I hope GW2 does succeed to a notable level.. I love the idea of moving away from linear quest trail.. I got so tired of following the breadcrumbs it was sickening.. I do thinkg some form of "repeatable" events is the new model.. Rather it be DE that GW2 is using or repeatables like EQ had with turning in 'deathfist belts".. I'm finished with the one and done metality..
Secondly I hope the level adjusting takes off.. Again I hate that older zones become obsoluete once you outlevel them.. As a person progresses their character, shouldn't it be an advantage to keep past zones worhtwhile.. Why design a game that only lets you enjoy a few zones at a time.. BORNING..
One thing GW2 may just change, is the influencing of B2P models with cash shop access if successful. Some players just see dropping 30 or so bucks plus 15 a month, heavily restricted "free" access, or buytowin models as too much for their blood.
I want to play MMOs like I play my games, some of them just keep milking me of money. Runescape, since 2006 has taken five bucks a month and then recently, tried to encourage me to buy spins. I'd rather just shell out $100 on GW2 (80 for deluxe, 20 for cash shop.) And have that last me for more then half a year to break even with other subscription models.
It's already changing things dramatically, people just don't seem to realize it. How? How many years has it been since people questioned whether or not the WoW-style (and its predecessors) model was the right way to make an MMO?
That's the biggest thing right there, imo. It's making people question things.
Originally posted by Prenho No, GW2 is another WoW clone with small differences besides there are no factions, like big battlegrounds for a larger number of people.
You really should learn more about GW2 before you try and post about it.
GW2 will have an effect on the market.
AAA Buy 2 Play that is/will be popular will make devs think twice about traditional sub model, or fully F2P model.
I've said before and I'll say again, TOR is/was the "death" of the EQ/WoW model of linear, gear, grind themeparks.
GW2 is the herald of the "new" direction for AAA themebox - non linear themebox.
In a few years or more, there will be games that "do GW2 better than GW2 does GW2" but the question will remain whether or not people will leave GW2 for them or not?
Like for instance Rift does WoW better than WoW does WoW, but Rift didn't have a huge impact on WoW.
I think it will break the mold of the standard themeparks but still waiting for a true sandbox with solid funding and competent dev team to take mmos to the next level.
I don't think it will be popular enough. Sure, it'll sell millions of copies like GW1 did and make ANet happy, but how many GW1 clones are there? None, as far as I can tell. GW2 will probably be more successful, but WoW is still the poster child of Lostacash, the god of suits.
Dynamic Events may inspire future MMOs (and they sure should, they're much better than normal quests), but they're far from the only thing GW2 is about.
GW2 will not change the Market, nor change the Genre.
But what GW2 will do is bring more options to Developers. Providing them with more base models to build on, including the Leveling scaling for zones, Quests outside of an Hub like structure, instant transport of crafting materials, non contending harvesting nodes, individual loot tables, and alternatives to the Trinity.
Plus with everything that we already have, we have just increased the possible combinations and variations that developers can add to their games for Future Titles.
Even when SWTOR didn't do so well, we are also getting Voiced Quests and Personal Story quests in our future games, slowly they are becoming the norm, and soon the new gamers will be expecting all their future titles with voiced NPC, Final Fantasy XI told us that Cinematics is also important, so from then on, when we are introduced to boss fights, we also get Cinematics, some a few seconds, some alittle longer, some inbetween fights.
This is the way of the MMO genre, same with AION, who knew that flying is an possibility. All it evolved was from moving Left, Right, Up and Down, then we evolved to Jumping, Strifing , then Swimming, and now Flying.
All games improve the genre, but will never change the market.
Life is a Maze, so make sure you bring your GPS incase you get lost in it.
A perfect storm has been brewing, and the forecast is a familiar one.
A lot of readers and writers of this forum may not have been around since the 90s when it came to MMORPGs. There were games well before this website, and there were games well before World of Warcraft. So far there is something of a massive, game-changing pattern that happens --- on average, every 4 to 5 years.
MMORPGS have trends, this is because they become social centers of gaming. A mathmatic germination of multiplying interest mainly centered around a few key factors. One of those key factors is that there is a core group of people that exist as an hard to gauge element --- but sizable enough to stablized a foundation for a game.
