I suggested this already a long time ago. We have overflow, but why not “underflow”, which combines players from several servers to populate the zones?
WoW added this recently with Cross Realm Zones.
I actually love this idea to death and would love to see the game’s awesome world maps have even more ebb and flow to their setup and populations’ traffic flow. It a shame how underutilized some zones are and I think it would be a treat to interact with world a little more directly than completing pre-set events.
But I also agree with a lot of the naysayers that it doesn’t fit and/or isn’t feasible for this game.
My biggest question would be how these ownable points work when the war is between consenting guilds and not all guilds. Or are you saying the toggle is essentially “be part of the guild wars or not” as opposed to “go to war with this particular guild”?
I think there’s a lot of ways a GvG system in the PvE world could just go horribly wrong, despite how cool it sounds.
Age of Conan actually had a brilliant solution to this problem. When you claimed a keep, you had to set a window at what time of the day your keep would be vulnerable for attack. The smaller the window, the bigger your upkeep costs. While it’s unrealistic, it’s also a very clever way to prevent “night ninja caps” etc.
Now about the consent part. I think it could work in two ways. First way is a contest of ownership of the game’s most lucrative forts and keeps, “the big ones” if you will. Those could work so that if you own one, you could be wardecced by any GvG participating guild and could not refuse a wardec.
The smaller forts could be at remote locations, not giving as big advantages, but would give an opportunity to claim one and still stay outside of GvG if the guild so chooses.
This way it would bring something for everyone. The big warlike guilds could choose to go for the big ones and therefore be prepared to fight any guilds who would challenge them. The smaller ones (or more PvE orientated) could claim a smaller place and live at peace and/or wardec only other such guilds to create their own (roleplaying) political community.
Nobody would be forced to PvP. You could choose the scale you wish to participate into GvG with (all-in or selective) and the risk would come with bigger rewards.
It could work, but of course would need a lot of work. Frankly I cannot see Anet going for it.
Ahwell XLGames just signed Trion to publish ArcheAge in the west and they target to launch this year. Will probably be a game much more to my taste, although I will probably sorely miss GW2’s more active combat.
So it seems most of you want a game more like GW1, where everything is instanced so no one in the slightest could “bother” you while you grind your levels/dailies/whatever? I guess the next thing you want are NPC group members so you don’t have to group up for dungeons?
Whatever happened to the M and RP in MMORPG? When did they become single-player games that should strive for as little player interaction as possible?
EDIT: How many of you naysayers have actually played a game with player-faction based consensual PvP? Are you just resisting it because you don’t know how it works? Well I have, and it does work. It’s the best way for people to enjoy relaxed group PvP on their own terms.
(edited by Tom Gore.4035)
Not possible unless they give us an option to move the center of screen, like EVE client does.
Nah you’re mistaken. The warrior on tha page is using a big one handed axe and just likes the challenge of leaving the other hand empty.
You would discourage low levels from leveling if that was happening. Imagine two guilds waring in a leveling zone? What happens? A waypoint gets contested and the guilds would keep on killing the enemies that spawn there. Now what if a person leveling needs those enemies to complete a quest? How many people would quit the game?
Also what if someone does not have a good computer and slows down to 5 FPS in major events and WvW? They play Pve hoping to perform well and BAM! Suddenly 200 people at war!
Tell me what prevents a guild from doing this today if they want to? And if you think it really is such a big problem, maybe sanctify the starter zones from GvG PvP.
Agree. The dialog cutscenes especially must be the most stupid things ever invented. “Hey, instead of having the characters speak their mind in the open world, let’s put them standing in a talking heads cutscene totally out of context”.
Whoever thought about that should be fired. Freeze the player in place near the NPCs if you’re worried about that.
I’d choose even PvP servers over the current snoozefest. My first preference would be Guild vs. Guild in the open world, though.
They really need to do something to make crafting worth the while. Currently it’s a total waste of time to level a crafting profession other than gaining exp. Cooking is the only profession with a recurring revenue stream. Everything else is buy once use forever and it cannot last long.
Player housing? Why not?
