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Sooo you want exp/loot in rvb?
I dont. I want people going after the objectives. Playing RvB for the sake of playing RvB. Not for some silly PvE 'reward'. Levels and gear are meaningless in RvB, skins are the only reward which is given out through the glory system. its not that RvB lacks a reward, it lacks the PvE reward, and has pure pvp rewards.
As far as wuvwuv in primetime yeah, your going to have to hit the borderlands, I really dont see that as an issue though, unless EVERYONE is wuvwuving and all 3 borderlands fill up as well as the central area.
I think it's a fairly reasonable criticism, given how it looks like they expected grouping to ensure all members of the party end up in the same place. But that's what beta's here for, and I'm glad to see something as important as this was found out at this stage.
[El]: 2 [En]: 2 [G]: 80 [M]: 31 [N]: 80 [R]: 2 [T]: 2 [W]: 34
Minecraft: Ginjinngear | Steam
And while we're shouting and banging plates together, I hope they either make certain tooltips more clear or give us some sort of resource to know specifically what each ability does in detail. One example: when I was playing elementalist one heal skill I thought about unlocking had a tooltip that said something like "heals X damage (don't recall the exact number) and removes a status ailment with each pulse." And I thought "what the hell is a 'pulse'? Am I supposed to know what that is or how many I have?"
There are several small examples of things like this (that I don't want to list out here) - things that just confused me about specific parts of the game mechanics and wanted to know more about, especially if I'm about to spend skill points on them.
That said, my primary problem with GW2 at the moment is that I can't play it RIGHT NOW. But I don't want my enthusiasm to be interpreted as "nothing at all is wrong with the game, just kick back and relax until release." It's only right and proper that the GW2 developers sacrifice their free time, stress levels, and personal lives so that I can have a better game experience.
Also, I'm a little drunk because of friends being in town, sorry.
Overall, I ended the beta with a generally positive note, although it feels like the game needs quite a few more public betas to iron out all the little issues before release
I can.
You arnt getting the gear to go along with your level.
if you are getting exp you gotta get loot. If you get loot, the objectives of pvp change from 'team' to 'me.
that is a weird logical leap
why do you need to get loot with your level
when you go back to pve you'll still be in the same region, downscaled to where you were at
you'll have more trait points though, which makes sense because you get those for playing the game!
Most PvE loot isn't very impressive, especially compared to equivalent crafting made gear. A slight monetary gain would make up for any non-loots
[El]: 2 [En]: 2 [G]: 80 [M]: 31 [N]: 80 [R]: 2 [T]: 2 [W]: 34
Minecraft: Ginjinngear | Steam
my guess is that those are placeholders
they definitely aren't done putting text into the game
my favorite was that i had an event where the objective was "Rebels defeated killed: 9/10"
(yes i filed a bug report kate)
Ok... In theory, I go into conquest and play nothing but conquest as a dedicated pvp player.
Now I go to PvE as a level 80 with a level 1 dagger and no money.
derp. Sure i'm 'like' a level one, but how do i know what real level I am. If i walk to the level 15 area, and get 2 shotted because my armor sucks, and cant kill anything because my weapons suck, it can quickly become frustrating. Much better for me to be a level 2 when I should be a level 2.
PvP players have been pushing for the PvP game and the PvE game to be seperate for a long time. Its like getting 2 different games rolled into one. I have my PvP game, I have my PvE game. I can play both without one interferring with the other.
you also won't have traits until you can afford the trait book, etc
if you have MONEY from another character, you can buy those things and function at a higher effective level
i don't see a problem
[El]: 2 [En]: 2 [G]: 80 [M]: 31 [N]: 80 [R]: 2 [T]: 2 [W]: 34
Minecraft: Ginjinngear | Steam
It's a valid criticism, but you shouldn't be upset about it. Or anything else, for that matter. Save your disappointment and anger for a released product, and submit that feedback while they can still go hog wild with the underlying engine.