World of Warcraft for instance inherited this core group from a few sources: Everquest, Warhammer Table Top, Star Wars Galaxies (Post NGE), and Dark Age of Camelot. While they hailed from different games, many people of this core group shared a lot of ideals and really just wanted a good stable, solid game to play that was well produced and provided a fresh take on old ideas.
World of Warcraft provided that. Before that there was Star Wars Galaxies, which was quickly becoming the next Everquest before the New Game Eexperience. And before SWG was Everquest which was became the next DragonRealms/Ultima Online.
Does Guild Wars 2 fit into this weird formula in some way? Yes, in a way it does. But this one has overdue because of the success of World of Warcraft. Developers and investors short sightedly trying to clone WoW only made several mistakes. The logal time for a new revival of MMORPGs was Warhammer: Age of Reckoning --- that fit into the previous 4 year formula. Yet because it wasn't anything new, it failed.
Again there was another attempt made by Star Wars the Old Republic --- yet again nothing new was offered to the table.
While there are players that do not like it, Guild Wars 2 does offer something new to the table.
Like it or not, history have proven that engimatic Core Group that gave World of Warcraft it's starting foundation does indeed have a have chance of actually being pulled in by the gravity that Guild Wars 2 is emitting. Why? Because Guild Wars 2 is something new and at the same time provides a good stable, solid game to play that is well produced and provides a fresh take on old ideas. ---- Sound familiar?
You may not like it, that's fine. But you see what tends to happen is that if a new game does become successful and the Core Group finds it and sticks to it? They function like a planet circling the sun, they pull in small objects as they travel through the universe. They'll pull in friends, family, and players from other games naturally over a set period of time.
No one expected or planned Guild Wars 1 to do anything like this, because it wasn't an MMORPG. Guild Wars 2 on the other hand is not just one MMORPG, but is in fact three MMORPGs in one diverse package. So unlike SWTOR, TSW, WAR, etc... The gaming public has deal with the fact that ArenaNet is slamming the market with THREE MMORPGS on August 28th. Most companies can barely produce one, and they are offering 3 for the price of one.
I think GW2 is a game that many WoW-dropouts (i.e. former WoW players) will play and it's a game for people that don't usually play MMORPGs, i.e. people preferring combat-centric games like LoL, DOTA, MOBA, Battlefield, WoT or whatever they're called. As such GW2 might well be the MMORPG-lite people have been asking for. The payment model fits the second group as well because - as far as I know - those games are B2P with a cash-shop too.
But then, arguably, the trend to MMORPG-lite started 8 years ago with the release of WoW anyway and GW2 is just the latest in a long chain of themeparks.
I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.
There is nothing MMORPG-Lite about Three MMORPGs in one package. I think a lot of people don't realize just how many MMORPGs Guild Wars 2 actually is. In all honesty, it's more of a super-delux combo package, there is nothing Lite about it.
Originally posted by dzoni87 If anything, it may show that you dont need to make another WoW clone to be popular.
Yeah, it might actually show that if you make something good it will be popular.
I mean really, what way do you want GW2 to change MMOs? Do you really want every bad MMO developer out there half-assing Dynamic Events in another failed attempt at a cash grab pretending to be a MMORPG?
Bad developers make bad MMOs, it doesnt matter who they imitate.
It can. But I don't think it will change it as much as other titles released in the past year have.
I think without a doubt, TOR will be looked upon as having the biggest change upon the market. AAA MMO with almost unlimited budged made by respectable development company not fairing nearly as well as anticipated. The things GW2 brings are almost insignificant compared to the staggering effect the TOR message has brought.
The market has already moved to F2P with cash shops, so I don't think B2P will become the norm when its already settled on something cheaper.
GW2 will sell well initially but I think they are riding more on their cash shop on this one.
Ha, aren't you this blogger that recently wrote how GW2 redefines Open World PvP by not having Open World PvP?
Guild Wars 2 does have Open World PVP by isolating to its own MMORPG called The Mists under the Guild Wars 2 network. The Mists is the same size as DC Universe Online was at launch, the only difference is that The Mists lets you build siege and upgrade structures you capture and hold. We would have killed for stuff like that on the DCUO Open World PvP Servers. Instead we just had to turn LexCorp Tower into our mock-keep.
