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Looking Ahead: Guild Wars 2 in 2013


Colin Johanson, lead producer for Guild Wars 2, has outlined the upcoming changes and updates for the remainder of 2013 for Guild Wars 2. In the blog post, legendary precursors, crafting ascended weapons, and permanent content updates are discussed and handled. Be sure to read it on the official blog!

In January, we talked about where we wanted Guild Wars 2 to go in 2013. We’re a little over halfway through the year, and we felt it was time to give you an update on where we stand, where we’re going, and discuss in more detail some of the systems you’ll see in the second half of 2013.
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#1 Lordkrall

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Posted 18 July 2013 - 01:53 PM

Quite a bit of nice stuff there!

Really looking forward to the rest of the year
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#2 Illein

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Posted 18 July 2013 - 02:06 PM

[b]Magic Find:[/b]

Oddly the Magic Find change is among my most favourite features to be added as I really was over telling people WHY it's plain asshattery to put Magic Find on in cooperative game play. Though I am curious how they will make up for the ~280% MF with their changed Magic Find system, as the Achievements don't look a likely candidate to rise to that challenge.

[b]Dungeon Rewards:[/b]

The Dungeon changes seem to put a heavy dent into CoF1 runs, which - no doubt - will have some people rejoice but they are rather tight-fisted with details on how that 1 reward chest will make up for that gold. Making it very likely that there just won't be any thing to recoup heavy farmers with.

[b]Champion Rewards:[/b]

I might be a bit pessimistic but the Champion Rewards look like they actually want to encourage Curse Shore farming tours that I really detested since day 1. I sure hope I am wrong, but it doesn't sound like I am.

[b]New Crafting:[/b]

Fine and dandy, though I am not too happy about needing old materials for the new stuff - as everyone will just bunker T6 mats now like crazy and Legendaries will rise in price even further for people who have yet to get one.

[b]WvW:[/b]

Kinda disappointed that they don't seem to have any intentions on making WvW Progress account-wide. I absolutely loved World vs World, but being forced to play one character and one only if I ever want to have ranks - just put me off, had 30.000 Kills before, that wasn't exactly a weekend of play-time, now I am rank 15. Which just shows how little I have played since they introduced that completely flawed progression system. Curious how they replace the orbs, hopefully will be fun and allow for more tactics to evolve from it.

All in all in looks rather nice though, will look forward to more details.
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#3 Digilodger

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Posted 18 July 2013 - 02:11 PM

So in summaries:[list]
[*][b][i]"[W]e’ll vary the amount of gold earned based on difficulty and length of each dungeon path."[/i][/b] <-- R.I.P. CoF path 1. Hey Guildwars2Guru admins and mods, you guys better prepare for an explosion of conspiracy theories and complaints when this is implemented, haha.
[/list][list]
[*]Removing magic find as an equipment stat and make them into account-wide stat.
[*]Legendaries' stats can be manually set outside of combat; no need to transmute them any more. (Also new types of legendary gears.)
[*]Crafting max level increases to 500 to make crafting ascended items and precursors possible.
[*]Champions would always drop a reward, "contain things like crafting materials, skill points, [b]unique skins[/b], lodestones, and more."
[*]They mentioned new skills and traits, but didn't really elaborate on this. I guess we should get ready to change our builds again?
[/list]
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#4 Sky Kotaro

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Posted 18 July 2013 - 02:11 PM

Excited for these changes. Not sure about the dungeon change though -- it's my only source of income q.q
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#5 Kumori Tensei

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Posted 18 July 2013 - 02:11 PM

finally, new ways to get legendaries, new legendaries in general, and legendary weps can be the stat of your choice...woot. adding new skills and traits looks amazing, and i cant wait till mf is gone from gear. Thank you anet for a decent blog.
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#6 turbo234

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Posted 18 July 2013 - 02:12 PM

[size=4][color=#000000][font=CronosPro, arial, helvetica, sans-serif]On top of all of this, look for the return of some of your favorite holiday festivals and super adventures mixed in among our Living World updates, [u]though the focus for the second half of the year will be on a mix of permanent and more impactful content.[/u][/font][/color]

[color=#000000][font=CronosPro, arial, helvetica, sans-serif]Huh, they actually listened.[/font][/color][/size]


[size=4][color=#000000][font=CronosPro, arial, helvetica, sans-serif]"adding new map types" to spvp[/font][/color][/size]
[size=4][font=CronosPro, arial, helvetica, sans-serif][color=#000000]Is this just saying they're adding more maps, or different game modes too?[/color][/font][/size]
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#7 Baron von Scrufflebutt

