It depends if this cash shop bullshit is true and if it gives an advantage etc.. also how they deal with balance as waiting 2 weeks every time is going to be a piss take if you are on an underpopulated server.I dont know really Sw;Tor was badly implemented and badly maintained, all Gw2 has to be is online and working and its already ahead.
I dont know really Sw;Tor was badly implemented and badly maintained, all Gw2 has to be is online and working and its already ahead.
when SW;Tor had no cap in pvp for players from each faction in pvp..so my server regularly had 80-90 imperials to 10-20 repubs.guildwars 2 is going to flop harder than swtor did.
It depends if this cash shop bullshit is true and if it gives an advantage etc.. also how they deal with balance as waiting 2 weeks every time is going to be a piss take if you are on an underpopulated server.
The game will be no where near perfect on release, no game is.. people really should stop telling themselves that it will be.
As I've been saying in IRC, I do hope ArenaNet have some plan in place for handling server population imbalances. It's going to be almost impossible to have all the servers with a reasonable population, and that will impact on WvW.
Musing about this I'd think they'd do well to plan a server merger a month or two in, plus a free xfer for the merged in case they'd have preferred a different target server. As discussed above the only thing it really impacts is the WvW, you should still be able to Guest to otherwise play with who you want to.
Sure, they might luck out with the high pop/good WvW servers beind a multiple of 3, but it seems unlikely. Some server is going to end up against 1 or 2 low pop/crap servers, but still not be as good as the other high pop/good servers so oscillate between the two every 2 weeks.
They shouldn't give level/gold.. that's bullshit.So far microtransactions only give level, gold and karma boosts so far. There are no boosts for sPvP and the boosts make very little difference in WvW. End game is really just visual upgrades so people can actually focus on enjoying the game not grinding till the end of times.
Every MMO's release is hectic. It might take a month or two for the servers to actually find they correct balance.
They shouldn't give level/gold.. that's bullshit.
They shouldn't give level/gold.. that's bullshit.
massively.com said:Flameseeker Chronicles: Guild Wars 2 PvP primer
by Elisabeth Cardyon Jun 5th 2012 11:00AMFantasy, PvP, Guild Wars 2, Flameseeker Chronicles, Guides0
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Welcome to the PvP primer, the post with a small taste of everything you didn't think you wanted to know about PvP content in Guild Wars 2. Some folks regard Guild Wars 2 as a PvP-centric game with PvE content tacked on as an occasional diversion. If that's you, this post is probably full of stuff you already know. Think of this as crib notes for the uninitiated. Are you unsure how to find your way around WvW? Are you trying to find your way into a PvP match? This primer is for you.
Last week we took a look at world vs. world (WvW), which pits three servers against each other in grand-scale, pitched battles. Now it's time to give some love to structured PvP (some folks are getting sPvP started as a term for that), which is all about quicker battles with fewer people on smaller maps.
Player vs. player
Guild Wars 2's structured PvP comes in two flavors: hotjoinable and tournament. The key difference between the two is that tournament PvP is more structured.
In tournament gameplay, two teams of five duke it out for ranking. The most basic ranking is in pickup matches, one-off, single-elimination eight-team brackets. Winning a pickup match will get you qualifier points for entry into the monthly tournament, and winning a monthly will place you in a slugfest of champions and the chance to crown your team as the best PvP team of the year. In addition to these tournament styles, player-run tournaments will also be possible.
In hotjoinable PvP, however, things are a lot more laid-back. There are any number of servers available for hotjoinable matches, and players can jump in or out any time they like (hence the term "hotjoinable"). More players are typically allowed on the map in these matches, and players are assigned to teams as they enter for optimal balancing.
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What's the point?
There are multiple maps on which structured PvP is played. Each map (as of now) shares the same primary game type and conquest and has a unique secondary mechanic. Conquest maps have three capturable points over which teams vie for control. The secondary mechanics augment the capture points by adding other objectives for players. For example, the secondary mechanic of the Battle of Kyhlo map consists of two giant trebuchets, which can be used to damage players and landscape, while the Forest of Niflhel map houses two legendary forest-dwellers who can be slain for a temporary stat buff.
Both teams on a given PvP map are attempting to reach 500 points. The first team to reach 500 or the team with the most points when the 15-minute match ends is the winner.
Each capture point on the map grants one point every two seconds to whichever team controls it. Player kills grant give points. Interacting with the secondary map mechanics -- like destroying or repairing a trebuchet or slaying a forest-dweller -- also provides varying numbers of points.
