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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 Wifflebottom

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Posted 18 July 2013 - 07:03 PM

Lets hope for fewer trenchcoats, fewer armors that warp terribly on Charr, and fewer armors that give Sylvari birthing hips!
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#2 Nyid

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Posted 18 July 2013 - 07:21 PM

Female armors are rather annoying as well. Either they're entirely skimpy or puffy to the max. And down with buttcapes I say!
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#3 Wonsavage

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Posted 18 July 2013 - 07:29 PM

I hope they figure out the shit they intend to do with infusions. Right now Ascended gear is just a slightly better exotic with less customization options (Taking the stats from the gems and applying them to the item directly means we can't mix and match and once you buy the one stat combo there's no way to change it without grinding another ascended). Ascended, in general, is just a less appealing design than exotic and their current attempts to use infusions to compensate have been pretty disappointing (agony resist for PVE, worthless stat boosts, or some slight increases against NPCs in WvW) and doesn't at all replace the customization options lost from exotics. At least legendaries will have the ability to change their stats; maybe they'll allow ascended gear to do that too (Not likely).
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#4 typographie

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Posted 18 July 2013 - 08:31 PM

[quote name='nerfandderf' timestamp='1374169905' post='2220486']Precursors sound like even more grind.[/quote]

Would you rather it be a lottery system or would you rather it be a grind? Hell, its already a grind as most players probably just buy them. I don't think there's a third option if you want to keep them rare.

Let's be honest: any system they implement that keeps legendary items special has to be about preventing players from getting them in a timely fashion. Legendary items are legendary because of who [i]doesn't[/i] have them, so no matter what they do here its not going to please the players.
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#5 Majic

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Posted 18 July 2013 - 08:50 PM

[quote name='typographie' timestamp='1374179483' post='2220529']
Legendary items are legendary because of who [i]doesn't[/i] have them, so no matter what they do here its not going to please the players.[/quote]

Or, after making it ridiculously hard for the chosen few who dedicated large segments of their lives and fortunes to the pursuit, they could let everyone be a Jedi like Star Wars Galaxies' New Game Experience.

That worked out well, didn't it? :P
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#6 MazingerZ

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Posted 18 July 2013 - 08:55 PM

[quote name='Majic' timestamp='1374180653' post='2220538']Or, after making it ridiculously hard for the chosen few who dedicated large segments of their lives and fortunes to the pursuit, they could let everyone be a Jedi like Star Wars Galaxies' New Game Experience.

That worked out well, didn't it? :P[/quote]

That was largely a setting issue, because it was set between A New Hope an TESB, at which point Jedi were supposed to be a rarity, but everyone wanted it. It kind of ruined the game to see people dueling with sabers in broad daylight.

From a friend who was grinding it, part of his issues was that he felt his previous (and unrealized) efforts meant nothing when he was very close to unlocking Jedi. They replaced the entire system with the other one, so all his previous efforts were for naught.
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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!"

#7 AsgarZigel

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Posted 18 July 2013 - 09:23 PM

The one thing that really worries me... a lot of the focus seems to be on rewards.
Rewards rewards rewards.

I mean new skills and traits could make the game more interesting, but the problem is that the enemies are boring, simplistic, weirdly balanced, ect.
A lot of Minigames instead of core gameplay stuff in the Living World updates and now no mention of making combat more interest. Did they just give up on their combat system / AI, or what?
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#8 Lordkrall

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Posted 18 July 2013 - 09:25 PM

[quote name='AsgarZigel' timestamp='1374182583' post='2220546']
The one thing that really worries me... a lot of the focus seems to be on rewards.
Rewards rewards rewards.
[/quote]

Quite logical though, since the vast majority of complains seems to be based around the lack of rewards.
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#9 Cutthroat

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Posted 18 July 2013 - 09:25 PM

Looking forward to new skills and traits. I guess I'll start investing in my ranger again.. I'm unhappy how alt unfriendly GW2 is tho... not to mention having two accounts. I wonder if Anet still plans to increase the level cap.
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#10 dannywolt

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Posted 18 July 2013 - 09:33 PM

[quote name='Sans' timestamp='1374161728' post='2220401']
You actually enjoy doing CoF1 ?

