didnt Arenanet make it that you can only sign up Team Arena when you have a full group with 5 Players so you only fight Premade vs Premade?
now you can sign up again alone or in 2er or 3er or 4er Group in Team Arena , did Arenanet remove the requirement of 5er Group to sign up or is it just a bug?
I think you were always able to join solo to a team-join format since they removed free and paid tournaments. (9 months ago or so)
But they said there will be a point (I think after LFG is out of beta) that only teams of 5 can join.
speaking of the lfg tool, i heard there was no way to accept/deny people that want to join your group, it’s just auto-join. which sounds absolutely terrible. hope there are plans to fix that
Here is your valid way to exclude gw1 from mmorpg pvp comparisons: the game is dead
It really was that simple
but instead you insisted on baseless genre restrictionsNo, it’s not a valid reason to exclude a game.
lol of course it’s valid, it just depends on the discussion. i was just offering you a way out that no one could argue with, suit yourself
Here is your valid way to exclude gw1 from mmorpg pvp comparisons: the game is dead
It really was that simple
but instead you insisted on frivolous sub-genre restrictions
You are not answering my question which was, in case you forgot:
Could you name me any other MMO (NO GW1 IS NOT A MMO) that has no gear advantage, and the same amazing combat potential?
oh i know what your question was, i was telling you that it had a silly restriction for no reason. we’re not discussing pve, we’re looking for best mmorpg pvp. gw1 can be or not be an mmorpg depending who you ask, but it has the same pvp environment, so it is valid in pvp comparisons.
Those words are used together to describe thousands of people playing at the same time in the same WORLD. Which is simply not the case with guild war. The only zone where guild war is persitent is the town.
However, in the actual world pve, The difference is this: In Guild Wars, the possibility to run into other groups is zero. In actual MMOs, it’s 100%. We don’t care whether people talk outside towns. The important thing is whether you CAN. Persistance and Seamlessness = MMO. Guild wars has none of those. It has more similarities with diablo 3 than guild war 2 or EQ1/2, or wow.
It’s simply not fully a mmo.
Which brings us full circle to the question of best PvP and your silly exclusion of gw1. Silly and irration, because we are discussing pvp and that has nothing to do with the mmo part of a game. moreover, gw1 is the direct prequel to this game and many (but not nearly enough) gw2 features were taken directly from it.
“because we are discussing pvp and that has nothing to do with the mmo part of a game”
While we’re at it, lol and dota 2 are by far the best pvp game out there. I’m the irrational one anyway. Anyway, you guys indirectly answered my question.
It’s ok I can keep repeating myself if you are having trouble reading, it’s np
gw1 is prequel to gw2, and its pvp combat is structurally identical to other mmos (gw2 in this case). that’s why it’s directly comparable. the quasi-persistent pve world is irrelevant. lol and dota are a different class of games entirely, where competitive pvp involves starting a new character and leveling during match.
i have been waiting for you to say the only intelligent and reasonable reason why gw1 should be excluded from “best pvp” competition, and if you don’t come across it yourself i will give you a hand.
Those words are used together to describe thousands of people playing at the same time in the same WORLD. Which is simply not the case with guild war. The only zone where guild war is persitent is the town.
However, in the actual world pve, The difference is this: In Guild Wars, the possibility to run into other groups is zero. In actual MMOs, it’s 100%. We don’t care whether people talk outside towns. The important thing is whether you CAN. Persistance and Seamlessness = MMO. Guild wars has none of those. It has more similarities with diablo 3 than guild war 2 or EQ1/2, or wow.
It’s simply not fully a mmo.
Which brings us full circle to the question of best PvP and your silly exclusion of gw1. Silly and irrational, because we are discussing pvp and that has nothing to do with the mmo part of a game. moreover, gw1 is the direct prequel to this game and many (but not nearly enough) gw2 features were taken directly from it.
For some professions, auto-attacks can be used as a source of initiative, adrenaline, etc.
The idea of applying boons and then self-shattering them with the other main bar skills is also pretty cool.
Another possibility, is that the sequence of an auto-attack could determine the following skill. For example, skill #2 could have different effects depending on first chain, where doing the full chain would lead to a stronger #2 attack, but self-interrupting the chain would lead to a more utility #2.
That is also an interesting idea, there is really a wide array of things that are possible, even within the limited framework of current gameplay mechanics.