It’s honestly one of my biggest pet peeves to hear people say “its unnecessary so don’t add it.” Honestly the game as a whole is 100% unnecessary so why have it?
You’re missing the point. What they mean is “it’s unnecessary for our maximum monetary gain”.
Which still of course in case of GW2 could be totally wrong because there is a ton of stuff they could sell in the CS for player housing.
I’m all for player housing and anything even remotely sandbox in this anguishing time of themepark MMOs.
“People don’t come back to that areas because they want to farm/get gold/tokens…and that areas aren’t worthly as others. Making them worthly will break the economy.”
Where i said PvP break economy? And yes, making easier areas farms worth like end ones will break it.
Because this thread was about adding GvG to the open world to give people a reason to go there. You brought the farming up and I tried to put you back on topic. If you can’t and want to derail instead, please do it in some other thread.
Giving people the meaning of doing PvP in a PvE map isn’t a great idea, as i said that is part of the core design of GW2, any changes here will change the game completely to another thing. There is a lot of content to do at maps, just take a look at achivements and if you have them all just create another char and enjoy it in another way. People don’t come back to that areas because they want to farm/get gold/tokens…and that areas aren’t worthly as others. Making them worthly will break the economy.
And by allowing guilds to do consensual PvP on the open world against each other would break the economy…. how?
Well they want to give people meaning to go back to the world areas once you hit 80 (and have world completion at 100%). I just gave them one.
Maybe they will listen, maybe they will figure out something else.
When we will see capes/cloaks? Quaggan backpacks, COME ON!
Want to know why we don’t have capes/cloaks?
Charr. We break the game (and jumping puzzles).
Then don’t give capes to Charr. Problem solved.
Yeah it’s not like you can move out of the trading forum from LA if you don’t want to hear the same stuff over and over and over again.
we need pvp servers,(like other game do) the othes players, who not feel safe with open pvp or feel like open pvp is too violent for them, there is not problem! they can keep playing into pve servers. Win-win.
IMO WvW is poor and basic, feel like a big arena, and arenas or tpvp are like league of legend kinda games, is not like clasic games like lineage 2 for give an example.
For us , the players who love open pvp and play since a lot of years, this game is not addictive, this game feels empty, like a easy single player game in coop mode with friends.
I feel like this game is more for kids than adults. Anyone who had played other mmorpg cant denied that, come on.^^
I could actually see this working fine in GW2, since there are literally dozens of ways to earn experience. The usual open PvP problem of locking players out of leveling content cannot happen in GW2.
Still would rather see consent-only PvP in the open world, as it would require less splintering of the playerbase over the servers.
But I think it’s fat chance of PvP servers happening without a major mindset change at Anet project leads.
And I really hope and pray that if and when the GvG and guild halls come in, they will not be instances, but placed in the open world. Instancing kills any sense of immersion and the feeling of a living world there is.
Am I the only one actually seeing how wonderful and superb the game world in GW2 is? Why should they instance it more and not utilize it as it is?
Signet of Healing, Signet of Strength, Signet of Fury, Signet of Dolyak, Signet of Rage
What?
They are your skills .
What do you mean by " what " ??
Adding a separate “What?” to the end of your posting means you’re expecting everyone to glare at you in disbelief after reading your post
I actually don’t run with 5 signets, but one of my build has 4 + Shake it off. I know a lot of warriors do run with 5 signets, though.
It’s interesting that you comment on EVE, considering that it’s one of the most player-driven games that I’ve ever spent time on, though granted that it’s not particularly aesthetically-driven and the PvP aspects are really rather open-ended (though that’s part of the appeal for many). Sadly, the ‘What now?’ issue is pretty prevalent in all games – in all honesty, I find sandbox games to generally be less appealing than less open-ended games, presuming both are crafted well, because given the option of doing anything, I will tend to do what I want to do the most and everything else will seem unappealing by comparison. But that’s just me. I appreciate thriving in reasonably restrictive game environments and mechanics far more than in more open scenarios.