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Posted 18 July 2013 - 02:31 PM

[img]https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/07/f7c4alooking-ahead-04.jpg[/img]

That's one of my favourite bosses in the whole game AND my absolutely favourite type of enemy. Seeing that, I should have know it was too good to be true.
Because that shot was followed by:
[quote]Dungeon Complete Bonus Rewards

In order to make playing all of our unique dungeons more rewarding, we’ll give you a bonus gold reward for each dungeon path you complete each day. Coins will be removed from the current bosses (replaced by the champion reward box listed above) to coincide with this bonus payout for completing each path. Completion rewards will be guaranteed, and we’ll vary the amount of gold earned based on difficulty and length of each dungeon path.
To encourage players to participate in a wider array of dungeon content, we’ve designed the system so if you complete the same dungeon path twice in one day, you’ll receive the normal reward for completion, but won’t receive the bonus gold reward again during that day.[/quote]

Removing rewards from the stuff I like doing will not make me want to do stuff I don't want to be doing: it will just transform stuff I like doing into stuff I don't like doing. When you guys nerf CoF, I will not move to a different dungeon: I'll simply stop doing dungeons. And since this is one of the few things I actually still enjoy doing in GW2 ...



EDIT:
And don't get me started on how this SOUNDS like only completion will be rewarded, which means I really don't want to waste my time on folks with shitty builds, gear or classes.
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#8 Faowri

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Posted 18 July 2013 - 02:31 PM

Some very positive stuff in here - and I'm [i]so[/i] glad to see MF on the way out.
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#9 Dirame

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Posted 18 July 2013 - 02:39 PM

LEGENDARIES WITH ADJUSTABLE STATS????!!!! I think I'm going to pay to win that one!

[quote name='Ritualist' timestamp='1374157876' post='2220377']
[img]https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/07/f7c4alooking-ahead-04.jpg[/img]

That's one of my favourite bosses in the whole game AND my absolutely favourite type of enemy. Seeing that I should have know it was too good to be true.
Because that shot was followed by:


Removing rewards from the stuff I like doing will not make me want to do stuff I don't want to be doing: it will just transform stuff I like doing into stuff I don't like doing. When you guys nerf CoF, I will not move to a different dungeon: I'll simply stop doing dungeons. And since this is one of the few things I actually still enjoy doing in GW2 ...
[/quote]

Wow.... so you complain that they aren't making improvements to the game and when they do make improvements you complain because the improvements affect a dungeon which you are literally exploiting because of how easy it is? .... I need to go sit down for a sec....
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#10 Baron von Scrufflebutt

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Posted 18 July 2013 - 02:43 PM

[quote name='Dirame' timestamp='1374158374' post='2220379']
Wow.... so you complain that they aren't making improvements to the game and when they do make improvements you complain because the improvements affect a dungeon which you are literally exploiting because of how easy it is? .... I need to go sit down for a sec....
[/quote]

CoF is broken because the rest of the game is utterly unrewarding. That demanded a change.
Making CoF as unrewarding as the rest of the game shouldn't be said change.
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#11 turbo234

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Posted 18 July 2013 - 02:50 PM

[quote name='Ritualist' timestamp='1374158581' post='2220380']
CoF is broken because the rest of the game is utterly unrewarding. The demanded a change.
Making CoF as unrewarding as the rest of the game shouldn't be said change.
[/quote]

That's not at all what they said but okay.
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#12 Volkon

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Posted 18 July 2013 - 02:50 PM

[quote name='Ritualist' timestamp='1374158581' post='2220380']
CoF is broken because the rest of the game is utterly unrewarding. The demanded a change.
Making CoF as unrewarding as the rest of the game shouldn't be said change.
[/quote]

Let's look at this again:

"In order to make playing all of our unique dungeons more rewarding, we’ll give you a bonus gold reward for each dungeon path you complete each day. Coins will be removed from the current bosses (replaced by the champion reward box listed above) to coincide with this bonus payout for completing each path. Completion rewards will be guaranteed, and we’ll vary the amount of gold earned based on difficulty and length of each dungeon path.

To encourage players to participate in a wider array of dungeon content, we’ve designed the system so if you complete the same dungeon path twice in one day, you’ll receive the normal reward for completion, but won’t receive the bonus gold reward again during that day."


Bonus gold for each path per day. Remove coins from bosses, replace with Champion reward box. No bonus gold for subsequent rewards.