Oh, I agree competely.
The only thing that caused me real problems was occasional texture popout. Sometimes instead of the camera zooming in when it collides with a surface, I'd lose all textures and just see the skybox. Sometimes it happened just walking around, but only with the camera pointing between NE and SE, weird stuff like that. Plenty of bug reports submitted for that, believe me! Probably an additional effect of limiting the processing to one core on the CPU.
[El]: 2 [En]: 2 [G]: 80 [M]: 31 [N]: 80 [R]: 2 [T]: 2 [W]: 34
Minecraft: Ginjinngear | Steam
Except I dont have money, I said that right there.
And as i said, i would have no idea what my 'level appropriate' would be, because I dont have that nice easy gear curve that grows with my level to guide me.
I could as a level 80 walk into that level 15 fight with level 4 gear. What if i walk into a 35-40 zone not knowing any better?
Just believe me on this, it should be seperate. If you want to level as you pvp there is already an option, go to wuvwuv.
It is best to keep it seperate, there have been long and wordy discussions over it on the various dedicated pvp forums and the dedicated pvp crowd wants UAX, max level, everything availible, and no grind. Giving out EXP rewards would be frowned upon by that set of people. And that set of people has been asking for UAX from release in GW1. No grind, no exp, no gear drops.
it keeps things simple, no confusion.
yes, gives you skins for pvp items.
Customizable skillbar removal was the biggest blow to me. Even with weapon switching and switching between utility skills, everything got very stale very fast, except for Engineer, Elementalist, and Necromancer. Engineers get their kits and Elementalists get four elements, and then they get their Lightning Hammer (rock on!) and then a Fiery Greatsword, so they have a huge amount of skills available at any time. Necromancer skills, even their utility ones, are so varied that I doubt it'll get boring quickly.
As for PvP, it kind of sucks going into PvP without having your weapons, armor, and traits scale up with you. I'd have preferred the original Guild War's ability to create a character just for PvP and use PvP rewards to obtain better weapons, armor, and skills. Of course, like in the original Guild Wars, I'd still want there to be PvE characters participating in PvP, with the addition of more customizable weapons and armor since they have to spend time in PvE getting it, but with PvP characters people won't have to get the highest tier armor and weapons to be as effective as their higher-level counterparts.
this stuff was all in the beta, WvW and PvP are two separate things
your pve character becomes a level 80 PvP character when you enter the PvP outpost, they know every skill and have access to every piece of equipment
Someone else said this, may have been you, but it's wrong. Gear from crafting, from drops, and depending from vendors are on equal footing. The DIFFERENCE is that you can choose specifically what stats you want on the crafted item, and that's about it.
I figure you can make Mastercrafted(it's the Green quality stuff so not crafting exclusive) gear and even Gold quality gear with crafting too, just like once you're into the teens you start getting green drops/being able to purchase sweet green lewt from karma vendors.
Also did anyone else notice some karma vendors had an entire SET of recipes? I saw this in Diessa Plateau, the charr 15-25 zone. One had a full recipe set for Blood Legion armor, another for Ash Legion armor.
Gonna get on that next time :3... wonder if a non-charr can wear them...
Yeah, it definitely was in. For me, the only complaint I had about structured PVP was that you had to make a PVE character go through the tutorial to enter it.
Then, I realized that I didn't actually have a problem, because by removing the distinction between "PVP character" and "PVE character" and turning it just into "character" that they really helped streamline things and make it so that I can use my character for whatever I want.
Also, Dodosaur, the Traits system is the replacement for the original GW Skill system, when you get right down to it. You have that awesome feeling of customization and the same level of excitement that comes from making a particularly neat build.