My prediction is that Guild Wars 2 will drastically change the MMO market for years to come.
This game is already so popular that everyone is talking about it. Game review sites and professional e-sport players from Team Fortress 2 to Arena Junkies for WoW can't stop talking about it. The greatest thing about Guild Wars 2 is that it will have something for everyone. The hardcore PVP'er will have tournaments; the hardcore PVE players will have very challenging 5 man dungeons; the casual PVP players will have WvWvW and the casual PVE players will have world dynamic events and a rich RP environment.
The only thing that will disappear is large organized PVE raids. When WoW made the rewards similar in 10 man compared to 25 man; the ratio of 10 to 25 man guilds tipped heavily in favor of 10 mans. I see the raiding scene slowly fading away. Some people might still enjoy it but, I have a feeling most people don't. Guild Wars 2 will slam the final nail in that coffin.
It can. But I don't think it will change it as much as other titles released in the past year have.
I think without a doubt, TOR will be looked upon as having the biggest change upon the market. AAA MMO with almost unlimited budged made by respectable development company not fairing nearly as well as anticipated. The things GW2 brings are almost insignificant compared to the staggering effect the TOR message has brought.
The market has already moved to F2P with cash shops, so I don't think B2P will become the norm when its already settled on something cheaper.
GW2 will sell well initially but I think they are riding more on their cash shop on this one.
If we look through the haze we should appreciate that TOR made story interesting again. I'm not talking about rolling alts and playing rehashed missions, I'm talking about the larger concept that story is an important part of MMOs as well.
If there's one thing I can read through all the hate is that the majority of people really enjoyed their class story mission things.
Play for fun. Play to win. Play for perfection. Play with friends. Play in another world. Why do you play?
If we look through the haze we should appreciate that TOR made story interesting again. I'm not talking about rolling alts and playing rehashed missions, I'm talking about the larger concept that story is an important part of MMOs as well.
If there's one thing I can read through all the hate is that the majority of people really enjoyed their class story mission things.
Absolutely. But are we talking about the market or the design? I think the impact TOR made in the market far outweighs its design (at least for now). I don's see MMOs necessarily incorporating richer stories into their quests from here on out, but I do see companies being reluctant on investing the amount of budget they put in TOR as a P2P model.
Someone suggested earlier that the demise (or interpreted demise) of TOR marks the end of the themepark-style of gameplay. I disagree. As long as WoW is able to hold onto that big of a player base, the suits will always think "hey if Blizzard did it, so can we" (in terms of themeparks). Suits are not seeing TOR as a failure due to themepark design but rather as a mutitude of reasons.
Back to topic. the B2P model is not new. GW1 had it years ago. Did it change the market? Yes and no. Other companies didnt really adopt it for MMOs, but rather embraced the F2P model. I don't think B2P will really catch on with others...F2P is where it will stay.
As for design, I don't think the game is that much of a genre-changer to suddenly move the entire model in a new direction. Other games may take elements of it, but I do not think as a whole it will significantly impact design of future games. (Look at PQs...new feature introduced in WAR but did it change the genre???)
Of course I could be wrong, but I don't think people will look back at 2011-12 as the year GW2 launched, but rather as the financial flop that was TOR.
GW2 will bring peace on earth and good will toward men.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own. -- Herman Melville
GW2 seems to be taking some steps ways from the standard AAA formula, so what's going to happen to the formula if it is really successful? Will companies start shameless copy/pasting DEs instead of linear questing? Or will developers be inspired to start trying other ideas to break the mould?
On the flip-side, what if it's a flop? Not to say that TSW and TERA are flops, but they certainly won't influence the market in the way the GW2 will. And if all three die, will it send the message there change is bad... or that games are just not changing enough?
Whether you like Guild Wars 2 or not, you have to admit that it's the heaviest hitter in this pivotal time for MMOs.
When everything on GW2 have done before, no, it wont change anything, i mean, is a mix of warhammer, rift and gw1, at some point is like leveling all the way to the end just doing Public quest on warhammer or DE on Rift, but is the same old formula and im not even talking about the 1.4 warhammer update copy and paste that is the WvW system in gw2. And is a B2P game, D3 sold 10 mill of copies and nothing have changed, GW2 could seld 3 mill of copies and after 1 month have only 200k active players.