I fail to see how this is "making CoF as unrewarding as the rest of the game", at least at this point in time.
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#13 jcwilsn1

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Posted 18 July 2013 - 02:51 PM

Pretty excited about new crafting changes!
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#14 MazingerZ

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Posted 18 July 2013 - 02:54 PM

[quote name='Illein' timestamp='1374156402' post='2220369'][b]Magic Find:[/b]

Oddly the Magic Find change is among my most favourite features to be added as I really was over telling people WHY it's plain asshattery to put Magic Find on in cooperative game play. Though I am curious how they will make up for the ~280% MF with their changed Magic Find system, as the Achievements don't look a likely candidate to rise to that challenge.[/quote]

I'm curious to that as well. I'm also curious to see if they're going to make the 'consumable' be purely the booster and guild banner buffs, or if they're going to leave the Food Buff in and let that take up a slot that could be going towards actual combat buffs instead. Expect people to get an even bigger ass on their shoulders if Food Buff MF remains, and people are using that to make up for the major MF lose, or using it to gain a higher advantage in the event ArenaNet manages to offset the loss of ~280% MF.

[quote name='Illein' timestamp='1374156402' post='2220369'][b]Dungeon Rewards:[/b]

The Dungeon changes seem to put a heavy dent into CoF1 runs, which - no doubt - will have some people rejoice but they are rather tight-fisted with details on how that 1 reward chest will make up for that gold. Making it very likely that there just won't be any thing to recoup heavy farmers with.[/quote]

This is the laziest implementation ever. It's not making the other content more worthwhile to do, it's just nerfing the rewards of the most efficient path. Guess what? If the most rewarding thing in the game is the world's most boring roller coaster, allowing people to only ride it twice a day, and then leave them with other options such as the Maze of Sharp Object or the Manure Plant Tour aren't going to make those people ride those rides. They'll just leave your crummy theme park earlier and be way more critical of buying your 7 dollar hamburgers.

[quote name='Illein' timestamp='1374156402' post='2220369'][b]Champion Rewards:[/b]

I might be a bit pessimistic but the Champion Rewards look like they actually want to encourage Curse Shore farming tours that I really detested since day 1. I sure hope I am wrong, but it doesn't sound like I am.[/quote]

Not to mention the farming of the easy ones. The scale on which Champions function is so bad. AI is bad so unless you've got something that's knocking everyone down because it just does that much damage and you can't even see what's going on because of the constant particle effects... It'll be a Farming Tour that'll look like mini Daily Dragon zergs. This is not going to increase the depth of game play because there is no increased depth in making us go after level 80 Champions.

[quote name='Illein' timestamp='1374156402' post='2220369'][b]New Crafting:[/b]

Fine and dandy, though I am not too happy about needing old materials for the new stuff - as everyone will just bunker T6 mats now like crazy and Legendaries will rise in price even further for people who have yet to get one.[/quote]

What is old is new again! Falling back to the position of [b][color=#008000]cash[/color]->[color=#40e0d0]gems[/color]->[color=#ffd700]gold[/color][/b].

[quote name='Illein' timestamp='1374156402' post='2220369'][b]WvW:[/b]

Kinda disappointed that they don't seem to have any intentions on making WvW Progress account-wide. I absolutely loved World vs World, but being forced to play one character and one only if I ever want to have ranks - just put me off, had 30.000 Kills before, that wasn't exactly a weekend of play-time, now I am rank 15. Which just shows how little I have played since they introduced that completely flawed progression system. Curious how they replace the orbs, hopefully will be fun and allow for more tactics to evolve from it.

All in all in looks rather nice though, will look forward to more details.[/quote]

WvW is still exceptionally boring at times. I prefer small group tactics as opposed to the zerg as a way to win. Hell, were it not for the zerging in Isle of Conquest in WoW, it would be a very fun map with all that it offers, because you need to control areas that are actually providing you more than just Escort events so you can get supplies so you can get yelled at for expending those supplies on things other people don't like.

I don't see a purpose to the progression system other than to be a progression system. The bonuses it offers don't apparently will themselves out unless everyone has them as well, and if they did, then you're setting your side up for a loss simply by being a noob.

[b]New Skill and Traits[/b]

No, no, no, no. There are fundamental issues with doing this, the least of which is that the current system still is not balanced (it actually just WORKS now, it's not BALANCED, a lot of bugs are finally squashed) and you're going to add more spinning plates to the mix. Nevermind the impact on PvP and your attempts to court the e-Sport community. Do the custom arenas allow for the banning of specific skills and traits? No? Then you're setting yourself up for failure, as when things are released that are deemed improperly balanced by the PvP community (who tend to not necessarily know HOW to fix something, but tends to know WHAT is a broken mechanic), they like to have the option to remove it from game play to make it a more balanced game.