Always like your posts Diogo.
Your suggestions are good.
Boon and condi idea is good I think, but I dislike them in general for being a bit too… umm… without consequence I guess I want to say, and too common already. I was thinking of your suggestion and thought of an auto attack chain of 2 skills, where the last skill applies some condition to enemy, and then a couple other skills on the bar will provide bonus damage or effect if enemy is under that condition. Possibly would remove or “shatter” that condition on foe for the effect. But then I think in a group fight how easy it would be for a 2nd class to apply this condition and it might easily become overpowered (but the entire discussion is theoretical and vague so even my concerns are without merit for now).
Then another thought occurred to me, that regular weapon sets might occasionally feature weapon-specific “boons” or even possibly conditions. they could be inert and provide no benefit or other effects (i guess they should be called charge counters or something), and simply be used as “currency” for other skills on the bar (e.g. use auto attack to gain charge counters which another few skills may require or benefit from). I don’t think they should have any other functionality so not to intrude in condition and boon territory. also, these charges should be visible to enemies and yourself, so there is chance to counterplay or play mind games.
Here is simple example: auto attack causes you to gain a charge counter on completion of 3rd attack in chain, skill #2 will use 1 charge to provide some boon for 3 seconds (in addition to its regular effects), skill #3 will use 3 charges to provide a knockdown effect to the skill if the charges are available (in addition to its regular effects).
(edited by milo.6942)
When you start spliting skills means the Dev team will now have to work twice as long. It means twice the opportunity for a bug or exploit to appear in the game. Do you know how hard it will hurt a mmo. A game trying to make both pve and pvp side happy? Aka, trying to have a persistent world?
You just insert the words “persistent world” at the end and act like it’s obviously relevant. I have suspicion that maybe it’s not.
Hmm? It’s all about the domino effect. More bugs and exploits will result into more pve exode, into less ressource, into not enough potential pveer who will migrate to pvp ( It’s already low as it is because of gear/cosmetic earned in pve/wvw not available, and on top of that, we got a rather low pvp population, spliting skills with cause massive confusion among the player base who will feel obligated to learn 2 or 3 (wvw) playstyle to fully play gw2), into less pvp patch fix/balance change, into esport being an apparent impossible esport. It’s already struggling to be bordeline esport. Spliting skills is simply costly and too risky for arenaNet to consider it.
So how is that any different from gw1
wait I will help you: it’s not
(edited by milo.6942)
When you start spliting skills means the Dev team will now have to work twice as long. It means twice the opportunity for a bug or exploit to appear in the game. Do you know how hard it will hurt a mmo. A game trying to make both pve and pvp side happy? Aka, trying to have a persistent world?
You just insert the words “persistent world” at the end and act like it’s obviously relevant. I have suspicion that maybe it’s not.
Each of my posts to you have substance, you don’t have reply if you don’t like my style.
By the way as an aside, the “PvP Community Coordinator” has very poor attitude in all her posts. Very condescending and sarcastic. For all the poo we fling at the pvp devs they at least keep their heads screwed on right when they post.
If I could hazard a guess, I’d say that Allie came to the forums in a very positive manner at first but this place is a sea of tears and anger that never stops, even when she tries to be reassuring. She and other devs are very passionate about their game, and after a year or so of constant Q_Q, rude comments etc, what more can be said?
Well I already said what needs to be said, the other devs get the main artillery fire from the forum kitten cannons but they never post with an attitude like hers.
Yes you are right op. I don’t agree that rank should be “nerfed”, it should be devalued and used as a placeholder to pve rank: a personal reward metric and higher ranks should be easier to get. There has already been significant damage to rank’s prestige and it needs a replacement. When they first introduced rank to the scoreboard i was shocked, how could a measurement that counted your losses with your wins be displayed so prominently as if it were an indicator of player skill?
There is wide room to implement a smart new measure of player skill, one that allows for newer players to join and champions skilled veterans. It doesn’t need to be complicated, actually it would be better if it was simple. Just like you said, the rank from gw1 is a good base to build on, and I would think it would be sufficient. There could be improvements or additional ranks/titles per “seasons” or for winning monthly tournaments or a title that is only gained from daily tournaments. Tournament system needs to be the base of this new system however.