Guess you just want content that requires no time/effort to complete, and maximum rewards.
[/quote]

Unfair assumption. I love speed-running CoF P1 and the reward isn't the primary reason. I have fun trying to raise my level of play with each run, aiming for perfection of my skill, and attempting to beat previous run times while making money. CoF P1 has been a great dungeon path since it is short and there are always parties available.

The once-a-day rewards will likely destroy any repeated runs and instead promote a 'join party, get rewards, move on to next party' mentality among dungeon groups similar to the world bosses where players map in, kill boss, map out. Multiple run groups fostered the development of teamwork and I don't see this happening with the new system.

I might quit dungeons completely when this change occurs, but I'll reserve final judgement until I see the full implemention.
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#11 Nyid

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Posted 18 July 2013 - 10:19 PM

[quote name='dannywolt' timestamp='1374183238' post='2220551']
Unfair assumption. I love speed-running CoF P1 and the reward isn't the primary reason. I have fun trying to raise my level of play with each run, aiming for perfection of my skill, and attempting to beat previous run times while making money. CoF P1 has been a great dungeon path since it is short and there are always parties available.

The once-a-day rewards will likely destroy any repeated runs and instead promote a 'join party, get rewards, move on to next party' mentality among dungeon groups similar to the world bosses where players map in, kill boss, map out. Multiple run groups fostered the development of teamwork and I don't see this happening with the new system.

I might quit dungeons completely when this change occurs, but I'll reserve final judgement until I see the full implemention.
[/quote]

Keep in mind that Anet is probably also working on an in-game grouping tool, so it should all work out fairly well. I'd imagine such a tool would allow for a great amount of the playerbase to partake in dungeons. Frankly, I doubt more than 20% of players currently use things such as [url="http://gw2lfg.com/"]http://gw2lfg.com/[/url]. That said, look forward to being grouped with a lot of people that have no clue what they're doing xP
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#12 typographie

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Posted 18 July 2013 - 11:19 PM

[quote name='Majic' timestamp='1374180653' post='2220538']Or, after making it ridiculously hard for the chosen few who dedicated large segments of their lives and fortunes to the pursuit, they could let everyone be a Jedi like Star Wars Galaxies' New Game Experience.

That worked out well, didn't it? :P
[/quote]

I played that game for wayyyy longer than I should have. A big part of the reason I'm usually willing to give Anet the benefit of the doubt is that I know from experience how a developer behaves when they are actually legitimately [i]bad[/i], and this isn't it.
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#13 dannywolt

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Posted 18 July 2013 - 11:24 PM

[quote name='Nyid' timestamp='1374185963' post='2220558']
Keep in mind that Anet is probably also working on an in-game grouping tool, so it should all work out fairly well. I'd imagine such a tool would allow for a great amount of the playerbase to partake in dungeons. Frankly, I doubt more than 20% of players currently use things such as [url="http://gw2lfg.com/"]http://gw2lfg.com/[/url]. That said, look forward to being grouped with a lot of people that have no clue what they're doing xP
[/quote]

Maybe I wasn't clear enough. I have no doubt that players will still run dungeons. My gripe is that I enjoy having CoF groups stay together for a number of runs and improving their teamwork. This will no longer happen; players will do one run and then move on to whatever is the next easiest dungeon path.
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#14 Azure Skye

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Posted 18 July 2013 - 11:29 PM

Not to toot my own horn but there is an interview with Colin Johanson over here. I just made a thread about it. It has some great information about it with this subject here.
[url="http://www.guildwars2guru.com/topic/84382-colin-johanson-interview-looking-ahead/"]http://www.guildwars...-looking-ahead/[/url]
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#15 Nilerax

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Posted 18 July 2013 - 11:29 PM

For what I have seen so far; I can imagine why so many people would feel like they are being screwed over by the new Dungeon reward system. But I cannot be bothered with it for just one second, simply because I find speed clears and the mentallity of 'first in first out and get out all the rwards', to be... just meh...