Actions within structured PvP reward a player with Glory, a resource that can also be spent to unlock fancy-lookin' new structured PvP-only duds. Players are rewarded for a kill with 5 points of Glory. Landing a hit with a trebuchet awards 3 Glory, and it's presumed that other secondary mechanic interaction also awards points. In addition to Glory, a player's Rank is also tracked -- Rank is a reflection of a player's PvP standing.
Jumping in
From anywhere in the world, you can open up your Hero Panel (H) and click on the crossed swords icon on the left-hand side, which brings up the PvP panel. This panel gives you some different information, but for now, all we care about is the shiny button that offers to take you to the Heart of the Mists. On your first time ever visiting the Mists, there'll be a short PvP basics tutorial to go through -- you'll learn about stuff like capturing points and "finishing" enemies when they're in the downed state (hint: Press F once they've fallen to the ground), and then you're free to go on about your way. Exiting that tutorial will take you to the Hall of Memories, the PvP lobby. From there, you can take an Asura portal back to Lion's Arch or into WvW, but if it's sPvP you want, you'll be looking around for the PvP Browser NPC, who's standing on a pedestal and shouting at whoever walks by.
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The browser as we've seen it so far will let you know the number of the server and how many people are playing on it. In the future, more options like that shown above should be available.
In the PvP lobby, you'll be set at maximum level and given the opportunity to get max-level gear and insignias, which work only for structured PvP. You'll also have the ability to equip any skill (except your racial elites) and readjust your trait lines at will. Once you've done that, you're set to head in!
There's also an option to get automatically sorted into a PvP map (based on your Rank) from anywhere in the world, again through the PvP part of your hero panel. If you haven't been in to adjust your skills and such at some point before then, though, it might be a wee bit tricky.
What to do?![]()
Go places, do things, kill stuff! Capture points are fairly critical to match success. In your map and compass, capture points will show up as grey if they are neutral or red or blue to reflect which team controls them. Additionally, a simple UI at the top of your screen will tell you the score and the state of each capture point. If that isn't enough, there's also an awesome announcer voice stating what's going on; it'll say that a capture point has been gained, lost, or brought under attack. It shouldn't be hard to always know in at least a vague sense what's going on --and where you're likely most needed.
Don't neglect secondary mechanics. Killing one of the forest-dwellers in the Niflhel map will both gain your team 50 points and give you a nice (albeit temporary) buff, which can be a big help if things are tight.
Killing other players should be kind of a given, but be careful not to get bogged down in wasteful fights. If your team is losing and holds no capture points, it'd be silly to take a fight with no capture point in sight without a greater strategical reason than "I'm in PvP, so I ought to be PvPing."
And other stuff
Aww yeah, beta weekend event number two in just a few days! There's been a staggering number of beta key giveaways, with fan and industry sites getting 20 keys here or 500 keys there. Winners have already been decided for this particular giveaway (and in truth, most), but Kristian Nairn, the actor who plays Hodor on Game of Thrones, who has been a guest on our very own Massively Speaking, and who is an avid MMO player, totally gave away keys on Twitter. As a fan of both GW2 and GoT, I found that pretty cool. All the keys being given away plus the chance of being in the beta from the first wave of beta signups from way back when means that tons of non-prepurchasers will have time with the game, which should be very interesting.
In case you've forgotten or need to remember when to not make plans, servers will be open for business from 3:00 p.m. EDT on Friday the 8th of June until 3:00 a.m. EDT on Monday the 11th. Lay in supplies of Pop-Tarts and Mountain Dew while you still have time!
Elisabeth Cardy is a longtime Guild Wars player, a personal friend of Rytlock Brimstone, and the writer of Flameseeker Chronicles here at Massively. The column updates on Tuesdays and keeps a close eye on Guild Wars, Guild Wars 2, and anything bridging the two. Email Elisabeth at elisabeth@massively.com.![]()
Tags: anet, arenanet, conquest, fantasy, featured, flameseeker-chronicles, guide, guides, guild-wars, guild-wars-2, gw, gw1, gw2, hot-joinable, kristian-nairn, ncsoft, opinion, player-versus-player, pvp, pvp-guide, pvp-primer, spvp, structured-pvp, tournament
massively.com said:Flameseeker Chronicles: WvW primer
by Elisabeth Cardyon May 29th 2012 3:00PMFantasy, PvP, Opinion, Guild Wars 2, Flameseeker Chronicles, Guides0
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Welcome to the PvP primer, the post with everything you didn't think you wanted to know about PvP content in Guild Wars 2. If you're one of the people saying that Guild Wars 2 is a PvP-centric game and you might do personal story for a break every now and again, this probably isn't going to be new information to you. Think of it as something of crib notes for the uninitiated. Tempted to get into PvP but not sure where to start? Unsure if WvW is your speed?
