THE BORE

General => Video Game Bored => Topic started by: etiolate on April 26, 2012, 06:07:11 PM

Title: Guild Wars 2 - U jelly cuz its free
Post by: etiolate on April 26, 2012, 06:07:11 PM
Decided to take this out of the MMO thread.

Playing the beta this Friday. Any other boreritos playing? Gonna play a human mesmer.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Cerveza mas fina on April 26, 2012, 06:15:46 PM
Looking forward to getting info from you :rock
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Post by: etiolate on April 26, 2012, 08:10:57 PM
All I can tell you so far is that the login screen is slick, clean and has pretty music.
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Post by: originalz on April 26, 2012, 08:49:05 PM
How does one get in this beta
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Post by: etiolate on April 26, 2012, 08:50:49 PM
Oh I guess I should add that.

Either by pre-purchasing the game and entering the code at register.guildwars2.com

Or by beating up Andrex and stealing one of his PAX beta invite codes.

edit: Pre-purchases, at least on their store, seem to be on hold. They said if they ever reached a limit on pre-pruchases where the pre-purchases outweighed their beta server capacity they would stop the promotion.

http://www.guildwarsinsider.com/digital-edition-sold-out/

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Post by: Freyj on April 27, 2012, 01:23:34 AM
Can't wait for the massive backlash when this isn't quite the second coming that everyone wanted it to be and these folks are already committed to buying it.
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Post by: Phoenix Dark on April 27, 2012, 02:50:22 AM
*flips computer table*
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Post by: etiolate on April 27, 2012, 04:09:07 AM
You should have gotten a beta code from Andrex! He was offering them.
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Post by: etiolate on April 27, 2012, 02:35:39 PM
Aww yeah they let us in a little early. The combat is fast.  I just wandered in to an area that was not meant for solo and got my ass kicked.
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Post by: Tasty on April 27, 2012, 02:44:20 PM
I guess I should try this since I have like four beta codes left.
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Post by: Cerveza mas fina on April 27, 2012, 04:08:23 PM
Spare me a code Andrex?
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Post by: Tasty on April 27, 2012, 04:15:28 PM
K, will do when I get home. Which one did you take Etoliate? The top one?

If I don't do it then remind me, I'm forgetful.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Cerveza mas fina on April 27, 2012, 04:16:48 PM
Cool man, thanks.

Now let me see if I can download the client before I get the key.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on April 27, 2012, 04:42:42 PM
I didn't take any beta code Andrex. I'm pre-purchased.

PD probably wants a key, too. You should be able to download the client without key. The link is in the GAF thread.

I'm on Henge of Denravi btw. PvP is kicking my ass, still getting used to having all my skills.
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Post by: Phoenix Dark on April 27, 2012, 07:40:50 PM
I guess I should try this since I have like four beta codes left.

can i have a code. i take back what I said about you!

How long does the beta last?
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Post by: rodi on April 27, 2012, 08:40:17 PM
So far, very awesome. All the chick models are super hawt.
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Post by: originalz on April 27, 2012, 09:11:10 PM
Yo I'd be mad grateful if someone had a spare key to give to me.  I was a GW fiend back in the day.
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Post by: etiolate on April 27, 2012, 09:13:52 PM
I made a guild for bore peeps if they want in on Henge of Denravi. There's aGAF guild too, but you can be in multiple guilds.

Whisper me: etiolate.1946 is my battle code name whatever, that or Ironchef Zebes

Guild is The Supreme Boreritos [bore]
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Post by: etiolate on April 27, 2012, 09:19:47 PM
Tons of lag in the Queensdale area right now. Everybody made humans. =|
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Post by: Tasty on April 27, 2012, 09:33:13 PM
PM'd the codes. Of course they were posted uncensored here in the PAX thread, but whatevs. I have two emergency codes if some of the ones I sent don't work, but I'm planning on using one of those myself.
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Post by: etiolate on April 27, 2012, 11:21:39 PM
This is the beta client dowload, no code needed: http://cloudfront.guildwars2.com/client/Gw2.exe

Code lets you register at register.guildwars2.com which sets up your login information
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Post by: rodi on April 27, 2012, 11:25:53 PM
Got kicked off and can't log in. Servers must be bogged down right now  :-\
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Post by: etiolate on April 28, 2012, 12:12:50 AM
Yeah servers are all down for 30 minutes. Every server is practically full if not overflowing. I kept getting overflow server for Queensdale (human starter area).

So some quick thoughts:

PVE: Very adventurous and chaotic and shit just happens. After the prologue part, I visit a scout who marks out some farms and farmers who need help all about the map. I walk up to the first farm and there's some worms attacking, with players already there. I begin feeding the cows and watering the plants when a giant Worm Queen appears. I switch to fighting the Queen and it goes down pretty fast. There are 10-30 people around me at this time. After the queen goes down, most everyone has gotten full credit, so people starting spreading out. I look at a map and decide to go to a farm down the road. When I get there, the farmer comes running out asking me to help deal with some bandits who are rustling his Moa Birds. (No text, just voice acted message.) I start checking bushes, some have bandits and others have moa birds hiding. I die when I pull two bandits. Actually, I died at the farm and the prologue too. Not fully dead, but "Fight to Survive" mode. The "downed state". Anyways, a ranger helps me and rezzes me up. I see two others go into this cave nearby, I follow them in. Inside the cave is the bandit hideout where the Moa Bird thieves are coming from. A group of us start taking down the bandits. I see a fenced in area full of Moa Birds, think "jackpot!" and jump in. I get owned by five bandit mobs. I respawn and come back. By then, more people have found the cave and are taking care of the bandits that attacked me. They finish them off and set the Moa Birds free. As with everything else, because I took part in it, I get credit even though I was the sacrificial lamb at first. Then we delve deeper into the cave, start climbing a spiral staircase and fighting some bats. At this point, I see the [GAF] guild tag and realize this is the gaffers crew. So I join up with them, we ascend the staircase inside the caverns and finally come across the bandit HQs. There's a bandit boss there, we fight him, and I go down a couple times until I find a sweet spot behind him. I should note that at this point I was a Mesmer without a casting weapon, so I have been playing as a melee clothie. By now, I've begun learning to use my distortion skill and dodge better and am dying far less often. We finish off the boss, and his prisoner offers us goods for sale. We also all get a reward for finishing this event that began outside at a Moa ranch and then ended up deep inside a cave. Someone gives me a staff, and I continue on with the GAF crew.

By this time, our group is like a 25-30 man zerg. I switch to the staff and we head towards an apple orchard down the way. Spiders pop out and I begin using my staff. My staff is great for large group combat and support. My main attack does damage, applies negative conditions to foes and gives my allies buffs(boons). By now, we've all stopped dying constantly. But back at the farm we just saved, some bandits have appeared for revenge and are attacking the farmer. We split between the orchard and helping the farmer, taking out about 10 waves of bandits. Get rewarded for that, go back to the apple orchard. More spiders have spawned and the thing has drastically scaled up. We have two spider events going at once. One of the events leads to a giant spider queen appearing and we zerg it down in a flurry of particle effects. By now, I had learned all my staff skills and pop Chaos Storm. I get tons of aoe damage and am buffing all the players tanking. We down the spider and disperse again.

I end up going to the river and tell everyone "hey there's an event over here". Unfortunately the chats are a bugged and guild chat and party chat were not accepting my messages. Either way, theres still 20-30 some people over here. There's a dam being attacked by harpies and earth elementals. The harpies are poking holes in the dam. I start plugging the holes when some harpies jump me and kick my ass. This area is a couple levels higher than me, so I wander back down to the river and start opening crab cages for a fisherman. Drakes begin attacking me, but I can handle those guys. The fisherman event was going sort of slow, so I head over to an area where my map is marking a downed player. This is a neat feature where any downed or dead players show on the map so you can go over and rez them. So i head that direction.

When I get there, I realize I'm back at the first farm,but now the farm is getting attacked by waves of Bandits who are setting the bales of hay on fire. I rez the guy on my map and then jump into the fray. Having learned my dodge and all better, I do far better at this event. I switch to put on a torch I just leveled up enough to use. I'm now sword/torch, which is like a magical thief. When I learn my fourth skilll, it's a stealth skill that makes me vanish in a puff of smoke that blinds my enemies then reappear in a burst of fire that burns foes. When we defeat the waves of bandits, the farmer yells "I thank you, my cows thank you. Everyone who eats beef or drinks milk thanks you!" I go to the farmer and buy some karma stuff off of her.

Now I return to the river and realize that the others had spawned a new event where a giant Drake appears to protect its nest of drake eggs. This is easily the toughest boss so far and it doesn't go down quickly despite the huge zerg. I switch back to staff and do support/damage. After that, I finish off the fisherman's event and then the dam event, which I now realize was two separate events going on at once.

There was never any real stop between all of these things. I kind of went around in a path I chose myself and found stuff going on. By the end,  I had gone from level 2 to level 6.

PvP: Structured PvP was hard at first. I had a built planned out and went straight to the build, but I wasn't used to having all my skills and an elite skill. I also didn't have as much defense and using mantras (which my build is based off of) requires a bit more work than using more direct skills. I got my butt handed to me a lot.

The next PvP I tried was the WvWvW. One server was totally dominating the entire map, as that server had planned to do nothing but PvP while the rest of us were PVEing it up. I ended up enjoying WvWvW alot inspite of that, and since I was stuck with the skills and weapon I had earned from PVE, I was more familiar with the build I was using. I also just unlocked weapon swapping and that gave me more ability to handle situations. By the end of WubWub, I was handling myself just fine and stacking conditions on the red team to help push them back. I was getting better at using my stealth and illusions to survive as well.

I returned to Conquest PvP later and used a different build that was somewhat similiar. I did far better this time and brought more stealth and defensive tools. I was able to handle 2 on 1 fights for prolonged periods without getting face smashed by the uneven odds.

Beta Issues:

Servers are getting hammered harder than I think ANet was truly ready for. Every server is full and overflowing and there was routine lag spikes. When I returned to PVE, I struggled to finish a new event because my skills weren't going off. As mentioned, there's bugs with chat right now. When I relogged, it fixed my party and guild chat, but rodi and CG couldn't see my party messages to them and I didn't see their whispers to me. Some people have had performance issues, but my settings aren't maxed but mostly on high with no FSAA and it runs fine. It's mostly the server lag that janks stuff up. WvWvW was running smoother than the PVE starter area, which causes me to believe its a population load issue.

Also, as I feared, there's issues with AI and the Mesmer illusions. If you summon an illusion on a siege door or a enemy that runs out of range, the illusion will just stand there not attacking or pursuing. You can't even use your distortion shatter on them to get use out of them.

Combat:

Quick, very quick. You can die fast and you attack fast. After a few hours I got use to activating skills while dodging at the same time. Sometimes this would cause issues where skills wouldn't activate. I think this may be lag caused as well. Using mantras in PVP didn't work correctly nor did my "Activate mantra twice" trait work correctly all the time.

Graphics:
Art so purdy. Lion's Arch is real neat and has a clockwork fountain in the middle with clockwork noises and horn sounds. I wandered around and found a bar in Lion's Arch that was inside the carcass of a shipwreck that had landed atop a precipice.  Divinity's Reach is massive. The scale is just nuts. I think I've explored like 15% of it. I realized I couldn't find the bankers because they were on an upper level above me. I just figured something that high up was decoration art and not really a place with stuff in it.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on April 28, 2012, 12:35:58 AM
The fluidity of PVE action and events sounds amazing
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Post by: Freyj on April 28, 2012, 01:12:18 AM
The only thing I'm really seeing that's different from the standard MMO fare is that you don't have to pick up quests. That entire process is more or less automated with multiple objectives that fill up a single bar of "experience" for the quest (turns out that killing things will pretty much always be the more interesting option when it is up against feed cows).

The actual content is more or less the same. Arguments abound that the above sets it apart, but I saw the same arguments made for TOR and it was still the same shit in a different wrapper. Dynamic Events feel pretty much exactly like Public Quests did in Warhammer. I liked Public Quests and all, but I'm just not super impressed by the DEs I've seen thus far.

Game is actually playable late at night it seems, whereas it was not earlier what with the horrific lag.

Honestly I enjoyed what I saw of TERA in the Open Beta Weekend more, and I still don't have any plans to purchase that as I've long ago learned my lesson on Korean MMOs.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on April 28, 2012, 03:24:07 AM
Did you actually play the beta Freyj?

There's quite a bit more different than just not needing to pick up quests. It's miles beyond War's PQs. Dynamic Events move around the map and have different outcomes. I was playing with CG and we failed an event at this water pump. Suddenly the sprinklers at the farm start spouting poison water and the worms turn into toxic blobs. We have to kill the blobs and collect poison samples to bring to a alchemist who will cleanse the water pumps. Since this happened, the well by the entrance to the city is poisoned as well. That well and the pumps are about 2 or 3 minutes apart. If we succeeded in defending the pumps, as I did before, then the poison doesn't show up. Instead, I followed a path into an understairs cavern, chasing down the bandits who were trying to poison everyone.

Also, when I returned to the first farm with CG, most of the worms were gone so we did feeding the cows and watering plants instead. I kind of prefer doing that actually.

The content isn't the same. When you kill ten bandits in Westfall, they just keep respawning and the world stays the same. When you kill off the bandits at the farm, they're gone. They don't respawn until the process of events starts over again. And they don't respawn as much as they come running from around a hill towards the bottom of the farm. If you don't defeat the bandits, as I saw when lag was hitting up the server, they run across the farm and become a mob zerg of their own. They headed right for the next farm after overrunning the first one.
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Post by: rodi on April 28, 2012, 05:36:20 AM
Ya and all the farmers die. :(
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Post by: Cerveza mas fina on April 28, 2012, 06:05:22 AM
Thanks Andrex  :)
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Post by: Cerveza mas fina on April 28, 2012, 07:52:48 AM
Code has been used already and I downloaded the entire client :'(
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Freyj on April 28, 2012, 12:53:49 PM
Did you actually play the beta Freyj?

There's quite a bit more different than just not needing to pick up quests. It's miles beyond War's PQs. Dynamic Events move around the map and have different outcomes. I was playing with CG and we failed an event at this water pump. Suddenly the sprinklers at the farm start spouting poison water and the worms turn into toxic blobs. We have to kill the blobs and collect poison samples to bring to a alchemist who will cleanse the water pumps. Since this happened, the well by the entrance to the city is poisoned as well. That well and the pumps are about 2 or 3 minutes apart. If we succeeded in defending the pumps, as I did before, then the poison doesn't show up. Instead, I followed a path into an understairs cavern, chasing down the bandits who were trying to poison everyone.

Also, when I returned to the first farm with CG, most of the worms were gone so we did feeding the cows and watering plants instead. I kind of prefer doing that actually.

The content isn't the same. When you kill ten bandits in Westfall, they just keep respawning and the world stays the same. When you kill off the bandits at the farm, they're gone. They don't respawn until the process of events starts over again. And they don't respawn as much as they come running from around a hill towards the bottom of the farm. If you don't defeat the bandits, as I saw when lag was hitting up the server, they run across the farm and become a mob zerg of their own. They headed right for the next farm after overrunning the first one.

No, I didn't play the Beta. I'll complete that argument for you by reminding myself to go back to WoW.

The worms at the first farm (Queensdale I'm presuming), come out when flatten their dirt mounds. That's probably why you weren't seeing any. So you either wait 5 minutes for more bandits to show up, flatten dirt mounds or feed cows.

Maybe there's better Dynamic Events than what I've seen, but the general impression I get is that unless you are in an underpopulated area, you'll just see the same "events" cycle around 3-4 times while you are completing Renown Hearts in that area.

Examples:

Most of those I saw at least twice. Every time the objective was to follow a group of people and AoE/kill things. When you aren't doing that, the Renown Heart objectives are exactly the same old MMO fare, with the exception that you have "options" and don't need to pick up a quest.

I'm really not as down on the game as you are assuming though, I think there's good progress in certain areas and the genre sure as fuck needs it. I can deal with not being super impressed by the questing grind, as I didn't expect to be and have been around long enough to know it's ultimately a small portion of the time invested in an MMO. The environments are gorgeous and the cities are by and far the best I've seen in an MMO (perhaps even too grand a scale, holy tits is Divinity's Reach huge). The world looks well put together and that's something that far too many MMOs get wrong. Asheron's Call did a fan-fucking-tastic job at this and so did WoW back in 2004. Very important to me.

My biggest concern is the combat, which is a little underwhelming at this point. Movement still has that janky/floaty feel that GW1 did. I really wish they would take the auto-chains on your auto-attack (1) abilities and flesh them out into ability trees. I'm not seeing the point to having 3 different abilities that trigger one after another on your auto-attack. I suppose it looks fancy, but there's not much in the way of player involvement going on. Overall, I feel like I'm doing less in combat than other MMOs. Avoidance and situational awareness only goes so far, and to be honest I've never understood the negative comparisons to WoW where avoidance and situational awareness have become pretty much the most important aspects of endgame in recent years.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Tasty on April 28, 2012, 01:17:33 PM
Code has been used already and I downloaded the entire client :'(

Yeah seems some lamers took the ones I posted for themselves, my fault, should have listened when you guys said to hide it.

I only have two codes left and no idea how to decide which one of you three doesn't get one. :(
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on April 28, 2012, 01:43:24 PM
Me first I love Pokemon
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Post by: Cerveza mas fina on April 28, 2012, 03:56:51 PM
I hate Nintendo so PC is all I have :(
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Post by: ManaByte on April 28, 2012, 05:03:19 PM
I bought a 3DS at launch, I should get it.
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Post by: Phoenix Dark on April 28, 2012, 06:23:12 PM
dammit the beta is almost over, make a decision   :'(
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Post by: Tasty on April 28, 2012, 07:24:20 PM
Lager and PD were the first to reply I guess, so they should get the two I have left. Sorry MB. :'(
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Post by: Cerveza mas fina on April 28, 2012, 07:47:20 PM
Jaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa thanks :)

You can feel good since Ill let someone else play on my account too so they can try it out.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on April 28, 2012, 09:05:59 PM
How do you add people to your friends list? Seems like you have to have an email address  ???
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Post by: Cerveza mas fina on April 28, 2012, 09:25:00 PM
First impression:

+Looks good, amazing soundtrack, runs decent on my laptop I guess.

-Very cluttered UI and feel of everything, seems very full, TMI.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on April 28, 2012, 09:27:09 PM
Brenric.9410

The UI is extremely cluttered. I've expanded the camera out as much as I can, but wish I could zoom it out much more. Gameplay impressions later
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on April 28, 2012, 10:42:50 PM
ffffuuuk

I got the bug where the game saves to your temp file, and when I last tried to log in it just started re-downloading the client. I looked up some fixes, they didn't work, then I deleted the client...only to find the .dat file needed to make the client work buried in my C drive. Bah, now I have to re-download the client lol
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Post by: etiolate on April 29, 2012, 03:08:49 AM
Maurice if you're on Henge of Denravi I'll need your char name to find you. I am not sure how to add people by account name. =/
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on April 29, 2012, 01:48:02 PM
Character name is Brennric.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on April 29, 2012, 10:58:55 PM
my impressions thus far, as a Norn Guardian

PVE: I really like the dynamic quest system. It makes zones, quests, and even NPCs more memorable. Having played WoW, I'm used to "saving" a village only to see the same mobs respawn right away, This was addressed to a certain extent with zone phasing in WOTLK but overall it's still a weak area of the game. My favorite example of GW2's system happened in Norn area. I stumbled across a small village full of children playing, a blacksmith complaining about the children trolling him, and a couple quest givers. A woman in the village payed me to play with the children, so I began throwing snowballs at them. After a couple minutes of this, the town was under attack and the children ran into a house. A pack of bears suddenly attacked the village. After we killed the bears, the children came back outside the house to play again. Shortly afterward I heard a wolf howling and figured a wolf pack would attack next. Instead, I stumbled across a werewolf who promptly killed me. After respawning I fought him off with the help of some other players we defeated it. Turns out the bitter blacksmith is the werewolf, and periodically he changes and starts attacking everything, including the kids lol

I love snow/winter zones, which is why I chose the Norn area. You constantly run across events, and nearly every one is interesting. Outside of side quests, there is a "main" story quest that is somewhat interesting.

In terms of the Guardian...it's basically a paladin. The thing that most impressed me was the variety of weapons you can use, and how they effect your abilities. Later you can unlock a secondary set of weapons that you can switch with your primary weapons in combat. Right now my regular set is a one handed sword and an off hand fire staff. I can switch that out for my secondary set: a great sword. The variety ensures combat is never stale

You also get a heal, and a talent bar. I currently have a consecration type fire aoe on mine, and I recently unlocked another slot where I use a guardian hammer (basically a hammer that flies around protecting me).

Some things I didn't like:

-The UI is very cluttered and ugly. Your hero (inventory) tab covers nearly the entire screen when you're adding/removing armor. When you talk to an NPC there's a big ass portrait and word bubble. I have moved the camera as far back as it will go but wish I could move it back even more, and I also have the UI size on "small" but it's still annoying. Overall none of it is nearly as streamlined or intuitive as WoW's, or most MMOs and dungeon crawlers that I've played

-Movement feels rather odd. I get that the Norn are probably not the most agile race, but a lot of your regular movement just looks and feels odd. Whether you're jumping or scaling a mountain/hill, it almost feels clunky.

-I would not say the game is "hard" but the damage output (in relation to character defenses/health) is ridiculous. You can literally die in a couple seconds from anything. Some damage is easily avoidable, but there's a lot of regular damage that just hits you regardless. It just feels odd when you can barely take on 2-3 enemies at a time without getting owned. I only got to lv10 but I can't imagine this feeling natural in a higher level dungeon/instance, especially with no tank class. There's one quest in the main Norn story where you enter a spirit realm to save someone. At one point a bunch of enemies surround you on all sides, many with ranged weapons. Within seconds I lost more than half of my health. The only reason I didn't die is because there were NPCs on my team who were getting the bulk of the aggro.

Overall I enjoyed the game. I really hope the UI is either overhauled or addressed seriously because it really takes away from this beautiful, fun game.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Cerveza mas fina on April 30, 2012, 03:20:02 AM
What do you think about combat feedback? For me it doesn't have enough UMPF weight in it, its just so floaty.

The public quests will probably become empty in no time don't you think?

Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on April 30, 2012, 04:01:34 AM
Quote
No, I didn't play the Beta. I'll complete that argument for you by reminding myself to go back to WoW.

I wasn't replying to be defensive or shut you up. I was confused by the way you wrote your responses. It made it sound like you were playing the game, but the some things were off and I had thought you weren't playing it.

Anyways, I would say you're generalizing a bit about the events. Playing the system they use is different than what you may think by just looking at it as separate parts. The way AI behaves, the way everyone plays together, the way the map flows and other things combine to create a system that feels fresher than the general description of individual parts.


I wasn't understanding the cluttered UI complaints until I played this on my laptop. At home, I have a big flatscreen and everything fit. I'm amazed the game runs at all on my laptop, but tho it is somewhat playable, it runs quite poorly and the Hero panel takes up a large amount of the screen. They should probably add a quick resizing option like "Small Screen Windowing". You can click and adjust the size of each UI element, just as you did in GW1, but I forget in which menu that option is. The crafting window is also quite large.

And PD is right, you'll fall into downed state a lot. After awhile, I got quite good at dealing with multiple mobs and survivng. PvP play helped with that a bit. It does help to have the right weapons and utilities for that situation. I ended up using two defensive utilities, one that vanished me and left behind a clone and another which put up a barrier around my foe that reflected projectiles. If I was fighting melee mob and ranged mob, I'd dome the ranged mob and evade the melee mob.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on April 30, 2012, 05:04:12 AM
What do you think about combat feedback? For me it doesn't have enough UMPF weight in it, its just so floaty.

The public quests will probably become empty in no time don't you think?

Combat felt fine overall. Some weapons felt floaty but overall I like it. I'd like some instant stuns though

You know, I kept thinking a lot of the public quests will be empty, leading to some tough situations for new players. We'll see
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on April 30, 2012, 05:44:57 AM
My negatives:

I only played a Mesmer all weekend. What they have in the game right now is more a magician than a mesmer. The clones are rarely usable on most mobs. The mobs die too fast. You basically trigger a cooldown and get nothing out of it. When you can have one to two skills on a weapon bar that trigger illusions, that means your skillbar is somewhat useless at times. Since people live longer in pvp, you can summon up your illusions on a target without it dying. Then once they can hang around long enough to be present, you just pretty much shatter all of them clones because their damage is negligible. The only time I leave them up is if I need to stealth and heal/run.

Phantasms, which are the illusions that live longer and aren't lookalikes, are tied to the same shatters as the clones. So while I can summon a phantasm that absorbs half the damage I'm taking, when I need to spike damage with a mindwrack or a daze to interrupt then I have to sacrifice my defensive skill.

Many times with clones or phantasms, I was pressing multiple buttons for one simple effect that every other class can do in 1 or 2 actions. Beyond that, they need to pathfind to their target. So even when you hit a shatter, it doesn't mean that the shatter effect is happening then. If the target is running, the shatter gets delayed until the clones run down the target. If the target gets out of range then the clones just stand still and do nothing. Shatters are also useless versus objects such as walls. In WvWvW, that's a huge issue.

There were skills that worked like how a Mesmer should work. Namely, the feedback bubble skill that places a large bubble around a target that reflects hostile projectiles back at foes. This makes a foe either pewpew itself dead or move out of the field. The bubble is also a combo field and I've seen people turn it into multiple little reflective bubbles for allies.


Second complaint is that WvWvW is pretty lame if your server is getting dominated, but I have a bigger PVP worry in Conquest. There really is no reason to run any build but a survival type build. There is no room for overloading towards damage or support. You have 1v1 or 2v1 fights where there's not a lot of room for build creativity or depth. It the winning strategy is to keep mobile and be able to survive the small skirmishes. This is just to delay point captures or delay others moving. None of the combo field tactics come into play.


Third, I did see a lot of certain events repeat in the lower level areas and repeat rather quickly. This is something that can be balanced and tweaked though. It's also hard to judge because you have so many people going through events and triggering things.

Fourth, once there were large amounts of mobs or a big boss, I always went to range. So did most everyone else. Melee needs to be able to have a purpose in those situations besides easily dying. At times, I could swing it with a sword mesmer, but once the DE got bigger, it was just too much a mess to survive.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 01, 2012, 02:56:37 AM
this made me lol

http://www.youtube.com/watch?v=xeJIyJPsHOA

In the Mists (PvP Lobby area), a bunch of Mesmers set up portals right on top of each other. People walk over them, fly around like crazy.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: pilonv1 on May 01, 2012, 03:05:26 AM
You know, I kept thinking a lot of the public quests will be empty, leading to some tough situations for new players. We'll see

That's what happened in WAR.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 01, 2012, 05:41:46 AM
Picture post. Wish I had somewhere to post the full size version.

(http://sphotos.xx.fbcdn.net/hphotos-prn1/558496_529385826327_192600143_30401147_1969853198_n.jpg)
COME AT ME BRO

(http://sphotos.xx.fbcdn.net/hphotos-ash4/292134_529385891197_192600143_30401151_372570182_n.jpg)
This is how selling your stuff on the trading post worked. You click on the trade stuff tab and it searches your inventory and gives you the going rate for everything in your bags.

(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398248_529385841297_192600143_30401148_696545576_n.jpg)
purdy

(http://sphotos.xx.fbcdn.net/hphotos-ash4/385694_529385861257_192600143_30401149_1795711181_n.jpg)
Rodi and I after downing the bandit boss.

