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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 ObscureThreat

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Posted 18 July 2013 - 03:41 PM

I really hope they expand on the Legendaries. I working toward my Frostfang, so if crafting a precursor is reasonable then I'd rather take the extra time to craft it, than spend all that gold. I really hope though they aren't going to be using globs & tier materials though. The prices on those items are really high already, and unless they somehow increase the drop rate on those items, I can see legendaries just being unattainable without purchasing gold.
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#2 NerfHerder

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Posted 18 July 2013 - 03:42 PM

Good stuff for players who still enjoy the game.

Even though I may never get any, too many alts, I like the idea of legendaries being able to switch stats. Cosmetic and Convenient, not more powerful.

Glad to see MF gear leave. They should add up the total MF of a full set, and then spread it out across the achievement system.

Although, I am kinda disappointed they didn't mention whatever their "answer to raiding" is. I think this is really what GW2 is missing.
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#3 Guest 34905

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Posted 18 July 2013 - 03:43 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.


They might sell those materials in the gemshop, similar to how they sold kite fortunes in the gem store. :)
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#4 Baron von Scrufflebutt

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Posted 18 July 2013 - 03:49 PM

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.



As far as I can see, every dungeon is getting a nerf when it comes to rewards in the form of DR that kicks in after two (?) runs.
Not only that, as I pointed out above, rewards aren't the only issue here: quite a bit of content, especially the one that A.Net considers to be "difficult", is simply poorly designed. And to make it even worse, AC showed us how something can be made even worse by getting "fixed".
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#5 Perm Shadow Form

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Posted 18 July 2013 - 03:55 PM

I'm quite happy about new skills, hopefully you'll be able to replace you 1-5 skills and not just utilities, I'm tired of running same 5 GS.
Then again, the question is - when? When will this happen? They have been promising us LFG tool for over a half year now.

We'll see...

Also - Legendary Gear? What? No, just no.
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#6 I'm Squirrel

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Posted 18 July 2013 - 03:59 PM

lol... this is exactly the same as the last blog post.

Here's summary of the last blog post:

"We'll do a lot of things in the future. And so much more."

And here's a summary of this recent blog post:

"We'll do a lot of things in the future. And so much more."


In all seriousness, here's the blog post summarized at the top of my head, in a few bullet points for those who skimmed through like me:

-New skills and traits, additional ways to get more skill points
-New ways to build precursors
-New legendary weapons and legendary gear
-Dungeons will provide a gold bonus, per path, daily
-All champions will provide reward chests
-New account-bound crafting materials
-Magic find bonus added to salvaging kits
-Crafting increased to 500, limited to 1 ascended item a day
-New concept regarding the WvW orb concept will be implemented

EDIT:

inb4 new skills cost 100 skill points each
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#7 turbo234

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Posted 18 July 2013 - 04:05 PM

I'm quite happy about new skills, hopefully you'll be able to replace you 1-5 skills and not just utilities, I'm tired of running same 5 GS.
Then again, the question is - when? When will this happen? They have been promising us LFG tool for over a half year now.

We'll see...

Also - Legendary Gear? What? No, just no.


I was also thinking this, I would love to have a choice of several skills based on your weapon.
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#8 Shiren

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Posted 18 July 2013 - 04:12 PM

Calling it now. The dungeon changes will be a failure. There is no way for them to fairly measure the worth of the different dungeon paths based on difficulty and hand out rewards appropriately. Some dungeons are incredibly challenging if you play them the way they were intended to be played. When you use skipping, synergy builds, cheap tactics (Lupicus reflection) and generally have the right set up, dungeon paths that would otherwise be some of the hardest content in the game become as trivially easy as the easiest content.

They will give a "challenging" dungeon some kind of high rewards and farmers and speed clear groups will take advantage of poor PvE balance and exploit poor dungeon design to complete the dungeons quickly.

