Guild Wars 2 Beta Preview

LetalisK

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I didn't care one bit about Guild Wars 2 a couple months ago. Now, especially after seeing this, I'm completely stoked. This is the kind of pvp experience I've been looking for, with both structured and WvW pvp.
 

ecoho

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Saviordd1 said:
the doom cannon said:
How about, and this is a crazy idea here, an MMO that actually relies on skill and aiming! (Oh god doesn't that idea just shake your britches)

I mean I've heard Vindictus had good combat, but I also heard that's basically just a RPG with mulitplayer zones.

The first MMO developer to actually have a good combat system with less grind and actual content would be king of the god damn world for years...yet no one can grow the brain cells to NOT copy WoW and its predecessors.
you want aimming go play tera its the game your looking for.

OT: i only got to play for a day and i can say without a doubt that this game is worth the money you spend on it. now this is my opinion but if you are a wow,rift,or tor player this game is worth checking out.
 

Mr Cwtchy

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kyosai7 said:
rbstewart7263 said:
question. I know this game doesnt have a subscription structure so...how do they afford to keep servers running???

Are the standard sales of the game enough?
PRetty much. I think there's a purely cosmetic cash shop, too, but yeah. The original stayed up with just game sales.
Thing is, pretty much all cash shops claim to be purely cosmetic at first.

I have no doubt that if game sales turn out to be insufficient then Arenanet will turn to selling more... significant items. Here's hoping they don't have to, but the risk is there.
 

RN7

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I can honestly say that ArenaNet has successfully created the best midget race in any mmo to have ever existed since the beginning of time. The Asura are amazing. It was also nice to play a non-Korean mmo. Less grinding, more actual playing.
 

Zyst

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There's also Dragon Nest, C9 and Tera you know. All 3 very interesting games, the PvP is the most fun I've had in an mmo.
 

the doom cannon

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Mr Cwtchy said:
kyosai7 said:
rbstewart7263 said:
question. I know this game doesnt have a subscription structure so...how do they afford to keep servers running???

Are the standard sales of the game enough?
PRetty much. I think there's a purely cosmetic cash shop, too, but yeah. The original stayed up with just game sales.
Thing is, pretty much all cash shops claim to be purely cosmetic at first.

I have no doubt that if game sales turn out to be insufficient then Arenanet will turn to selling more... significant items. Here's hoping they don't have to, but the risk is there.
I seriously doubt they will go to that model. They will lose most of their player base if they do, and then the game will just die. Their whole mantra is that everything is available to everyone, and that just because someone beats the last dungeon in the game doesnt give them the best gear. So yea, I seriously doubt they will.

That being said, the cash shop does offer boosts and stuff, but since the stuff you get boosted wont affect your actual ability, it won't matter. Useable items in the cash shop can also be found in game.

I don't quite understand why people think subscriptions are the only way to keep an mmo going, especially since GW1 did so well without them. The subscription model to me is just a grab for money.
 

tabriaswolfe

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I found the GW2 beta incredibly fun and interesting. The fact that it has those extra exploration things it great because I love exploring the environments.

And was it just me or was that Asura npc in the cutscene voiced by Felicia Day?
 

the doom cannon

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tabriaswolfe said:
I found the GW2 beta incredibly fun and interesting. The fact that it has those extra exploration things it great because I love exploring the environments.

And was it just me or was that Asura npc in the cutscene voiced by Felicia Day?
Yea that was her. Felicia Day voices Zojja
 

ritchards

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Nov 20, 2009
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Slycne said:
Guild Wars 2 Beta Preview
If Justin did this... why does the end credits say 'Written and narrated by Paul Goodman'? (Is he doing a really good impression of Justin?)

Oh... and Justin plays a stabby thief? Never saw it coming... ;)
 

banksy122

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Mr Cwtchy said:
kyosai7 said:
rbstewart7263 said:
question. I know this game doesnt have a subscription structure so...how do they afford to keep servers running???

Are the standard sales of the game enough?
PRetty much. I think there's a purely cosmetic cash shop, too, but yeah. The original stayed up with just game sales.
Thing is, pretty much all cash shops claim to be purely cosmetic at first.