The MMO market have changed after Lotro´s F2P model, and if the same model is a successful in SWTOR after november by the end of the year we will find more active players in a game like SWTOR than gw2.
My prediction is that Guild Wars 2 will drastically change the MMO market for years to come.
This game is already so popular that everyone is talking about it. Game review sites and professional e-sport players from Team Fortress 2 to Arena Junkies for WoW can't stop talking about it. The greatest thing about Guild Wars 2 is that it will have something for everyone. The hardcore PVP'er will have tournaments; the hardcore PVE players will have very challenging 5 man dungeons; the casual PVP players will have WvWvW and the casual PVE players will have world dynamic events and a rich RP environment.
The only thing that will disappear is large organized PVE raids. When WoW made the rewards similar in 10 man compared to 25 man; the ratio of 10 to 25 man guilds tipped heavily in favor of 10 mans. I see the raiding scene slowly fading away. Some people might still enjoy it but, I have a feeling most people don't. Guild Wars 2 will slam the final nail in that coffin.
Come back here 1 month after gw2 realease, then we will talk. People didnt play the game for a whole week yet, you dont know whats gonna happen.
Comments
I hope GW2 does succeed to a notable level.. I love the idea of moving away from linear quest trail.. I got so tired of following the breadcrumbs it was sickening.. I do thinkg some form of "repeatable" events is the new model.. Rather it be DE that GW2 is using or repeatables like EQ had with turning in 'deathfist belts".. I'm finished with the one and done metality..
Secondly I hope the level adjusting takes off.. Again I hate that older zones become obsoluete once you outlevel them.. As a person progresses their character, shouldn't it be an advantage to keep past zones worhtwhile.. Why design a game that only lets you enjoy a few zones at a time.. BORNING..
One thing GW2 may just change, is the influencing of B2P models with cash shop access if successful. Some players just see dropping 30 or so bucks plus 15 a month, heavily restricted "free" access, or buytowin models as too much for their blood.
I want to play MMOs like I play my games, some of them just keep milking me of money. Runescape, since 2006 has taken five bucks a month and then recently, tried to encourage me to buy spins. I'd rather just shell out $100 on GW2 (80 for deluxe, 20 for cash shop.) And have that last me for more then half a year to break even with other subscription models.
It's already changing things dramatically, people just don't seem to realize it. How? How many years has it been since people questioned whether or not the WoW-style (and its predecessors) model was the right way to make an MMO?
That's the biggest thing right there, imo. It's making people question things.
Oderint, dum metuant.
You really should learn more about GW2 before you try and post about it.
GW2 will have an effect on the market.
AAA Buy 2 Play that is/will be popular will make devs think twice about traditional sub model, or fully F2P model.
I've said before and I'll say again, TOR is/was the "death" of the EQ/WoW model of linear, gear, grind themeparks.
GW2 is the herald of the "new" direction for AAA themebox - non linear themebox.
In a few years or more, there will be games that "do GW2 better than GW2 does GW2" but the question will remain whether or not people will leave GW2 for them or not?
Like for instance Rift does WoW better than WoW does WoW, but Rift didn't have a huge impact on WoW.
***** Before hitting that reply button, please READ the WHOLE thread you're about to post in *****
Grim Dawn, the next great action rpg!
http://www.grimdawn.com/
I don't think it will be popular enough. Sure, it'll sell millions of copies like GW1 did and make ANet happy, but how many GW1 clones are there? None, as far as I can tell. GW2 will probably be more successful, but WoW is still the poster child of Lostacash, the god of suits.
Dynamic Events may inspire future MMOs (and they sure should, they're much better than normal quests), but they're far from the only thing GW2 is about.
GW2 will not change the Market, nor change the Genre.
But what GW2 will do is bring more options to Developers. Providing them with more base models to build on, including the Leveling scaling for zones, Quests outside of an Hub like structure, instant transport of crafting materials, non contending harvesting nodes, individual loot tables, and alternatives to the Trinity.
Plus with everything that we already have, we have just increased the possible combinations and variations that developers can add to their games for Future Titles.