By the way as an aside, the “PvP Community Coordinator” has very poor attitude in all her posts. Very condescending and sarcastic. For all the poo we fling at the pvp devs they at least keep their heads screwed on right when they post.
xD
That’s a great mentality. You do realize that if there’s data that people like GW2 PvP, and it gets more popular, that it could = more resources? It’s cool though. If you don’t want to watch, you don’t have to.
Why doesn’t anet put more resources into pvp so that it can get popular?
There’s actually more people playing now than at launch. Sorry your guild failed.
is there a source for this
Alright, I wasn’t going to post here, but I want to stop you all in your tracks in thinking that this post was in any way made or prompted by ArenaNet. That is simply not true.
Why would you respond to an obviously baseless offhand remark like it was super important and required dev intervention? Really?
The sad thing is that I really do want to play. I just get stuck at the login screen, wondering rather or not there’s anything I can do that isn’t a grind.
It would be awesome if they fixed the overall game-play by making skills feel like they matter and making the use of them + combos fell rewarding. There’s such a lack of depth with the combat.
Yes.
Don’t listen to anyone that tells you otherwise, that tells you the combat in this game is good. It’s not. It does, however, feel good, which is not the same as being good.
the primary focus is achievements and not gameplay
+1
In general I strongly dislike RNG. I’d rather kill 2,000 of something with a visible incremental (reliable) gain towards a goal than kill half that and just get lucky on one of them to gain the goal.
That’s probably not true for the (vast) majority of people. Then it really starts to feel like a job, like work. When there is random chance it is hidden, and can surprise you at any moment… or at least that’s the thought that keeps you playing.
Here is what is going to happen with the pvp rewards overhaul:
- Rank is an unrecoverable mess, but they can’t remove it and risk kitten ing everyone off.
- However, something must be done, so they will introduce additional ways/titles/ranks/whatever of displaying some measure of prestige. Will likely involve tournaments. Would be nice to involve some kind of tiered automated tournaments gw1 (but it won’t happen because they have 1 programmer).
- Unlikely to involve leaderboard.
- Glory will become less about prestige and measure of player experience, and more about personal rewards and a “feel good” way to reward even the baddies to keep them playing. Glory gain will be normalized across the glory levels.
- Hotjoin will not be removed. Custom arenas will not be removed. (though personally I would like to see them removed.)
At least, this is what should happen, but I’ll save my vitriolic comments until after I’ve seen what they do.
(edited by milo.6942)
i dont see how hard it is to remove glory gain from costume arena thats all you have to do to stop the glory farming. because regular hotjoin matches doesnt always end up on skyhammer >
because then nobody will buy custom arenas.
poorly thought out business plan as usual for anet.
Maybe ANet wants you to have a life outside of its game, putting things on a timer and limiting the time you can invest in something might have people actually getting up from GW2 and doing another hobby or breathing fresh air, opposed to spending 10+ hours a day doing things over and over, and it slows down how fast you can get things so that the people who play casually don’t feel like their being out done and cry on the forums about how its not fair that someone who plays more than 2 hours a day has better and more stuff than them, lol…
Yes. You’re not being naive at all.
Sorry about that- it was accidentally broken when we were working on some other things. We should have this fixed soon.
This happens all the time!
If you merge the servers, and can join any one of them, where does WvW fit in?
You can still be associated with a server. Just when you go to wvw it will separate you
Not if that server is no longer there. I am asking…where does one’s WvW affiliation lie, if all the servers have become one? Who do you fight against? If there are only 3 servers, the matchup would be a bit stagnant, no? Should there be 6? Still might be stagnant? 9? 12? How many is too many? How many is not enough? I’m thinking the devs thought about this when they created servers in the first place. Just maybe.
I think that maybe I did not explain myself well enough, servers would become “teams” for wvw. They can suss out the details afterwards, the devs are smart people.
If you merge the servers, and can join any one of them, where does WvW fit in?
You can still be associated with a server. Just when you go to wvw it will separate you
Merge the servers. Add district system from gw1. You can join highest population district, or the least populated, or in the middle. Problem = solved.
Wow….so ANET consider posts like these constructive feedback……
Is this the Constructive Feedback forum?
Nevertheless, it is considered an “eSport” by definition terms.
Oh well, I guess if it’s technically an esport then I’d better start playing again!
I don’t miss the trinity.
