Guild Wars 2

= Justin Bieber is a great musician, if he wasnt then people wouldnt buy / listen to his music.

Also Farmville and The Sims must be great games too for the same reasons.

Different strokes for different folks....I loved WoW...and im sure ill love GW2.

And remember - Opinions are like A$$holes, everyones got one and they all stink! :rolleyes:
 
I want to know more about the game as i'm thinking of buying it

Ask some questions then I've had beta access (well the wife has for some time now) and I've played some and I'll try to answer what I can. I must admit I haven't been on it that much as I have been on Firefall and Archeage more but like I say I've played enough.

What I can tell you from the off is it's a very good game. I didn't like GW1 (maybe as I had just played SWG and that is more my type of game) and I didn't like WoW either (gain coming from SWG's character customisation it just didn't tick the boxes for me straight off and never picked up for me).

I like the freedom I have to just go and explore in the game. I like the removal of boundaries. I like the fact I don't have a whole G13 mapped to meaningless additive skills (like in SWTOR), I like the graphical flair and the music. This is a really top game not just MMO. I have however found it laggy in big PVP and I am not a big themepark player at the end of the day.

And to add something positive to all this negativity focus on this not on people who most likely can't play a damn if they could they would let their staffs do the talking (yer go Elementalist it's the only way to PVP). I've highlighted the two things you need to really be aware of.

Beta Weekend Event Survival Guide
The beta weekend launches Friday afternoon. Are you ready?

In the event that you aren’t (or even if you are!), we have a list of tips for how to handle the beta, the game and everything you will see this weekend. Credit for this goes to a beautiful, beautiful man of an Internet poster who asked to not be named. Thank you, anonymous contributor!

GENERAL INFORMATION

- Don’t just skip through the questions after you design your character. Your answers impact your story and will also impact some NPC interactions in different areas.

- Guilds can be created the second you are out of the opening cinematic. Hit “G” to create a guild or to represent/stand down from a guild.

- The intro instance boss encounter WILL down you. This is so you can see how downed works. Even if you stay downed, the NPCs will win the encounter for you. For most classes, the 3 button will get you back up.

- Right away, hit H then select the PVP tab. Hit “Be in the Mists”. After you port, there will be an Asura Gate in front of you. Take it to Lion’s Arch. After this port, cross the bridge to Lion’s Arch. At the fountain make a left. Here there are Asura Gates to every major city. The gates to Asura and Sylvari land will be blocked. Port to each major city and get the waypoint for zippy travel around the world. (This of course will also let you choose your newbie leveling zone)

- There are no breadcrumbs and no quest hubs. You progress in this game by EXPLORING. Pick a direction that looks good and you will stumble upon adventure. Getting sidetracked is how you will spend most of your time.

- If you have no idea where to go, look for a scout. They are marked with binoculars. They will reveal hearts for you. Also sometimes NPCs will beckon to you or run up to you and say “hey jerky, help a bro”. Talk to these NPCs. They will reveal previously hidden dynamic events.

- Waypoints are graveyards. As you begin exploring and leveling, you want to collect waypoints as fast as possible. Before you start working on a heart or dynamic event, get the closest waypoint or you will be very sad when you die and have to schlep all the way back.

COMBAT

- Your weapon skill unlock makes progress by killing a mob. When you get a new weapon, grinding out the unlocks real quick will make for a more varied and strategic game experience early on.

- Your first skill is auto-attack. Everything else has a cooldown. Since you have a small number of skills, this means you can do something you’ve probably never done in an MMO: look up. The primary thing holding your attention should be where and how you are moving and tells from the mob. To take care of that, you’ve got to watch carefully.

- Circle-strafe is your friend.

- If you run up to a mob, usually they will pause for a split second to punch you or to wind up a big attack. Use this to your advantage.

- Look at your skill tool tips and check for conditions. Conditions are fight changers. Sure you can just spam 1 and win, but proper use of conditions will greatly increase your survival and speed of killing.

- If you pull off a combo (a special attack combining your skills with another players skills) you will see “combo” in the heads-up combat spam. Experiment with this for hilarity and hi-jinks. The easy combos involve a field + a projectile or a field + a jumping/leaping attack.

- Move, move, move!

