Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it,
follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given
their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
[GW2]GuildWarLands 2: 96.5% more wuvwuv PRE-ORDER DETAILS IN OP OMGYES!
Posts
And require, what was it, 4 people to work together to hit the BIG NUMBARS to actually kill the door quick.
We've still got many months to go before release. I'm sure it's just a question of getting the starter areas down. After all, both races were playable in an earlier beta, just starting at a higher level.
Guild Wars 2: Entriech.3507 | Scythe Gearsnap, Phlork, Irenic
I don't really understand in what way it will restrict things, but it seems that you won't be able to play outside of the region your account is associated with, e.g if you're an american then you won't be able to log into the game while in europe unless you also purchase a EU-account.
This sounds pretty darn weird so I'd love to be corrected:
massively.joystiq.com/2012/04/05/arenanet-details-guild-wars-2s-squad-mechanics/
Yeah, don't limit where you can login from.
If it's just NA and EU, then it probably wouldn't be a big deal as it wouldn't affect many. But add in more regions, such as dividing up Europe in east/west, or similarly, then I think a lot more people would get affected.
However, I think that is a stretch. And a far stretch at that.
That could easily be fixed by having a computer system monitor where you log in from. Let's say I mostly play from The US, but then travel to Europe for a week on business, then come back to the US. Said system would notice my change of location, but realize that I'm only playing from Europe for that week, then back to the US.
Player B's account is seen playing from the US, then 2 hours later from Europe. This process repeats everyday or frequent enough to be suspicious, and the system flags the account. A guy from arena.net looks at the logs and determines that two people are indeed playing the same account, and bans the account.
It's a stretch like you thought. There must be some other reason.
LOL NA: Rednaz
Currently Playing: Dark Forces
Jordan Massey on the Role of the Squad in WvW
There's probably THOUSANDS of potential customers who, for the next few weeks, will be overseas (examples: students doing a semester abroad, military personnel staffed overseas etc.) and may not realize that if they prepurchase online the store will detect their location and give them the client for that location... which will then stop working when they return home in a month or two.
That's a BIG issue, and one which ANet needs to address asap.
This game has alot of smart things going for it. One WvW zone, down leveling (thus less dead zones), a better public questing system, no monthly fee, and a smart action bar. I know every other game is shit in a thread like this, but Warhammer Online had some pretty cool ideas right? And it seems like ANet took a look at where WAR broke down in terms of its outdoors PvP and public quest system (the best parts about that game, or should have been), and determined what would be needed to make it work long term. I can get behind this. WAR was pretty awesome during beta when everyone was in one zone, and in the same level range. One of my fondest gaming memories, for sure.
Just give me a release date. D:
Either they misworded that incredibly badly, or if you take a NA copy to Europe you cannot play.
As in, you can play using your NA copy in Europe, except you'll be connecting to NA servers.
But yeah, worded badly.
[El]: 2 [En]: 2 [G]: 80 [M]: 31 [N]: 80 [R]: 2 [T]: 2 [W]: 34
Minecraft: Ginjinngear | Steam
I'm one of those who falls into "regularly travel" camps who has no desire to purchase multiple copies, I'd be happy with "NA copies will access the NA datacentres, and Europe copies will access the Europe datacentres". Which would be expected, and really wouldn't need explanation or clarification - that's pretty much how any international MMO works.
(As an aside, it often amuses me when players complain of "high latency" of 200ms, and declare a game is unplayable above that - last time I've had a latency below 350ms was around Easter last year when I was working in LA)
But "To play from <location> you must purchase <version>"? That's just asking for controversy.
But I assume there will be some preload time before the servers are open.
I doubt they even have the final client ready for you to download. Even if they did have a client to download, there would be a ton of updates that go through before the game goes out, so I don't see the advantage.
I also doubt that there won't be a pre-load when it gets close to actual release.