But a soft one like GW1 – where classes were quite free, no tanks present but healers yes – could solve quite few issues.
I’ve never played any other mmorpg besides gw1, and I’ve heard quite a few times that it was described as having a “soft” trinity. I don’t even know what all this “taunt” stuff is but gw1 was a really good game, with unique roles. This game just seems like a dps race. All the people that wanted tight team combat (like myself) have already left the game.
thank god they finally removed random throw elixer s effects
All duration stacking boons(Aegis, Fury, protection, Regeneration, Retaliation, Swiftness, and Vigor) and conditions(Blind, Burning, Chilled, Cripple, immobilze(now stacks duration), and Poison) now stack to a maximum of 5 times.
Look again.. this is a HUGE nerf to the Warrior alone.
I can only hope this is an initial push, and that reductions to other boons and conditions will follow.
THANK kittenING GOD.
Toss Elixir S: This ability now only grants stealth.
Godkitten that random kitten was kittening annoying.
A simple Google search of the Dev Tracker finds the answer to this question. Here is the reason the game is called Guild Wars 2.
Martin Kerstein
Head of Global Community
This has been answered (Name is based on lore), so I close it.https://forum-en.gw2archive.eu/forum/game/gw2/GW2-Where-are-the-Guild-wars/1621260
Such gullibility.
Perhaps you should consider trying to find something from the person(s) who gave the original game its name where such evidence is dated as close to the time in which they came up with the name as possible.
But this is not about the name of Guild Wars (the original game). It is about the name of Guild Wars 2. It is possible that the original was named for something else. I was simply pointing out that ArenaNet has stated that this game’s name is based on its shared lore and not on GvG combat.
I remember reading somewhere that ArenaNet gave as the reason GW2 would not have open world PvP (or GvG) was that they wanted the PvE open world to be based on player cooperation instead of player competition. That is the reason that things like resource nodes are shared and anyone that contributes to killing a mob or completing an event get a reward. Player cooperation instead of conflict.
Different game, different play style. And (IMHO) a far superior and more enjoyable play style that most other MMOs that arbitrarily divide the server’s PvE population to create artificial “conflict” all in the name of PvP.
open world pvp != gvg
Or…… the name Guild Wars was indeed about the historical Guild Wars that occurred and they put in GvG to appease the PvP people who insisted on guilds fighting each other.
hahahhahahaha
man what a good laugh i had irl
the game was infused with seriousness about pvp, there was no “appeasement” going on, it was central to the game’s philosophy, not to mention it launched with gvg
By the way, there is a reason that GvG is not in the game.
- The pvp team is given very little programmer resources when it needs a lot more
- Main reason: the game is fundamentally different from its predecessor. combat doesn’t work the same way at all. there is no support to keep a team up in a fight, most character builds are self-sufficient and the best way to win would be to just split over the whole map and try to get into the enemy pit and kill the lord. There wouldn’t be much of the good fights we remember at flag stand.
World of Guild Craft
I briefly looked for any post to say this, maybe I missed it, but how is everyone in this thread neglecting to mention how dumbfounding it is that a game director doesn’t have a firm grasp on something this crucial to the game’s future? He “hopes” there aren’t going to be more tiers? “this should be it”?? Is he designing the game based on marketing focus groups?
ahh this leaderboard..
I was rank 10-20 (i don’t remember) 5 months ago, then I stopped playing the game and today I decided to play a couple of games with some friends. I lost both of them, and guess what? I went from rank 131 (decay ownd me) to rank ONE!
how is this even possible? this leaderboard is so kittened up, anet!
i’m rank 1, kittenes, i’m the boss!
what happened was you lost to some really low ranked people, so the system looped back around and put you on top and them at the bottom. working as intended.
How is this not a sequel to Guild Wars?
Gameplay-wise there is not much similarity.
The definitive answer as to why this game is called Guild Wars 2 is because the intent was to make a sequel to Guild Wars 1. That didn’t really happen, but the name stuck.