I have no doubt that if game sales turn out to be insufficient then Arenanet will turn to selling more... significant items. Here's hoping they don't have to, but the risk is there.
I doubt this will happen, but even if it does, you can buy everything in the micro-transaction store with in-game gold. I am amazed at how many people don't know this, so I try to tell as many people as possible.
 

shadowkrai

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I felt the betas were pretty lackluster if I'm honest.
All of the "Dynamic events" seemed to be quests that you had to manually start, which I found to be a worse model then "Talk to dude, kill/gather x of y", it seemed to be "Find new area, have no clue what you're doing, pick up x, YAY PICK UP MORE x"
All this talk of aiming is also BS, yeah, you have to be looking at a guy for your melee abilities to hit, that's not aiming, aiming would involve cross-hairs for ranged abilites, which it did not have.
It felt like just another MMO that claimed to be innovative etc, whilst it was basically just like any other
 

Madgamer13

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Greets!

I've played in all BWEs and stress tests that Guild Wars 2 has had since it opened it's prepurchase phase. While I've only skimmed through this particular thread and havn't looked at the article linked in the OP, I think I can describe my experience to add to flavor.

First of all; Apologies to the OP, I do not mean to insult you by not reading your article, but I would like to not spoil myself further as I wait for launch.

I was originally skeptical of Guild Wars 2, all the hype and that I wasn't too interested in guild wars 1 didn't make for a convincing sell for me, so I made sure I got my hands on as many previews and videos as I could several months ago. I had saw some of the gameplay and features, but they were all geared to look better than they actually were. I've seen such marketing ploys myself in the past, but I knew A-Net liked to not make cookie cutter MMOs that mimic WoW is everything. That, coupled with my minor but not entirely unexpected disappointment of SWTOR, I thought I may as well prepurchase when the chance came. If I don't go putting money down, what right have I to complain eh? Hah, tell that to my wallet.

So, as the BWEs would come and go, I delved into the engineer and guardian classes, setting myself up as a healer. Guardian was cool looking with a greatsword and I kept on making people crap themselves as they saw my little human flying through the air at them with the greatest of ease. As good as it was, I didn't feel that guardian was as dynamic for me as it could be, so I delved into Engineer.

To properly describe what it was like for me to play engineer, I'll have to describe the setup i made for him and the differing experiences I had in both PvE and PvP.

In PvE, I was running about in human lands, so I was helping the Seraph wage their war against the centaurs. That was quite a fight, especially after getting out of queensdale, as I would have to push into enemy camps with friendly NPC seraph and players, all of us banding together to kick some ass and take some ground. Took ground we did too, as when we cleared out a camp, the seraph set up defenses, patrols and held ground, only for the taken ground to be rushed by centaurs not even ten minutes later. Long enough to move onto your next target, but short enough for you to find yourself on the retreat if the action in another camp got too hairy.

Skill use in PvE is largely a similar affair to what you see in other MMOs, since you can pull and kite enemies around as you wish.

PvP is another matter though, I exclusively played WvW with my character, which was very interesting indeed. Skill use is definately different and this is where I'd describe my particular setup. My engineer for WvW was set up with a rifle for long range, flamethrower for short range and elixer gun for support. Mines were also a part of my setup and it was very fun blowing people off bridges with hidden explosives.

To share an experience, the last beta event placed me at a place called Etheron, which is a large castle on the right of the map with an inner keep and outer walls. Control of this castle is important, as it can give you an alley of attack right into enemy flanks either side of the lake on the right, which makes it a high priority. Whiteside Ridge, my server, had just managed to take this castle and the main force had already moved onto the left of the map, leaving me and a few others there.

I was preparing to move across the river, when I saw activity crossing the bridge south of Etheron. Curious, I checked it out and found thirty real players charging for my position. Taking a stand on the walls, I called out on /team to get some help, of which there were only six responders. The six people that showed up with me, didn't get there in time for the enemy to bust through our south gate and I moved up to meet our paltry defense at the inner keep. Thankfully, our defenders had already set up siege weapons on the walls and manning them to fire.

The next four hours were spent fighting a ever rising tidal wave of red, half an hour saw 40 people banging on our inner keep, then an hour later, fifty people. They just kept coming, but we just kept killing. This entire time I was playing support with my elixer gun, spraying my allies with condition removing goo and lobbing super healing elixers to those who really needed to get onto their feet. I cannot even count how many people I got back on their feet from the downed position as our last stand would continue.

Then, four hours into the battle, the sky would quite literally start to rain with fire and arrows. Indeed, it was like it was blotting out the sun and I would realise what was going on when I looked at my minimap. My position had six little blue dots near me, fair enough, then the enemies at our door... fair enough, then I saw it, a massive blue sploge of allies surrounding the enemy. The fire raining from the sky? Those were siege engines set up on the outer walls by the allied assault force that took the castle earlier, they heard about our bust up and eighty, yes ~eighty~ people were now pushing into the enemy's backside.

