I like the server loyalty aspect of it, and it sounds like there are little things people can do that help even if they're not big into super-competitive PvP. I generally play other games for sPvP (StarCraft, Tribes).
A way to do this would've been to add "factions". I don't want factions because they bring imbalance and ruin the game. Another way would be to keep the same 3 servers fighting all time. That would be boring. The game allows players to play on any server, so it makes sense open PVP removes server restrictions as well.
(...)
Starcraft is based around three completely different "factions", yet they seem to have reached an excellent balance.
What does Starcraft have to do with this? That's totally irrelevant. Factions in Starcraft don't split the players into 3 different "teams" that fight for dominance on an open map.
Block the trolls, don't answer them, so we can remove the garbage from these forums
As a War vateran i can say you that the WvWvW in gw2 is doomed to fail if they dont fix the ¨doorwars¨system, is a 3 faction system, but the map is just huge and is really hard to reach the fight spots on the map fast enough, so is pretty much a WvW 90% of the time and even worse is when you dont have a campaing and you just can take what you want, this mean another warhammer mistake once again, empty keeps and objetives.
Agreed. The "doorwars" is the worst possible outcome for any open PVP game, even worse than one side dominating the other. I didn't play enough WvWvW to have a proper opinion if "doorwars" will happen or not in GW2 but I plan on playing more in BWE2
As an old GW1 player I prefer sPVP in a "role-playing" game than in a FPS or RTS. I find the mix of personal character building and team tactics to be very appealing. Most sPVP games in BWE were just random but it's a new game, people will get used to the mechanics sooner or later (I prefer sooner).
The way the tournament system is supposed to work ("supposed", because I didn't "test" it) will help in organized, competitive play. Winners of PickUp games earn points and use them to join monthly tournament,s then winners of monthly tournaments enter the yearly tournaments. It all sounds very competitive to me and the yearly champion must be the best PVP team in GW2
It remains to be seen in action of course, right now sPVP looks mostly "random".
Block the trolls, don't answer them, so we can remove the garbage from these forums
The WvW in GW2 is instanced PvP, just with larger instances and multiple objectives. It's certainly not open world, and it lacks true persistence, being essentially a two week long rotisserie league deathmatch with servers that resets at the end.
Of the two, I prefer the way that The Secret World is doing it - the set factions battling in large areas that don't reset based on some contrived server ladder system.
Anet is using a system that will keep World PVP fun throughout the game's history. I've played faction based MMOs and usually one faction has better numbers and dominates the battlefield. It happened in Aion, it happened in War, it happens almost all the time. Even in Clan-based world pvp MMOs like for example Lineage2 an alliance will come on top and dominate the server. Gets boring after a while.
True persistence wouldn't work in Guild Wars 2 simply because it's a server versus server versus server. How would anyone make this persistent is beyond me. Each server will end the 2-week period with a set amount of keeps under their control, they can't keep it when the next 2-week period begins because other servers might have conquered the same keep in their pairing. So true persistence is impossible due to obvious technical reasons.
A way to do this would've been to add "factions". I don't want factions because they bring imbalance and ruin the game. Another way would be to keep the same 3 servers fighting all time. That would be boring. The game allows players to play on any server, so it makes sense open PVP removes server restrictions as well.
During the first BWE we had 48 servers, that's 24 per region. I can't imagine US servers fighting against EU servers (that would cause horrible lag on one of the two sides) so we got 8 different battlefields of 3 servers. When a 2-week period ends each server gets a rating. Then similarly rated servers will face each other on the next 2-week period. That way if my server doesn't play much WvWvW but your server is mostly in for WvWvW, we won't face each other in combat (not easily but we might be).
I don't want open pvp to be so lame as one mob of hundreds fighting a few dozen on the other side, that's not fun at all. I've been there and don't want to experience it again. Persistence would require persistent numbers, GW2 is not only about WvWvW there WILL be servers with more and servers with less interested people in WvWvW.
PS: I wonder what kind of rewards the "best server in the game" might get. That is if your server is on top of the charts after some time
As a War vateran i can say you that the WvWvW in gw2 is doomed to fail if they dont fix the ¨doorwars¨system, is a 3 faction system, but the map is just huge and is really hard to reach the fight spots on the map fast enough, so is pretty much a WvW 90% of the time and even worse is when you dont have a campaing and you just can take what you want, this mean another warhammer mistake once again, empty keeps and objetives.
And what about the structured pvp?, so far is just too casual where most of the time you are avoiding combat than actually fighting, and even if you just want to pvp and ignore all the ¨conquest system¨ is hard to find a fight. After a few matchs, it get bored pretty fast.
GW2 still need a lot of work and feedback from the players.