Why is the series called Guild Wars? I’ve not seen conclusive evidence to say for 100% certain. There is significant reason to believe the game name came from the Guild vs Guild combat system in the first game, and not the lore events of similar name. The game was primarily intended to be a pvp-focused mmorpg-esque game with GvG as its ubiquitous (all guilds had their current gvg rating & rank listed directly underneath the guild name in their guild info/roster panel) featured pvp format. Game balance was largely dictated by GvG and to a lesser extent Hero’s Ascent (another popular pvp format) needs, with occasional pve consideration before the widespread split of skills for pvp and pve. While on the other hand, the lore events of similar names are mentioned rarely and few details are ever given; they serve mostly as historical backdrop for the game’s pve world. Make your own conclusions.
(edited by milo.6942)
/agree
will not happen for a long time (or ever). look at the pace they fix bugs and introduce basic features, now imagine them investing time and effort to overhaul stuff that already exists and technically works. i’d imagine it to be very low priority.
if we look at wow and its trinaty its a tank pulling some mobs and if he needs a smoke he just rolls one as he tanks. healer is able to do the same to a bigger degree if you take the gear treadmill out it just gets broken bad within 1-3 months where gw2’s pve is not the best yet but it has the potential to get beter where wow or trinaty just have tank’n spank maybe with a little twist of some kind
We don’t need to look at wow, we can just look at Guild Wars 1. Quite a better experience.
The VoD always seems to take forever to playback, and it periodically stops to buffer.
Is there any chance someone is going to upload these to youtube?
i agree, twitch buffers way more often than youtube on my slow net.
Let me be more clear. By “role” I intend to mean a distinct playstyle that a group of players might seek out to do a specific and dedicated task that contributes to the group’s success. CCing enemies that go for your healers and keep them still for your warriors might be considered a role if it was an important job that was often requested. “Pushing bosses” is not a role, it is an action that may help but is not really needed.
Games with a trinity have players setting things up so people can do more damage. It’s exactly the same here.
Just because ANet doesn’t want people to just be healbots that fall asleep until a red bar falls too low or the tank to fall asleep until the boss gets bored doesn’t mean that they should change what is currently a great combat system.
All of those “set ups” are trivial and easily replaceable by anything else. There is nothing viable that has a unique role besides Damage Per Second.
I nominate this for Longest Post Ever award.
Sorry, I am not reading it, even though it looks good.
But there are meaningful roles.
To offer you basic examples. You can have mesmers providing mob pulls and quickness, warriors providing banners, guardians putting up projectile reflects, engineers stacking vulnerability.
And you can do all of this while playing DPS.
Even in WvW you have players with roles even if they tend to be grouped in to them most of the time.
It’s a win/win.
With the exception of the reflects, none of those are examples of unique roles. They are just different ways to do damage.
GW2 combat is simplistic for a variety of reasons, one of which is the lack of team roles. It’s irrelevant what those roles are, they could have removed healers and made cc classes act as a “preventative” play style that helped to keep teammates alive, or they could have brought back their “soft” trinity from gw1 (which was quite good for the most part). Any number of interesting things could have been done to give players a sense of performing a unique and needed role in teams. When it’s all said and done it didn’t happen. We have the formula: dmg > everything else. The game seems proud to announce that each player takes care of themselves and they don’t need to rely on their teammates. I play fps games when I want to do my own thing and not worry too much about my team, in an mmo I expect to be an integral component in a combined effort to win fights with diverse playstyles.
edit:
Another way that combat was simplified is the removal of two cost considerations: energy and movement. I think a lot of people are treating the ability to cast while moving as some kind of “revolution” in mmo combat, but I don’t agree. It is more fun to cast while moving, yes, but it removes a notable amount of challenge. When you remove too much challenge from a game, the experience starts to feel hollow. There are 3 costs associated with using skills traditionally: Energy/mana, cast time, and recharge time. Energy promotes careful thought about which skills are most useful for the remaining energy you have left. Cast time gives enemies a chance to interrupt you, and gives melee a chance to punish you for casting the wrong spell at the wrong time. Skill recharges make you think to the future if a particular skill might be needed soon. GW2 has removed 2 of these 3, and in so doing gives players very little reason to care what skills they use. If the skill has a short cooldown, then there is no reason not to use it at the first opportunity. If the skill has a long recharge time then there is usually great hesitation to ever use it. You don’t have to think about the speed of the enemy chasing you and how much distance is between you and make a judgment call on-the-fly whether or not you have time to cast that cc that will immobilize the enemy and whether that will actually gain you any ground. You just use it, because it costs you (almost) nothing.
(edited by milo.6942)