Adding the sorts of PvP elements to open world that you’ve mentioned is also an interesting idea, but I admit that I’m sceptical as to how they would be managed or really what they would provide beyond the options available in WvWvW. The concept of larger guilds potentially monopolising even small areas of PvE is particularly unappealing to me, though there are ways to balance that and to encourage it to stay dynamic. This could well be something that could be experimented with in the new maps that ANet introduce to the game over the coming years, but it does seem a little against the spirit of cooperation that they’ve fostered. And I think in many ways, you’ve answered your own ‘What now?’ with a rather personal solution – one that appeals to you but may not necessarily fit the overall design of the game. In effect, would you be satisfied with any middle-ground that could be introduced? Instanced, but more open-ended custom PvP arenas? Aspects of WvWvW that are more Guild-focused rather than server? Greater implications of Guild Influence on the open world?
The game still has a lot of room in which to grow and the raw materials to make it work. But if people have fairly restricted ideas of how to introduce new concepts – and I’m not suggesting that you are, but in general – I’d argue that the potential there is a little wasted.
It’s of course a matter of taste if anyone likes more pre-defined or open-ended gameplay. I guess you could say Guild Wars 2 is not the game for me, but I’d like to believe there is room for open-ended emergent gameplay in GW2 too, if the devs choose to spend resources for it. The good thing about such elements are that they usually return more gameplay hours per development hours than pre-defined elements.
About your fear of larger guilds “monopolizing” areas in the open world, I disagree. It would be trivial to restrict the bases to one per guild and then adjust the cost of acquiring and maintaining the bases so that the biggest forts and towns could only be claimed and kept by bigger guilds. Also, as the PvP would be voluntary, guilds could choose whom to fight and whom to “ignore”. This would allow many opportunities to form roleplaying communities, who do not wish to participate in the “higher levels” of competitive PvP, but instead want to have roleplaying reasons for laid back PvP. Having participated in a lot of this kind of PvP in Ultima Online, I have to say it’s the best time I’ve ever had PvPing in a game. When everyone’s not that dead serious about their ladder position and k/d ratio, the fights are much more relaxed and fun and usually always include cinematic preludes, where the forces stop to exchange words before the battle ensues.
As to your questions what I would be happy with – the answer is: Anything that gives more options for player-driven content. If they will come in baby steps I’m fine with that, but unfortunately when I look at Colin’s talk about where they want to take GW2 in 2013, it leaves me with disappointment that player-driven content is definitely not in the spotlight, at least not for 2013.
…Lately I’ve also been playing a lot of EVE online, but the lack of any (meaningful) avatar gameplay and consent-only PvP areas keep me from enjoying it fully…
So you like ganking in specific. This is so far from the GW concept, that it will not happen.
“Allowing players to share experiences in an open world where other players are seen as helpful, rather than competition, is a huge component of what makes our game what it is. Open world online games are always strongest when players are encouraged and rewarded to interact as a community, to support other each other…..” – https://www.guildwars2.com/en/news/colin-johanson-on-guild-wars-2-in-the-months-ahead/
I’m not sure how you twisted my wish for consent-only PvP areas for EVE (and for GW2) to “you like ganking”. Care to elaborate? Or maybe you need a new dictionary?
What specific sort of things are you looking for, and what do these other games offer that you like? How much of these games are focused around these design details and how do their mechanics compare to those used a game like GW2?
Let’s start by stating that my favourite MMO of all time is Ultima Online: Renaissance (and it’s important to mention the expansion too). Unfortunately this game fell flat on it’s face starting from Age of Shadows, but I digress. Lately I’ve also been playing a lot of EVE online, but the lack of any (meaningful) avatar gameplay and consent-only PvP areas keep me from enjoying it fully.
The incoming games I’m currently watching include Pathfinder Online, ArcheAge and The Repopulation. All of these aim to offer a much more player-driven experience than GW2 and the other popular themepark MMOs (TSW, WoW, Rift and SWTOR to mention a few) today. They are built from base up to offer the players a lot of cool “toys” to play with and tools to create content for themselves and the rest of the community. Instead of pushing the player down a certain progression path, these games rather make the player ask “What now?” a lot. Those with imagination can always find an answer to that question and the answer will be one they came up themselves.