The new ascended tier sounds like an incredible pain. The time gated crafting grind is one of the least fun things I can think of. Time gated anything is such a shitty game mechanic and it turns logging into the game an obligation to keep up, not something you enjoy doing when you have free time and it makes extra time spent in the game feel wasted. Ascended items dropping in the open world might be appealing if it wasn't for the insane rarity that exotic items drop at already. I can't imagine how unlikely it would be to acquire a desired set of ascended armour if it was as rare or rarer than RNG exotic item drops. I got almost all of my armour sets from dungeons via the fair token system (which is also hindered by a more forgiving time gating system). I don't look forward to praying to the RNG gods to acquire items and crafting is probably one of the least fun things to do in GW2. It disappoints me that ArenaNet went from fairly providing the highest tier of gear through a variety of play styles (craft it, find it, earn it from a dungeon) and now seem to be pushing crafting and RNG.

It exhausts me to think there is going to be yet another hoop ArenaNet wants us to jump through each day. I really can't stand the "daily" mechanic where time turns into a resource you can never get back. It feels like you can't take a break (or play less) without being punished by their "progression and rewards" systems.

I like the idea that champions will have unique drops (so not just running around in Southsun or Orr, but killing the troll in Queensdale sounds like it will drop it's own unique weapon). I hope they implement it well. If the RNG is kept to a minimum, fighting champion mobs across multiple maps could be a fun new way to acquire items and rewards. Green items in GW1 were a fun way to acquire cool gear and made killing boss mobs rewarding and, in some ways, memorable. Unfortunately I expect it to be mired by RNG stupidity but I have hope for this change, especially if the item drops are account bound with decent drop rates. It would add a strong incentive to go out into the world and earn your gear, your item would be unique to the mob that dropped it so if you farm the troll like 8,000 other people you might get a more common one, whereas if you explore less common places you might find yourself with a truly uncommon or rare weapon that you earned yourself instead of grinding gold to buy it off of the TP.

As a primarily PvE player, skill inflation is very exciting to me. I really don't like a lot of the ranger utilities (and I'd love new weapons or new skill sets on existing weapons) to add variety and possibly even competitiveness to the class. New skills and traits means less limitations. I firmly believe the existing trait system is full of underpowered traits, so there was still a lot of ground to gain by working with existing traits, but the idea of new traits is just as good. It has issues for PvP, but in PvE it means good things to me.

I don't really care about magic find. Removing it from gear is great, but its existence only matters in a game mired by RNG that makes MF meaningful. I don't really look forward to another account grind (I am terrified every time ArenaNet says "progression") and more MF means more RNG. I must be one of the minority of players that abhorrs RNG and prefers systems like the dungeon token system.

I find it dissapointing karma wasn't mentioned here. It's become an obsolete currency despite being universally awared and suspicously not linked to gems. I guess something which isn't time gated and has to be earned, it can't be purchased by real money is a threat to ArenaNet.

Masterwork items will have a massive value adjustment when that patch goes live. It's difficult to stockpile them without rendering the TP unusable due to the inability to stack them, but I suspect they will become worth slightly more in the future. Gold will likely become more scarce with the inability to farm CoF. Players will be salvaging greens instead of vendoring them, resulting in gold that currently goes into the economy being salavged into account wide MF bonuses. Start stockpiling gold now and look forward to huge buy outs on green items on the future.
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#9 LemmingHerder

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Posted 18 July 2013 - 04:14 PM

Also - Legendary Gear? What? No, just no.

Um why?
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#10 Miragee

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Posted 18 July 2013 - 04:19 PM

The ascended weapons/armor with high material costs, higher crafting level required and only one piece per day craftable will make them very very expensive to attain. I don't like it at all. That is the exact opposite from what they said about max gear from begin with. They don't need another tier in 6 month, it is already terrible gear grind for better stats if every peace of ascended gear is ingame. Imagine how long it will take for a new character to get all this ascended stuff. At least half a year of play time.
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#11 MazingerZ

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Posted 18 July 2013 - 04:27 PM

I also noticed that we're still at 'well over 3 million' on sales. I'm sure the number's gone up since the January announcement, but by how much?
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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!"