The MF find changes wot bother me either, because I still havet seen much difference on my characters who wear full build gear vs characters wearing MF gear. So meh... We'll see.

The other part about skills and traits seems more interesting to me as a PvE player, so yay! :D

Since I love to craft my own gear and hate the fact I can't get further than exotic... makes this new idea more interesting to me. :)
And there are a lot of other stuff they mentioned seems promising. I mean they want to focus on more permanent content... (Crystal Desert anyone?! :D) It seems that if they do come up with more areas to explore, more permanent content to digest and the addition of new skills... I might have been proven wrong. Which is a good thing. And regarding the skills and traits... that means I might get more incentive to try and level my other alts which are still around level 5 to 12... >.<
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#16 Arewn

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Posted 19 July 2013 - 12:23 AM

So unless I'm reading something wrong, dungeon bosses are getting a buff to their rewards by dropping the new 'champion style' loot, this at the cost of their previous coin drops (which were low, usually a few silver) being removed from the loot table for the boss's corpse.
So this will potentially make killing bosses but not finishing the dungeon more rewarding, since individual bosses will have better drops (depends how good this new 'champion loot' is).
They're also adding an additional gold reward for completing dungeons, the amount of gold varying depending on length/difficulty of the path. This can only be collected once per day per path, and in theory will help equalize rewards across dungeons to better incentives a variety of runs instead of just CoF, allowing the community at large to more easily experience the content, to push the meta in new directions, and make grouping to farm for different tokens easier.

So a simpler break down: - to coin drops from bosses, + bonus gold for completion, + champion style loot to boss drops (which include a variety of things include lodestones, skins, skill points, etc).
So far as I can tell, this will be a net increase in rewards, even if the bonus gold ends up being equal to the previous low coin drops. Repeated CoF farming will take a hit, but the dungeon scene at large will be healthier.
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#17 Nightblaze1

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Posted 19 July 2013 - 12:40 AM

[spoiler] [quote]
[color=#000000][font=EasonPro, 'Times New Roman', serif][size=6]Progression Advancement[/size][/font][/color]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]One of the core points we addressed back in January but didn’t provide specifics on yet related to progression.[/size][/font][/color]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]We’ve seen a lot of questions in regards to this after the release of ascended gear: What will the core reward system be for [i]Guild Wars 2[/i] in the future after ascended gear has all been released? We specifically said we don’t want to get caught up in the trap where every 3-6 months the game adds another tier of gear to the game; that invalidates all your hard work and the rewards you’ve earned.[/size][/font][/color]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]So what are we going to do instead?[/size][/font][/color]

[b]New Skill and Traits[/b]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]We’ll begin regularly adding new skills and traits to the game for each profession to expand your characters and builds! You will be able to earn these new traits and skills by unlocking them. To go along with this, we’ll expand the content and options to earn skill points to help encourage players to experience different challenges and content throughout the world. These skills and traits will be designed to be balanced with the existing skills/traits we currently have in the game, and will simply compliment and expand the range of abilities and tactics available to each profession. Both WvW and PvE players can acquire skills and traits, and additional means of earning skill points will be addressed for both core content areas.[/size][/font][/color]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]The regular addition of skills and traits that you can earn as you play provides us an extremely stable, easily expandable reward system that fits neatly into the pillars of progression and advancement that [i]Guild Wars 2[/i] are all about. Your character will be able to grow and change for years to come without invalidating everything you’ve earned so far.[/size][/font][/color]

[b]Rewards[/b]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]One of the main areas of focus for our blog at the start of the year was rewards. We’ve already rolled out some of the core systems we discussed back then: rewards for daily/monthly achievements, the ability to choose between achievements, the account achievement reward system, the guild mission reward system, mega-event reward chests, expanded ascended gear/infusions, and progression rewards in WvW.[/size][/font][/color]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]Despite all of these new reward systems, we still have a lot of work we want to do to help ensure playing every aspect of our game truly rewards the time and effort put in. So, what’s coming? Let’s dive into the details:[/size][/font][/color]