(http://sphotos.xx.fbcdn.net/hphotos-ash3/546633_529385871237_192600143_30401150_239852094_n.jpg)
Apple Orchard DE

(http://sphotos.xx.fbcdn.net/hphotos-snc7/74706_529385921137_192600143_30401152_903886662_n.jpg)
(http://sphotos.xx.fbcdn.net/hphotos-ash4/398187_529385941097_192600143_30401153_1440244956_n.jpg)
(http://sphotos.xx.fbcdn.net/hphotos-snc7/401731_529385961057_192600143_30401154_931017871_n.jpg)
(http://sphotos.xx.fbcdn.net/hphotos-prn1/522907_529385971037_192600143_30401155_1535194259_n.jpg)

Yes, the second hat I got made my Mesmer look like a clown rapist but what can you do!

Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 01, 2012, 07:04:11 PM
thanks for the hyperbole ruzbeh
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Freyj on May 01, 2012, 08:13:54 PM
The Charr starting area was definitely more enjoyable than the Human one. I didn't really spend much time in the Norn area. I felt like the quests and areas flowed better there and the DEs were generally more interesting (aside from the Flame Shaman one that kept kicking 40-50 odd player's collective asses over and over).

Unfortunately, I had high hopes for Thief and Engineer and liked them least of what I played without a doubt. Guardian on the other hand was a total surprise and I really enjoyed playing it, would likely be my main. Something about the Symbols and Mace/Great Sword abilities felt a lot more enjoyable than other classes. Not to mention that when the combat feels a little barebones (and it does for the most part), being able to switch into the support role on the fly really mixes things up a bit.

Don't care for downed state at all.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 01, 2012, 09:34:07 PM
Being able to articulate what others can't

lol


I like downed state in PVE, but I don't know about its place in PvP. I think they'll need to have in an altered form in PVP if they keep it in PVP. For example, I like that you can self-heal in downed state in PVE, but I think its kind of lame in PVP. A "bleed out" option would be better.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 01, 2012, 10:27:14 PM
Some dev comments from in game chat and the official beta forum:

-The three things Jon Peters said he would be focusing on after this beta would be performance issues, game balance and better teaching players how to play the game.
-Cry of Frustation is a "work in progress" and they're open to ideas on how to change it.

Quote
Melee vs ranged. I also saw a lot of threads on melee vs ranged. I think ranged abilities are much easier to use than melee ones. It’s easier to pick a ranged class, back up a lot, and keep hitting your opponent….but…once a good melee character figures out how to disable your movement, dodge your attacks, and then get you in range, YOU ARE IN TROUBLE. There are many melee builds that destroy ranged builds, but the trick is getting there. Once melee players learn how to work together, you’ll see them dishing out a ton of pain on ranged foes. BUT, having said that, don’t worry – balance isn’t final, and we’re still tweaking things. We’ll keep an eye on the balance, as we always do.

Think they need to take the melee issue more legitimately. Probably need more block/evade on Warrior's shield and maybe a bit of toughness bonus to shields. Things like a Focus, a caster offhand normally, have damage stats on it though they don't have damaging attacks. It's weird.

On ability delay:

Quote
I believe the ability delay people are noticing is actually server lag. We have a very large number of testers this weekend and the servers are under stress that we have not experienced before. The way the actual combat works is that each skill has an associated animation as well as points in that animation that trigger the damage. Everything is based on that real animation timing which is being thrown off by the servers being pounded. Rest assured we understand this makes the game and combat much less responsive and will be working hard to improve performance in upcoming beta weekends and towards release.

Personally, I haven't had ability delay unless I was on my dying laptop or I was experiencing lag.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on May 01, 2012, 11:11:38 PM
Ruz brings up a couple points I agree with, hyperbole aside. The targeting system is rather poor. In WoW, other MMOs, and dungeon crawlers, it's rather easy to select an enemy and keep focus. I found it rather hard to focus down mobs, especially during the zerg phases of quests. For instance in the bear attack sequence in the Norn area, I found myself flailing around a lot.

Also the lack of chat bubbles makes the game's social function quite a chore. Given how many people die in the game, it would be helpful to quickly identify where they are on the battlefield

In terms of the downed state...I'm not a fan of it either. Oftentimes an NPC will simply finish you off despite another player attacking it. I really feel like the high damage output/RNG and lack of aggro could make for some very lackluster dungeon experiences.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 01, 2012, 11:39:11 PM
Ctrl+attack calls a target and I think it may put a marker on it. I'm not sure. It was a feature in GW1, but I didn't test it out in my beta experience.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 01, 2012, 11:57:20 PM
Wish I had found this while playing:

http://www.youtube.com/watch?v=yAH8Nrnh47U



Hey PD, did you find the combat spammy?

Also, chat bubbles appear on character portraits instead above players.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 02, 2012, 02:42:52 PM
There's a lot of stuff that I'm learning of now that I didn't know about while playing. Beyond the diving board, Guildcast just shared that right clicking on any of your gathering materials in your inventory gave you an option to directly deposit it into your bank. I could have really used knowing that at times.

There were other things, like I knew my Leap skill had a second action of swapping with my illusion, but I didn't realize that doing that swap was supposed to immobilize the target. That would have been useful for CC in melee combat. I was using Mimic in pvp, not realizing that once I absorbed a projectile, I had to press it again to shoot it back at a foe.  I figured just holding the button down reflected whatever came at me. I actually prefer it to play the way I had figured it worked.

A lot of people didn't know that you had to buy gathering tools and equip them to gather, but that you could gather everything.

There are certain events where you gather something and have to turn it in, but you won't know that unless you read the little event note up in the top of the screen telling you there's an NPC for turning in items.  At around level 12 in Queensdale, you come across a town across the river. This town has a heart/reknowned made up of little challenges that are actually tutorials for blocking and attacking when a foe isn't blocking, but its 12 levels in and just something to wander into.

I feel there should be an early underwater event to help you learn underwater weapons. Near that level 12 town, I ran across a fisherman by a waterfall that flows into a lake. The fisherman is having his fish eaten by this giant monster fish in the lake. I tried killing the boss, but I had none of my underwater skills unlocked so I just kept dying and getting owned.

I imagine they'll introduce things better somehow. They already said they're thinking at sparsing out the battle mechanics of foes a little more. I do like the lack of hand holding, so if there is tutorial stuff, I would like it to be optional in some way.

There's just so much in the game that you end up missing things. They just need to lower the ratio of things you don't realize a bit more. I imagine a ton of people didn't realize they have a town outfit to switch into. I saw someone do a youtube of buying the Scholar outfit off the gemstore, but not realize that the outfit came with a weapon that gave you a whole skillbar. I bought the pirate outfit and equipped everything. I had a wooden sword with five skills. 1. Fancily swing Sword 2. You shout YARRR 3. You fall on your face in a big splash of water. 4. Summon a parrot pet 5. Build a cannon that people can interact with to fire.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 04, 2012, 02:58:46 AM
OHMAWGAWWWWWW

http://www.youtube.com/watch?v=81mwQ4i_AwE

In WvWvW. Imagine fights breaking out on the platforms over getting to the keys.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 04, 2012, 11:41:23 PM
Another cool video showing how the events play out through little stories and player action instead of just appearing and disappearing according to a timer.

http://www.youtube.com/watch?v=6CyqGJHTjes
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 05, 2012, 02:23:23 PM
I think Boons/Conditions are too hard to notice right now. I really liked the visual cues on health bars for conditions that GW1 had. I could immediately tell when I was poisoned or a foe was bleeding. You can tell that you're crippled in GW2 because of the animation, so it would be nice if other conditions had tells that strong. They keep messing with Confusion damage and stacking because they're worried about people killing themselves in PVP. They wouldn't have that big a worry if it was easier to tell you had the condition on you.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on May 05, 2012, 02:27:30 PM
Everything about player and enemy statuses is hard to notice tbh. bleh

When is the next beta weekend? Hopefully a full, extended beta starts soon
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 05, 2012, 08:51:56 PM
I think they were trying to make things easier by getting rid of hexes because I guess they felt there were too many hexes to learn in GW1. (As though reading and learning is bad.) But then in their overcompensation for this they created a lot of boons and conditions and maybe created a new problem.

ANet has shown they can work it out, so I'm not that worried. Creating more recognizable icons or moving where boons and conditions are placed are not a big overhaul. Unlike other companies, this isn't ANet's first run at this sort of thing. They've gone through beta processes before with online games. Hell, the Factions/Nightfall previews featured classes that played extremely different than the way they played once those games were launched.

And yeah, I expect the next beta in a few weeks. I am a critical player, but it really was an impressive first go at the game. I did the Tera and TOR betas, and both were starting to wear on me towards the end of the weekend beta tests. I am pretty much addicted to GW2 already. I want all of the GW2 features in other games. Going from a city like Divinity's Reach back to Meridian in Rift is jarring. I guess Guild Wars 2 doesn't totally break the MMO mold, but it establishes a new model and standards.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 10, 2012, 01:47:47 AM
from facebook:

Quote
We’ll be conducting a stress test on Monday May 14 from 11 AM to 6:00 PM PDT (-7 GMT).

This special test event is open only to Pre-Purchase customers who have registered their accounts. With your help, we can conduct important tests and address some of the issues we identified during our first Beta Weekend Event. During this event, all you need to do is play normally with a new or existing character on your Beta account using the same game client. Please note that since this is a stress test of our servers, you may experience some in-game performance issues. If you’ve pre-purchased Guild Wars 2 and wish to participate in the stress test, we recommend that you register the account and download the game client.

Pre-Purchase customers, log in to the Beta Forums for more information and/or to download the Beta client if needed.

https://forum-en.guildwars2.com/forum/stress/news/Getting-Started/169235

Having issues logging in? Contact Support: https://support.guildwars2.com/

~RB2

Hopefully this means a full BWE to come. They were doing these same sorta stress tests the week before the last BWE.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on May 10, 2012, 02:23:20 AM
Sounds good. I was contemplating deleting the client lol
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 11, 2012, 03:48:19 PM
There's a discussion in the GAF thread about levels that I found interesting but I didn't want to get trapped in that thread.

Apparently, Guild Wars 2 originally had no levels, but the lack of levels confused their testers and made them less likely to pursue things. They added levels back in to give players a sense of purpose to things, but it's interesting that some people couldn't handle the levelingl goal being removed. I am also interested in seeing how the game would be without levels, because my level wasn't so important in the beta. If you had a large enough group, you could handle higher level content. I could also handle those veteran oakhearts solo if I played smart. There's also the scaling factor and sidekicking system which might have come from the original no-levels design.

Though I have to believe that skill points or skill/trait challenges were in the game then, making for a goal on how to advance. In a way, that's just leveling under a different form. The difference is whether its horizontal progression or vertical progression. As in, your stats don't generally improve but what you can do and how you do it changes.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 14, 2012, 04:20:55 PM
I have a totally opposite feel for the game. It's more fun to me than any other MMO. Better combat, awesome world, really neat PVE experience and tons of detail and extra stuff to do.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 14, 2012, 09:33:45 PM
Well I got a crap load of screenshots this time for the blog. Took some high res screenshots, too. Our server still sucks at WvWvW.

I did some cool stuff over by Beetletun. I also got to do the Shadow Behemoth finally. Couldn't find any jumping puzzles, but did do the diving board in Lion's Arch.

I just sort of wandered into Beetletun while exploring for some new stuff to do. When I arrived, it was peaceful. I did the Heart in town, which consisted of finding hiding children and convincing them to do chores, while also killing some rats to clean up the town, along with stomping out wasp nests. I found what looked like a dungeon entrance that is a Mansion above Beetletun. I am not sure what level the instance was for and I didn't go inside. I doubt it was open for the beta. After I explored the town, I headed out towards the zone border. The Beetletun farms had come under attack and a few players and myself turne dback the ifnal wave of centaurs. After that, I collected sprinkler parts and handed them in to the farmer. Once we collected enough, he fixed the sprinklers and doused the fires that the Centaurs had made. A Seraph soldier urged us on to drive back the Centaurs. We pushed through a camp quickly and it turned into a Seraph camp with a waypoint. Then we headed for their boss's camp, and that took the two of us awhile. It was just me and an Elemantalist, but we managed to pull off the event. That then cleared that camp and the Seraph took over there, too. A weaponsmith opened up and sold me gear from the Centaur, including a sword upgrade for myself.

The Centaurs never stopped their assault and another attack to take back their camp came while I was browsing the weaponsmith. We pushed them back and I moved on towards the direction I was heading. where I came across the main Centaur camp. I had a few with me at the time, but the Chieftan showed up and summoned like 10 adds and our asses were smoked. I respawned at the waypoint we had taken from the Centaurs and made my way back up. Along the way, I ran into a human talking to a giant Ettin about joining up to take out the Centaur. The Ettin wanted me to convince other Ettins to take down Centaurs. This involved dialoge with friendly Ettins and depending on which dialogue choice you made in response, the Ettins either ran off ot fight Centaurs or got mad at you and you had to beat down the Ettin. This was a little Heart area along the way. After completing this, I tried that main Centaur camp and got my ass kicked again, but this time the Centaurs had plowed through the rest of the players and taken back that waypoint, so I had to spawn way back at Beeltetun. I ran in to take back the Waypoint, but then decided to move on. I just wanted the waypoint friendly so I could respawn.

I headed towards my story quest, which was bugged. I finished it but it didn't count as finished and I just gave up on it. The small instances were having trouble during the stress test. Some others had bugged story quests. Didn't matter because the swamp was nearby and thats when the Shadow Behemoth arrived and I got to do that.

After that, I found the entrance to Kessex Hills (level 15+ area).
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on May 14, 2012, 11:50:28 PM
wait, is the beta back up?
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 15, 2012, 12:09:39 AM
The stress test was today

Some screens:

(http://i1063.photobucket.com/albums/t515/etiolate1979/gw072.jpg)
(http://i1063.photobucket.com/albums/t515/etiolate1979/gw069.jpg)
(http://i1063.photobucket.com/albums/t515/etiolate1979/gw047.jpg)
(http://i1063.photobucket.com/albums/t515/etiolate1979/gw078.jpg)
(http://i1063.photobucket.com/albums/t515/etiolate1979/gw080.jpg)
(http://i1063.photobucket.com/albums/t515/etiolate1979/gw087.jpg)
(http://i1063.photobucket.com/albums/t515/etiolate1979/gw053.jpg)
(http://i1063.photobucket.com/albums/t515/etiolate1979/gw060.jpg)
(http://i1063.photobucket.com/albums/t515/etiolate1979/gw084.jpg)

Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 15, 2012, 01:20:04 AM
And a high res shot:

Quote
(http://i.imgur.com/zXEKg.jpg)
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on May 15, 2012, 02:45:45 AM
Wow I had no idea, fuck
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 15, 2012, 03:30:07 AM
I posted it here. It was through prepurchase access only though.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Phoenix Dark on May 15, 2012, 03:35:44 AM
bah that's what I get for coming into the thread, seeing long posts, saying "bah ruzbeh and etiolet going at it again lol" and logging off  :lol
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: Tasty on May 15, 2012, 01:50:14 PM
Looks like LotRO. Although the Imgur JPG compression ain't helping.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 15, 2012, 02:23:19 PM
I only played Mesmer but I liked the combat. The F keys are a tricky placement, but hopefully they expand keybinding before release.

I actually prefer the combat to Tera's just due to all the movement. In Tera, you attack, watch your attack animation finish (because you can't move while attacking), then see your enemies tell and stop attacking and either use your escape skill or just move around the enemy and watch it miss, then go back to attacking. In GW2, you move and attack, and when you see the enemy tell, you can go right into a dodge or escape skill.  As a Mesmer, I was running this beta with sword + torch or pistol and a staff. In melee, I could approach with Illusionary Leap, then quickly swap positions with my clone to stun an enemy attack, then go into blurred frenzy when it attacks again for distortion. If the enemies were not dead yet then I could shatter for an aoe or a diversion to interrupt again. I also had a vanish/blind on my torch and a stun on my pistol for defensive purposes. I began liking the pistol offhand more for PVE as the stun on the 5th skill is nice and it also has a ricochet aoe effect. Plus, the illusion duelist combos with the Chaos Storm on the staff to apply confusion to the target. I stuck with the torch in PvP for the stealth escape.

I also started using combo fields a lot more. When I was with an Ele in either PVE or PVP, I would drop a Chaos Storm near one of their fire aoes, then use feigned escape through it. This counted as a "leap" finisher and granted me both Chaos Armor from my Chaos Storm and Fire Armor from their aoe field. This made feigned escape a lot more useful, other than being a clone maker.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 15, 2012, 07:05:12 PM
Yeah, they don't have a strafe animation in yet. It's just your running animation being done while you move sideways. Thus the skatey feel.

So someone got hacked or just blurped up these NDA images from playing an Asura character: http://imgur.com/a/JvEhm#16

Asura starter zone shots and one Sylvari warrior screenshot of their starter area.

Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 20, 2012, 10:22:02 PM
You really love your chat bubbles.

http://www.youtube.com/watch?v=WrS2kUnjZq8
Asuras rule.  8)
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 21, 2012, 12:10:24 AM
I'll post the full reddit leak. No way of knowing how much of it is true.

http://www.reddit.com/r/Guildwars2/comments/tw0kr/patch_notes_after_last_beta/
Quote
Leaked patch notes with some useful information.
http://i.imgur.com/mYBht.png
Some other images related to that:
http://imgur.com/pZ9NE
http://imgur.com/zCHtr
http://imgur.com/Nk158
http://imgur.com/dJ5tH
http://imgur.com/pAEhE
http://imgur.com/AuQrg
Also Droknars Forge has sunk.
Update:
http://i.imgur.com/rv8dG.png
Seems that high level dungeons were being tested internally.
More rumors (take in with grain of salt):
The "Mystic Forge" (found inside Lion's Arch) is used to make some of the most rarest-high-level items. Many of it's recipes are a total mystery.
The game is pretty close to finishing, just some high level zones needing work.
Asura zones/quests are coming along pretty fast. Sylvari zones lag you like a mother----- (framerate issues)
So a list of 'big stuff' needing some work to make it readyish for release:
Sylvari zones optimization
Structured PvP being finished (still in development)
Content (lot of quest logs etc missing and tagged with weird numbering like QEB82E and high level zones seem to miss some hearts and such.)
There's only 4 structured PvP maps in atm, the two you guys are familiar with and two more. The other two are called "Memories of the past", which is basically a conquest map mixed with some oldskool GvG elements mixed into it like killing guildlord wins you the game and "something something Capricorn", which is a coastal map with a huge pirate ship, water and beaches.
Obviously you can't just walk up to the guildlord and kill it easily. It takes time to get to him even, there's a castle gate and bodyguards and it's fairly close to the enemy teams spawn.
Pirate map
narrow bayish coast with capture points on each side
Pirate ship in the middle of the two capture points
Capture point under the pirate ship, so in the water.
Pirate ship has cannons.
Caribbeanish setting.
Memories of the past
3 capture points, two near the spawn points and one in the middle.
Each team has a fort, with a guild lord in it.
Killing guild lord win you the game, but it´s not easy getting to him. He´s protected by fortification and bodyguards.
Grassish setting.

A GvG inspired map is a big giant cocktease. No mention of class changes is kind of suspicious. In GW1, any skill changes or class changes were always noted. This is supposedly for core testers, so the notes may be more about technical changes and things to be tested.

I will error on the side of doubt.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 25, 2012, 07:26:06 PM
(http://i.imgur.com/05XWb.jpg)
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: chronovore on May 29, 2012, 02:01:10 AM
Gelflings!
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 29, 2012, 03:31:37 AM
Quote
Beta Weekend Event 2 will begin on Friday, June 8th, at noon PDT (GMT-7) and will run until Sunday, June 10th, at 11:59 p.m. PDT (GMT-7).

If that isn’t enough to get you all bursting with excitement, here is some more news:
Your existing beta characters have not been deleted, and you will be able to continue right where you left off! This means that enterprising players with characters level 35 or higher will be able to test their mettle against the explorable version of the Ascalonian Catacombs dungeon!

So much for the once-a-month betas. They really need to start communicating more on a release time frame. You can't have people pre-purchasing a game and not releasing it for six months. This isn't Kickstarter, yo.

Also:

Quote
For those who haven’t yet pre-purchased Guild Wars 2, you’ll still have a chance to play in the beta. We’re teaming up with our partners to give away keys for Beta Weekend Event 2, so follow us on Twitter and Facebook to get the latest news.
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on May 29, 2012, 02:33:09 PM
For those wanting a beta key, it seems PC Gamer will have some.

http://www.pcgamer.com/2012/05/29/guild-wars-2-beta-event-next-weekend-pc-gamer-beta-key-giveaway-incoming/
Title: Re: Guild Wars 2 Beta unf unf UNF
Post by: etiolate on June 05, 2012, 02:11:04 PM
Well now that e3 put me to sleep, it's time to wake up for awesome games.

http://www.arena.net/blog/the-big-beta-weekend-preview

Quote
Keep Your Characters!
Or create new human, norn, or charr characters and start a whole new story. Since players will be able to play with their existing characters from the first Beta Weekend Event, they can experience some of the new higher level content.

Enter the Catacombs (Explorable Mode)
Looking for a real challenge? Try out the explorable mode of the Ascalonian Catacombs dungeon for groups of ambitious level 35+ players. The tough explorable mode of the Catacombs presents a party with three different paths through the dungeon, each with its own dangers and rewards. Enter if you dare!

Visit Lovely Gendarran Fields
We’ve opened up a new map, Gendarran Fields, for players to explore. A level 25 to 35 map just outside Lion’s Arch, Gendarran Fields is a picturesque area of pine trees and rolling hills, teeming with wild beasts and bandit gangs.

Unlock the Mysteries of the Mystic Forge
On a less dangerous note, the Mystic Forge has arrived in Lion’s Arch. This strange forge actually holds the imprisoned djinn Zommoros, who hails from distant Elona. If you offer the Mystic Forge gifts (like unneeded items and weapons), you will receive a gift in return. Got a pair of pistols that you don’t need? Drop them in the Mystic Forge and see  what Zommoros gives you in exchange!

Expanded World vs. World
Once again, the Mists will echo with the sound of combat as we open up World vs. World for the weekend. As usual, massive armies of players from different servers will battle for supremacy on four huge maps, but this time we’ve added a couple of interesting new twists.
Players can now take their WvW battle underground in a new “mini dungeon” beneath the central map. This brand-new subterranean level is full of tricks and traps that can be used against enemy players, and is home to the aptly named Dark Room, which players will have to see (or not) to believe.
We’ve also added skill challenges, dynamic events, and even jump puzzles to the WvW maps. Why are these PvE elements being integrated into WvW gameplay? “We want to make the transition from PvE to World vs. World easy and natural for players,” says developer Matt Witter. “We always wanted additional meaningful content on the WvW maps so that players will always have something to do, even if the frontline of battle is far away.”

New Automated Player vs. Player Tournaments and More
For this beta, we’re introducing Automated PvP Tournaments. Each tournament pits eight teams of five players against each other. Teams that excel during the three-round, single-elimination tournament are rewarded with tournament chests full of valuable loot.
The PvP reward system has also been greatly improved with the creation of a two-tier reward structure that involves Glory and Rank. Put simply, Glory is a currency that players can spend to unlock reward chests stuffed with useful loot, while Rank is a measurement of your success in PvP. You’ll receive valuable reward chests as you climb in Rank.

Combat— “A Sense of Hitting”
Combat in Guild Wars 2 is more visceral than ever. We’re constantly making improvements to the entire combat experience—better timing, enhanced sound design, subtle camera shakes—to enhance what designer Jon Peters likes to call “the sense of hitting.”

Improved Overflow Servers
We listened to a lot of the input we received from players regarding their experience with overflow servers in the first Beta Weekend Event, and we’ve implemented a new party UI that tells you when party members are on a different overflow world. We’ve also given party members the ability to fast travel to overflow worlds where other members of their party are located, and we’ve made it easier to keep party members together when moving between maps. It’s all designed to give you as smooth an experience as possible.

Improved Chat
Communication in general has been greatly improved, as well. We’re adding the much-requested chat bubbles, as well as map chat and an updated local chat function, both of which make it easier to communicate with other players.
New Key-Binding Feature
This is one of our most requested features. For those who want to customize their gameplay experience, we’re introducing a new, easy-to-use key-binding interface, which now allows you to bind modifier keys.

UI Improvements
MMO players are often very particular about their user interface, and we’re no exception. We’ve listened to your feedback and have refined our UI to make it even easier to use. We’ve revamped the mini-map in the bottom-right corner of the screen. The formerly round mini-map is now square and can easily be resized for better navigation.
UI Artist Vicki Ebberts says, “Little adjustments, like making the map resizable or wrapping the dodge meter around the top of the health bubble, may not seem like a big deal at first, but over the course of many hours spent playing a game, you start to appreciate a well-designed interface.”

Tiers for Skills
We’ve organized each profession’s elite and utility skills into three different tiers, or levels. When you get enough skills in one tier, you unlock the next level of skills. Why the change from the previous model, which let players choose from all the available skills at once?
“The tier system gives players both a sense of progression and accomplishment,” says Lead Designer Eric Flannum. “It encourages them to experiment with different skills as they increase in power, and it avoids overwhelming new players with a huge list of skills to choose from.”
“Plus,” Flannum adds, “the tier system is more scalable and expandable. We can more easily add new skills in the future with this system.”

The Gem Store is under New Management
The Black Lion Trading Company out of Lion’s Arch has officially taken over operation of the Gem Store, Currency Exchange, and Trading Post. Its new owner’s first action was to completely overhaul the Gem Store.
As a result, the all-new Gem Store is easier to use and has a greater variety of items, from the decorative—like dye packs and costumes—to the whimsical—like the Box o’ Fun, which spawns a chest that applies random crazy effects to everyone who touches it. Each beta player will receive 500 free gems on their account, so do a little shopping on us!

In Closing…
There’s no shortage of things to see and do during our second Beta Weekend Event, and this is just a small sample of what awaits you when you log in.
We’ll see you in-game from Friday, June 8th, at noon PDT (GMT-7) until Sunday, June 10th, at 11:59 p.m. PDT (GMT-7).
 

boo to skill tiers, but interesting that they did not comment at all on trait tiers, which everyone seems to hate the very idea of

The added WvWvW stuff and Automated Tournaments means I will be checking out more pvp stuff. I'm like level 18, so I could try leveling to 30 and get into the dungeon or I could try to get to the WvWvW dungeon.
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 07, 2012, 09:38:40 PM
A reminder for like the two others playing that Beta Weekend 2 starts tomorrow at noon.  There is a new 5gb patch up to download with the client.

http://www.arena.net/blog/the-worlds-of-the-guild-wars-2-beta

List of servers, plus 500 gems for everyone, plus 2000 for registering your credit card. Also, world transfers are free for a select amount of time during the opening of the beta. I tried to get a rough estimate of how many will be in the beta from their youtube guy, but couldn't get a response.

There will be 96 servers in total with dedicated french and german language servers.

Some PVE and Combat tips I wrote up:
http://themoletariat.wordpress.com/2012/05/20/the-subtletycombat-in-guild-wars-2/
http://themoletariat.wordpress.com/2012/05/25/the-subtleties-group-combat/
http://themoletariat.wordpress.com/2012/05/25/an-appendix-to-group-combat/
http://themoletariat.wordpress.com/2012/05/16/the-new-pve/
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 07, 2012, 10:06:51 PM
skill tiers is just annoying progression gimmick

trait tiers are the devil

I make pro builds. Let me do my shit.
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: Phoenix Dark on June 08, 2012, 12:09:07 AM
I should have time to play woot
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: originalz on June 08, 2012, 12:14:46 AM
I really want a key for this!
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 08, 2012, 01:01:28 AM
There was a bunch of beta key contests but I think they're all over. Amazon is giving out keys if you pre-order, but everywhere else you have to pay the full amount.
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 08, 2012, 07:11:30 PM
damn you're a drama queen
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: Phoenix Dark on June 08, 2012, 08:19:26 PM
bah, MLG started today. I'll have to check out the beta a bit later lol
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 08, 2012, 09:33:00 PM
It's already way better than SWTOR or anything else out there. I don't even know what you're freaking out over Ruzbeh. Go write in your LJ.
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 09, 2012, 12:45:24 AM
Been doing mostly pvp due to wanting to look at the trait tier changes.

