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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 leongrado

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Posted 21 July 2013 - 03:37 AM

Monks would go a long way to making this game way better, but I know people don't want them because they hate having to wait. Personally, I would rather have the depth that monks add to combat and find a monk than vice versa. Oh well, c'est la vie.


I think the chances of them adding a monk profession would be very low. They were pretty set on not having any dedicated healer roles.

I'm simply saying that the current any profession can play any role philosophy sounds good on paper but just makes teamplay a mess because no one knows exactly what they're supposed to do. I think the game could benefit from optimizing each profession with one, two, or even three roles. That way you can still have professions that are flexible but also lets each player know what their role is once they choose one.
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#2 PhiLL

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Posted 21 July 2013 - 04:34 AM

[quote name='Mhenlo' timestamp='1374340876' post='2220930']
How do you know they struck gold without it actually having been implemented correctly? I do think that there is potential for what they said they wanted to do, but without actually having it work properly, how are we supposed to know if it is something worthwhile?

I do think it would be very advantageous for everyone to be able to bring their own tools to the table in the form of damage, control and support; but I don't see it working properly in either PvP or PvE at the moment. And I think it goes far beyond retooling the monster or boss fights. I think it is an inherent problem within their system of combat, balance and skills available.
[/quote]

Im also one of the guys that dont like how they implemented it but i think the central idea of not having a holy trinity can work.
They removed the HT saying that people didnt like the NEED to have a tank or a healer but by removing it they also killed the teamplay depth that all games with HT have.
Today what we see is jump smashing all buttons with zerker gear or GTFO in 90% of the content.
I disagree with your opinion about the idea of adjusting the content properly. I think it can be adjusted even with large groups of people as in DEs but i also agree with you about the existence of an inherent problem inside the combat system and skills choice.
The content should be able to force people to get organized by roles (damage, support and control).
But now you ask: And about the LF healer that now could be LF support?
I say this is nice because every class could be able to play one of these three roles.
So the problem was not with the NEED but with the trouble to find one person to fill the role.
These things can be done but i doubt ANET will someday bother about that.

PS: Sry my bad english.
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#3 Mhenlo

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Posted 21 July 2013 - 08:00 AM

I think the chances of them adding a monk profession would be very low. They were pretty set on not having any dedicated healer roles.

I'm simply saying that the current any profession can play any role philosophy sounds good on paper but just makes teamplay a mess because no one knows exactly what they're supposed to do. I think the game could benefit from optimizing each profession with one, two, or even three roles. That way you can still have professions that are flexible but also lets each player know what their role is once they choose one.


Oh, I don't think they would ever do it, but I think it would be a good idea.

Also, personally, I don't think there is necessarily anything wrong with having multiple roles available for multiple classes, but the whole thing is really boogered up at the moment. Regardless of whether it is a dedicated monk, having a balance of buffs, debuffs and cleansing would be really beneficial to the depth of the game.

I don't think how it is spread amongst classes is problematic due to people not being able to know who is doing what, but I do think it would add a level of complexity to the game that no one seems to want in part because people don't seem to want to have to think much or even wait for team setups, etc. I hate to use this word, because I despise the definitions people give to hardcore and casual players, but the whole idea of jumping in to a dungeon without having to wait or worry about team builds and skill bars is very casual friendly and seems to be something that the population has embraced. I really think that the majority of the people that continue to play GW2 hate the idea of having to worry about team dynamics. Unfortunately, this has spilled over into PvP, which also pushes this idea with hotjoin, etc.

I do think the high end PvP crowd would embrace it, because they already do - and make do with what little team dynamics there are in the game - but that is really it. The game has embraced the idea of not having to think, but immediate satisfaction of plunging into content without a care of who is doing what.
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#4 MCBiohazard

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Posted 21 July 2013 - 08:53 AM

The game has embraced the idea of not having to think, but immediate satisfaction of plunging into content without a care of who is doing what.