When I speak of wasted potential regarding to GW2 I mean mostly the vast, beautiful and painstakingly detailed world that the devs created, and that is now mostly collecting dust as most of the players have reached maximum level. My vision of a Guild versus Guild system for GW2 would allow guilds to declare mutual war against each other, allowing them to fight wherever they meet, even in the open world. To give them more incentive to do so, I would allow guilds to claim a base (be it a fort, a village or a hidden cave) out in the world and then capture/raid warred guild bases.
I doubt my vision will ever be realized, but I’m certain that if it would, it will bring a whole lot more meaning to “guild pride” than the planned guild missions ever will.
(edited by Tom Gore.4035)
Signet of Healing, Signet of Strength, Signet of Fury, Signet of Dolyak, Signet of Rage
What?
Man, so many buttons to push in this game, LOL! Is there a class that doesn’t require swapping weapon sets??
You must be new to MMO games?
For comparison, my WoW thief and Unholy DK used around 30 keys in PvP, of which many were macroes that helped me to reduce the keybinds necessary. I used a Logitech G13 and a Razer Naga and still found myself running out of keybinds.
I recall an answer a while back a dev saying Asura tell that capes are just to encumbering in a battle or w/e. well I’m sry but a fat as* Quaggin on your back is a bit more encumbering than a cloak/cape would be!
Syn
You’re learning slowly, my padawan.
Any lore reasons devs give you for not adding x into the game are just “we don’t know how to do it” in disguise.
They probably just don’t have the know-how (as of yet) to add cloaks/capes to the game without it a) looking ugly and/or b) melting your GPU.
The only positive thing is that I don’t have to run Fractals for Ascended gear. Hunting achievements is 100x more fun (most of the time).
they are fun….
Since nov15 community shifted from play to have fun, to play to have LOOT.
As predicted exactly…..this is “progression”.
They are fun for the first 1-2 times maybe. After that, all fun is lost, at least for me.
But yeah I’m probably different among the MMO crowd because my brain doesn’t stand endless repetition very well.
More “dragon” encounters of absolutely trivial difficulty, happening at clockwork precision and giving negligible loot.
That’s exactly what we need, right?
The OP wanted to have guild vs guild battles and I can’t see that happening outside of an instance.
You keep saying that, but you give no reasons why it needs to be within an instance? Several PVE and cooperation centric games have successfully introduced consensual open world PvP. There is absolutely no technical reason to restrict Guild vs. Guild warfare into instances.
The only reason I could think of would be a design decision – not wanting any conflict in the open world between players. I could understand that, but would not agree with it.
But I’m not the producer of this game. They take the game to the direction they feel is best, and so far it seems that direction is to offer more solo PvE content and instanced group PvE content. They tout about their “living world”, but the sad truth is the world evolves exactly according to their pre-set plan and we, as players, will have zero impact on that direction.
It makes me sad. MMORPGs today are full of wasted potential. They are effectively static single player games that you can play with your friends. They do not respond to your actions and you cannot shape the world in any way, no matter how many players you flock to yourself.
My only consolation is that there seem to be several games coming out that give more emphasis to the player. It also seems that it’s mostly eastern developers that understand this. I wonder if I should move to Korea.
When we will see capes/cloaks? Quaggan backpacks, COME ON!
This is the game’s way of telling you to stop grinding the dragons and do something else for a change.
Well we can always dream
So they are afraid that there will be name-calling and stuff like that? Yeah for sure there will be, but as long as the consequences of PvP are as small as they’re in WvW I don’t see them getting out of hand.
They want the whole server to be one big happy family? Well it’s not working, as people are getting kitten with nothing to do.
You realize that the name is from the lore right?
http://wiki.guildwars.com/wiki/LoreIt has nothing to do with guild wars in the game
Sure I realize that. Doesn’t make it any less stupid to name your game “Guild Wars”, then put in Guilds and Wars, but not Guild Wars.
But I can see from the +1s on this thread what people want. Thanks for the confirmation. I’m sure Colin will serve you as ordered
I’m not asking for a hard core FFA PvP experience. I’m asking for consent-only wardecs between guilds. Frankly, I cannot really see how implementing that could be such a big chore. I also cannot see how it would actually bother anyone if the guilds could duke it out in the open world as long as it’s consensual. Don’t like it, don’t participate. As simple as that.