[b]Champion Rewards[/b]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]Champions in the game will be updated so each will always drop a guaranteed reward box for any player that qualifies for a reward from the boss. This chest will contain things like crafting materials, skill points, unique skins, lodestones, and more. This change will make champions more rewarding, and will make playing in Orr and Southsun Cove (where events can scale up to add champions) more exciting and fruitful for guilds and players joining together in the open world.[/size][/font][/color]

[b]Account Magic Find[/b]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]We want to remove the choice players are currently being forced to make on their gear: “Do I go with better stats, or better loot?” This isn’t in the spirit of cooperation that [/size][/font][/color][i]Guild Wars 2[/i][color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4] is all about. As such, we’ll be removing magic find entirely as an item stat and turning it into account stat that improved the odds of rare drops for all your characters.[/size][/font][/color]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]You can improve your account magic find through the account achievement reward system and from consumable items found in game. As your magic find increases, it will require more consumables to keep raising it higher. In the near future, we’ll detail the system we’ll use to replace the existing magic find items. Our goal will be to have as little disruption as possible to those who currently own items with a magic find stat on them. [/quote] [/spoiler][/size][/font][/color]

[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]I am soooo excited about these things in particular!!! I suggested having skill points and expanding on the skills and trait systems many times. Progression is one thing that GW2 surely lacks, so I am very happy they are finally doing something about it! What a way to make an amazing game... perfect! =)[/size][/font][/color]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]I am definitely all for having more rewards in the content I like to play! Not too concerned about the dungeon content though, as that part of the game is quite tedious as it is, all this is going to do is make more elitists speak out. =([/size][/font][/color]
[color=#000000][font=CronosPro, arial, helvetica, sans-serif][size=4]I dislike magic find as a mechanic, so for them to change how it works and remove it from the stat system on gear, really happy about it! WOOOO! =)[/size][/font][/color]
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#18 Nyid

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Posted 19 July 2013 - 12:47 AM

[quote name='dannywolt' timestamp='1374189879' post='2220575']
Maybe I wasn't clear enough. I have no doubt that players will still run dungeons. My gripe is that I enjoy having CoF groups stay together for a number of runs and improving their teamwork. This will no longer happen; players will do one run and then move on to whatever is the next easiest dungeon path.
[/quote]

I'm sorry I misunderstood what you meant. While changes may make pug groups less organized, there are ways around that. You shouldn't have to rely on random speed clear groups to optimize your team play. You could look into joining a speed clear guild. I've seen plenty of CoF guilds being advertised. Although I don't speed clear CoF (I run it twice per alt when I can), I believe that a majority of profit comes from defeating the bosses, as the dungeon reward at the end diminishes with each repeat run. Bosses should continue being profitable, so the odds of the CoF speed clear going away doesn't seem likely.
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#19 Valkaire

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Posted 19 July 2013 - 01:41 AM

[quote name='Nyid' timestamp='1374194879' post='2220592']
I'm sorry I misunderstood what you meant. While changes may make pug groups less organized, there are ways around that. You shouldn't have to rely on random speed clear groups to optimize your team play. You could look into joining a speed clear guild. I've seen plenty of CoF guilds being advertised. Although I don't speed clear CoF (I run it twice per alt when I can), I believe that a majority of profit comes from defeating the bosses, as the dungeon reward at the end diminishes with each repeat run. Bosses should continue being profitable, so the odds of the CoF speed clear going away doesn't seem likely.
[/quote]

That depends on just how valuable the champion rewards they want to implement are, as they're removing the silver drops from their loot table.
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#20 Nyid

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Posted 19 July 2013 - 01:53 AM

That depends on just how valuable the champion rewards they want to implement are, as they're removing the silver drops from their loot table.


I'm aware that I'm making assumptions here, but I'd rather be optimistic than pessimistic.
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