Never did I see so many people panic to get away from the angry mob of badasses.

TL;DR I really enjoyed it.
 

Danceofmasks

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AnAutisticDog said:
P.S. Why on earth would you want collisions in an MMO?
Because it works ... DC universe online does it pretty well, and in combat it's fine.

So it works except when it doesn't.

In a hub building (such as a nightclub where you pick up questlines and do vendor stuff), for instance, there were people who had large characters and they would stand in doorways, effectively griefing the entire server.
Sure, they got banned and what not, but the problem is still there.

Any game that has narrow corridors (read: jumping puzzles) is gonna get trolled if you can block other players.

On the subject of targeting, I would have to agree. The default targeting is ass.
Personally I found more success in binding nearest target and using that instead, and click-targeting stuff that isn't nearest.
Indirectly, that makes the small Asura empirically superior .. in PvP they're harder to target and in PvE they don't visually obstruct your allies.
 

Madgamer13

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I didn't find targetting to be a pain at all, in fact, I just left it on auto-target. When i turned away from something, it untargetted and I could easily select a new target just by looking at it and selecting a skill.

Very useful against fast moving multiable targets. Maybe some people are too used to tab-targetting to just let the system do it for you.
 
Jun 11, 2008
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Candidus said:
I like the game well enough, but the engine is garbage. They could have made a far better game if they'd bought a license and spent the extra development time rethinking blunders like zero player collision and check-based Y axis hit detection.

Animation based game.
No collision. Good luck reading those animations.
Tabbing targets based on nearest-farthest.
No minimap tracking. Good luck predicting where your next tab will jump to. Did you just waste a critical skill on a downed player that your true target was standing in? Such a pity.

And A-net said they had e-sports hopes for their PvP. I had no idea they were such great jokers.
If you're tabbing in Guild Wars you're doing it wrong plain and simple. That and collision was in the first game so they did choose not to put it in although that's already been said. Those blurs you spoke of later as how you were supposed to tell skills apart in Guild Wars in high end PvP as you can't be watching the monk and the guy you are beating at the same time. So you needed to know which was a Protective Spirit that was just cast or Patient Spirit.

There are also no true interrupts or things that have cast times in this game so a skill under their health would not help you much especially in the large scale battles.

Whether or not the game has a high enough PvP standard like the first one remains to be seen when the game released and people can actually properly play around with the classes and traits.
 

the doom cannon

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Danceofmasks said:
actually, anet specifically made it so that every race, profession, and sex have the same hitbox. While it may be more difficult to spot an asura, simply pressing ctrl will reveal all enemy players, and click anywhere in the vicinity, even above them, and you will target them.

Glademaster said:
I actually think an icon would be helpful. Here is my reasoning. Let's say you're fighting a ranger with a necro. you're fighting and whatnot pretty evenly. Then all of a sudden his damage output goes up like crazy and you die because you weren't prepared for it. Why? He just used Rampage as One and buffed both his and his pet's damage. But you had no idea he did that because there is no visual indication for this particular elite skill.

Now let's take a hypothetical case. Same fight, same conditions, only now there is a small area under the ranger's name that displays what skills he is using. Now you're fighting evenly, but then he does a short cast and Rampage as One pops up under his name. Now let's assume you are competent and know that this skill will greatly increase his damage output. And you just so happened to have saved up an entire bar of life force for this sort of occasion. Now once he starts hitting you,you hit F1 and most if not all of the damage has been mitigated. After 20 seconds(that's how long the skill lasts), you pop your lich form and destroy the crap out of him.

I think that's a pretty good reason for adding an icon. Doesn't have to be a casting progress bar, just an icon that shows what skill they are using so you know what's coming your way. The same argument works for dodging: you could waste a dodge on a trash skill and then get blasted by a really powerful one, all because you can't really tell one animation from another.
 

Polock

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Jan 23, 2010
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shadowkrai said:
I felt the betas were pretty lackluster if I'm honest.
All of the "Dynamic events" seemed to be quests that you had to manually start, which I found to be a worse model then "Talk to dude, kill/gather x of y", it seemed to be "Find new area, have no clue what you're doing, pick up x, YAY PICK UP MORE x"
All this talk of aiming is also BS, yeah, you have to be looking at a guy for your melee abilities to hit, that's not aiming, aiming would involve cross-hairs for ranged abilites, which it did not have.
It felt like just another MMO that claimed to be innovative etc, whilst it was basically just like any other
That last part there actually made me laugh out loud.

Maybe I don't play enough MMO's but this games way different then the millions of other MMOs.