Let's start at the very beginning: There are two main types of PvP in Guild Wars 2. There's world vs. world (WvW), which pits three servers against each other in grand-scale, pitched battles. The other type is structured PvP (sPvP is becoming popular as an abbreviation for that), which takes two different forms but involves smaller, quicker battles on special maps. This week, we'll be looking at WvW.
World v. World v. World
Two weeks, three servers, four maps, unlimited mayhem. WvW is a protracted struggle for power between the teams of three different servers -- denoted as Red, Green, and Blue. Each server has its own home map, called Borderlands, that gives them something of a home-field advantage. There's a fourth map, the Eternal Battlegrounds, which has special features and a gigantic central keep. Each of the four maps is massive and dotted by a series of towers, keeps, and supply camps. You'll also find normal mobs out and about, as well as camps of NPCs to interact with.
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What's the point?
Each structure that can be captured awards points to the team that controls it. These points vary depending on the importance and difficulty of the capture point; there are many supply camps that are easy to capture, so they don't award nearly as many points as the bigger keeps, which are rarer, better-defended, and therefore more rewarding. Every 5 minutes, scores are updated and teams get points for everything they control. At the end of the two-week period, the team with the most points wins. If you're interested in scoring, I suggest you take a look at Beliasta's point breakdown at Guild Wars Insider.
Icons on the world map and compass will inform you of which team is in control of different points. Crossed swords indicate that a point is contested, so if you're looking for a way to get into the action quickly, be sure to keep an eye out for those. Each capture point type is given an icon to represent what the point is: there's a tent for supply camps, a watchtower for towers, and a castle turret for keeps, all in the color of the team that controls them. In the image on the left you'll see something that looks like a pack animal, and it's just that -- dolyak supply caravans move from supply camps to other big locations, and if the dolyak belongs to an enemy, it's in your best interest to take it down before it reaches its destination. The map, then, is pretty easy to read; it delivers enough information to get you oriented properly with minimal complication.![]()
At the end of each battle, teams are re-sorted based on performance, matched up with new servers, and the next bout begins pretty much immediately. This way the servers will be more or less balanced over time, which will hopefully keep matches interesting for everyone involved. Aside from the glory of victory, there are statistical bonuses tied to a server's performance in WvW. The better the folks in WvW are doing, the better life is for everybody on the server, with bonuses to all sorts of things from crafting and gathering to healing effectiveness and coin drops from kills. These aren't ridiculously overpowered bonuses, but they can stack up to make things pretty nice. Information on scores and world bonuses is available when you press N; you can see how long it is 'til the next score tally, how many more points you need for your team's next bonus, and how much of the map each team controls.
Jumping in
Getting started in WvW is as close to painless as it gets. You don't have to be at any level or unlock any special thing -- in fact, if you want, you can spend your entire gameplay within WvW. It's available the moment your character is out of the tutorial zone, so you're fighting with whatever armor, skills, and level you started with. You'll earn XP, gold, karma, and drops throughout WvW play, so it's an entirely viable option for character progression.
From anywhere in the world, you can open up your Hero panel (H) and click on the crossed swords icon on the left-hand side which brings up the PvP panel. This panel gives you some different information, but for WvW, all we care about is the shiny button that takes you to the Heart of the Mists. On your first time ever visiting the Mists, there'll be a short PvP basics tutorial to go through -- you'll learn about stuff like capturing points and 'finishing' enemies when they're in the downed state, and then you're free to go on about your way. Once you're in the Heart of the Mists proper, you'll find one Asura gate that takes you to Lion's Arch and another that leads you into WvW. If that sounds way too complicated, you can ignore the PvP panel altogether, head over to Lion's Arch, and avail yourself of the portals there. A little ways away from the capital city gates, there are travel gates that'll take you to the Heart of the Mists, the Eternal Battlegrounds, or any of the three Borderlands home maps. It's as easy as that!