But I guess you’re right – this doesn’t seem like that game. The devs are content (pun intended) to bring us more absolutely meaningless and boring PvE stuff like more dynamic (lol) events and grind-until-your-fingers-bleed dungeons with two hundred difficulty levels.
Sometimes I really wonder what goes around in the minds of these devs…
And yes, there are games with that kind of content out there. However, none of them have as huge and beautiful world as GW2 does, practically screaming “Hey come over here and populate me!”
(edited by Tom Gore.4035)
I know, it’s like I’ve heard this before, but reading Colin’s plans for 2013 there is nothing about this feature that happens to be in the name of the game!
I know GW2 is all about hugs and kisses within your own realm, everyone working towards a common goal and yada yada…
But come on. How hard would it be to introduce a war declaration system (mutual of course, as this is a consent-only PvP game) that would allow guilds to fight each other in the beautifully crafted, huge open world that you have provided us with, and which we have mostly abandoned ever since we hit max level and possibly 100% world completion.
To make the world even more relevant, let the guilds stake out bases (guild halls, whatever you want to call them) in the open world. There are tons of forts, villages and hidden caves for all kinds of guilds to call their home base. Let them add functionality to them. Let them add guild vendors, banks and stuff. Make them expensive to build and to maintain, so guilds will have to work to keep them.
This would give players so much more to do while you work on more of that run-of-the-gear-treadmill PvE content you seem so fond of, and that we players churn through in a few days, asking “now what?”.
So essentially you’re complaining that you need other people to progress in a Massively Multiplayer Online game?
Rrright…
If you’re a warrior and you get downed, you probably deserve it :P
Yeah stupid you for thinking that you can rush into melee against 5 people and come out alive like guardians do.
Unless specced for full defense, warriors go down pretty easily and even when specced for full defense, they can still be focused down quite quickly.
There is one place where the longbow shines over the rifle and that is a siege, especially if you’re attacking.
Buy one from TP.
Go to www.gw2db.com
Browse shields, check their 3D models.
Find one your like, hopefully not too expensive to get.
Transmute the skin to your shield.
???
Profit!
No idea about the dyes. Make a test with 100 dyes, once with gear on and once without.
It does affect mob drops. Not the amount of drops, but the quality of them. This you can easily see by collecting the statistics for them:
1. Play with your MF set on, collect 100 drops, record qualities.
2. Play without your MF set, collect 100 drops, record qualities.
3. Compare.
Oh by the way, please keep buying a lot of gems with gold so the price of gems will keep skyrocketing. Soon I’ll just blow 20 EUR to gems and have my cultural tier 3 set :P
The button is labeled “Remove”
As said, Black Lion is ok.
Master you will need to test. I’d start with Mithril node and if it ruins that one too you know it’s going to ruin oric too.
If the autoattack would work reliably I wouldn’t have to spam it. However, it seems that in many cases the autoattack thinks you are out of range when in fact you can hit the target just fine.
So I spam.
It’s part of the Vigil personal storyline. Nothing to see there outside that instance. At least not yet.
Since I would just sell it for profit, I will not participate, but good luck to all and respect to the OP for such a generous donation
I’d just mash the two longbow traits into one and bam, balanced!
If you are able to use Vengeance in an 1v1 situation you’re playing against a complete idiot.
For some reason I can’t quote on the forums atm, they seem to be always buggy for me.
Anyway the above poster has the right idea. If you want just Fine crafting materials stick with the Moldy Bags, the Miner’s Bags are the only ones that give stuff like butter/chocolate.
I honestly can’t see turning a reliable profit from these bags, it would be gambling with the odds in your favor but it’s still gambling.
However if you buy the bags and deposit all of the collectibles you’re going to fill up your collectible tabs extremely quickly.
The problem is, in most cases you can get the collectibles you need cheaper by just buying them directly from the TP.
Even when leveling it’s more cost-effective to just buy the lowest going fine crafting mat in bulk directly from the TP.