Even when SWTOR didn't do so well, we are also getting Voiced Quests and Personal Story quests in our future games, slowly they are becoming the norm, and soon the new gamers will be expecting all their future titles with voiced NPC, Final Fantasy XI told us that Cinematics is also important, so from then on, when we are introduced to boss fights, we also get Cinematics, some a few seconds, some alittle longer, some inbetween fights.
This is the way of the MMO genre, same with AION, who knew that flying is an possibility. All it evolved was from moving Left, Right, Up and Down, then we evolved to Jumping, Strifing , then Swimming, and now Flying.
All games improve the genre, but will never change the market.
Life is a Maze, so make sure you bring your GPS incase you get lost in it.
A perfect storm has been brewing, and the forecast is a familiar one.
A lot of readers and writers of this forum may not have been around since the 90s when it came to MMORPGs. There were games well before this website, and there were games well before World of Warcraft. So far there is something of a massive, game-changing pattern that happens --- on average, every 4 to 5 years.
MMORPGS have trends, this is because they become social centers of gaming. A mathmatic germination of multiplying interest mainly centered around a few key factors. One of those key factors is that there is a core group of people that exist as an hard to gauge element --- but sizable enough to stablized a foundation for a game.
World of Warcraft for instance inherited this core group from a few sources: Everquest, Warhammer Table Top, Star Wars Galaxies (Post NGE), and Dark Age of Camelot. While they hailed from different games, many people of this core group shared a lot of ideals and really just wanted a good stable, solid game to play that was well produced and provided a fresh take on old ideas.
World of Warcraft provided that. Before that there was Star Wars Galaxies, which was quickly becoming the next Everquest before the New Game Eexperience. And before SWG was Everquest which was became the next DragonRealms/Ultima Online.
Does Guild Wars 2 fit into this weird formula in some way? Yes, in a way it does. But this one has overdue because of the success of World of Warcraft. Developers and investors short sightedly trying to clone WoW only made several mistakes. The logal time for a new revival of MMORPGs was Warhammer: Age of Reckoning --- that fit into the previous 4 year formula. Yet because it wasn't anything new, it failed.
Again there was another attempt made by Star Wars the Old Republic --- yet again nothing new was offered to the table.
While there are players that do not like it, Guild Wars 2 does offer something new to the table.
Like it or not, history have proven that engimatic Core Group that gave World of Warcraft it's starting foundation does indeed have a have chance of actually being pulled in by the gravity that Guild Wars 2 is emitting. Why? Because Guild Wars 2 is something new and at the same time provides a good stable, solid game to play that is well produced and provides a fresh take on old ideas. ---- Sound familiar?
You may not like it, that's fine. But you see what tends to happen is that if a new game does become successful and the Core Group finds it and sticks to it? They function like a planet circling the sun, they pull in small objects as they travel through the universe. They'll pull in friends, family, and players from other games naturally over a set period of time.
No one expected or planned Guild Wars 1 to do anything like this, because it wasn't an MMORPG. Guild Wars 2 on the other hand is not just one MMORPG, but is in fact three MMORPGs in one diverse package. So unlike SWTOR, TSW, WAR, etc... The gaming public has deal with the fact that ArenaNet is slamming the market with THREE MMORPGS on August 28th. Most companies can barely produce one, and they are offering 3 for the price of one.
You have to admit it, that's new.
Change what market?
I think GW2 is a game that many WoW-dropouts (i.e. former WoW players) will play and it's a game for people that don't usually play MMORPGs, i.e. people preferring combat-centric games like LoL, DOTA, MOBA, Battlefield, WoT or whatever they're called. As such GW2 might well be the MMORPG-lite people have been asking for. The payment model fits the second group as well because - as far as I know - those games are B2P with a cash-shop too.
But then, arguably, the trend to MMORPG-lite started 8 years ago with the release of WoW anyway and GW2 is just the latest in a long chain of themeparks.
I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.
I mean really, what way do you want GW2 to change MMOs? Do you really want every bad MMO developer out there half-assing Dynamic Events in another failed attempt at a cash grab pretending to be a MMORPG?
Bad developers make bad MMOs, it doesnt matter who they imitate.
It can. But I don't think it will change it as much as other titles released in the past year have.