Should hit PVE again once I burn myself out on phantasms.
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 09, 2012, 06:08:56 AM
(http://themoletariat.files.wordpress.com/2012/06/mesmersword.jpg)

Unlocked that sword after kicking ass in PVP :rock
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 10, 2012, 12:28:04 AM
I present to you

CAPTAIN KITTY FACE!

http://themoletariat.files.wordpress.com/2012/06/gw117.jpg
http://themoletariat.files.wordpress.com/2012/06/gw119.jpg
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: Phoenix Dark on June 10, 2012, 08:17:56 PM
Bah, completely had no time to even download the patch/changes or play
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 10, 2012, 10:04:15 PM
Beta doesn't end until 12am PST tonight

Ruzbeh, iterative process is a term they've been using for awhile. When first shown, the game had potions and mana. Both were removed as part of the iterative design process. The original Guild Wars was not as good at launch as it was by Eye of the North. By the time they got to EotN, they had greatly improved their PVE design from what originally existed. The Hero system is ten times better than their original henchmen system. The first GW had no typical dungeons, but EotN had dungeons with traps and keys and different routes. That dungeon design is then advanced again through GW2 where the traps and environmental hazards are added to a system that creates four different paths out of one dungeon, with random events that change the experience. The Mission system from GW1 became the story quests in GW2. So on and so on.

I am having a ton of fun and I wish they would give prepurchasers an ongoing beta, even if its this same build. Other games are boring me right now and I'd rather just play more GW2. I ran into so many cool discoveries in Kessex Hills yeterday. Frog people that turned me into pigs, Giants with a secret treasure horde, underwater Quaggan cities, sea witches, Krait slave traders, waterfalls, a battle over a bridge that you can destroy, underwater passages, destroyer caverns with deadly fissures, and escort missions that are actually good.
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 13, 2012, 03:18:26 AM
My Impressions:

I have these moments during the beta weekends where, after I have just finished a few Events or Hearts in a small area, I stop to look around and ponder what to do. I am mindful of the idea that if I talked to more scouts in the world, I’d have somewhere marked out on my map as a next destination, but I have avoided scouts for my own reason. I like to explore. The times where I’ve filled up my tasks and think I have nothing left to do tend to lead to my favorite moments.


At a certain point in the beta, I turned off the UI and began fighting moa birds without the UI to assist me, taking screenshots of the combat without the combat text or UI to explain what I was doing or what was being done to me. I did this to have some clean combat shots for this blog, but I also did it to become better at reading combat and using my skills.  This was a moment where I was not pursuing a quest-like goal, but doing whatever I wanted. It just so happened that I was fighting Moas by the lake in Kessex hills. This is where a fishing village had been repeatedly attacked by Krait slavers. I knew I needed to learn more underwater skills, so I took my blind combat into the lake.

I quickly found that I actually liked the Mesmer’s trident weapon skills more than most of the Mesmer’s land-based skills. The Trident is about the only thing in game that makes the Confusion condition matter. I noticed that the lake had an opening on the far end, at the opposite shore from where I was fighting the moa birds. I swam off in that direction, picking off krait slavers along the way, and learning my trident skills.

At the lake opening, I found a shallow tributary with some fish and crab, along with those kraits. I swam my way through this watery avenue until I came upon an even greater lake than the previous one from which I had came. I turned my UI back on, and saw that a heart had opened up somewhere near me, along with a skill point challenge. I tried to find a way back up on land, finally locating a low ledge to my left. When I got onto the ledge, I noticed a watery cavern was just below me. I hopped down into the cavern and found a Hylek waiting for me.



What I had come across was the “pig quest”, a heart in which the Hylek shaman turns you into a pig and you forage the cavern for truffles. I had seen youtubes of this event before, but had no idea where it actually was. I was excited to find it, and found the heart a nice bit of fun. While doing my little piggy truffle shuffle, I heard some Hyleks talking in the water. I hopped into the water, found an underwater passage and followed it all the way down and around, until I came up into a hidden cavern that was home to a tiny Hylek encampment.

After finishing the heart, I found my way back out and tried to find the skill challenge nearby. It took some climbing, but I did run across a stinky Asuran engineer who had some weird stink bomb contraption. He challenged me to see if I could handle his invention and we proceeded to battle. His “stinky” contraption lobbed poison all over the ground and the fight was rather challenging. I did manage to take him down and receive my reward. Looking over my shoulder, I saw what looked like an Asuran outpost on the beach.

I swam over to this outpost and found that it was full of strange races, some new and some from the first game. There were Asurans, but there were also Caromi, Sylvari and Quaggans. The Quaggan seemed to be the locals of the area, and a rather annoying one kept begging me to do something about the Sea Witch. I finally said yes, and a boss Dynamic Event popped up in the middle of the lake.



After selling off my junk items, I dived back into the lake in search of this Sea Witch.

Inside the lake was another heart, and another Quaggan. This task consisted of checking crabbing traps and fighting crabs, krait and the rest of the things that probably scare Quaggan. Given their perosnalities, I think everything scares the Quaggan. While i could handle the previous lake’s Krait warriors, this lake was decidedly more reinforced with Krait militia. As I tried to complete the heart and find the Sea Witch, I kept running into more and more foes. Once I finally found the mouth of the Sea Witch’s cave, I saw that it was guarded by veteran Krait that proceeded to run me out of town. A nearby player helped me escape, but I decided to put the Sea Witch on hold.

After I went back to the crabbing work, I found another opening in the underwater geology. Wandering in, I came to a new dynamic event. I had found a Quaggan town underwater that was being attacked by slavers. This was one of my favorite events, but also one of the more vile events, and for the same reason. First, I was doing it alone, and I was doing it all for the Quaggan. I fought off wave after wave of Krait, stopping to free the Quaggan that had been shackled by the slavers. This event allowed me to use all the underwater skills I had just learned, and my reward for completing it was hearing a chorus of Quaggan conversation.

The Quaggan look like manatees and talk like rejects from a really bad children’s show. When I had run off the Krait, the town mayor remarked “Stwoopid Kwait!” The villagers looked to blame someone and rambled on about recovering something. They celebrated and discussed what next to do. I felt like I had, by myself, saved these poor Quaggan townsfolk, but then again, I wasn’t so sure I wanted to hang around and hear them talk like babbies.


http://themoletariat.wordpress.com/2012/06/13/crystal-blue-aggression-beta-weekend-event-2-impressions/

More at link + more screens. Don't want to copy the whole thing to here.

Screens:
(http://themoletariat.files.wordpress.com/2012/06/gw186.jpg?w=1024&h=576)
(http://i.imgur.com/6HfQE.jpg)
(http://i.imgur.com/MF8X7.jpg)
(http://i.imgur.com/yHWK6.jpg)
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: rodi on June 14, 2012, 11:44:51 PM
I'm pretty sure that the black line is stylistic. It's a "frame", which makes sense considering the overall style of the game is supposed to mimic a painting. This game just doesn't sound like your cup of tea, but as a fantasy MMO it's really fantastic. (especially compared to some recent mmo's...)
Title: Re: Guild Wars 2 Beta (BWE2 Starts Friday at 12pm pst)
Post by: etiolate on June 15, 2012, 01:26:19 AM
Some cool youtubes from the BWE2.

This is the WvWvW Dungeon, which is open to anyone to enter if they have access to the entrance. It's really cool, but may spoil finding it and getting through so SPOILERZ.

The Open World WvWvW Dungeon:
http://www.youtube.com/watch?v=DGuH0miLtns
http://www.youtube.com/watch?v=Z-atwA8rpLU
http://www.youtube.com/watch?v=KLeFiStpmWQ

Team Legacy Buys and Builds 100 Golems in WvWvW:
http://www.youtube.com/watch?v=oImNGXsqLF4

There's a handful of videos of the finale event, but haven't found one that shows both sides of the event.
Title: Re: Guild Wars 2 Beta (4 hour stress test June 27th)
Post by: etiolate on June 21, 2012, 04:43:23 PM
Four hour stress test on June 27th from 10am PST to 2pm PST. A very small window for any pre-purchasers to log in.

And now I post purty videos

http://www.youtube.com/watch?v=MXhGnrfqrVU
http://www.youtube.com/watch?v=vpBzLzZyaSQ


edit: According to the launcher, I had the time wrong on the stress test. Starts at 10am Pacific.
Title: Re: Guild Wars 2 Beta (4 hour stress test June 27th)
Post by: etiolate on June 27, 2012, 06:09:50 PM
I finally figured out the entrance to the mini-dungeon in eternal battlegrounds. Once I got in there, I found myself fighting these people from Borlis pass. One of them invited me to a party. I didn't even realize you could be in a party in WvW with enemies. He then asks me why I killed him and I'm like "it's a pvp area and you attacked me." So I agree to stop killing he and his friends, and then his ele friend comes along and totally ignores the truce. Then they both decide to attack me. I must have really pissed them off. :lol

Didn't finish the mini-dungeon. Got to one of the tricker jumping puzzles when they shut down the servers.
Title: Re: Guild Wars 2 Beta (4 hour stress test June 27th)
Post by: Phoenix Dark on June 27, 2012, 06:38:38 PM
I'm hearing more and more of my WoW buddies praising the game.  Should be interesting to see how many people switch

I popped on WoW last night and it was pretty dead. My guild isn't even scheduling stuff anyone since everyone is just waiting for MoP, and if people want to raid they can use the LFR option.

These 5 level mini expansions aren't going to cut it.
Title: Re: Guild Wars 2 Beta (4 hour stress test June 27th)
Post by: naff on June 27, 2012, 07:02:57 PM
You can really tell from the platforming in that dungeon these guys don't know shit about making a fun platformer. Shit looked horrendous, like Croc levels of 3D platforming jank  :-X
Title: Re: Guild Wars 2 Beta (4 hour stress test June 27th)
Post by: etiolate on June 27, 2012, 07:15:46 PM
The platforming works. It's quite different from a typical platformer, as where you're supposed to jump isn't obvious. It seems influenced by all the various exploits that have existed in MMOs to get to higher areas. These normally involve jumping right onto very thin ledges and ledge-walking around structures. A lot of the jumps are basically ledge walking. Like, the spot where I was fighting those people from the other server, I couldn't figure out where to go. There was a crumbled hillside in front of me. I kept trying to get up there and failing. (Eventually I did, but it involved figured out the right angles and spots to jump.) But that wasn't even the next way to go. That hill only lead to a stealth buff. It was back the other way where I had been scaring the other players off to that was the next step of the dungeon.

You walk in and it's like an open drop down to the water. When I first went in and saw that, I figured "wrong way", but to the left is a ledge you can jump to. Jumping around the ledge eventually got you to some broken scaffolding, and this scaffolding wrapped around and around, until you made it all the way to the top.

Many parts are quite unforgiving. If you miss a jump, you tend to have to find some stairs back up to a previous spot. Being a Mesmer, I had some advantages. My Portal spell allowed me to put down a portal before any jumping exercise, and if I missed, I could just put down the other portal to teleport right back up. Blink also allowed me to cover large gaps when I was fighting/racing the other players.

It's not Mario or Rayman. It seems designed to encourage people to mess with others and to make people figure out where the next platform really is. It's not a "fun" platformer. You don't just hop through. There's ledges all around, but some don't really lead anywhere. There's also all the stealth buff pools to allow players to sneak around without foes finding them, but then there's all the traps and trap controls. Luckily, nobody was manning the traps when I was in there. It seemed the only asshole in the dungeon was me.  The last section I was in looked like you needed a speed boost to even make the jump. I fell a little short and then portaled back up. Then the servers went down. =\
Title: Re: Guild Wars 2 Beta (4 hour stress test June 27th)
Post by: naff on June 27, 2012, 08:45:53 PM
I understand that obscure level design can be intriguing and help with immersion/give the game a sense of adventure, recent Souls games did this really well imo. But it also just seemed obscure and janky to the point of making the game look crap, it's an RPG first and foremost sure, but putting stuff in that plays that bad seems more to detract from the game. It's one thing to have dark paths and pitfalls and jumps, it's another to have jumps that require a reliance on the dodgy clipping (Heads clipping through object) and trial and error. Still looks like an interesting game though, feeling the MMO buzz after getting into D3. Never taken the jump before, but I quite like having something big and consistent to play and I can't imagine D3 holding my interest for that much longer.
Title: Re: Guild Wars 2 Beta (4 hour stress test June 27th)
Post by: etiolate on June 28, 2012, 12:26:57 AM
I understand that obscure level design can be intriguing and help with immersion/give the game a sense of adventure, recent Souls games did this really well imo. But it also just seemed obscure and janky to the point of making the game look crap, it's an RPG first and foremost sure, but putting stuff in that plays that bad seems more to detract from the game. It's one thing to have dark paths and pitfalls and jumps, it's another to have jumps that require a reliance on the dodgy clipping (Heads clipping through object) and trial and error. Still looks like an interesting game though, feeling the MMO buzz after getting into D3. Never taken the jump before, but I quite like having something big and consistent to play and I can't imagine D3 holding my interest for that much longer.

Oh, it doesn't play bad. It all works. You can make the jumps. I found the mini-dungeon to be fun. It's just more Indiana Jones than it is traditional Platformer. More Adventure game than Platformer. Yet if you don't like it, it's just one bit of a huge game. It's inside of the WvWvW map, a giant multizone world that is full of stuff itself.

Wkich I will now be able to properly give impressions on! Our server finally had a good WvW match, with all three servers competing. For the first couple of hours, there was a lot of fighting on our left side supply camps and keeps. Blue server would take some of them and then we'd have to fight them back. Blue also had Stonemist Castle, the big place in the middle of the map (worth a good amount of points). It's also where the mini-dungeon resides, but I thought the entrance was inside Stonemist when there's actually an entrace right at our own Keep. =|

Anyways, after awhile red server started to show up and they were pushing at Stonemist from the north, and we were fighting blue from the southwest. At some point, blue went to our home world and started taking our supply camps and keeps. So I split off with a team that went back to our homeworld and retook everything from blue.  While we were doing this, some others on our side were shelling Stonemist walls with a trebuchet. When we retook our homeworld and repaired the keeps, our squad returned to the middle battleground. At this point, the walls were about to fall. Blue was fighting our massive push from the south and red's attack from the north. When we finally took the first wall down, there was a big firefight at the entrance. I did what I had been doing in our homeworld: Blink past the chokespot and drop a portal behind the blue server group, porting back, healing and then porting in again behind them. Not many people used my portal, but it did allow me to distract them from the rear while our zerg pushed forward.

Anyways, the inner wall went down faster than the outer wall and we pushed inside. We cleared out the guards in the center hall. Not everyone was going upstairs where the Lord was, so I was confused as to what people were doing. I fought with some blue server stragglers until suddenly red server pushed through from the north. They wiped me out, but the rest of the team managed to kill the castle Lord before red got to them. We then had to flush red out from inside our hall, but the walls repairing themselves on Lord kill and castle capture made it easier to trap them inside, keeping them from running.

Then the final bit of the stress test was our server defending Stonemist from Red and Blue attacking at the same time, but I skipped out on it to go to the dungeon. We ended up winning WvWvW in the end. It was a slow push from second place to first, but once we got Stonemist castle, we were in good shape.

So when WvWvW establishes a balanced matchup, it works well. The problem is that this was the first balanced match that our server had seen. Every other match was completely dominated by one side. One night we dominated, then when the Americans went to sleep, the other server retook everything and dominated. This was the first match I had seen with all three servers remaining active and it made a lot of difference. Since neither blue or ourselves could go in and wipe out red for extra supply and points, we remained in a back-n-forth over the same stretch of land. Then when red took some of blue's homeworld and began pushing from the north of Stonemist, all hell broke out for the Blue server and our server took advantage.

We also gained the favor of a Hylek camp which proved useful after blue retook a keep and tried pushing south towards the next supply depot. The hylek camp is right between the two, and we retreated back to it, sat there until they approached, and then used the Hyleks to wipe out their little zerg.

One thing we didn't do which was really dumb and frustrating was build a waypoint at one of our keeps for faster travel. Somehow you can upgrade keeps, including adding a waypoint, but I never ran into the NPC that offered this. I imagine it costs in game gold. 

Overall, I got like two or three levels while in WvWvW. The xp drops in chunks. When I took a keep, I got like a quarter of a level. Defending Stonemist was giving people a bar's worth of xp for each defense. The experience was far better than I had been having with WvW. I didn't plan on staying inside WvWvW for the whole stress test, but got hooked on it this time.
Title: Re: Guild Wars 2 Beta (4 hour stress test June 27th)
Post by: Phoenix Dark on June 28, 2012, 01:21:36 AM
The jumping and general movement was pretty clunky last time I played. It felt like some odd third person shooter
Title: Re: Guild Wars 2 Beta (4 hour stress test June 27th)
Post by: Freyj on June 28, 2012, 03:24:56 PM
MMO reviews are always a strange beast. If SWTOR can garner high 80s and 90s, I don't doubt that GW2 will do so as well unless the jank is high at launch.

That seems really early though compared to what most were thinking. Is the game still CPU bound?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on June 28, 2012, 03:56:04 PM
It will get very high reviews. Not that reviewing a MMO at launch makes any sense.

There's not really any jank to speak of from what I've played. I've probably put in over 40 hours through all the BWEs and it's all been top notch. I found the story instances probably overtuned, and I think the talking head presentation just doesn't work. The conversation and cutscenes need to be more dynamic like the opening intro. sPVP is not to the level of GW1, but its still miles ahead of other MMOs. (A statement to how poorly other MMOs do PVP and how well GW1 did it.) The condition/boon system is actually rougher than the one in GW1. The Mesmer class will probably release without the major change it needs. It still functions as a class because the combat works so well, but the class mechanic is just inherently faulty and restricting. There's a few skill challenges that weren't working, but last BWE they fixed at least one of them. There's still some bugged skills and traits, but they tend to fix those from BWE to BWE.

Those are all my complaints of the game so far. My biggest gripe is the change to tiered traits. I think that's just a poor choice that hurts longevity of the game. Most won't notice the change or be aware of it. The other main gripe is the Mesmer issues. I think those problems were too big a change for them to try to do before release. I still don't understand why they thought the class as is has any real resemblance to what a Mesmer is iconic for. I'm also not pleased with Capture Point being the only sPVP mode, but they'll learn their lesson when people tire of that quickly.

Overall the game is great. It's an advancement on MMOs in about every way. It's not a one trick pony like SWTOR or Tera. There's the DE/Heart system, there's WvWvW, sPVP with instant gear and level boost, story instances, dungeons, jumping puzzles, exploration tools, a huge world--probably the best world design in a MMO since WoW, huge magnificent cities, quick travel, instant mail from anywhere, instant deposit, instant ability to sell an item on the trading post, a cash shop that doesn't intrude or become mandatory, tons of cool gear designs, and all the various MMO standards like crafting, guilds, achieves and so on.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on June 28, 2012, 06:17:59 PM
You are quite the determined thread shitter
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on June 28, 2012, 08:29:16 PM
I enjoy the alternative outlook after the GAF GW2 Thread of Circle-jerk.

spoiler (click to show/hide)
I also don't think much of the combat from what little I played despite the fact that it is quite impressive in some other areas.
[close]
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on June 28, 2012, 09:28:02 PM
The combat works. Like Ruzbeh vaginaid, if the combat didn't work then the whole thing would fall apart. But the combat works and makes other games feel old in design. The ability to cast on the move makes a huge difference, along with all the positional importance and control. Knowing how to use your dodge and how to and when to disable a foe matters. There is no standing around absorbing hits. You hit and move, flowing from one skill to the next, depending on what best fits the moment.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on June 28, 2012, 10:50:31 PM
this is probably where I should post some mocking gif
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: naff on June 28, 2012, 11:34:10 PM
I have played many a game where combat is all about moving constantly and casting. What's wrong with this, care to make some more valid points apart from it's confusing and chaotic?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on June 28, 2012, 09:14:57 PM
Review predictions:

1UP - B
Gamespot - 7.5
IGN - 8.6
Eurogamer - 8
seriously?

Anyway, I look forward to the game. Sucks they couldn't get it out in July, that would have been interesting. There's literally nothing to do in WoW right now, it would be the perfect time to drop a bomb. By August we might have a release date/new info on MoP
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 09, 2012, 04:11:34 PM
I created a dwarf character and wanted a name that sounded dwarven. So being a LOTR nerd, the first thing that came to mind was Gimli but that seemed too obvious. So I decided to take the name of his father, Gloin, and change it a bit. Goinio. To this day I haven't stumbled across anyone with the same name when I search the armory.

Server lists:
http://i.minus.com/ihfBNOLrNjqWa.png

Any thoughts on what server you guys will be using? I'm feeling around, seeing where friends will be landing. I like the feel of a small/medium sized server but I'll likely join a bigger one
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 09, 2012, 09:48:09 PM
I haven't been able to contact any of my WoW pals or GW pals to see where they are ending up. I am in a very friendly and large GW guild, and they're using Jade Quarry for the betas. I would like to stick in their guild on some level for they are helpful and laid back, but they aren't a PvP guild at all. Luckily, you can be in multiple guilds, but since WvW and sPvP seems to rely on your home server, I'll probably not be joining their server and just joining their guild instead, along with a PvP guild and a guild I make for myself.

On the suck side, I don't know what server is going to be home to any old PvP peeps I know. So I have no idea where I'll end up as of yet. I see that there is an unofficial GvG server listed on that chart, but I am not sure what that means at this point. It lists Idiot Savants on that server, and they were a longtime GW PvP guild, but I didn't exactly like all of them and there isn't a true GvG yet. Not that liking them means much now, as I imagine anyone I knew from that period has moved on.

edit: Curse Gaming was having a beta key giveaway for those that wanted in the beta without paying $$$. I hope ANet will give away more keys, because there's a lot of people that want to try it out, but having to put up money for a beta is pretty lame. It doesn't matter if you're like me and had the game reserved for like years, but there's too many bad MMOs to not have a more open beta for people to try the game out before getting burned by plunking down the cash.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 09, 2012, 11:54:10 PM
http://www.youtube.com/watch?v=LrTeHoyksuM

Sylvari look far more interesting now. Look more like alien plant creatures rather than just Avatar-esque. Yes, I know that sounds silly, but James Cameron LOL.

Also LOL at the mushroom hair.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 10, 2012, 01:06:43 AM
The beta key situation is quite stupid. You'd think they would want opinions from as many different people as possible, not just the true believers who decided to throw them $60 early.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 10, 2012, 03:16:15 AM
My only explanation for the money based betas so far is that they wanted to refine the game more before letting in a more generalized audience. I hope they do open up the last beta a bunch, because they need a stress test that will be equivalent to what will happen at launch.

Also, PD! All you need to know about RP and the RP servers! We all know you're rolling Tarnished Coast now.

http://www.youtube.com/watch?v=wltZGVXsVD4
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 12, 2012, 05:04:03 PM
Flannum and Johanson just did a Twitch tv on endgame.

A quick summary:

Orr (final zone) is made up almost entirely of Dynamic Events with little to no Heart quests. Players will have to progress through the siege of Orr. They compared it to storming the beaches of Normandy. There are three initial mainpaths to moving further towards the inner circle of the island. One of these paths will include submarines and boats, another will be based on ground troops and building bridges. The third is a combination of both. Once you make it past this first stage, you get near to the corrupted temples of the Gods. There were 5-6 Gods in the first game and it sounds like they each have a temple on the island. Zhaitain (main villian) has corrupted the temples and the players must recapture each of the temples to remove the corruption. Meanwhile, scattered throughout this area are small statues of the Gods. If the God statue you are near belongs to a corrupted temple then you will be afflicted by corrupted states and effects. Like a corrupted Melandru statue may periodically wrap players legs in vines, while a corrupted Dwayna statue may disable your heal skill. Beyond this area, is another path that leads to the final dungeon. This path is full of the small statues, so clearing out the temples is important. All of this is based on the DE system.

They described Dynamic Events as mostly falling into three categories. The most basic DE is a one-off Event that spawns and exists until completed and then goes back onto its cycle timer. An example of this is the great boar hunt in Queensdale. The second categories is the pendulem/push DE that has fail/succeed conditions and goes back and forth along a fail/succeed path. An example of this is the Centaur attacks on towns in Queensdale. Centaurs start off from their Centaur camp, will take outposts and waypoints along the way, and push towards the town of Beetletun. Players can push them back from one spot and then back towards the next, and the battle will ebb and flow in a two way manner. The third category of events they described as webbed events, and we haven't seen much of these yet, but these are very common on Orr. These events are like the fail/succeed events, but upon one stage completing, other smaller events are created that go in their own direction. This creates the "web" flow of events where you have a main line fail/succeed, but you also have other events being created by your failure and success that branch out in another direction.

They then discussed Legendary Weapons, Mystic Forge crafting and downleveling. The Mystic Forge seems to be a big part of endgame item creation. Some transmutations and item creation will use up skill points, and this is designed to make gaining XP at level 80 useful, since you can still gain XP towards new skill points. The skill points can then be used in the Forge to transmute crafting materials or create prestige gear. They also said that due to downleveling, content they add in any section of the game is playable at 80. They remarked on adding a new low level dungeon and how it is still playable for max level characters and still provides XP and dungeon-specific armor designs.

Now, Legendary Weapons are weapons that will require gathering a lot of materials from through out the world and game. These materials cannot all be bought or traded, so you will have to earn some of them yourselves. Like the rest of the gear philosophy of the game, Legendary Weapons are not any stronger than max 80 weapons, they just look cooler. They described a few of the legendary weapons they have in game so far:

-Rainbow Bow -- This shortbow has the head of a unicorn at its tip and the arrows it fires leave behind a rainbow trail.
-The "Ironman" Hammer -- This hammer has a ball of liquid metal in it. The liquid metal starts to flow over the character's body and leaves a liquid metal trail. They described it as something out of Terminator in its visual effect, making you look liquid metallic.
-The Day Sword and the Night Sword and the DayNight Greatsword -- This is a set of two greatswords that can be combined into one Greatsword. The day sword will always show an image of the day's sky along its blade. Like a moving image of the day's sky. The night sword is the same thing, but the blade shows the night's sky at all times. The combined Greatsword shows the day or night depending on what time it is.

It also sounds like a good portion of the dungeons are for level 80.

Someone transcribed what they said of Orr:

Quote
Orr is very focused on these large meta events and fighting your way into orr and then taking it, the first zone in orr has 3 assault paths players have to do, the northern path is the sea and air path where you're firing golems to the beaches and subs that sail in, the center path is pretty much just the navy with subs and boats progessing, then the southern path which is another meta chain where troops are progressing along bridges and pontoons, and eveyrthing that had been built during the meta chains to get forces into Orr. once you get them into Orr it unlocks more new event chains where you're trying to take control of the corrupted god temples that were corrupted by Zhaitan, then there's little god statues scattered all over Orr and if the Orrians hold control of the god temples the little god statues will cause all klnds of effects to happen if you're near them like roots will come out of the ground and grab you or you might not be able to use some of your healing abilities, it all depends on what statue you're near. now the players want to actually take hold of the corrupted temples because it makes the progression through Orr easier, now also it allows for you to get to the final dungeon of the game (story wise) and it's a huge event chain getting to that point in southern Orr and a big part of the game is goign to be everyone working together to hold these things and fighting up to the final battlefront and holing it so that the dungeon can be done
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 14, 2012, 03:16:07 PM
My only explanation for the money based betas so far is that they wanted to refine the game more before letting in a more generalized audience. I hope they do open up the last beta a bunch, because they need a stress test that will be equivalent to what will happen at launch.

