On roaming small groups I'm a bit more optimistic than you Doc
WvWvW currently supports 166v166v166 per zone (no idea if that will be raised). So approximately 650 players from each of the 3 competing servers spread over 4 WvWvW zones. That is an awful lot of ground to cover unless you have either a) one mother of a guild that is fine tuned, or b) a cracking alliance that can field big numbers, and is as importantly incredibly well co-ordinated. Then factor in the Conquest options (once Arena have got the FG aspects sorted) which will deplete WvWvW manpower - I would say there is more than enough scope for the roaming types to get down and dirty (with a bit of initiative).
There's a good overview of WvWvW with respect to various group sizes and what is achievable here - well worth a read.
Anyway the dungeon in WvW might improve the situation....
Time will tell
DF gave some of the best PVP in daoc imo
/salutes
On the mob hassle in WvWvW? I recall way back in the early days of DaoC, Emain was chosen as the dominant zerg zone because the mobs in Albion were too much llike hard work. AI is AI, though; whether its a world boss in WoW or aggroing some irrelevant mob in War between you and your destination. Eventually you work out how to deal with whatever is thrown at you. AI opposition doesn't change. As opposed to a human enemy, which is ever-evolving. I would imagine Arena will tone the mobs down in the lakes to the level where they will keep you on your toes, and can be used as an "ally" to distract the opposition. Pretty much like some of us did in DF in the early days, eh Talivar?![]()
DF gave some of the best PVP in daoc imo
I'm not sure if anyone else feels the same but when comparing RvR in DaoC with that in Warhammer (mob free other than LotD) I always felt that extra dimesion added rather than detracted from the overall experience.
Well it had it's moments i can give it that, though they were rare and far between. But for the most part it were just all about greyganks by stealthers or massive zerging of the realm that just got it to the entrance of the realm that just lost it.
Yeah that's also how I feel about DF.. then again.. I didn't play the game when DF was first released..
What Fefner here said is the truth, the issue with to many aggro mobs will be fixed. This because of a large amount of the beta testers complaining that it ruined quite a lot of the fighting experience.They have said the problem with the aggro mobs will be sorted out not just the wolves so by doing so it will make extra space for fights. I'm not sure if they will have it sorted by the next beta weekend but the guy who in is charge of the WvW stuff said it will be done before release.
They do that now yeh.. lets see what they do when millions of people have bought the game... people leaving etc won't effect them in any way due to no subs so they won't need to worry about listening to players..I am glad to have a game that the developers listen to the players, at the rate the GW2 developers does.
massively.com said:
- Source: PC Gamer
- More coverage: Official site
Tags: anet, arenanet, fantasy, gendarren-fields, guild-wars-2, guild-wars-2-beta-weekend, gw2, ncsoft, trailer, trailers, video, videos
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They do that now yeh.. lets see what they do when millions of people have bought the game... people leaving etc won't effect them in any way due to no subs so they won't need to worry about listening to players..
massively.com said:![]()
There's no doubt that the folks over at ArenaNet have been busy with preparations for the upcoming Guild Wars 2 beta weekend event. The team has doubled the number of servers available for the beta and instituted a number of changes to the beta content itself, as detailed in a recent blog post. Despite the bustle, Lead Game Designer Eric Flannum took the time to answer a few of our questions regarding changes in the upcoming beta.
Massively: The Mystic Forge that players will now be able to find in Lion's Arch seems exciting. Will it be random, or will players be able to develop "recipes" of what to toss in in order to receive certain items?
Eric Flannum: The Mystic Forge uses a combination of random and non-random recipes. For example, if I throw four rare swords into the forge, it will return a random sword to me with a chance for that sword to be substantially better. There are also specific items that can be created by throwing four very specific items into the forge with no random involved at all. Players should look for clues hidden around the world and in items for what combinations might work. Another exciting aspect of the Mystic Forge is that it is very easy for us to add recipes, so post-launch, we can continue to add new things for players to discover.
We've seen key-binding customization added in as well as UI improvements -- is there hope for UI customization options (beyond overall size and minimap resizing) down the road, or should players try to get used to the idea of not being able to fiddle with the UI?
While we aren't going to allow players to mod their UI to extreme levels, we are always going to be looking at adding new options and UI improvements. If a feature is being requested by a large number of fans, we will always evaluate whether or not we can and should add that feature.
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Has Rank done away with cumulative Glory for structured PvP, or will that still be tracked in addition to Rank? It seems like decoupling the two would allow for more items like the Chalice of Glory to be used for purely aesthetic reasons without affecting players' standings for match placement and bragging rights -- will this open up new venues for players to acquire Glory?
Glory and Rank are tracked as two different things. Anytime you gain Glory, you will also gain Rank; however, some things will award Rank without awarding Glory. Part of the reason for this change was in fact to allow us to explore new ways to give players both Rank and Glory.
How will the new PvE elements feel like they're intersecting with WvW gameplay, rather than running parallel to it? Will they have any bearing on WvW? Might players find blueprints in treasure chests or anything else to help them feel like they're contributing to the greater fight?
The mini-dungeon we added to the WvW center map was added with PvP specifically in mind. This goes for how the area flows, how traps work, and what reward you get at the end. There are definitely blueprints in the chest as well as other things that WvW players will find valuable.
This will be the first time that we see five-person structured PvP tournaments outside of conventions. How many devs are planning to team up and crush players' hopes of victory?
There are a couple of teams forming, and I know that John Corpening and Jonathan Sharp will definitely be around playing, so make certain to say "hello" to them when you see them in the tournaments.
Thanks for your time, Eric!
Even a Bookah like you knows that Guild Wars 2 is on the way, but it takes an Asura's intellect, a Human's charm, a Sylvari's wisdom, a Charr's passion, and a Norn's love of strong mead to dive into beta and make sense of a game this complex. Fortunately, we have all five on the Massively staff. Enjoy our previews, guides, and our weekly GW2 column, Flameseeker Chronicles!![]()
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