You must be talking about another GW2 and not Guild Wars 2.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
Nahhh he is speaking of guild wars 2. Same concerns here. How will this not just be a huge zerg match where most of the time u are zerging from 1 keep to the other. And what Are the rewards!!
Originally posted by Nethriil Nahhh he is speaking of guild wars 2. Same concerns here. How will this not just be a huge zerg match where most of the time u are zerging from 1 keep to the other. And what Are the rewards!!
There's a million different ways WVWVW can go wrong, but it's to early to find out. Let's not turn this thread into a discussion about this.
A way to do this would've been to add "factions". I don't want factions because they bring imbalance and ruin the game. Another way would be to keep the same 3 servers fighting all time. That would be boring. The game allows players to play on any server, so it makes sense open PVP removes server restrictions as well.
(...)
Starcraft is based around three completely different "factions", yet they seem to have reached an excellent balance.
What does Starcraft have to do with this? That's totally irrelevant. Factions in Starcraft don't split the players into 3 different "teams" that fight for dominance on an open map.
o.O I am getting confused. Unless you meant that factions imbalance due to teams having access to unique skills/effects special for their team, which is why I brought up the Starcraft example, how is the current setup not using "factions"?
You got 3 sides, also known as factions, fighting in a large battlefield for 2 weeks.
The WvW in GW2 is instanced PvP, just with larger instances and multiple objectives. It's certainly not open world, and it lacks true persistence, being essentially a two week long rotisserie league deathmatch with servers that resets at the end.
Of the two, I prefer the way that The Secret World is doing it - the set factions battling in large areas that don't reset based on some contrived server ladder system.
One can argue that it is open world pvp, but limited to one contested zone. It's the same thing in WoW and other MMO's. Only certain zones are contested and some are neutral. In GW2's case though, it's limited to one zone. It really depends on how one wants to define open world pvp. Should all zones be open to pvp or limited?
The WvW in GW2 is instanced PvP, just with larger instances and multiple objectives. It's certainly not open world, and it lacks true persistence, being essentially a two week long rotisserie league deathmatch with servers that resets at the end.
Of the two, I prefer the way that The Secret World is doing it - the set factions battling in large areas that don't reset based on some contrived server ladder system.
One can argue that it is open world pvp, but limited to one contested zone. It's the same thing in WoW and other MMO's. Only certain zones are contested and some are neutral. In GW2's case though, it's limited to one zone. It really depends on how one wants to define open world pvp. Should all zones be open to pvp or limited?
So............... Battlegrounds are open world pvp then?
Comments
Im looking more towards the "persistance" of WvW, rather than swift battleground pvp, altho i do fancy me some SPvP one-on-one matches aswell, to hone general PvP survivability and tactics agains't different classes.
I'm looking forward to both, but I'd say I prefer structured PVP because I like e-sports
Block the trolls, don't answer them, so we can remove the garbage from these forums
World vs World for sure. Structured PvP has already lots of good alternatives in other games, in my opinion.
For PvP I like the deciding factor to be player skill even if I suck at it.
In most cases I find "openworld pvp" a complete waste of time. If gearbased = Even more so.
Hopefully the format in GW2 will give me some minutes of entertainment from time to time. My main PvP focus will be structured with a tightknit group of peers.
We dont need casuals in our games!!! Errm... Well we DO need casuals to fund and populate our games - But the games should be all about "hardcore" because: We dont need casuals in our games!!!
(repeat ad infinitum)
WvW. Spvp looks like it is very well made; but at the end of the day, its still just anotehr batlteground/arena sitatuion. Too structured and predicatable.
The chaos and sheer scale of WvW sounds a lot more appealing.
WvW. After more than 10 years we finally have a proper DAoC clone in terms of RvR.
The result of this poll is predictable
WvW for me.
PS: thankfully, this game is NOT a DAoC clone.
Respect, walk
Are you talkin' to me? Are you talkin' to me?
- PANTERA at HELLFEST 2023
One can only hope. It remains to be seen how strong the "realm pride" in this game becomes since several of the minor systems from DAoC's RvR were removed
One can say everything thing is a clone now a days - let's get over that and move on.
The WvW in GW2 is instanced PvP, just with larger instances and multiple objectives. It's certainly not open world, and it lacks true persistence, being essentially a two week long rotisserie league deathmatch with servers that resets at the end.
Of the two, I prefer the way that The Secret World is doing it - the set factions battling in large areas that don't reset based on some contrived server ladder system.
Hell hath no fury like an MMORPG player scorned.
So you must like structure pvp?
Any way I like structure PVP because it's equal but, I might grow to like WvWvW more, I like how you can face new servers and what not so it's like new compition and what not, very fresh indeed.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
HAHA Rohn and I agree on something!!!!