Also, PD! All you need to know about RP and the RP servers! We all know you're rolling Tarnished Coast now.

http://www.youtube.com/watch?v=wltZGVXsVD4
I didn't know what RP was when I chose my WoW server!

I find myself still concerned about PvE, months after the beta introduction/content dump. Raids, dungeons, gearing, etc were my favorite aspect of WoW. Not just because of the challenge, but because it included everything I liked about the game (social interaction especially, working hard on challenges for days to weeks to even months). I still feel like it's going to be a cluster fuck given how hard enemies hit, lack of specific party roles, etc.

When I did the first DE against some big worm, multiple people died within seconds - not because they stoop in or near bad stuff, but simply due to how much damage goes out regardless of what you do. I don't think I could deal with that in a dungeon setting without getting annoyed.

It seems like the game is doing a lot of stuff right, but I'm pretty sure WoW will keep its PvE crown
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 14, 2012, 03:35:46 PM
That wasn't the giant worm at the end of the Norn tutorial was it?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 14, 2012, 06:59:10 PM
yea
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 14, 2012, 07:24:49 PM
Oh, well all those tutorial bosses are set to insta-kill players. You aren't meant to avoid it and I'm pretty sure you can't avoid it. They wanted players to see the downed state within the first hour of play, so they made giant bosses that kill you.

Anyways, I should be able to hit 30 so I can see how they do their dungeon design. I really liked some of the dungeons in EotN. The Flame Citadel has a lot of traps and interesting rooms, and about all the EotN dungeons were based upon finding a key to unlock the next level, while also having a hidden map that showed the locations of secret and important areas. I've watched videos of Ascalon Catacombs, but that's not really as informative as playing the encounters and getting a real feel of how they work. I know there are traps and "locked door" gates. The unknown bit is the group combat versus mobs.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on July 14, 2012, 07:50:39 PM
Having a lot more fun with The Secret World than I did in the GW2 Beta  :patel

spoiler (click to show/hide)
I'll probably still buy GW2 in a few months when it's cheaper.
[close]
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 14, 2012, 07:58:46 PM
I enjoyed The Secret World. The combat is pretty bad, but the quests are cool.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on July 14, 2012, 08:46:37 PM
Combat's not anything to write home about, but it's serviceable (don't really see it any differently from what I played of GW2 in that respect).

The Ability Wheel / Skill system is really interesting. Crafting is pretty neat as well.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 14, 2012, 09:44:49 PM
GW2 combat is like miles beyond TSW or the standard fare.

The crafting is cool, though I didn't fully understand how to create state mods. I only fiddled with it in the beta though.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 15, 2012, 05:51:44 PM
TSW has an adventure game vibe to its quests. There's investigation quests and quests that involve internet usage. One quest had me try to guess a doctor's password for his computer files. The hints were "composer" and "seasons". So it required some real world knowledge to guess. The game has an in-game browser to bring up and do google searches with. The NPCs even reference using google. There's also quests that involve dying and going into the spirit world to solve them. There's bits of horror game in there as well.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Cerveza mas fina on July 16, 2012, 03:21:26 PM
Hype down to 0 after playing some Beta.

Clunky, nothing new, F2P bs implementation.

Very pretty though.

Would have been cooler if they expanded on original GW idea and structure.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 16, 2012, 03:44:13 PM
The game was clunky as fuck when I played, but "nothing new" is a ridiculous charge
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 16, 2012, 04:23:04 PM
clunky and nothing new are both ridiculous

come on peoples
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Cerveza mas fina on July 16, 2012, 04:36:30 PM
Whats new?

I don't mean any micro changes compared to other games like "you can do 2 moves while down" and "you dont need to talk to npc's anymore"
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 16, 2012, 04:50:08 PM
People are more concerned with trolling me than talking about the game.

Anyways, BWE3 Post with all the things added to the BWE:

http://www.arena.net/blog/whats-new-in-the-final-guild-wars-2-beta-weekend-event

It seems all chars are getting wiped, so I won't be able to level up to get to the first dungeon. On the other hand, I'll be playing the fuck out of that GVG inspired map.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 16, 2012, 04:52:12 PM
How was it not clunky? Maybe they've fixed it, but I found movement and jumping to feel quite bad, and more like a bad third person shooter than WoW.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 16, 2012, 05:25:10 PM
It just didn't feel clunky to me. What was clunky?

I played a lot of PVP. If things were clunky, PVP would be the hardest test on that. Instead, people were hopping rooftop to rooftop in Battle of Khylo. There's an Ele spike combo that requires aiming and execution. You Ride the Lightning in to a target, and follow with a switch to fire and two burst skills. You gotta pull it all off bang-bang-bang. If the game was clunky, I don't see how that combo works.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on July 16, 2012, 10:46:19 PM
TSW is also supposed to have monthly updates with Quest NPC story death and new NPCs being introduced to pick up the story. Really dynamic areas.

I loved Asheron's Call's vision for monthly updates, hopefully this follows suit.

How was it not clunky? Maybe they've fixed it, but I found movement and jumping to feel quite bad, and more like a bad third person shooter than WoW.

WoW is amazing with regard to the feel of movement and jumping. It was such a step forward from what I'd dealt with in FFXI for so long that I was astonished. Unfortunately most every MMO since has had major issues with this. GW2 isn't an exception to that.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 17, 2012, 01:31:45 AM
http://www.youtube.com/watch?v=ZyCjPOsBGgk

This guy talks about lack of instant movement, but the character moves instantly when you hear him slam the W key. This is why I don't get what you are talking about. It's like some mental quirk.

I think you're getting hung up on animations. WoW has short, stubby animations. Characters move like toys. The lurch forward on moving forward is more of a sudden jerk in WoW, and the characters limbs are not a big part of the running animation, as each is a small step you mostly see in their feet. There are no transition animations.

GW2 has longer, natural strides and transition animations. When a character runs, their legs are a part of the running animation. All input and animation is instant, but there's more animation involved than WoW players are used to. There is some disconnect because they did decide to make movement instant. To compare, Mario turns quick in Super Mario Bros than in Mario 64 because there is a sense of momentum in Mario's turn on the N64, while Mario Bros is just a 2d sprite flip. GW2 is like Mario 64 if they still had that momentum animation, but the turn was instant.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on July 17, 2012, 11:19:03 PM
(http://fc07.deviantart.net/fs71/f/2011/357/2/5/gota_go_fsat_sanic_by_kynquinhe-d4jyyd5.gif)
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 20, 2012, 08:48:38 PM
Sylvari starting area is obviously the last zone they touched up. There's been more bugs in my time there than the previous two BWEs in the human area. It mostly has to do with interactive NPCs and objects bugging out. I'm sad the Engineer's 4th Shield skill is bugged and the knockback isn't working, but it seems like the 5th shield skill's throw attack is improved. Travels a long distance and stuns, then hits on return, too.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: rodi on July 22, 2012, 12:26:12 PM
You're pretty upset over a video game you don't even like  ???

Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 22, 2012, 05:53:16 PM
Massive Images with a worm slayn by the Friends of Fred.

(http://i.imgur.com/qqB0X.jpg)
(http://i.imgur.com/tG9jl.jpg)
(http://i.imgur.com/8Zb2P.jpg)
(http://i.imgur.com/w3qi2.jpg)
(http://i.imgur.com/8oxIc.jpg)
(http://i.imgur.com/t1WdC.jpg)
(http://i.imgur.com/dl1Dm.jpg)
(http://i.imgur.com/gAT8K.jpg)
(http://i.imgur.com/EPA7K.jpg)
(http://i.imgur.com/S1oSb.jpg)
(http://i.imgur.com/Rrqtp.jpg)
(http://i.imgur.com/cMoME.jpg)
(http://i.imgur.com/D8J2w.jpg)
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Cerveza mas fina on July 22, 2012, 06:26:47 PM
Looks horribly uninspiring sorry mayne  :-\
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: rodi on July 23, 2012, 01:06:51 AM
I think it looks awesome, but that's probably because I've never played any other MMO's.

Well, I played Anarchy Online back in the day, but we all know how that ended.  :(
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 23, 2012, 02:23:30 AM
Troll harder bishis


So the final event is called Hunger Royale. It's a Day Z influenced Hunger Games/Battle Royale themed deal. It's basically team based survival in the starter Asura zone. You get a rifle for your weapon with five abilities and then utilities and a heal and elite. All the abilities except the rifle butt attack are based on supplies and ammo. Using your rifle uses up ammo and eating rations to heal uses up your rations. Using a stealth cloak uses up a stealth cloak supply and so on.

Supplies are spread around the world in unmarked spots.

The first round had no other rules other than survive. If you die then you go back to base. Second round has the hunger effect. The hunger makes you slowly lose health, making rations really valuable. The third round will have death penalties, so each time you do you come back with less health.

edit: I take that back, the third round turns you into a little floating robot when you die.

Pretty cool, but I am only watching on Twitch since I'm not home for the next few days.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: rodi on July 23, 2012, 03:09:02 AM
That sounds cool, but CG and I were instancing :(

and got kicked off :((
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 23, 2012, 03:10:06 AM
So like outside of PvP, what is there to do in this game.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: CrystalGemini on July 23, 2012, 03:12:21 AM
That sounds cool, but CG and I were instancing :(

and got kicked off :((
STILL BEAT IT.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: CrystalGemini on July 23, 2012, 03:13:01 AM
So like outside of PvP, what is there to do in this game.

PvE?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 23, 2012, 03:26:17 AM
I hope they refine that final event a bit and include it as a game mode. All they need to do is shrink the map size some. The final minutes was made up of the last remaining survivors wandering around in search of rations as their health slowly ticked away. The remaining survivors were surrounded by hordes of robot players. The robots offer a protective shield, can drop a little ammo and can mark areas on the map. So they're basically there to support remaining players.

Someone did find a way to get out of the hunger state and robot state by using a transformation tonic, so they'd have to remove that from the mode. It was pretty cool looking overall. Main problems were the size of the map being maybe a little too big. Since there was a timer for each round, it was possible to not see another player for minutes at a time. It would require a lot of people to make work though. Everyone in the zone was split up into four teams. It would only work well with a mass of people, and they already have WvWvW full of people and PVE zones as well. I think you'd need at least 80 total people so you have 20 on each side for a permanent game mode like this.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 23, 2012, 03:32:38 AM
So like outside of PvP, what is there to do in this game.

PvE?

yea but I'm getting the impression that PvE isn't good. Raiding/dungeons that aren't noteworthy, and quests that are well done but don't carry the game for people who are purely PvE focused.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 23, 2012, 04:13:06 AM
I would rank the quality of each element of the game as thus:

1. PVE
2. WvWvW
3. sPvP

WvWvW can rise to number one when you have an active and evenly matched battle. The uneven battles or playing from behind in third place isn't as fun. Unorganized WvW just doesn't work. What some people claim is just a zergfest actually requires a lot of coordination to succeed at. If your server does not communicate and doesn't have a big guild to run some shit then you'll lose a lot of the map. When the GAF guild left Henge of Denravi, the server fell off in WvWvW. We lost to the RP server we had an epic battle to last time.  Yet, when its a good matchup then it's a lot of fun and a lot of XP.

PVE is more consistent and full of content. This BWE I did the Sylvari area so it was a whole new part of the world to see. I didn't like it at first. There was a Heart area that turned you into a dog which was pretty cool, but the other hearts were kinda meh. Things didn't get better until I found a spider cave with mushrooms you could eat. The mushrooms made you bigger or smaller and this helped you with completing Events and the Heart in the area. Going small allowed you to go into spider nests. Going big allowed you to pick up rocks and smash them on spiders. I then found some spiral area with a spiraling plant in the middle. The plant was a jumping puzzle with a Skill Point challenge at the bottom. The skill point was simply drinking some nectar or whatever, but the jumping puzzle was pretty challenging. When I finally climbed the top of the plant and hopped across some floating rocks, I made it to the ledge of a cliff. There I was rewarded with a treasure chest. I kept exploring around the cliff edge and wandered into a cave with the Nightmare Court about. The posse I was with took them out and we kept hopping down leaves and giant mushroom tops, until we came to a dark area where a DE spawned.

I have tons more PVE stories I could mention. My favorites were the swamp and its tough bosses. The giant wurm that spawns when you do the correct Dynamic Events, the Asuran Lab with giant Thunder cannons and a Dynamic Event that looks you shoot mobs with the cannon, the jumping puzzles, some of the story mode instances like the one thats like a tower defense game, the mini-creature dynamic event by the bay in the Sylvari starting area, and the defense against the Hylek invasions (mostly because I was doing this with one or two other people and it made it very challenging.).

I also checked out The Grove and Rata Sum. I discovered The Grove had a diving platform with goggles, but you don't notice it because it's just a part of the naturey topography. It also doesn't seem like a diving area because it's in the middle of the city. You actually dive through the gap between pathways and land in the lake below. I then discovered a second jump point nearby, but it didn't have the goggles. It's not as cool without the goggles since they make you do an actual dive into the water.

I did a bit of the Keg Brawl activity. I guess rugby is a good aproximation of how it plays. One or two keys drop in the middle and you can punch, kick or do a giant stomp to knock players over and steal the keg. To score points you have run the keg back to your brewmaster. Unfortunately, I did this at like 4am pst and there were only five of us playing and it's not much fun with so few players. You can toss the keg, too, but I basically had nobody to toss it to.

Did the new sPvP map, Legend of the Foefire. It feels larger than the other two Conquest maps and has a really big open middle area with rises at four corners around the middle area. Getting to the Guild Lord of the other team isn't so hard. You can break down the door pretty quickly and dispatch the guards in good time just a solo invader, but it alerts the team you're attacking and you can't solo the Guild Lord unless the other team totally ignores you. He has too much health to go down quickly.

I also spent most of my PVE time on Engineer and a good amount of PVP time on Engineer. Despite one of my fav skills form last BWE being broken this time, I found the class a lot of fun to play. It's a mix between the Pyro and Demo and Engineer from TF2 and The Midnight Bomber from The Tick, with a bit of mad scientist thrown in. I loved using the flamethrower on groups of enemies and I loved when a DE spawned a bunch of mobs that would rush towards the front. I'd just lay all my bombs, including "The Big One" and they'd all go off in a huge explosion.

My issues were WvW had a poor matchup to start with and had some issues this time around, and that the Mesmer is getting worse with each BWE. I might switch my main over to Engineer. I'm not sure. It depends on if they make an announcement about major changes for Mesmer or not. It was easily the most bitched about class this BWE. It seems the bugged Phantasm trait from last BWE covered up some big power issues the class is having. They did improve Confusion and fixed one bugged trait though. SPVP will NOT be adequately balanced by launch. I was listening to a podcast on this issue and all the players agreed upon this and the crew discussing it were from some of the bigger pvp guilds in the beta. I think a good estimate of when sPvP will start to look balanced and meta appears is about 3 months after launch. The Mesmer needs a lot of work, but so does downed state and the thief. Elementalist, Necro, Warrior and Guardian are all strong right now. Necro was godly this BWE, with tons of condition damage while being the hardest thing to kill in game. Eles could last forever as well if set up right.

They all work well in PVE though, except the Mesmers issue with Clones being tied to a single mob.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 23, 2012, 04:24:59 AM
Yea I certainly had fun with the quest system/DEs, I just wonder how consistent that will work throughout the game/levels. And being a raid guy, I've been told this ain't the game for me  :'(
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 23, 2012, 05:34:19 AM
Well raiding burnt me out awhile ago, and I quit raiding long after I had actually tired of it. That doesn't mean there aren't parts of raiding that I liked. Most of the things I liked about raids exist in GW2.

-Huge Raid Bosses
-Massive Cooperative Fight with an epic feel
-Really interesting dungeons
-A big reward for your effort

These things are in GW2, but they're not within a typical raid format. I've fought the Shadow Behemoth and the Swamp Wurm, both huge bosses that require a lot of people to fight. The Shadow Behemoth is really cool, has different stages and spawns adds. We've seen one Dragon encounter at a Con demo, and it dwarfed the Wurm and the Shadow Behemoth. Defeating these monsters drops a huge treasure chest that everyone gets loot from.

I haven't tried a instanced dungeon yet. I did do the WvW Indiana Jones dungeon, and I liked it, but it's not the instanced dungeon style. I can't say how good GW2s dungeon will be at this point.

What made me tire of raiding is this:

-Gear Treadmill Design and Grind
-All the grinding for needed rep and pots and gold to pay repairs. Often being in the raiding game left you less time to do other things you wanted to since raiding required you spend time getting supplies and upgrades for yourself, and then leveling certain crafts and other tasks for your guilds raid progression. I wanted more of my own time.
-DKP: This basically turns a game into a job. It's horrible. I hope WoW's devotion to 10 mans allow small guilds to raid without bullshit like DKP. Just a bunch of friends playing together and downing shit. That's how it should be. Not playing with a bunch of players you don't trust or even know so you have to setup some sort of earnings system.
-Waiting to fill out the raid roster. This includes breaks for player swapping and not being able to do raids because someone didn't show. It's annoying for the other 20 or so players if the raid gets killed because the tank didn't show, but its also annoying for the individual that has to schedule his or her life around a game. Again, it turns it into a job.

Things I'm indifferent to bored with:

-The fight coordination. I'm glad the holy trinity is mostly gone in GW2, but I had good times within the trinity as well. Most problems rely on poor class balance. The game becomes a caste system pretty quickly. The other problem you don't realize until you play a system without the trinity is how much everyone but the tank doesn't give a fuck about the boss. It's either a fat target or something thats waddling behind your Healer UI.
-The same old song and dance. Some people really like doing all the research for a fight and watching videos and all the UI crap all over to monitor events, but the raid bosses haven't really changed much over WoW's expansions. It's like all the same dance steps, just swapped around between bosses.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 23, 2012, 12:29:46 PM
I'm fine with a lot of the loot grinding, but found rep grinding to be quite annoying. It's specifically designed to keep you in raids for months, as you often cannot gain the rep outside the raid. I've long wished for raid zones that were more than just the place you fly to in order to enter the raid, and hearth out when you're finished. You'd think a fortress of evil like ICC, Dragon Soul, Ulduar, whatever would be surrounded by some end game content you could grind up before or after entering the raid - even if the rewards were capped. Instead most raids are in zones that are 1-3 levels below the required raid level.

I love raiding. I don't like the preparation that goes into it. I used to get all my work/school stuff done in anticipation of 9PM raids. Now I no longer feel like I can meet those deadlines and requirements. I prefer being able to raid when I want, preferably with friends, even if it's just for 30 minutes. WoW raids are often too micro managed, and still wind up being poorly implemented due to folks showing up late, being no shows, "oh wait I forgot to repair" etc etc.

Personally I think WoW's bosses are still quite impressive. Dragon Soul has some fights that feel like older material, but also some fresh stuff as well as new takes on old designs. Plus the Deathwing fight alone is one of the best in the game's history.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 23, 2012, 07:03:59 PM
I am totally against the gear treadmill at this point. I'd probably still be playing Rift to fill the time if the game didn't have a gear treadmill.


Totalbiscuit put up his final beta impressions. He comments on his concern about endgame because we haven't seen any of it yet. He also comments on the "whole game is endgame" idea. He's right in that he shouldn't be forced into low level content he hasn't done yet and there should be some sense of a bigger dragon to kill next.

http://www.youtube.com/watch?v=xtG0kkDviTU
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on July 23, 2012, 08:42:18 PM
Great video from TB. He definitely hit on a major concern of mine in terms of wanting a different game than WoW, but at the same time wanting WoW. One of the biggest problems with WoW is that the world is pretty much dead. Players congregate in their faction's city and only leave for raids, daily quests, or scattered PvP attacks. Leaving the rest of the world to new players and alts doing the same old quests I did 6 years ago for the most part. So basically each expansion is like building a new floor on a burning building.

The dynamic events were very fun in beta, and I think they could keep the game fresh for awhile and certainly be cool for your alt characters. But once you finish all that and get to end game...yea. So as TB said I find myself enjoying the major differences like dynamic events while also wishing for a more defined/established end game that includes raids and dungeons I can grind with friends/guild.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on July 23, 2012, 09:58:35 PM
The endgame is mostly a mystery at this point for anyone not into PvP. They've talked about what they plan on having with Orr and 80 lvl dungeons, while also talking of throwing in new DEs. They haven't shown a huge Dragon since that Gamescon demo.

So either the silence is them leaving a lot to wow people after release or the silence is a sign of nothing much to show. Because of all the other MMO release, everyone feels the silence is because of impending disappointment.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 03, 2012, 06:57:53 AM
(http://i.minus.com/jbdC8G5Yg4qb8D.jpg)

During the brief stress test, I managed to find Skrittsburgh in Brisbane Wildlands. I am posting about it because it feels like a preview of things to find later on.

Skrittsburgh is a cavernous city made by the Skritt. The Skritt are a rat/mouse race with a collective intelligence. The important bit is that its a faction's city out in the world that behaves as part of a large DE chain.

Skrittsburgh has:
-A Skritt King
-Vendors, Merchants and crafting areas like a smaller city. It also has special Shinies Merchants which have some unique items.
-Outer Boroughs with Heart quests
-A collection of discarded items from all the races.

To get into Skrittsburgh, the area has to be safe. When I first got there, I began doing a Heart in an outer borough. While I was doing this, the Nightmare Court attacked the city, took over the city, and the city was closed off. Me and some other players had to do some Dynamic Events in the outer boroughs. Once we did a couple of those, we earned the Skritt's trust and they opened the city gates. Inside the city I found all the merchants and the King (who had treasure chests I could open.). I explored some of the other boroughs and finished off a heart quest and a couple of Skill Challenges. One skill challenge was drinking Skritt beer, the other was getting to the top of this discarded pirate ship and fighting some Skritt for a shiny treasure. While I was doing this, bandits began setting poison traps outside Skrittsburgh to kill Skritt leaving the city. I started to head in the bandit direction, but then Destroyers invaded Skrittsburgh and attacked the King. I got to the giant Destroyer boss too late and the King died. The Skritt then turned hostile and kicked me out of the city. I was then told I would have to wait until they elect a new King. As part of the clean up, I started doing DEs that were fallout from the Destroyer attack. Basically, Skrittsburgh is a large set of caves and boroughs in the middle of the zone. It can be attacked from different angles. You'll find yourself fighting human bandits, Nightmare Court Sylvari, Inquest Asurans, or the Destroyers from underneath. When we cleared out all the invaders, the Skritt opened the city again.

So it's an entire little city with special merchants that opens and closed its doors depending on how well defended it is by the players.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 25, 2012, 02:03:51 AM
It's ALIVE! We're in.

Their overflow servers are overloaded.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 25, 2012, 02:14:41 AM
It's ALIVE! We're in.

Their overflow servers are overloaded.

WHAT A SHITTY FUCKING LAUNCH CAN YOU BELIEVE THIS AMIRITE???
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 25, 2012, 03:09:01 AM
Will this be the official thread? I'll post in the gaf one too but I seriously doubt I'll join their guild

havin' fun?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 25, 2012, 04:01:29 AM
Yeah having fun. You can be in multiple guilds. I rolled on GAF's server (Stormbluff Isle). I'm in the Gaf guild and I made a guild for CG, Rodi and I.

There's a few issues so far:
-Metrica Province is like overflowing with people and it and the human area probably have a ton of overflow servers. It's been hard for people in parties to get into Metrica because the game tries to put people in a party int he same server.
-But their "Join In" function isn't working right, so noone can get together until they all queue into their regular server version. They had this issue in the first BWE in a different form.
It took a bit of time but CG and I ended up in the Stormbluff server together.
-Hall of Monument Stone is not being sent to me. >| Some people are getting it and some aren't.
-Getting a mail error. I sent silver to fund the GAF guild expansion, then tried sending a bow to CG but it said "still processing previous mail". I have a feeling this is part of their anti-farmer/gold spamming thing. Not sure.

Otherwise, everything is going fine and I had no trouble logging in. Asuras are adorable.

CrystalGemini and I:
(http://i.minus.com/is1L3HdJxrB90.jpg)
(http://i.minus.com/igPzm17hlv9zY.jpg)
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Damian79 on August 25, 2012, 05:17:06 AM
So how long ago has the game been released?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 25, 2012, 05:36:43 AM
It's not officially released yet. Prepurchasers get 3 day head start. Launch is the 28th.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Damian79 on August 25, 2012, 05:50:57 AM
Have they changed the transfer server system?  Do we still need copper coins or whatever for server transfer?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 25, 2012, 06:50:54 AM
I am not sure what you mean. At launch, all world transfers will be free until everyone settles down to a server they like. They may have this option open for a couple weeks or just a few days. Not sure.

Guesting is free, but its not available until after they close off World transfers. After that point, transferring your home world will cost real world money. Playing on another world/server in PVE will remain free with the guesting feature. It's only for WvWvW that you are tried to those on your World.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Damian79 on August 25, 2012, 07:25:59 AM
I see, thats awesome.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 25, 2012, 07:42:06 AM
Well it seems they had their first downtime, though some people are still able to keep playing. Most are left out right now though. I guess there's some streamers still going.

I got six hours straight of time, others got more since they logged on earlier. Good but not perfect pre-launch.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Damian79 on August 25, 2012, 08:34:48 AM
I have been trying to login for the last 2.5 hours.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Damian79 on August 25, 2012, 08:48:11 AM
Now i got "connection error(s) detected. retrying" :/.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Damian79 on August 25, 2012, 11:33:28 AM
How are the controls sloppy?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: ManaByte on August 25, 2012, 12:05:36 PM
I played a little today and it might be even worse than the last time I played. I'm fucking SHOCKED by how sloppy the intro is, how sloppy the controls are, how chaotic everything is. It's just........ wow. Just wow.

Sounds just like Guild Wars to me. Complete shit. ArenaNet just got a big marketing budget this time to make slick videos and pay viral marketers to annoy forums.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Damian79 on August 25, 2012, 12:20:51 PM
The way characters move is unresponsive as fuck. WoW does it better, amazingly enough. An 8 year old fucking game does it better.

Even Guild Wars 1 feels better.

Eh, I disagree.  And i am from Australia which have to use american servers.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on August 25, 2012, 12:26:32 PM
I played a little today and it might be even worse than the last time I played. I'm fucking SHOCKED by how sloppy the intro is, how sloppy the controls are, how chaotic everything is. It's just........ wow. Just wow.

Sounds just like Guild Wars to me. Complete shit. ArenaNet just got a big marketing budget this time to make slick videos and pay viral marketers to annoy forums.

The sheer hype for this thing is ridiculous for what it is. I don't know why any of you would have anything to do with the GAF Guild considering most of those people are fucking crazy.

Giving it a month or two and maybe a price drop, I liked Guardian a LOT more than Thief / Engineer but didn't get to play it very long.

spoiler (click to show/hide)
And yes, the movement is janky. WoW's is more responsive, but we've been down this road. I'm not really a fan of hyper realistic or Mario on Ice movement and would prefer things didn't feel so god damned floaty.
[close]
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: ManaByte on August 25, 2012, 12:38:52 PM
The movement and the character's stiff animation is what bugged me the most about the first game, so much so that I barely played it. When I saw GW2 gameplay videos the characters animated and moved exactly the same; only in a slightly better graphics engine. Same shit, different graphics.

Did anyone seriously, and I mean seriously, expect they would get a WoW-level MMO with no monthly fees from ArenaNet?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 25, 2012, 01:09:51 PM
Guys, please understand:  Manabyte is the blizzard fanboi that everyone thinks I actually am.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: ManaByte on August 25, 2012, 01:30:18 PM
No it's just that Guild Wars never was a MMO and people love to think it was. It was just Diablo with a behind the back perspective and blind fanboys. ArenaNet built off that perception with GW2 and it turned out just like the original.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Damian79 on August 25, 2012, 02:04:35 PM
I dont even know what to say to that.  What makes a game an MMO then?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 25, 2012, 02:17:03 PM
The movement and controls are tight and responsive. We HAVE been over this before. Y'all distinguished mentally-challenged was the last conclusion.

Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: ManaByte on August 25, 2012, 02:49:43 PM
I dont even know what to say to that.  What makes a game an MMO then?

Persistent world with thousands of players in the same area as opposed to instanced worlds with few players but a shared chat system across the server to give the illusion of more people?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 25, 2012, 06:56:07 PM
I though the controls were very meh in the beta, to put it lightly
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 25, 2012, 07:08:30 PM
I though the controls were very meh in the beta, to put it lightly

etoilet has prepared a rebuttal

(http://www.frontlineonnet.com/fl2008/images/20030425007100510.jpg)
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 25, 2012, 07:22:55 PM
Simple stuff like jumping felt like an awkward third person shooting game or something...
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 25, 2012, 07:42:47 PM
It all works and it all works right. They do things differently, even the jumping (more realistic gravity), but traversing ground and pvp would not work like it does if it was problematic.

(http://i.minus.com/iblg1XIR6zasgh.jpg)

L2P
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 25, 2012, 09:31:44 PM
Keep fucking that chicken
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 26, 2012, 02:21:04 PM
Couple of my WoW buddies (outside of Etoilet) are loving the game too, I'm gonna have to bite soon
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 26, 2012, 03:42:28 PM
Epic Image Post of the Adventure of Chu Chu & Zed
spoiler (click to show/hide)
(http://i.minus.com/ip4uDx9n71oH3.jpg)
(http://i.minus.com/ibrV5acEk3xxGZ.jpg)
(http://i.minus.com/iffSes7jh1kAa.jpg)
(http://i.minus.com/ibaJx9z6t5vJw3.jpg)
(http://i.minus.com/iFzRH5ETeN5pC.jpg)
(http://i.minus.com/itfT0tpE4ePpA.jpg)
(http://i.minus.com/iAF9RGCFzgo57.jpg)
(http://i.minus.com/imE4tjUqW63ZH.jpg)
(http://i.minus.com/igBXizvyivsyl.jpg)
(http://i.minus.com/irNJq78BQu7BA.jpg)
(http://i.minus.com/i5Ppoen0v4QC3.jpg)
(http://i.minus.com/ilf2P1owYQb4d.jpg)
(http://i.minus.com/ibdNlDxbuqFS2u.jpg)
(http://i.minus.com/iwLWgJbcc6vMu.jpg)
(http://i.minus.com/ijV2HAmJu7rh8.jpg)
(http://i.minus.com/iIVnf4M3EVsv2.jpg)
(http://i.minus.com/ibcV0lrJsgxyij.jpg)
[close]

We spent about an hour or two just exploring the city of Divinity's Reach, and then I took us through a portal to the city of Ebonhawke.  Ebonhawke was mostly empty, as its a 30-40s level zone. There was only three people there including the two of us. We were trying for a Vista when I found an organ inside a room with two doors. Interacting with the organ brought up that new control bar where you play notes. My theory is that playing the right melody opens one of the doors and you can continue on to the Vista.

I also found Gwen's grave, which only means anything if you played the first game.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 26, 2012, 08:11:42 PM
Remember guys, Ruzbeh agrees with you!
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: MyNameIsMethodis on August 26, 2012, 08:20:45 PM
do you all have shit computers or does this game look like shit
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 26, 2012, 08:53:06 PM
Ruzbeh has made me reconsider which side of the line in the sand I'm on
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: ManaByte on August 26, 2012, 09:02:16 PM
I'm running on integrated graphics rite nao but TBH, given how it's still not running well for some people, this game doesn't have particularly good graphics. Although the art direction mostly makes up for it. Looks better than TERA for me, that's for fucking sure.

Been watching some livesteams and it looks like GW but with new character models and UI.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: ManaByte on August 26, 2012, 09:14:31 PM
This game is out of alpha?
http://www.youtube.com/watch?v=UorsMuG9ikY

Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 26, 2012, 09:23:05 PM
I'm gonna be honest- I know practically nothing about this game, but from etoilet's mega pic post I can conclude a few things

-grafx sux
-whatever race etoilet and cg are playing as is a twee monstrosity for the whimsy addled set
-it looks like etoilet likes playing house... BORING.  games should be about killing fucking monsters n shit.  this is why mmos are universally dogshit and arpgs are where it's at.  no dumb guild activities, no dumb job crap, no feggity playing house.  MANLY KILLING OF MONSTERS AS MEN SHOULD DO.  then acquiring of loot.  i am judging every single one of you who show any signs of enjoying this nonsense.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 26, 2012, 10:04:07 PM
At least ManaByte'a criticisms make sense, and he's an mmo fan. Your trolling is tiring, Ruzbeh, and obsessive enough to make it ineffective. You're over doing it, which I guess makes since given your mental disorder makes it hard to determine what level of emotion is enough

Anyway I actually like the graphics. It's the type of game that looks better in motion than pics. I'll probably pick it up in the next couple weeks.

edit: I agree the UI is shit
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 26, 2012, 10:21:43 PM
The game is gorgeous and highly detailed. All of this while being a huge world without copy/pasted trees and houses. There's also a lot of stuff to do. I just found Oola's abondoned lab. It's a technological ruin, full of hologram recordings of Oola's research, notes left here and there, and even a treasure chest at the end. If Orl's Krewe is inside, they trigger a dynamic event to help protect them. Unfortunately, the DE was bugged when I was there. I think it may have been completed and the UI was still showing it as active. When I talked to the NPC, he was a merchant offering a unique item. That normally happens when a DE has been completed successfully.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 26, 2012, 10:22:54 PM
I'm not trolling. Note the reserved, disappointed tone of my previous post - that's not the passive aggressive excitement of a troll, or the bitter tears of a fanboy - it's simply the reserved reaction of a father realizing his only son is a failure. I took you under my wing years ago, and this is my repayment?

Guild Wars 2 is just........ yeah. One of the worst games I've ever played.

trying too hard
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on August 27, 2012, 12:23:03 AM
In the interest of maintaining credibility of those who criticize GW2 I think you should voluntarily shitban yourself from this thread, ManaShite. None of the shit you say seems to make sense.

I could be wrong, but isn't GW2 running on a heavily modified GW1 engine?

I think most sane people ducked out of the GAF GW2 thread a long time ago. Any negativity whatsoever is circle-jerked away. No point in attempting to read it, much less participate in the discussion.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 27, 2012, 12:58:45 AM
I've had little trouble with my criticisms of the game being received in that thread. Maybe if you had criticisms that made any sense or didn't equate to being a noob then it might go over better. I've pissed on the Mesmer design, the sPVP being only one kind, the downed state, and the way performance has been all over the place for different people. I just don't troll, so learn how to argue and discuss.

Not to say that there aren't a few posters who are way too overhyped and defensive.

But if you walk into a thread and spout factually incorrect things or make ridiculous comparisons, then you're going to get yelled at.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: MrAngryFace on August 27, 2012, 02:22:01 AM
its an MMO- get whatcha get. Ive been enjoying secret world - like SWTOR, I dont get how the MM portion of it works- I just follow the story and dink around.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 27, 2012, 03:25:31 AM
How far are you in Secret World?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Howard Alan Treesong on August 27, 2012, 02:23:00 PM
Ruz is DEFINITELY making me rethink my allegiance... (not that I'm incredibly anti-GW2, but if he hates it so much, probably I should check it out?)
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: MrAngryFace on August 27, 2012, 02:46:02 PM
How far are you in Secret World?

Faction Rank 3 is the closest thing to level? I've been finishing up the second phase of zombie land- im all shotgun/pistols; magic is for PUSSIES. This is a mostly older picture of my character- have a tier 4 shotgun now which looks awesome.

(http://i.imgur.com/BsaN9.jpg)

(http://i.imgur.com/fT2AM.jpg)
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 27, 2012, 02:49:35 PM
As a PvE guy, I'm rather concenred about it in GW2. What I saw in the beta was encouraging to a degree, but overall I'm someone who likes doing dungeons and raiding - both of which seem lacking in this game. I loved all the quests I did in the beta, and from what I've seen and heard they only get more interesting. But just doing quests would probably become boring eventually...
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 27, 2012, 02:53:08 PM
How far are you in Secret World?

Faction Rank 3 is the closest thing to level? I've been finishing up the second phase of zombie land- im all shotgun/pistols; magic is for PUSSIES. This is a mostly older picture of my character- have a tier 4 shotgun now which looks awesome.

(http://i.imgur.com/BsaN9.jpg)

(http://i.imgur.com/fT2AM.jpg)

How does the combat to investigate/adventure ratio hold up over time? I loved the little investigative quests. I tried a scenario/dungeon, but didn't like it due to the combat system. In the beta, I found myself doing the quests that had interesting stories or methods.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: MrAngryFace on August 27, 2012, 03:05:22 PM
The combat can be frustrating, because a lot of movements like evading (which has a cooldown) can require split second timing- and double tapping wasd while hitting top rows while aiming the camera while timing actions based on accumulated resource points can drive a man mad. (this coming from someone that 10 man hard mode ulduar) There's a lot to fix in the interface- there is no doubt about that.

The combat system would have been better if it emulated something like Tera - the available weapons scream for it, but instead we have a somewhat awkward hybrid of old and new. The missions are fun- I see people rave about them probably more than I would though. There is one specifically where people are all OMG THIS IS THE BEST MISSION IN AN MMO EVER and im like wut it was actually a little obnoxious. Really any of the stealth sneaking whole place blows up if you hit a trip laser missions are not so fun because again- modern game mechanic with some old ass MMO control scheme.

THAT SAID- i'm approaching this game here and there- I suspect straight up catassing will result in a less forgiving verdict. The games different, and it feels like its honestly trying to bring something unique and evolve the MMO quest as we know it, but that doesn't mean it doesn't have a lot to fix. Plus funcom- they support and evolve their MMOs to the final moment- regardless of popularity.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: MrAngryFace on August 27, 2012, 03:12:24 PM
I post where I wanna post
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 27, 2012, 03:28:11 PM
http://www.rockpapershotgun.com/2012/08/27/impressions-levels-1-15-in-guild-wars-2/

He mixes up Hearts and DEs, but does a pretty good write-up. I hope they fix the Trading Post and the Join In/Grouping problem by real launch. As in, by tomorrow.

PD: I love the PVE. There's a lot to do and you can sort of go whatever route or way you want with how you progress. I do feel doing everything is the best way to go about the game though.

When I tire of Hearts and Dynamic Events, then I do the exploring stuff like Points of Interest and Vistas. When I run out of things to do in an immediate area, I just walk around until I see something interesting in the distance. I run to there, and something normally happens or pops up. When I want a break from the open world, I go to a city and do some crafting or exploring. After that, I can do story quests for my character or join my friend's story quest. The stories vary base on race, and character creation choices, and they branch in different paths due to choices made in them. CG and I have different story quests even though we're the same, so we can do each others without repeating stuff. My Charr Engineer is Ash Legion, so my story quests have involved spying and stealth. My Asuran Story Quests have to do with my progress as a Krewe member (basically your science team), and growing more renown as a genius. In my story, I had to deal with this character named Teyo who stole my team's teleportation device. When we went to ambush her peeps, we got ourselves ambushed. Apparently, the old man krewe cheif sold us out. I then had to break out of their prison, and then free Mr Sparkles (A Golem), and then the next two parts involved jailbreaks for a main character, and then a choice of freeing my partner Pol, or going after the old man who sold us out. I decided to free my comrade, and so he was in the next part of Story Quest. It was the final showdown with Teyo, and it involved fighting her and her teleportation gun turret. The turret would zap me and my allies, teleporting us to somewhere else in the room. So you had to rush to the top to beat down the turret and it's batteries before it teleported you back to the bottom. Meanwhile, Teyo the boss is fighting us, along with some of her Inquest foot soldiers. It was pretty hard, but I managed to finish it. I let Zoijja the story NPC mess with Teyo, I stealthed away from random mobs, and AOE bursted the turret and batteries when I got to the top. After we took those out, I focused on Teyo and ignored her Golem bodyguard. This made short work of her and the mission ended. I then got a sort-of promotion and a reward.

You do fight a lot of waves of enemies with the Dynamic Event system, but the combat keeps it fun. Every hour or two, I switch up my weapon sets and that changes playstyle and feel. You can then toss in utility skills as you get them to provide more options. Even though you can unlock about all your weapon skills by level 8-10, it takes awhile to master them all and get the most out of them.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on August 27, 2012, 09:03:40 PM
I love TSW's UI, so clean.

Game has a stellar ambiance. Unfortunately Blue Mountains was enough of a bore to make me drop the game 2-3 weeks in and I'm not paying a sub for it. I hear the content gets a lot more interesting after that, but the generic quests start to require more and more enemies and the enemies seem to take longer and longer to kill. There are usually a few particularly prominent quest chains in each zone, the Theme Park in Savage Coast being one of the better ones I played.

Maybe if you had criticisms that made any sense or didn't equate to being a noob then it might go over better.

But if you walk into a thread and spout factually incorrect things or make ridiculous comparisons, then you're going to get yelled at.

That's never happened, but I haven't been since BWE1 or a little afterwards. Prior to that I was as excited about the game as anyone else. This isn't my first time dealing with a rabid MMO-hyped fanbase and GAF's GW2 gang is up there with the best of them. There's not even a Londa about for entertainment purposes.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 27, 2012, 09:14:18 PM
Seems like the TOR crowd is the sanest mmo community on GAF. At least they can recognize and admit to reality; last time I visited they were talking about switching to GW2.

The WoW folks are overly excited for MoP to baffling levels. I know many WoW players who are either indifferent, don't care, or are reserved to the fact that they'll buy MoP regardless of how they feel about it. I don't see any nuance in the GAF thread though, everyone is hyped. And for what?

Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 27, 2012, 09:15:51 PM
Seems like the TOR crowd is the sanest mmo community on GAF. At least they can recognize and admit to reality; last time I visited they were talking about switching to GW2.

The WoW folks are overly excited for MoP to baffling levels. I know many WoW players who are either indifferent, don't care, or are reserved to the fact that they'll buy MoP regardless of how they feel about it. I don't see any nuance in the GAF thread though, everyone is hyped. And for what?

:shh they're all sekrit furries
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: MyNameIsMethodis on August 27, 2012, 09:21:11 PM
SWTOR was ok. I enjoyed Sith Warrior and the story line but raiding was piss easy and it was just boring once you got max level. REally should've just been a single player game
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: MrAngryFace on August 27, 2012, 09:44:47 PM
I love TSW's UI, so clean.

Game has a stellar ambiance. Unfortunately Blue Mountains was enough of a bore to make me drop the game 2-3 weeks in and I'm not paying a sub for it. I hear the content gets a lot more interesting after that, but the generic quests start to require more and more enemies and the enemies seem to take longer and longer to kill. There are usually a few particularly prominent quest chains in each zone, the Theme Park in Savage Coast being one of the better ones I played.

Maybe if you had criticisms that made any sense or didn't equate to being a noob then it might go over better.

But if you walk into a thread and spout factually incorrect things or make ridiculous comparisons, then you're going to get yelled at.

That's never happened, but I haven't been since BWE1 or a little afterwards. Prior to that I was as excited about the game as anyone else. This isn't my first time dealing with a rabid MMO-hyped fanbase and GAF's GW2 gang is up there with the best of them. There's not even a Londa about for entertainment purposes.

The crafting system is downright WEIRD- I dunno what im doing
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 27, 2012, 09:52:47 PM
Seems like the TOR crowd is the sanest mmo community on GAF. At least they can recognize and admit to reality; last time I visited they were talking about switching to GW2.

The WoW folks are overly excited for MoP to baffling levels. I know many WoW players who are either indifferent, don't care, or are reserved to the fact that they'll buy MoP regardless of how they feel about it. I don't see any nuance in the GAF thread though, everyone is hyped. And for what?

:shh they're all sekrit furries

For all my shit talking I'm gonna buy MoP and resub  :lol

My relationship with WoW is best described by QT's Like a Virgin explanation in Reservoir Dogs
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: MrAngryFace on August 27, 2012, 09:54:38 PM
I LIKED Tera as a game- but GOD DAMN that player-base. I've never seen so much open chat about screwing characters that look 8 years old. At least the furries kept their crap on the down-low
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on August 27, 2012, 10:03:42 PM
The crafting system is downright WEIRD- I dunno what im doing

http://yokaiblog.wikidot.com/guides:craft-patterns

Minecraft Lite!


Seems like the TOR crowd is the sanest mmo community on GAF. At least they can recognize and admit to reality; last time I visited they were talking about switching to GW2.

The WoW folks are overly excited for MoP to baffling levels. I know many WoW players who are either indifferent, don't care, or are reserved to the fact that they'll buy MoP regardless of how they feel about it. I don't see any nuance in the GAF thread though, everyone is hyped. And for what?

This is my personal observation and probably isn't worth shit, but I see a lot of folks extremely excited about MoP that came into WoW at Wrath. So, to them this is "the expansion that could save WoW after Cata ruined it". The people I played with in Vanilla and BC went through these feelings years ago and either don't give a shit about MMOs anymore or are too jaded to buy yet another WoW expansion.

Back on topic: GameFly still has a 20% off code that's working for this. 1GFT82012. Probably not too bad a bargain considering how Guild Wars and it's expansions held their price points considerably better than their counterparts that don't have Warcraft in the title (maybe that as well now).
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 27, 2012, 10:27:59 PM
sazzy on GAF came into WoW with Cata and this is his first expansion. He's hyped and loved the game for Cata. EXPLAIN THAT.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: MrAngryFace on August 27, 2012, 10:39:26 PM
The crafting system is downright WEIRD- I dunno what im doing

http://yokaiblog.wikidot.com/guides:craft-patterns

Minecraft Lite!


Thanks for the link- should help
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 27, 2012, 10:50:56 PM
Yeah it's basically Minecraft, but I could never figure out how you added stat mods to the basic shape.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: ManaByte on August 27, 2012, 11:41:27 PM
Level 80 already:
http://www.mmoculture.com/2012/08/guild-wars-2-first-level-80-player-spotted/
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 28, 2012, 05:34:16 PM
Quote
If you were enjoying Guild Wars 2 during the headstart weekend, you weren't alone. In fact, chances are 400,000 others were doing the same thing at the same time. Although Guild Wars 2 only officially launched in the wee hours of this morning, the game has already hosted 400,000 users online concurrently. At the same time. Yes.

ArenaNet and NCsoft have also announced that over one million copies of the game were pre-sold, not counting the one-day pre-orders. Of course, that number will rise as folks purchase the game now that it has launched.

http://massively.joystiq.com/2012/08/28/guild-wars-2-hits-400k-concurrent-users-before-launch/
http://techland.time.com/2012/08/28/guild-wars-2-sales-one-million-pre-served-record-400000-playing-at-once/

2 million first month?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Cerveza mas fina on August 28, 2012, 05:46:51 PM
I told my boss the controls in gw2 sucked and he just did  ::)

Like it was some second coming.

Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: etiolate on August 28, 2012, 05:58:57 PM
I'd roll my eyes, too.

CG and I did Sharkmaw Caverns last night. It's one of the coolest things I've seen in a MMO or maybe even a vidya game. It's just cool that they have it in there, that it's part of a city, and that it's voice acted with funny dialogue. In case any of you papsmears buy the game, I won't spoil it much for you. I'll just say it's cool and was a pretty epic moment running across it.
Epic SCREENS


(http://i.minus.com/iCR6hDpT0fq0J.jpg)
(http://i.minus.com/ib1P5HmnIAnRvD.jpg)
(http://i.minus.com/iiYVIO4qR2rsy.jpg)
(http://i.minus.com/ibQtwlWlMUiTN.jpg)
(http://i.minus.com/iPKa2FOF2F96v.jpg)
(http://i.minus.com/iN0KvDTVAWPS5.jpg)
(http://i.minus.com/ibodbUzSZimTsg.jpg)
(http://i.minus.com/iluq2p0FR7Zcx.jpg)
(http://i.minus.com/iVVcnpafyjcwY.jpg)
(http://i.minus.com/iY4e5YoRH2TBh.jpg)
(http://i.minus.com/ilHGdHoSTOc0V.jpg)
(http://i.minus.com/iDuBGAwSCzC58.jpg)
(http://i.minus.com/ip8mfwVAlTDz4.jpg)
(http://i.minus.com/inRCtykTI92lP.jpg)
(http://i.minus.com/in5YsIirIxM6Y.jpg)


Mixed in there is my mesmer, my engineer, Sharkmaw Caverns, a huge Fire Elemental raid boss, and some action shots.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Trent Dole on August 28, 2012, 08:22:19 PM
I LIKED Tera as a game- but GOD DAMN that player-base. I've never seen so much open chat about screwing characters that look 8 years old. At least the furries kept their crap on the down-low
Hay guyz how do i installed korean vers characters models pax  ???
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Freyj on August 28, 2012, 08:53:52 PM
sazzy on GAF came into WoW with Cata and this is his first expansion. He's hyped and loved the game for Cata. EXPLAIN THAT.

Naivety.

They haven't seen the damage time inflicts.


Thanks for the link- should help


The other guides linked at the top nav are pretty decent as well, if a bit wordy.

http://yokaiblog.wikidot.com/guides:build-mechanics
http://yokaiblog.wikidot.com/guides:talisman-mechanics
http://yokaiblog.wikidot.com/guides:sp-chart
http://yokaiblog.wikidot.com/guides:randominfo
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Cerveza mas fina on August 29, 2012, 09:57:05 AM
I have some Gamestop credit and I could get this, but then I think of the floaty controls and the clusterfuck UI.

Ruzbeh more opinions please to keep me fromt his game.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 29, 2012, 10:36:57 AM
I have some Gamestop credit and I could get this, but then I think of the floaty controls and the clusterfuck UI.

Ruzbeh more opinions please to keep me fromt his game.

PLAY MOAR D3
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Cerveza mas fina on August 29, 2012, 10:44:55 AM
I have two weeks off soon  :teehee

D3, CS:GO or GW2?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 29, 2012, 01:32:29 PM
I have two weeks off soon  :teehee

D3, CS:GO or GW2?

Depends- do you like KILLIN MONSTERS AND GETTIN PHAT LEWT, or SHEWTIN DOODZ, or maybe getting exp for looking at pretty scenery while basically indulging in a chat client masquerading as a game?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 29, 2012, 01:34:57 PM
Is CS GO any good? I'm kind of itching for a team based FPS
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 29, 2012, 01:36:49 PM
Is CS GO any good? I'm kind of itching for a team based FPS

Uh, you do know TF2 just released something along those lines.  Unless you're talking about pvp teams.  Pvp anything bores the fucking shit out of me, though.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 29, 2012, 01:48:50 PM
I love how etiolate's screens made the game look bad. I mean I'm running at lower settings and my game looks better. :lol

And I have to say my female human Guardian is sexy as FUCK. DAMN.

Is CS GO any good? I'm kind of itching for a team based FPS

Uh, you do know TF2 just released something along those lines. 

wut

http://www.teamfortress.com/mvm/

It's not pvp, but as previously stated pvp is for fucking wankers who want to waive their e-peen about.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Cerveza mas fina on August 29, 2012, 01:55:19 PM
Is CS GO any good? I'm kind of itching for a team based FPS

Just as good as other CS games.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Phoenix Dark on August 29, 2012, 02:37:19 PM
Is CS GO any good? I'm kind of itching for a team based FPS

Uh, you do know TF2 just released something along those lines.  Unless you're talking about pvp teams.  Pvp anything bores the fucking shit out of me, though.

Not really into TF2; I don't like the weapons/classes. I've been looking for something more along the lines of Wolfenstein ET

TF2 isn't bad of course, I just can't get into it for long periods of time. I've probably installed/uninstalled it 5 times
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 29, 2012, 03:09:01 PM
I'm Level 23. Going to try to get some heavier leveling done today. I have yet to try out the dungeons and I'd like to do one. I hope the group system issues clear up for my potential dungeon runs.
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Eric P on August 29, 2012, 03:09:09 PM
I'm gonna be honest- I know practically nothing about this game, but from etoilet's mega pic post I can conclude a few things

-grafx sux
-whatever race etoilet and cg are playing as is a twee monstrosity for the whimsy addled set
-it looks like etoilet likes playing house... BORING.  games should be about killing fucking monsters n shit.  this is why mmos are universally dogshit and arpgs are where it's at.  no dumb guild activities, no dumb job crap, no feggity playing house.  MANLY KILLING OF MONSTERS AS MEN SHOULD DO.  then acquiring of loot.  i am judging every single one of you who show any signs of enjoying this nonsense.

playing dress up is manlier than playing house

got it
Title: Re: Guild Wars 2 - U Jelly
Post by: MrAngryFace on August 29, 2012, 03:11:33 PM
yeah whatever race that is, its a big turn off. I must be MMO racist :(
Title: Re: Guild Wars 2 - U Jelly
Post by: Rahxephon91 on August 29, 2012, 04:31:34 PM
IS there anyway I can see how this would run on my system?
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 29, 2012, 05:01:07 PM
I'm gonna be honest- I know practically nothing about this game, but from etoilet's mega pic post I can conclude a few things

-grafx sux
-whatever race etoilet and cg are playing as is a twee monstrosity for the whimsy addled set
-it looks like etoilet likes playing house... BORING.  games should be about killing fucking monsters n shit.  this is why mmos are universally dogshit and arpgs are where it's at.  no dumb guild activities, no dumb job crap, no feggity playing house.  MANLY KILLING OF MONSTERS AS MEN SHOULD DO.  then acquiring of loot.  i am judging every single one of you who show any signs of enjoying this nonsense.

playing dress up is manlier than playing house

got it

When you're dressing up in armor n shit to better KILL MONSTERS. 
Title: Re: Guild Wars 2 Beta (Next BWE 7/20. Launches 8/28)
Post by: Human Snorenado on August 29, 2012, 05:02:03 PM
http://www.teamfortress.com/mvm/

It's not pvp, but as previously stated pvp is for fucking wankers who want to waive their e-peen about.

PeeDee was looking for some team-based FPS and you recommend him a five year old game...

A new expansion to a five year old game, asperfuck.  Step off my shit, you don't want to fuck with me.  Go back to being weird about this game.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 29, 2012, 05:14:30 PM
yeah whatever race that is, its a big turn off. I must be MMO racist :(

ASURAN MASTER RACE

BEHOLD OUR POWER

(http://i.minus.com/ibQtwlWlMUiTN.jpg)
Title: Re: Guild Wars 2 - U Jelly
Post by: Trent Dole on August 29, 2012, 10:31:03 PM
Magicaru snow storm causin' rori supremacy? I guess I can dig that.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 29, 2012, 11:39:31 PM
Looking through the dungeon reward vendors, I noticed that each dungeon has a set of gear relative to the level of the dungeon, but they also have an extra set of Exotic level gear that is much higher in level. Ascalon Catacombs is a lvl 30 dungeon with a level 60 set, and Cadacius Manor is a level 40 dungeon with a level 70 set. The other six dungeons have max level 80 gear sets. All of the dungeon vendors have special sigils that you can buy for your weapons, and they have some sort of token needed for crafting Legendary Weapons.

Due to the downleveling, this means that all the dungeons are valid at max level and have max level rewards. Catacombs and Manor don't have an 80 set, but are probably part of creating Legendaries.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on August 30, 2012, 01:00:04 AM
Looking through the dungeon reward vendors, I noticed that each dungeon has a set of gear relative to the level of the dungeon, but they also have an extra set of Exotic level gear that is much higher in level. Ascalon Catacombs is a lvl 30 dungeon with a level 60 set, and Cadacius Manor is a level 40 dungeon with a level 70 set. The other six dungeons have max level 80 gear sets. All of the dungeon vendors have special sigils that you can buy for your weapons, and they have some sort of token needed for crafting Legendary Weapons.

Due to the downleveling, this means that all the dungeons are valid at max level and have max level rewards. Catacombs and Manor don't have an 80 set, but are probably part of creating Legendaries.