#12 Scizzor

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Posted 18 July 2013 - 04:40 PM

[quote name='Perm Shadow Form' timestamp='1374162952' post='2220414']
[size=4]Also - Legendary Gear? What? No, just no.[/size]
[/quote]

Well, as long as the gear is merely cosmetic I'm ok with it... Would be too most likely painfully grind-y if it was for stats.
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#13 Saul Spotter

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Posted 18 July 2013 - 04:47 PM

Can anyone answer this: Was that SAB picture new?
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#14 Solstice

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Posted 18 July 2013 - 04:49 PM

Either way this plays out a bunch of players are probably going to feel royally screwed by the compensation systems put in place for magic find gear. This possibly includes me considering I have just recently acquired celestial item recipes off the trading post for a magic find replacement on my elementalist.
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#15 carnifex2005

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Posted 18 July 2013 - 05:49 PM

[quote name='Solstice' timestamp='1374166151' post='2220441']
Either way this plays out a bunch of players are probably going to feel royally screwed by the compensation systems put in place for magic find gear. This possibly includes me considering I have just recently acquired celestial item recipes off the trading post for a magic find replacement on my elementalist.
[/quote]

True but I'd rather ANet do this than stick with the status quo. Anyways, it isn't like most of the people who did purchase MF gear have it paid off by now from increased drops and cash.
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#16 nerfandderf

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Posted 18 July 2013 - 05:51 PM

Hollow words until there is real action. Precursors sound like even more grind.
I really do hope they nail the reward because it frankly was bad, really bad.
At least they are getting rid of mf gear - now what about those people that invested heavily into that before they went about killing all loot drops?

If it is against the spirit how did it make it into the game?
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#17 Lydeck

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Posted 18 July 2013 - 06:32 PM

Looking forward to the changes, personally. I'm anxious to learn more about the new crafting component and how it's going to relate to the legendaries.
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#18 Nyid

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Posted 18 July 2013 - 06:34 PM

From what I can tell, they're going to be making the current items in game more readily available and add an additional weapon/armor tier slightly higher than existing expectations. What I mean by this is the amount of materials, the abundance, should greatly increase. Until this happens though, adding more items with even greater grind requirements will seem unfair. Wait and see what happens with drop rates. If the intended loot table alterations to champion mobs are anything to go off of, extremely rare materials such as lodestones should become fairly commonplace. With that in mind, I doubt that Anet will increase the abundance of gold. Frankly, I think this has a lot of promise. More casual players will have the possibility of obtaining currently rare items and the highly active individuals will have their chance to obtain new skins that will undoubtedly be quite impressive. All in all, should be a win-win for everyone.
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#19 MazingerZ

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Posted 18 July 2013 - 06:39 PM

[quote name='Nyid' timestamp='1374172448' post='2220493']From what I can tell, they're going to be making the current items in game more readily available and add an additional weapon/armor tier slightly higher than existing expectations. What I mean by this is the amount of materials, the abundance, should greatly increase. Until this happens though, adding more items with even greater grind requirements will seem unfair. Wait and see what happens with drop rates. If the intended loot table alterations to champion mobs are anything to go off of, extremely rare materials such as lodestones should become fairly commonplace. With that in mind, I doubt that Anet will increase the abundance of gold. Frankly, I think this has a lot of promise. More casual players will have the possibility of obtaining currently rare items and the highly active individuals will have their chance to obtain new skins that will undoubtedly be quite impressive. All in all, should be a win-win for everyone.[/quote]

So... nerfing a tier of content and then adding a new tier that was just as hard to obtain as the previous...?
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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!"

#20 Nyid

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Posted 18 July 2013 - 06:45 PM

[quote name='MazingerZ' timestamp='1374172747' post='2220494']
So... nerfing a tier of content and then adding a new tier that was just as hard to obtain as the previous...?
[/quote]

Seems that way, yes. This method should avoid the categorization of "gear treadmill" because the rewards are, for the most part, aesthetic. It seems necessary. For a game built around the acquisition of unique skins, there is currently a severe lack of variety.
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