- In-combat weapon switching unlocks at 7.

EXPLORING, EVENTS AND KARMA

- DO NOT RUN AWAY AFTER COMPLETING ANY DYNAMIC EVENT. This is the best advice I can give. Most of the time, after a dynamic event completes, the NPCs will chat for a minute and then another dynamic event will start. You owe it to yourself to hang out and see what the next bit is. If you stay in a place for 3 minutes or so and nothing happens, it is safe to move on. The world around will change A LOT. Whether you are there to see it, is entirely up to you.

- If you see a different looking dynamic event box that has a background and stays active in a wide area, this is the zones meta dynamic event and requires coordination over a wide area to progress. The end of these events are usually really really satisfying. For instance in the human zone, there is a gigantic scary netherworld monster.

- You will start getting karma quickly. When you fill up a heart, the NPC will sell you gear or other goodies for karma. DO NOT BANK KARMA. Keep in mind you aren’t getting gear quest rewards… because there are no quests. If a karma vendor has an upgrade for you, buy it then and there. This will insure that your relative power stays above the mobs you are fighting.

- There is no reason why you have to go to a higher level zone. You will automatically downlevel for an area and get appropriate rewards. If you finish a 1-15 zone, consider going to another 1-15 zone.

- Your 7, 8, 9 skills unlock at 5, 10, and 20 respectively. To get skills you need skill points. Do skill challenges for skill points. Every major city has a few skill points that you can just buy.

- Traits unlock at 11.

- You want to gather. There is no gathering skill. If two people hit a node, both get full reward. You can get upgrades for your equipment in the form of crystals from gathering. Even if you don’t intend to craft you should gather for the crystals. You will need a consumable to gather. Axes are for logging, picks are for mining, sickles are for herbs and veggies. Most merchants sell these.

from http://www.guildwarsinsider.com/beta-weekend-event-primer/#more-5457
 
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I do like being able to log in and participate from the off but then everyone wonders why the games are dross and are easy to play because people refuse to team up (or don't have to team up) so the gameplay is made easier to accomadate this.

I think this is a pretty valid concern, especially regarding GW2.

If people are used to PVEing with 10 / 25 other people on vent etc or whatever, how can GW2 have anywhere near that complexity in PVE with dynamic groups and no coordination.

I really hope dynamic bosses don't turn into - ok show up, theres a boss, dont stand in the red, collect loot.
 
I really hope dynamic bosses don't turn into - ok show up, theres a boss, dont stand in the red, collect loot.

No, my experience (as a medium skill player I am far too old to have reactions) in the main has been being spanked and spanked hard which generally is something I'd only allow Mrs Xordium to do on her birthday. Maybe they'll tone it down but it is far from easy and what you need to remember in this game is you can't really take damage you have to avoid damage. I should qualify that by saying the lesser number of skills means you can look at the screen and that you therefore need to take clues from what you see as how to respond appropriately. eg my elementalist against bosses could take two hits if I was lucky.
 
I really hope dynamic bosses don't turn into - ok show up, theres a boss, dont stand in the red, collect loot.

I'm hoping the way it works is either option is possible. Not one OR the other. I guess this is where guild choice and server choice come into play. If you want organised structured and team oriented play, pick a guild/server that can offer those things.

If you want to play the story casually and just random team with randoms, you can do that and still play the content without being penalised for not having a large guild which can be time consuming and require certain responsibilities. In this case you pick a casual community guild and play on a more casual or RP server.


At least, I HOPE this is how it turns out. In reality we can't really know until its fully out.
 
This may have already been covered but is GW2 a 'full-MMO'. GW alway struck me as a bit MMO light with the goon you could hire and the many many private instances, I didn't play it much so my knowledge is limited. Is this instanced like that was or a more open world like DAoC (notice I didn't say WoW ;))?
 
I think this is a pretty valid concern, especially regarding GW2.

If people are used to PVEing with 10 / 25 other people on vent etc or whatever, how can GW2 have anywhere near that complexity in PVE with dynamic groups and no coordination.

I really hope dynamic bosses don't turn into - ok show up, theres a boss, dont stand in the red, collect loot.