I love that idea. Plus I heard if a higher level player does a low level dungeon with a low level player, it'll scale accordingly. So no more running lowbies in boring fashion
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on August 30, 2012, 08:40:50 AM
*Cough*

ANet takes their betas as actual bug finding and fixing betas. This overloaded their system, but after a few minutes it worked for me. They just don't see beta as anything other than a beta for testing.

You know, so they don't launch a feature-less, unfinished game that nobody can log in to for the first week. *cough*
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 30, 2012, 03:44:16 PM
uh i'm pretty sure WoW launch wasn't this smooth

The fact that the game stays up and is playable is pretty good for a huge MMO launch. They do need to get their shit together on the social systems. No Trading Post, Guilds fuxored, chat fuxored (this was at like 4am, probably fixed now), mail system unavailable until they ready authentication, and the grouping into overflow issue are highly annoying.  It's very hard to level crafting or make money without the Trading Post being up.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 30, 2012, 06:05:00 PM
I'm curious to see if they open up more NA servers. Every server is Medium to High and occasionally Full.  They added three Euro severs because the French and German language servers were filled to capacity.

One of the issues they face with opening new worlds is that they have to do it in threes because of the WvWvW. That means they really need a huge amount of people ready to transfer to a new server to open up a new server. They can't simply add just one world to lighten the overall population balance.
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on August 30, 2012, 06:21:46 PM
Should have thought of that before  :smug
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on August 30, 2012, 07:36:33 PM
maybe this could have been avoided if they had a, you know, bigger beta
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 30, 2012, 09:03:48 PM
So Kripp's account got nuked for using karma to buy cooking ingredients and then turning that into gold by selling it back to vendors. I think it's an absurd ban.

As for the player rush:

Quote
What’s going on behind the scenes right now?

We’ve stress-tested every system in the game, but no stress test will get you to the point our servers are at right now with launch, so we’re monitoring every part of the game. It’s a big game, and — you’ve played it, so you know — there are so many moving pieces to it. There’s the game itself, the guilds, parties and friends lists, the trading post, web services and tons more.



Read more: http://techland.time.com/2012/08/29/guild-wars-2-producer-wed-turn-off-sales-to-preserve-the-game-experience/#ixzz2555v97O9

.
Quote
How’s server stability at this point?

In general the game has been holding up very well and the servers are running great, even under launch stress. We did have to take some things down, like the Trading Post, which as you know has been offline for a while. That’s because, as players started hitting it, we had capacity issues, and we wanted to make sure it’s in really good shape, because it’s such an important part of the game — it needs to work well. Behind the scenes, we’ve got a lot of brilliant people working on that software, and they’ve identified where players ran into capacity constraints, and we’re testing and testing and testing to make sure we get that fixed.

I’ve had no problems to speak of so far, and I know that’s anecdotal, but I was listening to a pretty popular Guild Wars 2 podcast earlier, and all they talked about was how surprised they’ve been that the servers aren’t underwater.

Demand has just been off the charts. We can’t believe the sales volume so far — it’s been way beyond our expectations. We’ve had concurrent users pushing the 400,000 number, and that’s before the game was even on store shelves. This is why none of us have had any sleep for days. And I do think those numbers will only go up now that the game is on store shelves.

We scheduled the headstart [three- and one-day early launch access] so we’d have a chance with pre-purchasers to discover and fix any problems, and we’ve already discovered and fixed several. I think demand is crazy and it’s only going to go up, but I think we’ll keep things running smoothly.

My priority — our priority — is ultimately making sure that players have a great experience. We spent five years working on Guild Wars 2, and we’re going to spend years and years supporting it. If we got to a point where sales continued to be off the charts, and it threatened the experience that players are having with the game, then we’d just turn off sales.

Turn off sales?

To clarify what I mean by that, we sell the game on our website and we also sell the game at retail. And we know how many boxes we’ve created, so we know how many copies can possibly sell through retail. If it gets to the point where sales are so high that it would be unwise of us to keep selling on our website because it wouldn’t leave enough slots for all the people who’ve already bought and all the people we know are going to buy, then we’d just turn off sales.


That would be a shocking thing to do, obviously — not something that you ever see in the games industry — but for me it’s an easy decision, because for me, Guild Wars 2 is a long-term project. I want players to keep having a great experience, and I know if we had to turn off sales temporarily, it’d be okay.



Read more: http://techland.time.com/2012/08/29/guild-wars-2-producer-wed-turn-off-sales-to-preserve-the-game-experience/#ixzz2556DDVQW

It seems they have reached that point as web sales from their website are now closed.
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on August 31, 2012, 03:09:59 AM
Someone got banned for using ingame mechanics?

 :lol

 
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 31, 2012, 03:26:00 AM
Kripp used Karma (one currency) to buy ingredients for cooking. What he made with his Cooking skill was worth a decent amount of money if sold to the vendor. He did this while streaming. ANet saw it as an exploit that he was advertising, but I don't see how its an exploit. If they got their math wrong then that's their problem and they need to adjust how much karma the ingredients cost or how much the item "jalapeno poppers" is worth to vendors. Cooking  items offer really good buffs, so it's not a surprise they sell for a good amount. Unless there was something else he was doing, I find it pretty bullshit.

A lot of people were banned once it was discovered that level 60 exotic weapons in the Norn city of Hoelbrak were costing like 21 karma instead of 21000 karma. People who bought thousands of these got permabanned. People who bought like a hundred got a 72 hour ban. People who bought one or two got no ban.

They are now offering amensty to everyone who got permabanned and reducing it to a 72 hour ban. Maybe they saw all the charge backs coming their way or the bad PR this makes. Both issues were bugs that are ANets fault. These games are about taking every advantage you have and a lot about min-maxing. I'm glad they did the amnesty, but I don't see why they didn't just do a rollback to begin with. Banning people for taking advantage of your mistake is lame. What Kripp did wasn't even a real exploit. It cost him thousands of karma to make gold, and many good items in the game cost karma.

They are also warning these people that they have to dispose of the items and gold they made. I'm not even sure how you do that. How do you delete currency? You can only spend it on more stuff.
Title: Re: Guild Wars 2 - U Jelly
Post by: Human Snorenado on August 31, 2012, 03:36:35 AM
Rigorous beta testing!
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on August 31, 2012, 03:49:49 AM
Thanks for the explanation Etiolate. It really seems like this game needed another few months in the oven and its clearly not finished if players get banned over stuff like this and all these issues that are very basic and could have been resolved with just testers running around.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 31, 2012, 04:50:31 AM
Most everything in the game is smooth. The servers have remained up. They just patched in a new build, the game logged me off, and then logged back in, downloaded the patch in a few minutes and was ready to go. I realize that a lot of features going missing is because I'm playing late at night when they do live maintenance. During these moments, guilds and parties disappear, and mail gets wonky. It's a bit weird, because most online games just go down and then back up. ANet live patches, sometimes features that are on their side go out, but you can still play the game because most everything you need to play works. It's just weird that suddenly your contact list disappears because its maintenance time.

But it's still an MMO, so not everything is smooth, and the experience won't smooth out in every aspect until (I am guessing) a month.  If they get the Trading Post back up, then that's about everything working. Partying has been working for me now, so that seems fixed.
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on August 31, 2012, 05:41:04 AM
I dunno you must admit its a bit of a fuck up, considering that this is a much smaller launch then WoW or Diablo.

Not only the technical side, but the issues with selling stuff etc. Wrong prices of things. Thats basics.

Of course I there will always be issues with MMO's, but Anet fanboys where bitching about Blizzard and lo behold, same shit, different game.
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on August 31, 2012, 02:57:45 PM
Maybe if you pay 2 euro you get access to some fancy private bank.

Pay2Win.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on August 31, 2012, 04:18:17 PM
Banning Kripp lol. That's one way to fuck up your game's PR

Again, this is something that would have been snuffed out by a longer, bigger beta
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 31, 2012, 04:49:04 PM
I think its kind of insulting to spergs to try to use it to explain Ruzbeh.


Othewise

Chillin out relaxin
actin all cool

(http://i.minus.com/ibckNEHeAfpMEY.png)
Title: Guild Wars 2 - U Jelly
Post by: ManaByte on August 31, 2012, 05:10:54 PM
Crashing and burning less than a week out the gate.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 31, 2012, 05:15:08 PM
No, if it was like Diablo 3, it'd be unplayable.  SMUGFACE

Also, it's apparently selling like crazy.

Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on August 31, 2012, 06:11:41 PM
Crazy like 10 million crazy like diablo?
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 31, 2012, 06:14:59 PM
haha no
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 31, 2012, 07:45:51 PM
Read what I post. They stopped digital sales because the influx of people needed to be ebbed.
Title: Re: Guild Wars 2 - U Jelly
Post by: FatalT on August 31, 2012, 08:50:54 PM
Traded in a few games at Gamestop since they had the 50% extra trade-in value deal going on and got this for basically free. Rolling on Stormbluff Isle after I finish patching/downloading!
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on August 31, 2012, 11:05:54 PM
I'm etiolate.9185 in game if you want to play with CrystalGemini and I sometime.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on August 31, 2012, 11:22:51 PM
What does CrystalGemini think of the game?!?! Her opinion will decide my fate
Title: Re: Guild Wars 2 - U Jelly
Post by: chronovore on August 31, 2012, 11:33:26 PM
Bears do banking now?

Occasionally it's a bear market. Sometimes bull's.
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 01, 2012, 08:16:56 AM
This game is awesome.

p.s.  Ruzbeh is an idiot.  Seriously complaining that the bank is not large enough asthetically?  WTF is wrong with you.
Title: Re: Guild Wars 2 - U Jelly
Post by: archie4208 on September 01, 2012, 11:55:52 AM
Two stupid questions:

1) Why isn't this on Steam?
2) Why wasn't this F2P from the outset if it comes with a buttload of microtransactions? 
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on September 01, 2012, 12:06:03 PM
Two stupid questions:

1) Why isn't this on Steam?
2) Why wasn't this F2P from the outset if it comes with a buttload of microtransactions? 

Because ArenaNet's "NO MONTHLY FEES EVER!" relies on people paying $60 for "Expansions".
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 01, 2012, 03:21:09 PM
Two stupid questions:

1) Why isn't this on Steam?
2) Why wasn't this F2P from the outset if it comes with a buttload of microtransactions?

1. It seems Steam has policies now about in-game sales and microtransactions where Valve wants to take a cut. For now, it seems ANet doesn't want to do that. They did have the first Guild Wars on Steam, so I imagine they might work it out at some point.

2. It's Buy to Play, and it's not a buttload of microtransactions or at least not in the way a F2P has microstransactions and microtrans ads. The store offers a nice amount of things, but the only real store-only items are cosmetic items like pirate costumes and top hats for your character, and account upgrades like extra character slots and added storage space. Buy to Play is the same price model they used for the first game and they're using it here. Their design is based around that and not F2P or Subs.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 01, 2012, 04:28:22 PM

So, last night, I finally did Ascalon Catacombs. AC is a level 30 dungeon and its Story Mode is the first dungeon in the game. It was much harder than I was expecting or anyone in my group was expecting. I think everyone thought they could just mindlessly DPS and be fine. We all rushed in without a strategy and nearly wiped on the first pull. Our group had two thieves, one guardian, an Elementalist and my Mesmer.

As the dungeon went on, we started getting much better at the pulls, mobs and flow of the dungeon. We had a couple of people who had tried Story Mode before but not beaten it. I think I'd rather just break this post into certain encounters, why they kicked our as, and what we did about it.

1. Mobs

Our first pulls - We fight the first two or three mob pull and nearly wipe. The Melee goes down first and rather quickly. Some people are just DPSing and standing still. I try to rez one of our melee guys and nearly die myself. Early on, we were doing a lot of corpse runs from the Waypoint to progress. I hope this is not by design, as it racks up the repair bill. Luckily, they include a armor repair guy in the dungeon. Anyways, what we learned is:

-You have to figure out your pulls before going in. Call Targets and separate targets. You can pull individuals from a pack away from the rest. This allows you to fight one mob at a time, and this is much easier. You also don't want to fight multiples in a tight area. Pull the mobs out of stairwells and chaotic tight spots.
-When fighting a ranged + melee mob, you can LoS the range or anti-range him. As a Mesmer, I switched up my toolbar to aoe combo fields and a lot of anti-range stuff. My Illusionary Warden could occupy a ranger mob while we focused on another mob.
-Combo fields! Drop them, use them. I was stacking combo fields with our Guardian. Applying chaos fields on top of light and fire fields. This gave chaos armor and condition cleansing to those who used them up with a finisher. After awhile, our melee adjusted, remembered to move and dodge, and take advantage of fields. They began to live longer.

2. Traps

We ran into our first trap room and did pretty well with it. We quickly focused on the gryphon heads that controlled the traps and took them out. The trap room that gave us trouble was an open room with a gate, and a Champion level mob guarding the gate. The room was full of spike traps. The person who did it before informed us that there is a chain by the Champion that disables the traps. I blinked thorugh, found the chain and pulled it before dying. The rest of the group had run in and died on the traps, so I had the miniboss focused on me. After this was done, we downed the gate guard pretty easily.

At this point, we were starting to improve as a group. The next part was the locked gate that required you to drop a stone on a pressure plate, but we all know about that and it was done before I even got to the door. We then cleared out the next trap room. The following stairs gave us trouble because we made the previously mentioned mistake of fighting in a tight area. Once we began pulling each mob from the pack of three out of the stairs, one by one, we took them down. There was still a lot of dying and corpse res and running.

3. Bosses

Next came another miniboss that was already engaged in a fight with a NPC. We ran in and joined the fight. There was some dying and corpse running here. I realized this miniboss needed some interrupts, but I didn't have many on me. I used my KD from Greatsword and my Diversion shatter here and there, plus my CHaos Storm had a daze chance. Someone pulled him into the stair well entry, and that gave the rest of us a chance to DPS him for awhile, but tight spots are dangerous. After some dyings going on, I ended up kiting the miniboss until my staff hits killed it.

Another thing I should mention is that story mode has story segments. There are cut-aways and conversation scenes between the NPCs. When we downed this miniboss, we freed up Eir and there was a dialogue scene. After that, Eir joined our party. So we had us five, plus two NPCs. One a ranger and the other a Warrior-like.

The real bosses:
There are three real bosses after all the minibosses. We started off with the Ranger boss. In this fight, the boss stands atop a platform and range attacks you. The platform is separated from the rest of the surrounding area, and the only way to get to it is going up a beam of wood. Our melee went on the beam, and the rest of us kited in the circle area surrounding the island platform. This boss went farely well. He was by far the easiest encounter. He randomly attacks people from range, then teleports to the surrounding circle and engages in melee distance. This process then repeats. When he dropped into melee range at low health, I dropped my Time Warp on all of us and we speed bursted the last of his health down. When He was on the island, I kept my anti-range skills up on him. By now, I had ditched my Greatsword for a Scepter and Focus. The reason for this is the Focus has the iWarden for DPS and deflections, and the temporal curtain/into the void skill allowed me a way to pull groups of mobs and do knockdowns during fights. Plus the Scepter 2 skill was a block/blind depending on how you used it.

On our way to the second boss, our Guardian pulled a gorup before we were ready. We wiped on this, but when I came back, they were still engaged from corpse running. They were focusing on the Warrior and my presence drew the monk mob. Because I fucked it up, I decided to kite/tank the Monk with my anti-range attack skills. I ended up pulling this off long enough for them to finish the other mob and switch to the monk. So yes, a Mesmer semi-tanked for a bit. The second boss we fought was also pretty easy. You could fight this boss as a straight dps attack. She was sort of a Necro boss, and would summon adds. In story mode, we just ignored the adds. At certain points she sends out these beams to the adds and channels something to herself. RUnning across the beams fears you, so you have to stick to an area. Mostly, we DPSed and ressed each other from downed stage.

The third boss was directly after this, and was the boss our Guardian couldn't beat in his last group. The fight is like Twins from AQ or anyone of the raid bosses that followed that strategy in WoW afterwards. The difference is that you can't simply aggro and tank the two bosses apart from each other. You have to use pushbacks and knockdowns to separate them. There are boulders all over the area, and picking them up lets you throw the boulder and knockback a boss. This fight took a long time, a LONG time, and we died and ran back from waypoints over and over. It was very hard to move the bosses how you wanted to move htem, and we weren't totally coordinated. You might have one player knock the boss one direction, and then another knock the boss back another direction. If we did it again, I think I'd have one or two players on Boulder duty, and make sure they just keep knocking one of the bosses down and away from the other. Then have the other three focus on one boss. Our damage ended up split in all the chaos and the bosses got next to each other quite often. We did manage to defeat them though.

Final boss was the ghost of Duke Barradin. He's  a warrior/ melee boss. He hits hard, but the real bitch is the Foefire he summons. This is an AOE holy fire that will kill you almost immediatly. Once you realize you can't spend a second in it, then it becomes top priority to avoid. After that, my second priority was blinds and disables on the boss to lower his damage output. My combo fields, scepter, and iDuelist applied stacks of confusion to the boss to do condition damage. The offhand pistol also gave me another interrupt to lower damage output on the Duke. We beat him, and I felt he was far easier than the Two Lovers bosses. You just had to stay out of Foefire, and kite/play defensively if he came after you. Help your teammates with combo fields, rezzes and disables on the boss. By this point, that process was a part of every encounter for me.

4. Loot:

I got half my wardrobe replaced on this dungeon run. I got loot off of bosses and loot from treasure chests that drop after beating a boss. I got a new scepter, greatsword, pistol and torch. I also got a new head, shoulders and chest. The last boss doesn't drop a treasure chest in Story mode, but completing it the first time gives you a rare helm. This was my first rare item, so I was pretty happy. Defeating the dungeon in the variatiants in Explorable mode will get you the other rares that are part of the dungeon set.

Unfortunately, they removed the dungeon set look from Story/Explorable mode. Those unique looks are now moved to the higher level versions which require rerunning the dungeon in explorable mode. At least, thats what I think they involve. I'm not sure how they dole out the tokens.

Overall, we died a lot and I learned a lot. Their dungeon design is different than WoW or Rift, but it has to be because the trinity is gone. I think they expect you to go into downed state, and expect teams to help each other out of downed state.


Afterwards, I cleared out some inventory, put some stuff up for sale on the Trading Post and then grouped up with FatalT to run around in Queensdale for some fun.

Dungeon pics and dungeon armor pic:

(http://i.minus.com/iEACmpI1W6y8K.png)
(http://i.minus.com/ibnyk9AeuBD4Qr.png)
(http://i.minus.com/iJBDoAMSLVxRl.png)
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 01, 2012, 09:16:09 PM

So, last night, I finally did Ascalon Catacombs. AC is a level 30 dungeon and its Story Mode is the first dungeon in the game. It was much harder than I was expecting or anyone in my group was expecting. I think everyone thought they could just mindlessly DPS and be fine. We all rushed in without a strategy and nearly wiped on the first pull. Our group had two thieves, one guardian, an Elementalist and my Mesmer.

As the dungeon went on, we started getting much better at the pulls, mobs and flow of the dungeon. We had a couple of people who had tried Story Mode before but not beaten it. I think I'd rather just break this post into certain encounters, why they kicked our as, and what we did about it.

1. Mobs

Our first pulls - We fight the first two or three mob pull and nearly wipe. The Melee goes down first and rather quickly. Some people are just DPSing and standing still. I try to rez one of our melee guys and nearly die myself. Early on, we were doing a lot of corpse runs from the Waypoint to progress. I hope this is not by design, as it racks up the repair bill. Luckily, they include a armor repair guy in the dungeon. Anyways, what we learned is:

-You have to figure out your pulls before going in. Call Targets and separate targets. You can pull individuals from a pack away from the rest. This allows you to fight one mob at a time, and this is much easier. You also don't want to fight multiples in a tight area. Pull the mobs out of stairwells and chaotic tight spots.
-When fighting a ranged + melee mob, you can LoS the range or anti-range him. As a Mesmer, I switched up my toolbar to aoe combo fields and a lot of anti-range stuff. My Illusionary Warden could occupy a ranger mob while we focused on another mob.
-Combo fields! Drop them, use them. I was stacking combo fields with our Guardian. Applying chaos fields on top of light and fire fields. This gave chaos armor and condition cleansing to those who used them up with a finisher. After awhile, our melee adjusted, remembered to move and dodge, and take advantage of fields. They began to live longer.

2. Traps

We ran into our first trap room and did pretty well with it. We quickly focused on the gryphon heads that controlled the traps and took them out. The trap room that gave us trouble was an open room with a gate, and a Champion level mob guarding the gate. The room was full of spike traps. The person who did it before informed us that there is a chain by the Champion that disables the traps. I blinked thorugh, found the chain and pulled it before dying. The rest of the group had run in and died on the traps, so I had the miniboss focused on me. After this was done, we downed the gate guard pretty easily.

At this point, we were starting to improve as a group. The next part was the locked gate that required you to drop a stone on a pressure plate, but we all know about that and it was done before I even got to the door. We then cleared out the next trap room. The following stairs gave us trouble because we made the previously mentioned mistake of fighting in a tight area. Once we began pulling each mob from the pack of three out of the stairs, one by one, we took them down. There was still a lot of dying and corpse res and running.

3. Bosses

Next came another miniboss that was already engaged in a fight with a NPC. We ran in and joined the fight. There was some dying and corpse running here. I realized this miniboss needed some interrupts, but I didn't have many on me. I used my KD from Greatsword and my Diversion shatter here and there, plus my CHaos Storm had a daze chance. Someone pulled him into the stair well entry, and that gave the rest of us a chance to DPS him for awhile, but tight spots are dangerous. After some dyings going on, I ended up kiting the miniboss until my staff hits killed it.

Another thing I should mention is that story mode has story segments. There are cut-aways and conversation scenes between the NPCs. When we downed this miniboss, we freed up Eir and there was a dialogue scene. After that, Eir joined our party. So we had us five, plus two NPCs. One a ranger and the other a Warrior-like.

The real bosses:
There are three real bosses after all the minibosses. We started off with the Ranger boss. In this fight, the boss stands atop a platform and range attacks you. The platform is separated from the rest of the surrounding area, and the only way to get to it is going up a beam of wood. Our melee went on the beam, and the rest of us kited in the circle area surrounding the island platform. This boss went farely well. He was by far the easiest encounter. He randomly attacks people from range, then teleports to the surrounding circle and engages in melee distance. This process then repeats. When he dropped into melee range at low health, I dropped my Time Warp on all of us and we speed bursted the last of his health down. When He was on the island, I kept my anti-range skills up on him. By now, I had ditched my Greatsword for a Scepter and Focus. The reason for this is the Focus has the iWarden for DPS and deflections, and the temporal curtain/into the void skill allowed me a way to pull groups of mobs and do knockdowns during fights. Plus the Scepter 2 skill was a block/blind depending on how you used it.

On our way to the second boss, our Guardian pulled a gorup before we were ready. We wiped on this, but when I came back, they were still engaged from corpse running. They were focusing on the Warrior and my presence drew the monk mob. Because I fucked it up, I decided to kite/tank the Monk with my anti-range attack skills. I ended up pulling this off long enough for them to finish the other mob and switch to the monk. So yes, a Mesmer semi-tanked for a bit. The second boss we fought was also pretty easy. You could fight this boss as a straight dps attack. She was sort of a Necro boss, and would summon adds. In story mode, we just ignored the adds. At certain points she sends out these beams to the adds and channels something to herself. RUnning across the beams fears you, so you have to stick to an area. Mostly, we DPSed and ressed each other from downed stage.

The third boss was directly after this, and was the boss our Guardian couldn't beat in his last group. The fight is like Twins from AQ or anyone of the raid bosses that followed that strategy in WoW afterwards. The difference is that you can't simply aggro and tank the two bosses apart from each other. You have to use pushbacks and knockdowns to separate them. There are boulders all over the area, and picking them up lets you throw the boulder and knockback a boss. This fight took a long time, a LONG time, and we died and ran back from waypoints over and over. It was very hard to move the bosses how you wanted to move htem, and we weren't totally coordinated. You might have one player knock the boss one direction, and then another knock the boss back another direction. If we did it again, I think I'd have one or two players on Boulder duty, and make sure they just keep knocking one of the bosses down and away from the other. Then have the other three focus on one boss. Our damage ended up split in all the chaos and the bosses got next to each other quite often. We did manage to defeat them though.

Final boss was the ghost of Duke Barradin. He's  a warrior/ melee boss. He hits hard, but the real bitch is the Foefire he summons. This is an AOE holy fire that will kill you almost immediatly. Once you realize you can't spend a second in it, then it becomes top priority to avoid. After that, my second priority was blinds and disables on the boss to lower his damage output. My combo fields, scepter, and iDuelist applied stacks of confusion to the boss to do condition damage. The offhand pistol also gave me another interrupt to lower damage output on the Duke. We beat him, and I felt he was far easier than the Two Lovers bosses. You just had to stay out of Foefire, and kite/play defensively if he came after you. Help your teammates with combo fields, rezzes and disables on the boss. By this point, that process was a part of every encounter for me.

4. Loot:

I got half my wardrobe replaced on this dungeon run. I got loot off of bosses and loot from treasure chests that drop after beating a boss. I got a new scepter, greatsword, pistol and torch. I also got a new head, shoulders and chest. The last boss doesn't drop a treasure chest in Story mode, but completing it the first time gives you a rare helm. This was my first rare item, so I was pretty happy. Defeating the dungeon in the variatiants in Explorable mode will get you the other rares that are part of the dungeon set.

Unfortunately, they removed the dungeon set look from Story/Explorable mode. Those unique looks are now moved to the higher level versions which require rerunning the dungeon in explorable mode. At least, thats what I think they involve. I'm not sure how they dole out the tokens.

Overall, we died a lot and I learned a lot. Their dungeon design is different than WoW or Rift, but it has to be because the trinity is gone. I think they expect you to go into downed state, and expect teams to help each other out of downed state.


Afterwards, I cleared out some inventory, put some stuff up for sale on the Trading Post and then grouped up with FatalT to run around in Queensdale for some fun.

Dungeon pics and dungeon armor pic:

(http://i.minus.com/iEACmpI1W6y8K.png)
(http://i.minus.com/ibnyk9AeuBD4Qr.png)
(http://i.minus.com/iJBDoAMSLVxRl.png)

Nice write up thanks. I've seen videos of it, and it looks so chaotic...but the design is certainly interesting. I'll have to play to determine how well this works without the trinity.

I agree with Ruzbeh in terms of WoW's take on PvE. As someone who loves dungeons, holding them off until lv30 sounds ridiculous to me. Deadmines in many ways was like a rite of passage. You'd go in having mainly played the game solo and learn basic mechanics that would stay with you for the rest of the game, basically. And Deadmines wasn't really a cake walk either, it could be tough depending on your group. After that there was Gnomer and many other challenging dungeons. A player could decide to level predominantly in dungeons, but doing outside quests was more viable; still, the ability to chose your means of PvE progression was important.

Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 01, 2012, 11:38:00 PM
I think they wait 30 levels for dungeons because level 30 is where you unlock your elite skill. So they don't throw dungeons at you until you have a full skillbar. I think this helps them balance it for a level 30 with level 30 gear, and a level 80 with level 80 gear being downgraded to level 30 (or level 35 for Explorable mode).  I also think they wait this long because the difficulty would be a huge turnoff. It's almost unenjoyably hard at the start. At first, I thought "this is fucking stupid". How to handle encounters started to make more sense as we went along though and I started to enjoy the dungeon.

At first, it was a "this is lame" difficulty, but it became a "this is a good challenge" difficulty. I hope that at some point there is less corpse running. For now, I'm blaming it on not knowing the dungeons. We wiped on the Captain miniboss because only one person knew you could disable the traps by pulling the chain, and only then because I knew there was a safe spot near the Captain that so conveniently happened to be near the chain. 