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Getting around
Once you're on the map of your choosing, the fun begins. Wherever you go, you'll get spat out in a pretty tame area; there'll be portals to go back or switch maps, a couple vendors, maybe a repair dude or trainer, and generally not a huge chance of a screaming nutjob waiting to cut your head off right away. In every map but your own, you'll start off in a corner somewhere, and all the spawn points are pretty much mirrors of each other.
Waypoints are few and far (far, far) between on WvW maps. Like other waypoints, you have to travel close to them in order to unlock them, and given how rare they are (and how quickly the tides of battle can change) it's probably in your best interest to take the time to unlock 'em whenever they pop up near your path.
What to do?
Capture stuff! Earning points for captured structures is what WvW is all about, as we've covered before. The larger keeps and towers aren't really made for tiny groups, but if you're not running around in a mob, don't let that worry you! Things are definitely easier with more buddies around you, but even a small group (or a very determined and skilled solo player) can make a substantial difference in the long haul.
Remember those supply camps and dolyak caravans we talked about? Those are crucial. Without the resource called supply, defending armies can't do awesome stuff like making arrow carts (oh sweet Lord, how I hate those damnable carts!) and other reinforcements for their stations. With supply, attacking armies can make siege golems, ballistae, and more. Each player can carry 10 supply, and it takes quite a bit of the stuff to make different weapons of war, so the more your team has access to, the better off you are. If you're looking for a small mission, stopping other teams' supply caravans and capturing depots for your own team is an invaluable aid.
If you find yourself wanting to use supply, you need to visit your team's Seigemaster, an NPC who'll let you purchase a blueprint -- some of which can get pricey. With a blueprint in your inventory, you can doubleclick it and your skill bar will turn into a ground-targeted skill that lets you pick a build site. After you've placed the build site, your blueprint is used up and anyone can start adding supply to the project. Siege weapons take more supply than you're able to carry on your character at any one time, so beware of that -- it'd be a shame to waste the money and potential on a golem or trebuchet that withers on the vine.
Another use for supply is in taking care of captured points by upgrading their defenses. Keeps and towers have a number of possible defense options, like cannons, mortars, and boiling oil pots. These don't take blueprints to use, but they do require supply. Defense upgrades make a big difference when people are trying to take over a keep. In the most recent beta weekend event, there was one superbly-defended keep that repelled our attacking horde again and again with almost no effort because they had such good defenses and so many arrow carts that we died in waves before we could even touch the door.
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Defense upgrades come in two flavors: structural and personnel. That means you can use supply and gold to make your keep tougher, or do the same to give your team more or higher-level guards in a given area for help with repelling attackers.
If you're not sure you're in a position to make good use of supply, there are more options -- there are camps of NPCs scattered about the maps, and they're more than happy to turn mercenary for you, if you're persuasive enough.
If you do happen to be in a nice big group, along with assaulting the bigger towers and keeps, you can try en masse to capture something called Orbs of Power. Each Borderlands map has an Orb for players to capture and place in an Altar of Power at any controlled keep in map. These Orbs, which grant a 5% boost to the capturing team's HP, are heavily guarded, and will return to their spawning point (Cradles of Power) within just a few minutes of being captured. They're a potent bonus, but only if you can get through the defenses and beat a speedy retreat to place the Orb in an Altar to make use of it.
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And other stuff:
So there you have it: A thumbnail sketch of WvW. Next week, incredible news, surprise experiences, or total catastrophe aside, we'll have an introduction to structured PvP.
If you don't normally consider yourself the PvP type, I'm really hoping that you take advantage of one of the future BWEs to try it out. I'm not promising that everyone will like it, because that'd be truly stupid. But really, it's a lot more approachable than you might think, and you might like it a lot more than you expected; I've heard oodles of people saying just that. Another bonus is that the community is never going to be as forgiving and open as during these betas. If you're a current Guild Wars player, you might notice that PvP isn't really an inviting atmosphere; it can be really daunting to even want to try it at all, all things considered. It's very different, here and now. If nothing else, you'll be a little better informed than you were before giving it a shot. At best, you may find your favorite new style of gameplay.
Good news everybody! The next beta weekend has been announced: Servers will be open for business from 3:00 p.m. EDT on Friday the 8th of June until 3:00 a.m. EDT on Monday the 11th.I hope that those of you who got the benefit of a long holiday weekend were able to take full advantage of it. Last week the ArenaNet blog got updated with a post about naming conventions in Guild Wars 2, so if you're the lore and content-creation type, you might give it a look-see.
Never give up, never surrender!