I think without a doubt, TOR will be looked upon as having the biggest change upon the market. AAA MMO with almost unlimited budged made by respectable development company not fairing nearly as well as anticipated. The things GW2 brings are almost insignificant compared to the staggering effect the TOR message has brought.
The market has already moved to F2P with cash shops, so I don't think B2P will become the norm when its already settled on something cheaper.
GW2 will sell well initially but I think they are riding more on their cash shop on this one.
Ha, aren't you this blogger that recently wrote how GW2 redefines Open World PvP by not having Open World PvP?
I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.
Guild Wars 2 does have Open World PVP by isolating to its own MMORPG called The Mists under the Guild Wars 2 network. The Mists is the same size as DC Universe Online was at launch, the only difference is that The Mists lets you build siege and upgrade structures you capture and hold. We would have killed for stuff like that on the DCUO Open World PvP Servers. Instead we just had to turn LexCorp Tower into our mock-keep.
My prediction is that Guild Wars 2 will drastically change the MMO market for years to come.
This game is already so popular that everyone is talking about it. Game review sites and professional e-sport players from Team Fortress 2 to Arena Junkies for WoW can't stop talking about it. The greatest thing about Guild Wars 2 is that it will have something for everyone. The hardcore PVP'er will have tournaments; the hardcore PVE players will have very challenging 5 man dungeons; the casual PVP players will have WvWvW and the casual PVE players will have world dynamic events and a rich RP environment.
The only thing that will disappear is large organized PVE raids. When WoW made the rewards similar in 10 man compared to 25 man; the ratio of 10 to 25 man guilds tipped heavily in favor of 10 mans. I see the raiding scene slowly fading away. Some people might still enjoy it but, I have a feeling most people don't. Guild Wars 2 will slam the final nail in that coffin.
If we look through the haze we should appreciate that TOR made story interesting again. I'm not talking about rolling alts and playing rehashed missions, I'm talking about the larger concept that story is an important part of MMOs as well.
If there's one thing I can read through all the hate is that the majority of people really enjoyed their class story mission things.
Play for fun. Play to win. Play for perfection. Play with friends. Play in another world. Why do you play?
Absolutely. But are we talking about the market or the design? I think the impact TOR made in the market far outweighs its design (at least for now). I don's see MMOs necessarily incorporating richer stories into their quests from here on out, but I do see companies being reluctant on investing the amount of budget they put in TOR as a P2P model.
Someone suggested earlier that the demise (or interpreted demise) of TOR marks the end of the themepark-style of gameplay. I disagree. As long as WoW is able to hold onto that big of a player base, the suits will always think "hey if Blizzard did it, so can we" (in terms of themeparks). Suits are not seeing TOR as a failure due to themepark design but rather as a mutitude of reasons.
Back to topic. the B2P model is not new. GW1 had it years ago. Did it change the market? Yes and no. Other companies didnt really adopt it for MMOs, but rather embraced the F2P model. I don't think B2P will really catch on with others...F2P is where it will stay.
As for design, I don't think the game is that much of a genre-changer to suddenly move the entire model in a new direction. Other games may take elements of it, but I do not think as a whole it will significantly impact design of future games. (Look at PQs...new feature introduced in WAR but did it change the genre???)
Of course I could be wrong, but I don't think people will look back at 2011-12 as the year GW2 launched, but rather as the financial flop that was TOR.
Haven't we done this before?
GW2 will bring peace on earth and good will toward men.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
It better. Because if it doesn't, it's mass-suicide cult time for this guy.
When everything on GW2 have done before, no, it wont change anything, i mean, is a mix of warhammer, rift and gw1, at some point is like leveling all the way to the end just doing Public quest on warhammer or DE on Rift, but is the same old formula and im not even talking about the 1.4 warhammer update copy and paste that is the WvW system in gw2. And is a B2P game, D3 sold 10 mill of copies and nothing have changed, GW2 could seld 3 mill of copies and after 1 month have only 200k active players.
The MMO market have changed after Lotro´s F2P model, and if the same model is a successful in SWTOR after november by the end of the year we will find more active players in a game like SWTOR than gw2.
Come back here 1 month after gw2 realease, then we will talk. People didnt play the game for a whole week yet, you dont know whats gonna happen.