I've played DDO thoroughly, and done just about everything in the game. While the raid content and bosses are hard, they are only hard for the first few times. Once you know how to play the content, then thats it, its easy every time afterwards because you know what to do to win.

I found most encounters and missions in GW to be far more challenging, varied and different each time whether I was playing with other people or with AI. Difficulty and challenge in games is simply not affected by how many people are placed together in a group. In most cases the difficulty only increases in group content because a lot of the players in your group are imcompetent.

Also simply adding more numbers to the enemy bosses red bar doesnt make something harder, as is done in a lot of games, it simply makes it take longer to kill and therefore requires more players to be able to do that.

If a particular boss is designed to be fought by a team of 20 players, then it wouldnt be any less difficult if you divided its health bar by 20 and fought it on your own.

This may have already been covered but is GW2 a 'full-MMO'.

Yes.
 
This may have already been covered but is GW2 a 'full-MMO'. GW alway struck me as a bit MMO light with the goon you could hire and the many many private instances, I didn't play it much so my knowledge is limited. Is this instanced like that was or a more open world like DAoC (notice I didn't say WoW ;))?

Yeah it is, zones are separated like eastern kingdoms / kalimdor in wow, i.e. with loading screens.

But the main world is fully persistent.
 
This may have already been covered but is GW2 a 'full-MMO'. GW alway struck me as a bit MMO light with the goon you could hire and the many many private instances, I didn't play it much so my knowledge is limited. Is this instanced like that was or a more open world like DAoC (notice I didn't say WoW ;))?

This is a full MMO in the traditional sense. It features quick travel, extensive server vs server PVP in a very large open map with keep holding etc, you also get arena type battles for small teams. It is not a sandbox by any stretch so there is no deep skillpool or deep crafting. It is more like a expanded game of rock, paper, scissors where it is more about choosing the right counter at the right time. It's about your skill not your characters. It is also very different to what I played in GW1 like I said I didn't like GW1 at all and my experience is that they are two very different games.
 
Adding more people doesn't make the bosses phases any more inherently difficult, no, but I'm not sure that's the point. Adding more people makes the overall encounter more difficult, because as more people are entered into the fray, the chances for mistakes and wipes multiplies with it. True enough that the boss programming itself won't become any more complex, but the amount of decision-making and management involved with larger raids increases the difficulty. I'm not sure how you can possibly disagree with this: a healer with 19 other people to look after is under a lot more stress than a healer coping with another 4. Same with a tank managing the dps aggro of 12 other dps'ers rather than 3. And so on. Coordinating and getting everyone to 'do the right thing' at each point in the boss-phases is often what makes large efforts so taxing and demanding. There is also, of course, the entire point about rewards. With more people, rewards are more rare, and thus the gear becomes more highly sought after.
 
No, my experience (as a medium skill player I am far too old to have reactions) in the main has been being spanked and spanked hard which generally is something I'd only allow Mrs Xordium to do on her birthday. Maybe they'll tone it down but it is far from easy and what you need to remember in this game is you can't really take damage you have to avoid damage. I should qualify that by saying the lesser number of skills means you can look at the screen and that you therefore need to take clues from what you see as how to respond appropriately. eg my elementalist against bosses could take two hits if I was lucky.

Can I ask an extension on that question which is - If you've had experience playing GW2, do you ever feel that there is a lack of input because your dps rotation is essentially condensed into your auto attack - especially regarding ranged classes.

Edit -

Adding more people doesn't....

Another point to expand on this is that, fighting a boss in a finite space with a larger number of people gives a lot of opportunity to really punish bad positioning which can be another element of complexity.
 
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This may have already been covered but is GW2 a 'full-MMO'. GW alway struck me as a bit MMO light with the goon you could hire and the many many private instances, I didn't play it much so my knowledge is limited. Is this instanced like that was or a more open world like DAoC (notice I didn't say WoW ;))?

Wide open world this time around, you won't get your own private instance every time you step outside the city gates.
 