If you're just looking at weapon switching and utility skills, and you're ignoring traits, then you're doing it wrong. Which, come to think of it, if you weren't aware of the structured PVP, then you likely didn't realize the impact Traits have. :lol:
EDIT: Something VERY IMPORTANT that I learned: when you buy PVP armor, right-click it and send it to the Collectibles menu ASAP. That way all of your characters will have access to it (in limitless quantities, even). If you don't send it over and you delete your character, you'll lose the armor. D:
It seems weird that you can get the rewards of being lv80 just by skipping straight to WvWvW. Is that weird to anyone else? Maybe it's just me. I was content to experience PvE content for the moment, and gradually learn the game mechanics that way.
I couldn't agree more. Structured PVP shouldn't drop gear, and it shouldn't give experience. The way they have it now is perfect, honestly.
Only your effective level is boosted to 80 in WvWvW, you still need to unlock all your skills and traits by levelling up. The structured PvP is the only PvP that unlocked everything for you immediately.
All the rewards you get from WvWvW (the drops, experience, karma, coin) is tailored to your current (unmodified) level.
Edit- Basically, you get more health and hit like you were level 80 in WvWvW.
You don't get the rewards of being lvl80 in WvW because:
a) You are not strictly lvl80, you are only upranked to "80" so that there is some semblance of balance. However, someone who has a higher base level than you will have an advantage.
b) Related to previous; you keep your PvE gear, skills and traits
c) All loot drops and XP that you gain while in WvW is scaled to your base level.
Now in structured PvP you do get access to everything, but structured PvP is for competition not RPG progression.
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
Structured PVP is the type of PVP that skips you to level 80 and gives you access to all traits/abilities/items that you would have at that level.
WvWvW levels you to 80, but you keep your items/traits/abilities that you have earned. There is a sense of progression, and as you level, you can buy base weapons/armor from the weaponsmiths/armorsmiths as you can in PvE. Enemies also drop loot bags, which seems to scale based on level. However, i'm not sure about the scaling, as I only entered for a short amount of time. I'm also not too sure on what is available through loot bags.
Edit: Meh, basically posted the same clarification as others.
There seems to be a need for some sort of guide or tutorial to explain things, because parts of the game seem to be overlooked completely. The ones i've found are the sylvari in WvWvW who gives you a nice overview of what's going on, and the entrance area of the mists, but it seems that people are not in the habit of talking to NPCs and miss out.
I kind of figured out the thing about buffs as I was using the charr battle shout skill a lot in WvW. However, I did not realise that AoE attacks hit only 5 targets. That is very interesting, and I like it.
As expected, there are some priority rules, and they make sense:
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
I just want to chime in and say I had zero performance issues and was kind of baffled by how many people are bringing this up.
I was in WvWvW most of my time and in zerg fests that must have involved at least 100+ people on the screen at once and performance was great.
The only time I noted some slight sluggishness (maybe 30fps-ish) was on Sunday when all three servers were attacking the middle keep at once and we were sandwiched between both factions in a stairwell leading up to the second level and there was shit everywhere. The screen was literally full of people, particles effects, explosions, death and destruction.
My specs:
i5-2500k
8GB Ram
Nvidia 560Ti.
Still though you do from WVWVW so there's that
Might be related.
i5-2500k is pretty much the best gaming processer out there, except maybe for the new extreme edition i7's.
Graphics settings had no effect on my framerate
I only bring it up because I've seen people mention that they run 'beast machines' and were having performance problems.
So I'm calling them out on their bull ;P
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
Still, in response to Boogdud's post, there's definitely still work to do and not much we can say but that we hope and trust they'll do it. Still, if WvWvW this weekend proved anything, it's that large scale PvP is DEFINITELY possible. Also, that it doesn't take long for the teams losing early in the matchup to team up against the leader....
What's funny about this post is that I immediately envisioned my horrible experiences in WAR both in beta and at release, with how crappy and unstable both the client and server were.
Whats depressing is even without those problems, WAR was still fundamentally broken because it only had two faction pvp.
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
I found one in Queensdale:
Challenges weren't really difficult, just a bit harder to pull off due to the fact that your character feels a bit floaty.