[b]Salvaging Fine and Masterwork Items[/b]

Because as far as I'm aware, a lot of people vendored these for gold. I know I did. If I couldn't sell it on the TP for a real cost, I vendored it. So I find it mildly hilarious that they're trying to snooker us into their RNG MF system by saying that if we don't vendor it, we'll get a CHANCE to acquire an MF consumable, which will give us a CHANCE to get more loot.

...Wait, what?

[b]Legendary Gear and Building Your Precursor[/b]

Wait, did I read this right? Are they moving goalposts on people who haven't found a precursor yet?

[color=#b22222][b][size=5]In Summation[/size][/b][/color]

A lot of of lofty promises, as per usual, with ever dwindling credibility . Another solidly polished turd of a PR piece.

What I ultimately take away from this is, skill and trait additions aside, their attempts to put a better stranglehold on the economy and control the flow of generated gold through game play. While players as a hive mind are going to eventually adapt, this will have the intended short-term effect of decreasing wealth throughout the game and probably increasing the gain of gems for cash instead of gold.

CoF nerf will take care of a big chunk of that, but ultimately they're not contributing to the rest of the PvE dungeon scene in the slightest. Obviously, they just can't outright nerf rewards, so they're restructuring the system and putting an obvious cap on it. It's a nice coat of paint to make it look like they're giving as much as they are taking, but apparently they're not handing much back on the 'fun' end.
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It's okay to enjoy crap if you're willing to admit it's crap.
Every patch is like ArenaNet walking out onto the stage of the International Don't Kitten Up Championship, and then proceeding to shiv itself in the stomach 30 times while screaming "IT'S FOR YOUR OWN GOOD! IT'S FOR YOUR OWN GOOD!"

#15 Baron von Scrufflebutt

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Posted 18 July 2013 - 02:55 PM

[quote name='turbo234' timestamp='1374159013' post='2220383']
That's not at all what they said but okay.
[/quote]

My bad, would you mind telling me what they said then?
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#16 Mordakai

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Posted 18 July 2013 - 03:21 PM

Some more info on precursors is great... did everyone miss the bit about new account bound crafting mats? Can't link that to the gem store can you!

I need to get my weapon crafting up to 400 stat though.
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#17 Miragee

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Posted 18 July 2013 - 03:25 PM

We will see. Tons of blablaurghfffblablabla as always when Colin starts speaking about something. Magic Find change is definately a good one (I would've removed that stat, but I'm ok with acc-bound). Reward systems bla. More daily shit is pretty terrible. Ascended was undeniable but bad as well. More crafting mats grind on daily basis for legendaries so yeah. More skills/traits are a good thing that won't change that much as we can still only chose 3 skills for our build.
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#18 turbo234

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Posted 18 July 2013 - 03:31 PM

[quote name='Ritualist' timestamp='1374159335' post='2220388']
My bad, would you mind telling me what they said then?
[/quote]

Making rewards based on difficulty =/= nerfing all rewards and making them all crap. Easier dungeons like cof p1 will surely be lessened, but the harder dungeon paths will be more rewarding. If done right, anet should give people incentive to actually play different dungeons.
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#19 Sans

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Posted 18 July 2013 - 03:35 PM

[quote name='Ritualist' timestamp='1374157876' post='2220377']
Removing rewards from the stuff I like doing will not make me want to do stuff I don't want to be doing: it will just transform stuff I like doing into stuff I don't like doing. [b]When you guys nerf CoF, I will not move to a different dungeon:[/b] I'll simply stop doing dungeons. [b]And since this is one of the few things I actually still enjoy doing in GW2 ...[/b]


[/quote]

You actually enjoy doing CoF1 ?

Guess you just want content that requires no time/effort to complete, and maximum rewards.
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#20 Guest 34905

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Posted 18 July 2013 - 03:41 PM

[quote name='Illein' timestamp='1374156402' post='2220369']
[b]Champion Rewards:[/b]

I might be a bit pessimistic but the Champion Rewards look like they actually want to encourage Curse Shore farming tours that I really detested since day 1. I sure hope I am wrong, but it doesn't sound like I am.
[/quote]

They mentioned Cursed Shore and Southsun because there are multiple events there that have the possibility of spawning a champion when enough players are nearby, contrary to other zones.
So people can go farm champions everywhere, but in these zones there simply are more champions. :)
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