Adding more people doesn't make the bosses phases any more inherently difficult, no, but I'm not sure that's the point. Adding more people makes the overall encounter more difficult, because as more people are entered into the fray, the chances for mistakes and wipes multiplies with it. True enough that the boss programming itself won't become any more complex, but the amount of decision-making and management involved with larger raids increases the difficulty. I'm not sure how you can possibly disagree with this: a healer with 19 other people to look after is under a lot more stress than a healer coping with another 4. Same with a tank managing the dps aggro of 12 other dps'ers rather than 3. And so on. Coordinating and getting everyone to 'do the right thing' at each point in the boss-phases is often what makes large efforts so taxing and demanding. There is also, of course, the entire point about rewards. With more people, rewards are more rare, and thus the gear becomes more highly sought after.

Well there are not healers in this game so that kind of invalidates what you are saying. All characters are responsible for their own health and the best healer I have rolled did at best a 10% HP AOE. Like I say it functions differently maybe it would be best if you and bhavv dropped it until you've actually played what the game has to offer.
 
Adding more people doesn't make the bosses phases any more inherently difficult, no, but I'm not sure that's the point. Adding more people makes the overall encounter more difficult, because as more people are entered into the fray, the chances for mistakes and wipes multiplies with it. True enough that the boss programming itself won't become any more complex, but the amount of decision-making and management involved with larger raids increases the difficulty. I'm not sure how you can possibly disagree with this: a healer with 19 other people to look after is under a lot more stress than a healer coping with another 4. Same with a tank managing the dps aggro of 12 other dps'ers rather than 3. And so on. Coordinating and getting everyone to 'do the right thing' at each point in the boss-phases is often what makes large efforts so taxing and demanding. There is also, of course, the entire point about rewards. With more people, rewards are more rare, and thus the gear becomes more highly sought after.

You can argue that adding more people makes bosses easier. If you've got 5 people and one dies, you've lost 1/5th of your damage (bearing in mind that in GW2 there are no healers/tanks etc). If there were 40 man raids, losing one person would mean losing 1/40th of your damage (obviously on average, some classes will do more damage than others, some do have some heals etc).

In GW2 there is no loot rolls etc either, there's a drop for everyone.
 
Adding more people doesn't make the bosses phases any more inherently difficult, no, but I'm not sure that's the point. Adding more people makes the overall encounter more difficult, because as more people are entered into the fray, the chances for mistakes and wipes multiplies with it. True enough that the boss programming itself won't become any more complex, but the amount of decision-making and management involved with larger raids increases the difficulty. I'm not sure how you can possibly disagree with this: a healer with 19 other people to look after is under a lot more stress than a healer coping with another 4. Same with a tank managing the dps aggro of 12 other dps'ers rather than 3. And so on. Coordinating and getting everyone to 'do the right thing' at each point in the boss-phases is often what makes large efforts so taxing and demanding. There is also, of course, the entire point about rewards. With more people, rewards are more rare, and thus the gear becomes more highly sought after.

So basically as I've said all along, playing with other people only makes it more difficult when the other people are incompetent. Why should my enjoyment of the game, and my ability to succeed at winning the content be disadvantaged by being forced to play with people who are simply bad at the game? Why should the player be punished because someone else in their group is not good enough?

I like to play games on my own, make my own mistakes and learn from my own mistakes. I dont like it when I am penalized for other peoples mistakes that I didnt make, as much as I'm sure that other people wouldnt like it in any other MMO if I played a healer class that didnt heal.

Theres no tanks / dps / healers in GW2 as well, so most of what you said is a very obsolete way of looking at older MMOs based on the holy trinity.
 
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Well there are not healers in this game so that kind of invalidates what you are saying. All characters are responsible for their own health and the best healer I have rolled did at best a 10% HP AOE. Like I say it functions differently maybe it would be best if you and bhavv dropped it until you've actually played what the game has to offer.

I'm not positing or discrediting anything about GW2 - just saying that the 'large raid' design is complex by definitions other-than the boss encounters themselves. Bhavv seemed to be a little too conveniently reductivist about it. Just pointing out why some people may miss larger raids and boss-encounters. 5 people instances are great - lord knows I've run enough of them - but I really hope I don't find myself missing more of a 'whole guild effort' feel in PvE encounters. Don't forget, it can be the centre-piece of every guild calendar to get together for a 25/40 man raid (depending on the game): it's an occasion that brings mostly all of the active members of the guild together in one place, for one goal. That can be a hugely boosting social experience.
 
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