Elisabeth Cardy is a longtime Guild Wars player, a personal friend of Rytlock Brimstone, and the writer of Flameseeker Chronicles here at Massively. The column updates on Tuesdays and keeps a close eye on Guild Wars, Guild Wars 2, and anything bridging the two. Email Elisabeth at elisabeth@massively.com.![]()
Tags: anet, arenanet, battlegrounds, borderlands, fantasy, featured, flameseeker-chronicles, guild-wars, guild-wars-2, gw, gw1, gw2, keep, ncsoft, opinion, player-vs-player, pvp, supply, tower
massively.com said:Guild Wars 2 could launch before Thanksgiving, release date announcement 'imminent'
by Matt Danielon Jun 14th 2012 6:00PMFantasy, News items, Guild Wars 20
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Yes, Guild Wars 2 fans, we know that ArenaNet can't put the game out quickly enough. Believe us, we know. Thankfully, some new information uncovered through a bit of detective work on behalf of Gamebreaker's Jason Winter indicates that we may not have to wait too much longer.
Financial reports issued by Korean Development Bank's securities firm, which is one of the largest brokerage firms in Korea, have included a number of documents involving the much-hyped title, in which predictions are made for a Guild Wars 2 release date in Q3/Q4 2012 (likely before Thanksgiving) and an "imminent" release date announcement. Keep in mind that this isn't just some random guy on the internet; these predictions come from people who report on these things for one of the largest brokerage firms in Korea, which means a lot of money (and probably some jobs) are on the line. To get the full details straight from Winter himself, go check out the full video on Gamebreaker, but take it all with a grain of salt. As ArenaNet is fond of reminding us, nothing is official until Anet says it is, and the game will be out when it's ready.
- Source: Gamebreaker
- More coverage: Guild Wars 2 official site
Tags: anet, arenanet, fantasy, gamebreaker, guild-wars-2, gw2, jason-winter, launch, launch-date, ncsoft, prediction, predictions, release, release-date
They shouldn't give level/gold.. that's bullshit.
I did think gold had much more power than it does but it's still an advantage a rich guy can get over everyone else...I do not think that this is bullshit. Yes, if the gold had the same power as it had in DAoC then it would be silly.
But do remember that this is a f2p game, and they have to get income from somewhere. This way people can choose for themselves how much money they want to spend on the game, and nothing they buy will make them superior in the PvP part of the game anyway.
The game have already shown promising futures and is still in beta stage. The developers is eagerly listening to the players and the reports we send. (Just check the patch note from BWE1 - BWE2. or the last Q/A on reddit) If you do not like how the game mechanic works, then dont play it.
You really have to stop whining about things you know nothing about. If you come with some constructive critiques then go ahead, but when its all rambling bullshit you might just keep it to yourself.
I did think gold had much more power than it does but it's still an advantage a rich guy can get over everyone else...
They are getting a shit ton of income already from charging £50 for the game at release.The game isn't f2p.. it's buy to play still.. what did Guild Wars 1 do? I don't remember a cash shop but I didn't play it for long.
The game is decent sure.. but every game has flaws and your constant denial of that is reaching upon fan boy levels..
If I didn't think the game would be good I wouldn't have spent £50 on it.
No one really knows the full story about the game until we fully play it till end game really. I'm just saying my opinions after quite a bad experience in last weekends beta.
For those who havent experienced WvWvW, and doubt that it's possbile to run 6-8 man well organized groups.. here's your answer:
So nice to see that a few well organized players can beat the crap out of 15-20 players.
I know it's still beta, and alot of the players are still getting used to the hole system(ie. being noobs compared to others), but this video really ensured me that daoc roaming style pvp, is possible
There's a 2 and 3 part to this video on youtube..
gogo release!
That's pretty much what I experienced in WvW.the game looks totally hectic imo, I have noidea whats going on, people just running about spamming spells, but that's the latest genre of MMO's i guess.
the game looks totally hectic imo, I have noidea whats going on, people just running about spamming spells, but that's the latest genre of MMO's i guess.
For those who havent experienced WvWvW, and doubt that it's possbile to run 6-8 man well organized groups.. here's your answer:
So nice to see that a few well organized players can beat the crap out of 15-20 players.
I know it's still beta, and alot of the players are still getting used to the hole system(ie. being noobs compared to others), but this video really ensured me that daoc roaming style pvp, is possible
There's a 2 and 3 part to this video on youtube..
gogo release!
Ofc it's possible, but it's still going to be to frustrating to be valid in the long term.