I'm level 35 now, so I'm high enough to give a go at Explorable mode, but I'm honestly a little scare to try it. I don't mind progression failing, but I can't afford a huge repair bill. You get a good amount of loot from completing it on Story Mode, so in spite of all the dying, and repairing, I ended up profiting from the run. But at level 40, I need 1 gold to buy my next trait manual, and I currently only have half of that. Also, the first tier of my cultural armor is unlocked now, and buying all of that costs a gold or two as well.  Wouldn't be a problem if they GOT THE TRADING POST WORKING SO I COULD MAKE MONEY.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 02, 2012, 01:09:10 AM
Do you que for dungeons, or does it rely on finding people in chat on your server?
Title: Re: Guild Wars 2 - U Jelly
Post by: FatalT on September 02, 2012, 01:35:54 AM
Stop getting mad about video games and just enjoy it. What do you get out of bashing Guild Wars 2? Enjoyment from seeing etiolate defend it? He helped me in a few areas last night! :D
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 02, 2012, 02:17:31 AM
Do you que for dungeons, or does it rely on finding people in chat on your server?

No Looking for Dungeon. You can set yourself to Looking For Group, and you'll show up on map with a LFG icon and in guild with a note saying you're LFG, but mostly you just spam map chat LFG. It wasn't that hard for me to make a group as you don't need to fill roles. I just got the first five people and went. It helps that there's so many playing right now, but I don't know how easy it will be to do down the road.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 02, 2012, 02:39:31 AM
Cool. I miss the days of finding groups in chat, adding people to your friend list after runs, being hounded by people looking for a group once you log on, etc. And while I like the que system in WoW due to it allowing you to find groups quickly regardless of server size, I had long wished for a mixture of these two options - some groups you'd find in chat, and for quick runs you could just que. I'm glad MoP is implementing that with the speed runs, and the re-focus on using summon stones.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 02, 2012, 03:00:44 AM
I plan to run University of Jellybeans guild through it soon. CG and Rodi are 30+ now.

On another note, the game is getting hit hard by Chinese hackers and gold sellers. I've gotten two in game mails offering to sell me gold. The funny bit is that the offer was 3 gold for like $20. I thought "that sounds like a lot for 3 gold." So I checked the gem to gold numbers, and figured out that 3 gold would cost you about $11 through official means within the game. I don't know how the gold farmers plan to make money when its cheaper to do through the gemstore.
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on September 02, 2012, 06:04:30 AM
Oh wow what a clusterfuck launch. Now you cant make new accounts?

Prob worst launch in recent mmo history.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 02, 2012, 08:18:31 AM
Huh?  You can make new accounts.
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on September 02, 2012, 11:33:50 AM
Didnt they stop the sales?
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 02, 2012, 03:58:54 PM
Didnt they stop the sales?

Only on their website. There's still retail copies.
Title: Re: Guild Wars 2 - U Jelly
Post by: FatalT on September 02, 2012, 06:28:14 PM
Ruzbeh, do you have autism? That post was intense.

I'm not gonna lie, I skip to the end of every conversational cutscene because I don't give a shit about story. I just like to mash keys and make XP bars fill. So far, the game has fulfilled my enjoyment of watching numbers go up.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 02, 2012, 06:53:36 PM
ruzbeh's point on the general zerg-esque feel of large combat is true. In Wow you can pretty much determine who is who and what is what in a raid or even large PvP (Wintergrasp, TB, etc). I found everything to just be a giant mess of characters during some of the larger PvE moments in the beta. It's a bunch of players running around, getting killed, downed state, etc. I'll have to play the retail before making final judgements obviously, but the general chaos of GW2 strikes me as a turn off
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 02, 2012, 08:37:41 PM
Farming and crafting worse than WoW.  WTF?  You truly are an idiot.

1.  WoW's crafted items weere for the most part worthless.
2.  WoW's crafting takes literally hours to do every time you want to do some of it.

WoW's craftign was a piece of shit, even worse than diablo's crafting.  Because atleast you could have a decent chance of gettign a decent item with Diablo 3's crafting.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 02, 2012, 08:42:45 PM
The Trading Post is finally working. Praise Jebus. Almost at 1 gold as soon as some stuff sales. Close to level 40 as well. It also seems that the lag I had been plagued with has cleared up. I still can't tell if it was on my end or ANet's end. The "ping" monitor Ruzbeh refers to wasn't in GW1 at launch or by the time Factions came out. It'll probably be added in later here as well.

Anyways, it's a new game. You will have to learn the combat. It's not like wow-clone combat. At first, the large events will be pure chaos. Over time, you learn to parse the battlefield. I am pretty in control now even in big DEs. I can take on multiple chains of higher level enemies with my Sword/Sword & Staff setup. I'm a magical rogue that slips into support caster and then teleports into a blademaster within five seconds. That's not something you will experience in other MMOs, so it takes time to learn and adjust.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 02, 2012, 08:57:06 PM
Crafting sucks in WoW
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 02, 2012, 09:02:35 PM
From what CG tells me, cooking is awesome in this game.
Title: Re: Guild Wars 2 - U Jelly
Post by: FatalT on September 02, 2012, 09:16:45 PM
Ruzbeh, do you have autism? That post was intense.

By that logic, Barack Obama must be the most autistic man in the world.

I'm not gonna lie, I skip to the end of every conversational cutscene because I don't give a shit about story. I just like to mash keys and make XP bars fill. So far, the game has fulfilled my enjoyment of watching numbers go up.

A brainless game for brainless people.

WHAT I HAVE BRIAN WHY YOU SAY THIS
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 02, 2012, 09:19:54 PM
(http://www.moviecricket.com/images/movies/nell.jpg)
Title: Re: Guild Wars 2 - U Jelly
Post by: FatalT on September 02, 2012, 09:20:59 PM
Pile of Paprika...lol
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 02, 2012, 10:11:16 PM
Its very easy to discover shit.  I dont knwo what youa re smoking.  You choose an ingerdient and i fthere are oterh ingredients that you can use they wotn be greyed out.  It is very simple.  You are just a bad player.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 03, 2012, 04:59:01 AM
Hit level 40 today. Did Caudecus Manor, the second dungeon. Was much easier than the first dungeon. Not a lot of trash, mostly just go boss to boss. I only went into downed state a few times through the whole run. This one I did as mostly a melee Mesmer and handled it fairly well. I wanted to try being melee in a dungeon, and I had been practicing my melee rotation in open world situations. Sword/Sword & Staff is durable enough to have prolonged bouts inside melee range without going down.
Title: Re: Guild Wars 2 - U Jelly
Post by: demi on September 03, 2012, 04:27:50 PM
lol, Ruzbeh is like etoilet when he was hating on WoW. Only 60 more hours until you can review it!
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 03, 2012, 04:46:35 PM
My WoW criticisms were everything everyone complains about in regards to WoW now. I just saw them quicker.

Ruzbeh is spurging his brains out.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 03, 2012, 05:30:48 PM
Etoilet's WoW complaints were always fair. I wish he'd try out some of the Cata raids though, but it's probably too late.

Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 03, 2012, 06:04:10 PM
I'd argue WoW's PvE was near perfect. Haven't seen anything that compares to their raids
Title: Re: Guild Wars 2 - U Jelly
Post by: MyNameIsMethodis on September 03, 2012, 07:01:42 PM
why is targeting such shit in this game. i'll just randomly lose my target  ???
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 03, 2012, 09:12:48 PM
I'm not saying WoW was perfect. I'm just saying: WoW at launch is fucking WAY ahead of GW2 at launch.

Were you at the wow launch?

I had a TON bugs with vanilla wow.  Then it was perfectly balance though.  Now it is shit to cater to the casuals.
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on September 04, 2012, 09:40:06 AM
I'm not saying WoW was perfect. I'm just saying: WoW at launch is fucking WAY ahead of GW2 at launch.

Were you at the wow launch?

I had a TON bugs with vanilla wow.  Then it was perfectly balance though.  Now it is shit to cater to the casuals.

Tons of bugs at launch?

Is this the US launch you're talking about? Cause EU launch was few months later and I don't remember any bugs.
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on September 04, 2012, 09:59:51 AM
Yeah I was in US beta too actually before launch :)

Dont remember any bugs either.
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on September 04, 2012, 10:05:27 AM
Is the UI still so cluttered?
Title: Re: Guild Wars 2 - U Jelly
Post by: Cerveza mas fina on September 04, 2012, 10:21:20 AM
I dont get the whole cutscene business, it doesn't make sense to take you out of the game into this weird 90's convo screen.

Realtime and in-game is where it's at for immersion.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 04, 2012, 12:43:58 PM
I was in the US beta AND the euro beta and I don't remember bugs in either, although I should say I only made level 18 in US beta.
lol
Title: Re: Guild Wars 2 - U Jelly
Post by: MyNameIsMethodis on September 04, 2012, 02:13:45 PM
this game is weird . it does a horrible job explaining anything to you and doesn't feel well balanced. still, mezmer is kinda fun but how the fuck are they going to keep this shit interesting for what 80 levels?
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 04, 2012, 05:59:58 PM
This game is so good. The U Jelly crew are master treasure hunters.

SCREENS

(http://i.minus.com/iwv5WJ7hdLd3m.png)
(http://i.minus.com/ibt8Nkusqq7FHt.png)
(http://i.minus.com/ibzWNK55gJIYZr.png)
(http://i.minus.com/ibzj3WcwKPCIba.png)
(http://i.minus.com/izdxmnWeyI893.png)
(http://i.minus.com/iIdylnsjEnk0v.png)
(http://i.minus.com/if7vcbyLZK6uI.png)
(http://i.minus.com/i6CbpWzT9q2Gg.png)
(http://i.minus.com/iz8u3DiLS4nwb.png)
Title: Re: Guild Wars 2 - U Jelly
Post by: FatalT on September 04, 2012, 07:29:52 PM
I don't understand how video games can make someone so upset and angry.
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 04, 2012, 08:32:19 PM
Yeah I was in US beta too actually before launch :)

Dont remember any bugs either.

I was in the US version when it was released.  It had a fuck ton of bugs for me that crashed the game and made it impossible to complete some quests.  It also had huge queue times.






Quote
Upon release, a small number of quests had software bugs that made them impossible to complete.

http://en.wikipedia.org/wiki/World_of_Warcraft



Game spot review.

Quote
The Bad
 
Some stability issues immediately following launch   
Player-versus-player elements not complete.


VAnilla wow was awesoem though, but being bug free was total bullshit.
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 04, 2012, 09:48:07 PM
I was in the US version when it was released.  It had a fuck ton of bugs for me that crashed the game and made it impossible to complete some quests.

Maybe you were playing it on a Mac?

Nope.  Never had a mac never will.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 05, 2012, 03:35:44 AM
I ran into my first dragon today in a level 50 area. Don't have much to say about the fight because I got there late, and was overloaded a bit by all the stuff going on. There were turrets, monsters attacking the turrets, tons of adds, and then dragon himself. I didn't even get credit for the kill I don't think. I hit the dragon a few times though, but the treasure chest didn't pop for me. I spent too much time trying to take a screenshot. The thing is so huge it's hard to get it in screen at close range.


(http://i.minus.com/ibq6OUe1AtzuLX.png)
(http://i.minus.com/ibmhitSusFfWsR.png)
(http://i.minus.com/iEzHlXo0ldPog.png)
(http://i.minus.com/iqxSxsVCREY3J.png)
(http://i.minus.com/ieSmcy2o5UWLd.png)
(http://i.minus.com/ih5aPZ5qiCrYZ.png)
lolz

That pet is how I felt at first.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 05, 2012, 03:44:15 AM
whoa. Rift sized boss
Title: Re: Guild Wars 2 - U Jelly
Post by: rodi on September 05, 2012, 10:47:52 PM
That lynx looks so stupid. Moas ftw.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 06, 2012, 05:40:02 PM
CG, Rodi and I did Ascalon Catacombs story mode, and earlier in the day I did Cadacus Manor Explorable Mode.

The U Jelly's crew did a pretty good run of AC Story. It was much smoother than my first go. It helped that I knew all the pulls and brought all the tools I did at the end of the last run to the start of this run. Our fight with the Two Lovers was much better than my first encounter with that boss, even though it did involve corpse running. It's just a far more difficult boss than the others. This time, I set myself on knockback duty of the Mesmer boss and had the other four fight the Ele girl. This was working, but we needed to be a bit faster on getting each other up. I was so concentrated on keeping the Mesmer at a distance that I didn't get back to rally the rest when they went down.

The other three bosses were all clean kills. There were downed states, but you will go into downed state in the game. There were no "wipes" though. Everyone did really well avoiding Foefire versus the King. I also realized those pillars on the platform are good for line of sighting him. He will yank everyone in towards him though.

We did have some troubles with the minibosses early on, but that was when everyone was adjusting to the difficulty spike.

CM Explore Mode was crazy hard. Some stuff were little tricks and rules we didn't understand at first. Some boss fights were really cool. Some situations were quite hard. One situation felt impossible and we quit. It was a room full of mobs, many of champion or veteran level with a few scattered normal mobs. We just kept dying to the overflow of mobs. I think maybe aoe blinds would have helped, but I wasn't sure how many we had to apply.

The other problem was my lag was terrible at the start. I reset my router and modem and it cleared up lag for the rest of the night, but before that the lag spikes were huge and it was like I wasn't even there. One room had a lot of enemies, and eventually we pulled them one by one. Another area was a hallway with doors to the side. At the middle of the hallway were to rifleman mobs. Beyond the rifleman mob was a miniboss. Along the hallway were two rooms. The first room had a bunch of turrets setup that would attack anyone going down the hallway. The second room had a few mobs. Eventually, after dying a lot, we stealthed into the first room and took out the turrets. Then we did the two rifleman. Then we stealthed into the second room and cleared it. Then we took out the annoying Net turret by the miniboss. This whole time I was lagged out, so I can't really say how it went. They gave up on it and reset my modem. They found another route that lead directly to bosses that mattered.

One of these bosses was a thief that would attack for awhile and then stealth. When they came out of stealth, they would hit a random group member so hard they would immediatly go into downed state. There were ways to avoid this. You could see the slight tell before she appeared and dodge, or you could put protection on yourself before she reappeared and hope it reduces the damage enough to survive, or you could activate a block while she was stealthed and have it last long enough to the point she pops back in. The aegis boon accomplishes the same thing, if activated in time like the protection boon.  I equipped two blocks and handled it that way. She still got me a couple of times when I wasn't quick enough with the block.

For downing the bosses, I got treasure chest loot and dungeon tokens. The token can be traded in for gear. There was a level appropriate set and then the higher level exotic set. I want to say the level appropriate set was like 25-30 tokens a piece, and the exotic higher level set was like 200 a piece. We each got 5 tokens for each boss kill.

One important note is that the explorable mode run featured an entirely different route from the story mode. I saw parts of the Mansion I hadn't seen before. We went down different wings of the Mansion and found ourselves outside in a barn, and going through the back of the barn to some caves I hadn't seen before. It wasn't just the same dungeon with boss replacements.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 06, 2012, 06:06:49 PM
For Ruzbeh:
http://www.pcgamer.com/review/guild-wars-2-review/

Reviewing an MMO after its first week is lol.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 06, 2012, 06:17:53 PM
ITT Ruzbeh argues PC Gamer is a sham
Title: Re: Guild Wars 2 - U Jelly
Post by: Great Rumbler on September 06, 2012, 06:32:15 PM
ITT Ruzbeh argues PC Gamer is a sham

They gave Sleeping Dogs a 74/100 and Binary Domain a 54/100.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 06, 2012, 06:34:01 PM
guess they must be shitty games then, huh :smug
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on September 08, 2012, 10:32:54 AM
ArenaNet hacked less than a month after release. 11,000 accounts compromised:

http://arstechnica.com/security/2012/09/guild-wars-2-password-attack-affects-10000-accounts/

Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 08, 2012, 02:25:52 PM
It was a Guild Wars fansite that was hacked, and people were using the same login credentials for their GW2 account.
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on September 08, 2012, 03:13:06 PM
It was a Guild Wars fansite that was hacked, and people were using the same login credentials for their GW2 account.

If ArenaNet offered an Authenticator, that wouldn't have been a problem. Even clueless BioWare knew enough to offer one AT LAUNCH.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 08, 2012, 07:53:39 PM
They have email authentication.
Title: Re: Guild Wars 2 - U Jelly
Post by: MrAngryFace on September 08, 2012, 09:48:09 PM
I liked the authenticator when WoW first rolledoutowaitlol
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on September 09, 2012, 02:58:37 AM
They have email authentication.

Their email authentication amounts to the user receiving an email when someone logs into their account from a different IP. Not exactly the same.
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 09, 2012, 03:49:15 AM
So i guess it is because of dumbasses like these that i have to use an authenticator for wow?  I hate that authenticator bs that i get constantantly prompting me to get an authenticator.  Which is why i wont play another WoW game again.
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on September 09, 2012, 02:47:06 PM
So i guess it is because of dumbasses like these that i have to use an authenticator for wow?  I hate that authenticator bs that i get constantantly prompting me to get an authenticator.  Which is why i wont play another WoW game again.

Because downloading a free app on your phone is so fucking hard.
Title: Re: Guild Wars 2 - U Jelly
Post by: MrAngryFace on September 09, 2012, 03:38:11 PM
quit bein alll butthurt and go play your MMO of choice
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 09, 2012, 10:04:43 PM
So i guess it is because of dumbasses like these that i have to use an authenticator for wow?  I hate that authenticator bs that i get constantantly prompting me to get an authenticator.  Which is why i wont play another WoW game again.

Because downloading a free app on your phone is so fucking hard.

That isnt it.  I just cant be fucked having to get a key on my phone every time i want to play.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 10, 2012, 07:48:47 PM
ANet opened up digital sales on their website again, and Amazon got a bunch of new digital keys to sell. They must have upped their server capacity or are ready to open brand new servers.

They also released a shitty launch trailer a week after launch.

http://www.youtube.com/watch?v=o4R5Q0ZOTa8

wtf seriously
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 11, 2012, 05:15:22 AM
So I had a pretty epic, random moment that showed off the combat system and the world design of the game.

I was at this Norn outpost in the southernmost end of Lornar's Pass. CrystalGemini is with me, and I go there just to sell some stuff and then afk to refill my cup IRL. When I get back, CG informs me that there's a vista and a cave, but the cave is "not that deep" and "there's no way to get to that vista". I look and see the vista. It's atop some rocks on the side of the mountain we're near. I try going up some nearby rocks, but that path quickly ends. CG points out a rock that you must jump down from in order to get to the ledge with the vista. The rock is way up there though. I scroll back the map and see what looks like a pathway up the mountain some bit further up north. Now CG has to AFK and I say, "well if this path leads there, I'll drop a Mesmer Portal for you to get up to the vista." And with that, off I go on my little adventure.

I come across the mountain pathway and see its lined with Ettisn and Grubs. Grubs are worm creatures not worth worrying about, but Ettins are some of the hardest hitting mobs in the game. One of their club swings can take out half your health, and they also do a knockdown. Pretty nasty if you don't dodge. I didn't feel like fighting a horde of Ettins, so I change my weapon and skill setup to stealth and escape. This is what I equipped:
Quote

Staff
1   

 Winds of Chaos         Bounce an orb of energy between foes and allies that applies random boons to allies and random conditions to foes.
2   

 Phase Retreat   Clone      Teleport away from your target, summoning a clone that casts Winds of Chaos.
3   

 Phantasmal Warlock   Phantasm       Summon an illusion that deals extra damage for each unique condition on the target foe.
4   

 Chaos Armor          Give yourself chaos armor, which gives yourself [sic] random boons and your foe random conditions whenever you are struck.
5   

 Chaos Storm          Create a magical storm at the target location that applies random conditions to foes and random boons to allies.

Quote
    Skill    Type       Description
Sword
1   

 Mind Slash   Chain       Slash your foe to make them vulnerable.


- -Mind Gash          Gash your foe to make them vulnerable.


 ---Mind Stab          Stab your foe and rip a boon off of them.
2   

 Blurred Frenzy          Strike your foe with a flurry of strikes, distorting the space around you, making you evade attacks.
3   

 Illusionary Leap   Clone       Summon an illusion that leaps at your target, crippling them.


- Swap          Swap locations with your clone. Immobilize nearby foes.

Quote
Torch
4   

 The Prestige         Disappear in a cloud of smoke, blinding nearby foes. Reappear three seconds later, burning nearby foes.
5   

 Phantasmal Mage   Phantasm       Create an illusion that confuses foes and grants retaliation to allies.

Quote
Decoy   Clone       Gain stealth and summon an illusion to attack your foe.
 Blink   Manipulation      Teleport to a target location.
 Signet of Inspiration   Signet          Passive: Grants a random boon every ten seconds. Active: Copy all of your boons to nearby allies.

Plus my heal skill and a elite called Time Warp, which is like a AOE targeted Heroism/Bloodlust.

Anyways, I go in and use my stealth, escapes and decoys to avoid fighting mobs. At the very top route, I find several Veteran level Ettins and one Champion Ettin boss. I'm like fuck that and go around to the other pathway. As I get there, I notice a player in that exact area near the Vista ledge has gone down and has two ettins beating his face in. I pop in, drop some Illusions to mess with the Ettins, drop Chaos Shield on myself, and then Chaos Storm on top of them all, and then rez the Engineer player. He gets up and we finish off the two Ettins. We both try hopping on the rock ledge there to get to that vista, but neither of us figure out how to do it. So we both head back up the mountain, killing Ettins along the way.

We both make our way back to that top path, hoping therein lies the route to the Vista. Before us stand about three to four Veteran Ettins (think oldschool wow elites). We pull them one by one, using our skills. I notice the Engineer is using a bunch of turrets and we're handling these Ettins pretty well. After we clear out the Veteran Ettins, the boss Champion Ettin remains. (Higher up than an Elite, like a dungeon boss almost.) Just beyond the Champion Ettin is a hut with a treasure chest inside. So it's like.. AH HAH! We stand there staring at the boss, and make sure there's no more vet Ettins around. We don't talk to each other, but I go in first with a Chaos Storm on top of the boss, followed by my Warlock Phantasm. The fight begins.

Both of us are pretty good at kiting, and I'm using my all my Phantasms right off the bat. About a quarter of a way in, a Ranger shows up and joins our fight. He goes down pretty quickly, but we rez him up. The Engy has dropped all his turrets. He has a healing turret which applies Regeneration to allies, a Net turret which immobilizes, and a Flame Turret that does burning and has a second option to emit blinding smoke. The Ranger has his pet to tank a little, and he's using Healing Spring as a group and self heal. I am using Chaos Storm as often as I can, for the daze and other conditions disable the boss, along with the swap off my Illusion Leap chainskill to immobilize the Boss and keep him off the other two. The Net turret is netting the boss inbetween my Swap immobolizations. Every time I swap in, I follow with a Blurred Frenzy so the boss cannot hit me while I'm close. After that, I strafe around back of the boss and hit from behind. When he turns on me, I use The Prestige to Blind him and creep around in stealth. I also use the Prestige to blind him before he tries to hit the others. I then weapon swap again back to Staff to Chaos Storm and keep Warlock DPS up. Off and on, I'll shatter to inflict damage, or to pull off a Diversion to daze the Boss and disable his damage. The Engineer is using his Net Turret and bleeds, and Flame Turrets blind. The Ranger is using ranged attacks, pet tanking and Healing Spring. We basically ktie/disable the boss continuously.

Then the Veteran Ettins respawn on top of us. The Ranger goes down again, but we bring him back up. I switch my Phantasms to the Veterans, and my primary attacks to the Boss. The Phantasms and AOE take down the Veterans, and I AOE blind with Prestige whenever they are about to attack.

It's a long fight, but eventually we take the Boss and all the respawns down. It involved a lot of teamplay. We combo fielded to apply heals to ourselves via the Ranger or Engineer's aoe healing skills, or by Chaos Shield effects off my Chaos Storm. I also had the trait that made my Phantasms periodically grant Regeneration to nearby allies, so keeping my Phantasms up kept a Heal over Time tick on all three of us.

I loot the boss, get a masterwork item, and then we open the chest and I get like four blues out of it. So a good haul of loot was had and it was a pretty challenging, skilled fight. Then.. it was back to trying to find a way to the vista. The top route had no way up there, so we went back to the cliff where I found the Engineer fighting for his life. Eventually, the Engineer finds the angle between one rock to the next to make it over the ledge. I follow him, hop over the rock, and down to the ledge with the Vista. CG is back from AFK, I equip Portal and drop a portal at the rock top, and one down below by her. Mission Accomplished.

Title: Re: Guild Wars 2 - U Jelly
Post by: Great Rumbler on September 11, 2012, 12:42:31 PM
ANet opened up digital sales on their website again, and Amazon got a bunch of new digital keys to sell. They must have upped their server capacity or are ready to open brand new servers.

They also released a shitty launch trailer a week after launch.

http://www.youtube.com/watch?v=o4R5Q0ZOTa8

wtf seriously

:wtf
Title: Re: Guild Wars 2 - U Jelly
Post by: FatalT on September 11, 2012, 02:14:27 PM
:wtf

etiolate just posted that video two posts ago.
Title: Re: Guild Wars 2 - U Jelly
Post by: Great Rumbler on September 11, 2012, 02:18:14 PM
Beyond glancing at what Ruzbeh's currently complaining about, I don't pay much attention to this thread.
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 12, 2012, 09:13:19 AM
Your complaints are so inane.  OMG the world isnt alive!  Atleast in guild wars 2 it is possible to reach level 80 just by crafting.  SOmething you cant do in WoW.  I felt like wow penalised you for crafting.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 12, 2012, 04:25:38 PM
It was part of sales on places like GreenManGaming at or around launch.  So online sites may have sales you can use on the game. It will probably stay at $60 MSRP for a long time otherwise.
Title: Re: Guild Wars 2 - U Jelly
Post by: Human Snorenado on September 12, 2012, 04:49:36 PM
Your complaints are so inane.  OMG the world isnt alive!  Atleast in guild wars 2 it is possible to reach level 80 just by crafting.  SOmething you cant do in WoW.  I felt like wow penalised you for crafting.

Jesus, I will never understand this.  It's part of the mmo mindset that is just so foreign to me.  "I'm gonna engage in banal, boring simulated crafting of items as opposed to fighting shit in order to achieve in this game."
Title: Re: Guild Wars 2 - U Jelly
Post by: MrAngryFace on September 12, 2012, 04:51:24 PM
I bought it- i'll play it- prolly wont tell any of you about playing it.
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 12, 2012, 05:40:49 PM
Jesus, I will never understand this.  It's part of the mmo mindset that is just so foreign to me.  "I'm gonna engage in banal, boring simulated crafting of items as opposed to fighting shit in order to achieve in this game."

But the grinding to get items is boring too in these games.  And i find the crafting fun in GW2 as opposed to WoW which takes hours per level of crafting to do and you still dont get decent items for it.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 12, 2012, 06:31:33 PM
I bought it- i'll play it- prolly wont tell any of you about playing it.

This is wise.
Title: Guild Wars 2 - U Jelly
Post by: ManaByte on September 12, 2012, 07:28:20 PM
Jesus, I will never understand this.  It's part of the mmo mindset that is just so foreign to me.  "I'm gonna engage in banal, boring simulated crafting of items as opposed to fighting shit in order to achieve in this game."

But the grinding to get items is boring too in these games.  And i find the crafting fun in GW2 as opposed to WoW which takes hours per level of crafting to do and you still dont get decent items for it.

WoW Engineering says you're wrong.
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 12, 2012, 09:44:48 PM
Never did engineering.  *shrugs*
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 13, 2012, 01:15:04 PM
From Massively and the Official Forums:

Quote
NCsoft has just announced that the recently launched Guild Wars 2 has sold over two million copies. The record was reached shortly after sales resumed earlier this week. Sales were originally halted shortly after launch when the studio was overwhelmed with more players than they anticipated, which caused problems with server stability.