That said, I enjoyed the WvW for what it is, and had a lot of fun in it during the beta.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Anet is using a system that will keep World PVP fun throughout the game's history. I've played faction based MMOs and usually one faction has better numbers and dominates the battlefield. It happened in Aion, it happened in War, it happens almost all the time. Even in Clan-based world pvp MMOs like for example Lineage2 an alliance will come on top and dominate the server. Gets boring after a while.
True persistence wouldn't work in Guild Wars 2 simply because it's a server versus server versus server. How would anyone make this persistent is beyond me. Each server will end the 2-week period with a set amount of keeps under their control, they can't keep it when the next 2-week period begins because other servers might have conquered the same keep in their pairing. So true persistence is impossible due to obvious technical reasons.
A way to do this would've been to add "factions". I don't want factions because they bring imbalance and ruin the game. Another way would be to keep the same 3 servers fighting all time. That would be boring. The game allows players to play on any server, so it makes sense open PVP removes server restrictions as well.
During the first BWE we had 48 servers, that's 24 per region. I can't imagine US servers fighting against EU servers (that would cause horrible lag on one of the two sides) so we got 8 different battlefields of 3 servers. When a 2-week period ends each server gets a rating. Then similarly rated servers will face each other on the next 2-week period. That way if my server doesn't play much WvWvW but your server is mostly in for WvWvW, we won't face each other in combat (not easily but we might be).
I don't want open pvp to be so lame as one mob of hundreds fighting a few dozen on the other side, that's not fun at all. I've been there and don't want to experience it again. Persistence would require persistent numbers, GW2 is not only about WvWvW there WILL be servers with more and servers with less interested people in WvWvW.
PS: I wonder what kind of rewards the "best server in the game" might get. That is if your server is on top of the charts after some time
Block the trolls, don't answer them, so we can remove the garbage from these forums
Starcraft is based around three completely different "factions", yet they seem to have reached an excellent balance.
WvW no doubt...
Theres plenty of options these days for "structured".
As a War vateran i can say you that the WvWvW in gw2 is doomed to fail if they dont fix the ¨doorwars¨system, is a 3 faction system, but the map is just huge and is really hard to reach the fight spots on the map fast enough, so is pretty much a WvW 90% of the time and even worse is when you dont have a campaing and you just can take what you want, this mean another warhammer mistake once again, empty keeps and objetives.
And what about the structured pvp?, so far is just too casual where most of the time you are avoiding combat than actually fighting, and even if you just want to pvp and ignore all the ¨conquest system¨ is hard to find a fight. After a few matchs, it get bored pretty fast.
GW2 still need a lot of work and feedback from the players.
WvWvW. I like the server loyalty aspect of it, and it sounds like there are little things people can do that help even if they're not big into super-competitive PvP. I generally play other games for sPvP (StarCraft, Tribes).
What does Starcraft have to do with this? That's totally irrelevant. Factions in Starcraft don't split the players into 3 different "teams" that fight for dominance on an open map.
Block the trolls, don't answer them, so we can remove the garbage from these forums
Agreed. The "doorwars" is the worst possible outcome for any open PVP game, even worse than one side dominating the other. I didn't play enough WvWvW to have a proper opinion if "doorwars" will happen or not in GW2 but I plan on playing more in BWE2
As an old GW1 player I prefer sPVP in a "role-playing" game than in a FPS or RTS. I find the mix of personal character building and team tactics to be very appealing. Most sPVP games in BWE were just random but it's a new game, people will get used to the mechanics sooner or later (I prefer sooner).
The way the tournament system is supposed to work ("supposed", because I didn't "test" it) will help in organized, competitive play. Winners of PickUp games earn points and use them to join monthly tournament,s then winners of monthly tournaments enter the yearly tournaments. It all sounds very competitive to me and the yearly champion must be the best PVP team in GW2
It remains to be seen in action of course, right now sPVP looks mostly "random".
Block the trolls, don't answer them, so we can remove the garbage from these forums
You must be talking about another GW2 and not Guild Wars 2.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
There's a million different ways WVWVW can go wrong, but it's to early to find out. Let's not turn this thread into a discussion about this.
o.O I am getting confused. Unless you meant that factions imbalance due to teams having access to unique skills/effects special for their team, which is why I brought up the Starcraft example, how is the current setup not using "factions"?
You got 3 sides, also known as factions, fighting in a large battlefield for 2 weeks.
One can argue that it is open world pvp, but limited to one contested zone. It's the same thing in WoW and other MMO's. Only certain zones are contested and some are neutral. In GW2's case though, it's limited to one zone. It really depends on how one wants to define open world pvp. Should all zones be open to pvp or limited?
So............... Battlegrounds are open world pvp then?