LOL NA: Rednaz
Currently Playing: Dark Forces
That's actually something that worries me. Living in Asia, I've never gotten a good ping. 200 happens when the stars, the moon, the sun align. Used to clock 600ms on WoW, 800 raiding. Currently averaging 400ms in Guild Wars 1, and sometimes your actions really feel retarded.
The no-Oceanic servers part also is pretty disheartening, especially given that GW2 seems to be very lag-sensitive.
I feel you on the WoW raiding ping - back when I used to MT in WotLK, my entire raid used to groan if Heroic Icehowl targeted me in Crusaders' Coliseum because they knew my latency wouldn't allow me to get out of the way in time.
However, I started playing GW1 from Japan and my main is a Ranger - I've never had too many problems with interrupts, so I'm fairly confident that I'll be able to hold my own.
Besides, given that the game is designed to regularly pit EU and US players together (they've said that EU and US will be playing on the same Worlds) there will be a degree of built-in latency buffer so that their EU and US datacentres can talk to each other.
I'd rather not play in an environment where the game is somehow automatically set up to compensate for Igor's 900ms ping because he's trying to play from Northern Kraptachkistanz on the NA servers. To me, if you make the choice to play on a world outside your region and don't have the connection to support it, then you should be prepared for the crappy latency that goes along with it.
So yeah, I'm not sure if that's correct about them intending people playing in regions other than where they're living (NA vs EU right now) to be the normal case.
For example, in GW1 all interrupts have a 0.25 activation time. However, there are virtually no skills with a 0.5 activation time and a very small proportion that have 0.75 activation time - the majority have an activation time 1s or longer.
That's a design decision - they COULD balance the skills around 0.5 and 0.75 activation times and you could still interrupt them with a good ping. But they knew from the get-go they were going to have people from around the world fighting with each other, so they built in a latency buffer at the design stage so that a Taiwan team could still interrupt an EU team's skills despite playing from the opposite side of the world and vice versa.
EDIT: Basically, I don't want MY combat to feel unresponsive, because Arenanet is making design decisions to accomodate the minority use case versus the majority use case. The vast majority of people will be playing in the same region, within the same levels of latency. But making exceptions so that one random guy in Taiwan can interrupt some dude in Atlanta sees like it could negatively impact the feel of the game for the millions of other people playing versus other people in the same region.
No, I'm saying that you'll hit the button and immediately your character will start the animation to attack/cast a spell, and 1 second later the attack/spell will physically hit the target. During that second, your opponent has a chance to spot that animation/cast timer and activate a faster attack specifically to interrupt your attack.
If you haven't played GW1, there are virtually no "Instant" attacks like WoW or SWTOR where you hit the button and a fraction of a second later the damage number appears on the screen. Almost every skill has a cast time, but that's fine and still feels responsive because the game is designed around that (for one thing, there's no GCD blocking out your skillbar for 1.5s - you can actually unload skills faster than WoW).
If you watch the GW2 videos you'll see a similar thing - the characters actually physically attack/cast at varying speeds depending on weapon/skill, and the damage occurs when they connect. That's intentional and gives you, the player, a chance to see the attack coming and hit your dodge - "dodging" seems to have taken the place of "interrupts" for GW2. The speed of those animations seems to be designed so it still feels "fast", but has a degree of flexibility for players from around the world.
To give you an idea, compare this video of a ranger in GW1 pvp to this video of a ranger in GW2 pvp.
Who can tell him what will happen under the sun after he is gone?"
It just seems to be intentional in GW2, and the activation bar lets you know when it'll land.
GW2 interview with Mike Ferguson
The paid Home server transfer (not visiting servers) is to prevent people from just hopping servers to get the WvW benefit for winning. You don't get the benefit from your server's buff unless you've been on the server before the server's win. That's the reason behind the payment.
But yes, visiting other servers is freaking amazing. It's another thing, like the sidekick system, that allows you to easily play with your friends.
LOL NA: Rednaz
Currently Playing: Dark Forces