Quote
ArenaNet is launching an all-out assault on subscription MMOs according to a forum post by game designer Colin Johanson. "Guild Wars 2 will feature consistent free content updates and in-game events going forward. Our goal is to make it so you get more from GW2 for free than you get from a game you pay a subscription for," he said.

The company isn't abandoning the concept of profit for a barter economy just yet, though. The Black Lion Trading Company will feature additional offerings as well as "large-scale expansion content down the road," according to Johanson.

"We do appreciate that you'd like to buy lots of new content, but we'd prefer to give a lot of it to you for free, because that's what we think a responsible MMO company does," he said

That's a big semi-promise.
Title: Re: Guild Wars 2 - U Jelly
Post by: Rahxephon91 on September 13, 2012, 05:22:16 PM
Just bought this. Hope it runs.
Title: Re: Guild Wars 2 - U Jelly
Post by: Rahxephon91 on September 13, 2012, 08:55:05 PM
Oh god. I don't even know what class I want to start off with.
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 13, 2012, 09:16:45 PM
Engineer is easy mode.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 13, 2012, 09:25:26 PM
I really like Engineer myself. I would just play a few classes and then decide which one you like the most. There's currently no "shitty" class in the game.
Title: Re: Guild Wars 2 - U Jelly
Post by: Rahxephon91 on September 14, 2012, 03:00:44 AM
Game is pretty fun so far. I do get the "where do I go" complaints though. But I'm having fun just walking abound and discovering whatever.
Title: Re: Guild Wars 2 - U Jelly
Post by: rodi on September 14, 2012, 03:01:41 AM
All of the classes have their perks. Necromancers are a bunch of crazies with gross pets though  :-\
Title: Re: Guild Wars 2 - U Jelly
Post by: MrAngryFace on September 14, 2012, 10:18:20 PM
Man alive this game runs shitty in the most unpredictable manner
Title: Re: Guild Wars 2 - U Jelly
Post by: Human Snorenado on September 14, 2012, 10:35:09 PM
Man alive this game runs shitty in the most unpredictable manner

Lies, I have it upon the firmest authority that this game simultaneously massages your prostate and licks your feet.  At least, that's what I gather from etoilet's posts.
Title: Re: Guild Wars 2 - U Jelly
Post by: MrAngryFace on September 14, 2012, 10:51:23 PM
im sure it plays ok, but there isnt much reason for this game to tax my current rig
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 14, 2012, 11:46:42 PM
Do you have a NVidia card?
Title: Re: Guild Wars 2 - U Jelly
Post by: MrAngryFace on September 15, 2012, 01:28:02 AM
no, this- http://www.amd.com/us/products/notebook/graphics/amd-radeon-6000m/amd-radeon-6990m/Pages/amd-radeon-6990m.aspx
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 15, 2012, 01:39:59 AM
Hmm thats weird.  I have a 5870 and playing it at max settings at roughly 73 fps.  I really dunno can you explain what exactly happens?

EDIT:  I see that card is slightly worse than mine on the spec sheet since it is a lap top card.  Try reducing the shadows?  I dunno.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 15, 2012, 01:45:47 AM
The game shares the load between your processor and your vidcard. Normally the AMD cards have little issue though.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 15, 2012, 01:57:58 AM
I play with medium shadows and Terrain & Sky reflections. It helps with FPS. I don't supersample either. If I turn most of that on, it dips to 30 fps. Without that, its a good 40 fps in cities, 30fps in heavy WvWvW, and up to 70 fps elsewise. This is on a 5770.
Title: Re: Guild Wars 2 - U Jelly
Post by: MrAngryFace on September 15, 2012, 03:16:09 AM
Its not that im getting consistently bad performance, its that im getting dips outta nowhere. Already nuked shadows just in case. oh well- whatever- just annoying.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 15, 2012, 03:48:47 AM
Yeah, some people have had that problem. It seems random. I thought it was just Nvidia cards, but I guess not.

I do get occasional dips, but its normally on some sort of transition. I wonder if its their occlusion system.
Title: Re: Guild Wars 2 - U Jelly
Post by: Rahxephon91 on September 17, 2012, 07:58:58 AM
The Norn starting zone is way better then the human one.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 17, 2012, 08:08:13 AM
I liked the human one more, but I do like the Bunny Feed Heart in the Norn Area, and the snowball fight Heart, along with the Dynamic event/dialogue that happens around it.
Title: Re: Guild Wars 2 - U Jelly
Post by: Rahxephon91 on September 18, 2012, 02:52:51 AM
Really, my main reason for liking the Norm starting area is because of the Maw and Dome events. They really just show how awesome the World Events can be.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 18, 2012, 03:02:36 AM
I'm not sure what those are. I haven't done much of the Norn areas. I know they fight the Dredge a lot, so that interests me.

I did Sorrow's Embrace today, the big Dredge dungeon. It's pretty damn long. The final two bosses are pretty interesting. The last boss is that huge mechanical thing from the Gamescon trailer. It lava beamed me dead right off the bat.
Title: Guild Wars 2 - U Jelly
Post by: ManaByte on September 18, 2012, 11:26:36 AM
Since the Mac client is in beta I decided I'd try it out. So I logged into the official site with my GW1 account and found that my display name is my GW account key.

ArenaNet told me it couldn't be changed. FUCKING IDIOTS.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 18, 2012, 02:30:36 PM
What?

But yeah they just announced Mac client support out of nowhere.

Quote
Yes, you read that right. Guild Wars 2 is available for Mac -- now. ArenaNet just announced that Guild Wars 2 will be supported on Apple's Mac OS X moving forward. Anyone who's purchased Guild Wars 2 has both clients available to them. Players using a Mac client will have all the same features and access to the same servers as a PC client.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 19, 2012, 01:54:30 AM
I wandered into Sparkfly Fen tonight, fighting some Risen hordes along the way. As I was hopping Dynamic Event to Dynamic Event, I wandered into my second dragon.

(http://i.minus.com/ik3huan6cyYAV.png)
(http://i.minus.com/iHuMFDlI96BeS.png)
(http://i.minus.com/irQmWxsoizPNe.png)

So many people. =/ Framerates dropped to the teens. I escaped to his tail and started killing his tendrels that pop out of the ground.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 21, 2012, 07:10:37 PM
Fought Jormag's Claw dragon last night. It's by far the most interesting of the dragon fights, but I think that's only because they execute the layers of the fight better and enforce them more than the other two fights. Jormag has multiple phases. In the first phase, he flies overhead and drops ice claws onto the ground which spawn Dynamic Events to take down the claws and the champion level mobs they spawn.

That's the point where CG and I wandered in, unwittingly, to the start of the dragon fight. We were basically mob-skipping and gathering nodes and food items, when the Dragon flew overhead and dropped a nasty on us. The moment where you hear the dragon and see it's large ass shadow pass over you is pretty cool.

After this first phase, the dragon rears up and faces the little war outpost nearby. The outpost has cannons that fire on the dragon's wings to bring him down, but when the dragon lands, it creates ice walls in front of him to protect from the cannons. Then you have to break down the walls and deal with some add spawns. Once you break down the walls, you can start hitting the dragon. At about 25% intervals, Jormag's Claw will rise up into the air again. At this point, lots of Champion level adds come from the cliffsides (you fight on a mountain, mainly fighting at two cliff edges and the battlepost in the middle of them) and attack the cannons and explosives at the outpost. You have to protect the ammo and cannons, and take down the Champions. Once you cannons are freed up, they fire again on the dragon. Everytime this happens, Jormag makes a run at the outpost from the air, and the sky explodes with anti-air fire. Then the dragon lands from the hits, and it goes back to the ice wall stage.

After you go through this enough times to get the dragon down to 25%, it flies up and takes one last big run at your battlepost. This time the cannons hit hard, take out the dragon's wings, and the dragon bounce crahses off the mountain and lands on the other cliffside. I thought that was the end of the fight, but instead, the dragon refuels without its wings and goes back to 100% health, but can no longer fly. Now he summons repeated Champion mobs from the cliffsides, and creates little ice spikes in the ground. Up close, he does a lot of damage. The Vigil and Kodan (two factions fighting with you) then send in Golems carrying bombs that need to navigate through the ice spikes and adds, and then suicide bomb the dragon. So this final phase consists of protecting the golems, while hitting the Dragon. clearing ice spikes and doing all the battle rezzing and helping that the fight has been full of so far.

After you whittle down his health with golem bombs and attacks does the dragon finally perish, and the treasure chest drops.

I have screens if anyone cares, but I thought posting how the fight went was more interesting.
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on September 21, 2012, 11:38:13 PM
Almost level 10. The game is basically what GW should've been. Still not as polished or fleshed out as a traditional sub MMO is. Even TOR feels better than this. Not bad for a free 2 play game, but it wouldn't be worth a monthly fee at all.

(http://i.imgur.com/l5BJm.jpg)
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 22, 2012, 12:37:25 AM
I hit 80 yesterday. My first level 80 goal was to get a badass Greatsword. I picked out the Mystic Claymore as my target, as it seemed the easiest to get. It cost me 50 skill points, 30 Mystic Coins, and the cost of materials off the TP (about 1.7gold). 

(http://i.minus.com/iRWegzv5IwUui.png)

http://wiki.guildwars2.com/wiki/Mystic_Claymore
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on September 22, 2012, 10:42:01 AM
It's really the most boring MMO ever made, and lacks any of the charm other games have.

The random events are just a version of RIFT's rift fights.

That made me realize that where Runes of Magic is just a F2P WoW rip-off, GW2 is really just a F2P RIFT rip-off. But a lot more BORING.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 22, 2012, 04:11:54 PM
when are you two going to make out?
Title: Re: Guild Wars 2 - U Jelly
Post by: Rahxephon91 on September 22, 2012, 06:15:00 PM
I wouldn't say the game is boring, but I'm not quite sure I agree with the "revolutionary/WoW alternative" bent that some reviews have given it.

I do believe that so far(I'm only about level 35 and have only just done the first dungeon" that the game is good. But it's obviously not perfect. The random events are cool and potentially epic. I don't know or care if they are new or whatever, they are new for me. For me they are fun and having tons of people show up out of the blue for them makes the game feel like well an actual online game, something say TOR never really felt like. They also make the game never really feel like there's nothing to do. I mean you can always just wonder around the world and find an event, maybe multiple ones going on. So in a sense the game is never boring.

But on the con side, the random events are basically always the same. Though in the end, isn't basically combat what you do in every mmo and really only combat? But they do seem to lack variation. Also, they basically just become spam-a-thons with no thought. You just gotta hope tons of people show up and can spam whatever their attacking with you. There doesn't really seem to be much thought between the battles and when you have a lot of people and a lot of enemies it's just a chaotic explosion of color that may make you feel like you'r pretty pointless in the grand scheme of things. It could become tiring in the end.

And while it's intersting feature of getting away from the quest long is something cool and new, it may not actually work. The Heart quests basicly always feel the same and while yeah that don't seem to be "go here kill 8 things" they really are. The problem is they kind of make me miss the qest chains. In WoW there could be fun in longer quest lines that took you all around the zone and maybe got you more involved. It did add to a more epic sense of adventure then the Heart quests that GW2. Maybe each zone in the game should have a Zone Chain quest that anyone can do. The personal story quest line only does so much.

But in the end what I liked most when I played WoW, was exploring a well crafted world that felt like a adventure to walk around. GW2 does this very well. Obviously the bonus they give you for exploration are well cool, but the world in this game is so well crafted and beatuiful that I really want to see everything. The level design shits all over TOR which was terrible in this regard.

As for the combat, well I quite like it. I really believe they have made good on the promise of allowing you the player to craft the character anyway you want. Something you couldn't do in WoW. The way they set-up skills makes you think about what you want to do with your character, but it's really not that overly complicated. Character making is probably one of this game's strongest aspects.

Anyway I think it's a good game and I'll probably continue playing it. I'm sure expansions and stuff will only make this game better.
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on September 22, 2012, 06:17:50 PM
https://twitter.com/GuildWars2/status/249391711002955777

 :meeble
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 22, 2012, 06:40:16 PM
guess I'll be getting MoP before this afterall
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on September 22, 2012, 06:42:05 PM
guess I'll be getting MoP before this afterall

I doubt I'll be playing it much after Monday. Just killing time until MoP. It's no where near being a WoW replacement at all, and there are already rumors that server populations have dropped 45% since launch.
Title: Re: Guild Wars 2 - U Jelly
Post by: Freyj on September 22, 2012, 09:46:07 PM
Been playing on a borrowed account for a few days. My biggest complaint after spending more than an odd hour or so with a class I actually like (Guardian) is the skill system. 1-5 desperately needs to be more like TSW (or the original GW I guess, I haven't played much of it in years). Basic attacks are more boring than WoW. That's saying something considering I've played a Combat Rogue on and off for 8 years.

Quests / Events are pretty much what I expected them to be. Repetitive. But at least the environments are fun and the exploration element is there in droves to stave off boredom.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 22, 2012, 10:05:08 PM
The attacks have depth to them once you learn the game. The reason the game can have less skills on screen is because the skills serve multiple purposes. The condition the attack applies, the field or finisher it creates, and the different parts of the chain for chained skills matter quite a bit.

For example, the Engineer has less weapon selection than the other classes due to kits. One of the few weapons they can wield is a shield, and each shield skill has a second chained skill. It is not a matter of always using the chained secondary skill. It really depends on situation and what you're doing. The 4key skill is a electromagnetic bubble that reflects projectiles. This allows an Engineer to "tank" ranged hits for awhile. The 5key skill charges the shield with static and holds it in front of you, causing foes that hit you to be stunned by the electricity. Again, this is a tanky skill that can create a stun versus nearby foes. Then there are the chained parts of these skills. The electromagnetic bubble can be inverted by hitting the skill again, creating a bounce back bubble that knocks foes back. This turns the one shield skill into a control skill and distance keeper/kiting skill. It also makes it support by allowing you to push foes off of allies in danger. The 5key skill has a secondary chained skill as well, where the static charged shield is thrown out at a target, dazing and damaging foes it hits, and then returning back to you, dazing and damage foes as well. This turns the shield into a ranged interrupt and control, and also turns it into a ranged damage weapon. Since the flight path hits anything along the way and anything on the way back, it also turns the shield into an AOE weapon. Now each of those two chained secondary attacks are also combo finishers. The Inverted Magnetic Shield is a blast finisher. This means that if you drop a smoke bomb or a thief has laid a smoke field, you can use inverted magnetic shield to stealth you and nearby allies. You can use it in a fire field to create might. You can use it in a ethereal field to apply chaos shield to all your nearby allies, turning it back into a group buffing weapon. The thrown static shield is a projectile finisher. So if you throw it into a light field, you will remove conditions from allies. If you throw it into a poison field, you will poison foes and apply a healing debuff.

That's two skills serving a lot of purposes.


So, what I am saying is don't be a bitch PD! Get the game.
Title: Re: Guild Wars 2 - U Jelly
Post by: Freyj on September 22, 2012, 11:13:38 PM
I'd still prefer a little more skill breadth than so much focus on skill depth.

Anyway, the idea of combos is great on paper, but it's pretty much never going to happen in any strategic way in a many person environment. I use the Holy and Fire combos with 2H Mace as much as I can, but anyone else taking advantage of that is going to be pure coincidence of positioning.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 23, 2012, 01:34:13 AM
I'd still prefer a little more skill breadth than so much focus on skill depth.

Anyway, the idea of combos is great on paper, but it's pretty much never going to happen in any strategic way in a many person environment. I use the Holy and Fire combos with 2H Mace as much as I can, but anyone else taking advantage of that is going to be pure coincidence of positioning.

From my experience, I disagree on the "never going to happen in any strategic way in a many person environment" bit. A lot of WvWvW battles and tactics use combo skills. The blind/regen/stealth fields are used a lot. A lot of the supply/yak gank squads love to pop a stealth effect to ninja vanish on you. Poison combos are very important as well, as you can lower the healing of another large mob, and make it easier to finish them off. In a good zerg v zerg, there actually isn't a ton of dying as organized large groups make sure to get the hell out and also rally to any downed members. Spraying them with poison makes a big difference.
Title: Re: Guild Wars 2 - U Jelly
Post by: Damian79 on September 23, 2012, 01:59:31 AM
guess I'll be getting MoP before this afterall

I doubt I'll be playing it much after Monday. Just killing time until MoP. It's no where near being a WoW replacement at all, and there are already rumors that server populations have dropped 45% since launch.

I wouldnt go back to WoW even if it was FTP.  Crafting needs to be fixed if I ever go back to it.  And the game needs o be much harder when you are levelling.  The game has become a cakewalk.
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on September 23, 2012, 02:55:29 PM
I agree with both of those assessments. With each expansion you have a mixture of people who go into the new content with the best raid gear, or average gear. The new content seems to be under-tuned so that no one gets frustrated with anything. To make matters worse it's 5 levels meaning you basically speed run through 3 super fast, and can get to lv90 (or lv85 in Cata) by doing a couple dungeons.

I remember TBC being tough right out the gate. Granted I didn't have the best gear but so many of the early quests could kill you due to patrolling mobs, or random elites walking around, or quests that actually required more than one person.

If I was in charge of expansion leveling design I'd:

-No flying in new zones. That would force players to actually do content
-Better mixture of challenging quests. There will always be easy quests, but I'd like to see more that are designed to kill you; perhaps with more elite mobs
-more mini bosses to further add some difficulty in chain quests. Preferably ones that actually require multiple players to beat
-Lower xp in dungeons, It's very easy to level by just spamming dungeon runs, which is made even easier by the que system

Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 26, 2012, 07:35:01 PM
I have like over 1k screenshots, so deal with it.

(http://i.minus.com/iKM6xenmmTeI3.png)
(http://i.minus.com/iyJrKgC3CYzVJ.png)
(http://i.minus.com/ib1fry6dGrd9PF.png)
(http://i.minus.com/ixgT6bL5IWlqC.png)
(http://i.minus.com/iBal9ALHwyuKx.png)
(http://i.minus.com/iboVDlpub5p1oc.png)
(http://i.minus.com/ibeLCobM0kzFhM.png)
(http://i.minus.com/iepGXByzXRt2W.png)
(http://i.minus.com/ic5S5OIKa4ueA.png)
(http://i.minus.com/ibofVvhHwzK75n.png)
(http://i.minus.com/iHYc3hrVZa1M.png)

And this last one is special for Triumph
spoiler (click to show/hide)
(http://i.minus.com/ibfxavmYCQz4fP.png)
[close]
Title: Re: Guild Wars 2 - U Jelly
Post by: Rahxephon91 on September 26, 2012, 09:10:11 PM
I really doubt my computer is going to handle some of the late game stuff lol.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 27, 2012, 12:11:11 AM
my screens :rock
modern resolution :rock

One day you too Ruzbeh will graduate from 800x600 to the 2000s!
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on September 28, 2012, 06:57:49 PM
Why this game is awesome: Go back to a starter area to play with a lower level friend and find an event boss that still kicks your ass. Then go off exploring, find a new area you haven't before. Then grab a town POI and waypoint, then follow a stream of water to some Drakes, kill the Drakes to farm mats, and then see what looks like a dead end. But wait.. there's rocks and some vines covering something...

(http://i.minus.com/iKhWCnMLBSomJ.png)

Go climb those rocks, pass through the vines and see that it's not a dead end..

spoiler (click to show/hide)
(http://i.minus.com/ibkoBQpX3vebh5.png)
(http://i.minus.com/ib16gF8DSogalU.png)

It's METROID. Place is called Tekk's Labratory and it's hidden inside the volcanic innards of the mountain range between Caledon Forest and Metrica Province. It's a jumping puzzle with temporary platforms that you activate via terminals. Haven't beaten it yet. Going to wait on CG to join me.
[close]

Total WHOA moment.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 01, 2012, 11:37:28 PM
First image I've seen of a Legendary Weapon in action.

(http://img19.imageshack.us/img19/9421/gw011l.jpg)
Title: Re: Guild Wars 2 - U Jelly
Post by: Rahxephon91 on October 02, 2012, 02:46:05 PM
WoW the fist dungeon Ascalonian Catacombs, was extremely hard for me. Every group I went in with turned into basically a corpse run. The 2nd, Caudecus's Manor was surprisingly short and very easy. Yet, it seemed to have a lot more loot.

Anyway, my engineer is at 51. The class is very fun and feels very versatile. My level 41 Warrior is also coming along well, but I'll probably finish the Eng before going back.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 02, 2012, 06:33:52 PM
Yeah, there is a difficulty spike with the dungeons. AC is harder than CM even though they said they increased difficulty on CM. Though if you have people who know it well it goes much smoother. The hardest part is the Two Lovers.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 04, 2012, 12:07:31 AM
My exotic sword and focus, plus some exotic gear from taking the temple of Lyssa and downing the priestess.

(http://i.minus.com/ibyPP0J8CtZvZ1.png)
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 09, 2012, 02:52:11 AM
Playing aroudn with SweetFX and this game. Some stuff looks purdy, but it sometimes darks out UI elements.

(http://i.minus.com/iALuekwNZbz7o.png)
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 12, 2012, 07:59:19 PM
https://www.guildwars2.com/en/events/halloween-2012

Halloween update. Sounds pretty cool. Interested in how much the Costumes will cost in gems, so I can figure out their cost in gold. I would like to do a costume brawl.

The update will also feature the new paid PVP tournament mode that rewards the top two teams with gems. I have like eight or ten tournament tickets sitting in my bank to use up.

also:

Quote
The world continues to evolve with new events, jumping puzzles, bosses, mini-dungeons, and achievements appearing across a variety of maps.

I wonder if they will say where these things are or just do as they talked about pre-launch and let people find them themselves.
Title: Re: Guild Wars 2 - U Jelly
Post by: ManaByte on October 13, 2012, 01:16:57 AM
I just realized why the game looks so shitty. Looks like Novalogic made a voxel based MMO.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 13, 2012, 04:36:29 AM
mana

that one didn't even make sense

Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 18, 2012, 11:35:15 PM
http://www.youtube.com/watch?v=KzMZ8ScCXI0

omg quaggan trick or treating

https://www.guildwars2.com/en/events/halloween-2012/
Title: Re: Guild Wars 2 - U Jelly
Post by: Phoenix Dark on October 20, 2012, 02:42:13 PM
that actually looks amazing. fuck
Title: Re: Guild Wars 2 - U Jelly
Post by: Freyj on October 20, 2012, 05:37:42 PM
So pumpkins all over major cities and some sort of Headless Horseman thing.

NEW AND INNOVATIVE CONTENT.

spoiler (click to show/hide)
I don't really care, just seems like a lot of hype for a standard MMO Holiday event.
[close]
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 20, 2012, 05:57:57 PM
ANet does holidays very well. They've always been worth logging in for. There's more to the patch, but they're just showing the cool Halloween stuff for that video. Looks like a Jumping Puzzle for Lion's Arch, so I'm looking forward to that and trying to get the special weapon skins. I'm most curious to see how they do Mad King Thorn in this one. In the first Guild Wars, he'd show up and play a game of simon says. He'd tell a really bad pun and if you didn't /laugh in response then he'd kill you. So you'd see like half the city drop dead all at once. :lol
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 22, 2012, 01:17:53 PM
http://www.youtube.com/watch?v=u4QM57ri8fE
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 23, 2012, 10:18:51 PM
Finished the scavenger hunt quest this afternoon. You get a item from a NPC in Lion's Arch that replaces your weapon skills. I only just figured out today that the fifth skill changes depending on how close you are to the ghost NPC you are looking for. Each ghost gives you a book with clues to the location of two other ghosts.

Anyways, posting some screenshots and such.

COSTUME BRAWL
(http://i.minus.com/i8Tv11q8xe7PN.png)

DEVIL HORNS
(http://i.minus.com/iVfUoGTlI3sez.png)

Haunted doors spawning shite out in the world
(http://i.minus.com/iMpO07PLlXyVI.png)

And then when I got a bunch of Candy Corn and finished off the last bit of my monthly achievement, I got 45k karma and had enough to buy the tier 3 Asuran cultural Greatsword
(http://i.minus.com/iQ0lE6GOpiuGY.png)

Last is a video from a gaffer who got the Halloween Chainsaw Greatsword out of a Black Lion Chest.

http://www.youtube.com/watch?v=VovKAH2aOfk
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 26, 2012, 05:26:46 PM
The Mad King Tower is making me cry. =(

Act 2 of the event went live. I guess it was included in the previous patch and was just set to go at noon today. There's a continuation of the scavenger hunt quest, halloween huts out in the starter areas with activities, more Haunted Doors, Halloween Dynamic Events that may be part of a chain, and the Mad King's realm.

The Mad King Realm requires finding one of the haunted doors in the world and entering into it. The doors are random spawns and only show up for a certain amount of time. I think you have to do some qualifying events to have them spawn. Inside the Mad King Realm is a Labyrinth, a Rumble brawl, nad the Mad King's Tower. The Labyrinth is full of level 80 mobs and everyone gets up-leveled to 80, so any character can do it. Haunted Doors spawn in here and some put out Veteran mobs, while others spew out Champion mobs. After downing a Champion mob, you get a treasure chest that can drop exotics and other loot. I haven't done the brawl, but it seems to be some sort of Halloween pvp thing. The Mad King's Tower is a jumping puzzle. A very difficult jumping puzzle. You get stuck in an instance with other players, a timer counts down, and then you get teleported to the bottom of the tower. The tower spins and instant-kill fog rises up from below. You have to keep moving and making it to the next jump. When you fall and die, you get ported back to the starter gate and wait for the rest of your instance group. Nobody in our group managed to beat it and I had to quit in order to eat. I tried like 30 times. The camera issues show up here and it pisses me off. I still had fun though and will try another go at it. I might try it on a medium sized character. The bigger characters seemed to do better.
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 28, 2012, 05:59:09 PM
http://www.youtube.com/watch?v=kXRTfI06pXY

http://www.youtube.com/watch?v=6gcnd34l1Hg

Title: Re: Guild Wars 2 - U Jelly
Post by: Freyj on October 28, 2012, 11:31:02 PM
Etiolate: The Thread.

How's the playerbase retention on this going?
Title: Re: Guild Wars 2 - U Jelly
Post by: etiolate on October 29, 2012, 01:09:32 AM
I've only checked the North American servers, but they're all at High pop to Full. The server I'm on has been full for awhile. Checking right now, 15 of the 24 NA servers are at High and the other 9 are at Full. Sometimes if you try at the right time you can get into the full server though. The Halloween event was so busy that it seem to trigger an issue with ANet's datacenters and the servers actually went down for like fifteen minutes. It was the first real outage that I can think of so far.
Title: Re: Guild Wars 2 - U Jelly
Post by: Great Rumbler on September 04, 2015, 02:32:11 PM
Guild Wars 2 is totally free now, also there's a [paid] expansion coming out in October.
Title: Re: Guild Wars 2 - U Jelly
Post by: doctavius bonbon on September 04, 2015, 05:09:59 PM
Thought etiolate was back for a moment.

It's funny reading the hype prior to release followed by the meltdowns, though.

I got enough enjoyment out of the base game to give heart of horns a try. Someone told me that ArenaNet picked up some of Wildstar's raid devs, but I can't find a source on that.
Title: Re: Guild Wars 2 - U Jelly
Post by: thisismyusername on September 14, 2015, 12:14:05 PM
Guild Wars 2 is totally free now, also there's a [paid] expansion coming out in October.

I tried it the day it went free and found it kinda... boring. I don't know if FF14's beta on PS3 spoiled me in terms of gameplay or what, but the combat here is kinda... uh... yeah. :lol
Title: Re: Guild Wars 2 - U jelly cuz its free
Post by: Great Rumbler on September 14, 2015, 02:22:15 PM
Feel better now, you big baby?