Well honestly, I feel that is better for the majority of players, who don't always have the time or energy to dedicate themselves to the task of putting together a specialized composition, which is prone to not being available during the times when they actually have the free time to play. Casual friendly is not a bad thing, the people who want to dedicate themselves to optimizing their teamplay and their specialized role to a razor fine edge can do that in any case. In fact, there are plenty of people on this forum who will gladly berate you for not playing the absolute optimal setup for dungeons and fractals. But if a game puts up too many barriers to overcome for somebody who only has half an hour to play it before they have to put it down for real life, it's not going to get that many people playing. Requiring specialized roles for all content instead of making it an optional endeavor for efficiency or high level competition will bleed your playerbase slowly.
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#5 Mhenlo

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Posted 21 July 2013 - 12:41 PM

Well honestly, I feel that is better for the majority of players, who don't always have the time or energy to dedicate themselves to the task of putting together a specialized composition, which is prone to not being available during the times when they actually have the free time to play. Casual friendly is not a bad thing, the people who want to dedicate themselves to optimizing their teamplay and their specialized role to a razor fine edge can do that in any case. In fact, there are plenty of people on this forum who will gladly berate you for not playing the absolute optimal setup for dungeons and fractals. But if a game puts up too many barriers to overcome for somebody who only has half an hour to play it before they have to put it down for real life, it's not going to get that many people playing. Requiring specialized roles for all content instead of making it an optional endeavor for efficiency or high level competition will bleed your playerbase slowly.


Well, I'm not saying that everyone has to run some super efficient build and check PvXWiki before entering content - I'm saying that we are giving up a lot of depth just so people don't have to do simple things like say,"Hey, does anyone have any healing skills, prot skills, interrupts?" Stuff like that. There could be thousands of scenarios or team builds that can tackle content - but it seems that just even a little bit of step in that direction gets people irked because they don't want to be bothered.

Also, I would disagree with the last part of your statement. GW1 and games like EVE that did require specialized roles most certainly did not bleed the playerbase. EVE is still thriving and GW1 went on fairly strong years after the last expansion. So, no, I don't think that requiring specialized roles for content will bleed your playerbase. I think that is a non-sequitur.
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#6 PhiLL

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Posted 21 July 2013 - 12:56 PM

[quote name='MCBiohazard' timestamp='1374396786' post='2221012']
Requiring specialized roles for all content instead of making it an optional endeavor for efficiency or high level competition will bleed your playerbase slowly.
[/quote]

Yeah but the game now has less than 5% of content where you can efficiently organize your group to overcome it.
Teamplay in this game almost disappeared.
I still don't see anything that could make me believe GW2 will have half of the PvP fame that GW1 had.
They need to introduce more depth, more teamplay need.
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#7 KratosAngel

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Posted 23 July 2013 - 08:58 AM

So, my 2 cents about the incoming features :

1) Bi weekly updates and more teams on living story.
Wait, what ? Focus on permanent features but they have now 4 teams for living story instead of 1 ? Isn't it a plain contradiction ? What about teams working on permanent features ?

2) New skills/traits
Awesome ! And finally too !
I hope these include new weapons and new weapon skills. However, I expect a major disappointment in seeing only 2-3 useless utility skills per profession as well as 1 new elite even more useless than all 3 combined. I know I'm pessimistic but you'd better be ... Prove me wrong and I'll be happy.

3) Better rewards from champions
Again, yay and finally ! Good thing, especially for Dynamic Events. However, I'm terribly sad to see it only applies to outside and not to dungeon bosses and fractal bosses, both of which will still loot garbage, wonderful .... --'


4) Rework of dungeons rewards
The idea is very good ! I dread the application of this since it's very, very hard to balance rewards everywhere regarding length/difficulty. I do hope they'll be ready to make very quick changes to them if necessary, thanks to the feedback.
Also, I really hope that Gold Find affects the reward since it's the only use of the GF infusion and it would otherwise means that the added GF from achievements is utterly useless. (or Anet wants us to only farm champions in Orr and Southsun)

5) New gathering items and crafting is now 500
Kinda meh. We know it will only apply to ascended items that everybody already has so it makes it useless. Good idea on the limitation per day though. Will probably be the fastest change to come in these features since it's the worst.

6) The end of MF gear
Yay ! Probably one of the best news ever. Finally getting rid of these damm MF leechers. Very good.
Only disappointment is the fact that MF effect will not be buffed despite our impossibility to reach high levels of it ...

7) Legendaries
Though I don't care since I don't have any nor do I plan to have since the insane amount of time/gold it takes, I find this as very good change for people.

8) WvW
WvW is already in a very good place so not much to do. Hoping for a new map soon and only the skill lag to reduce. Very good overall.

9) PvP
Very good for the new skills (which will probably be only useful here).
Awesome for solo queue, finally ! Looks promising and exciting.

10) What's missing ? O_o
Despite the good changes promised, there's still a lot of things missing.

- Rework dungeons ? Abandonned ?
- Complete overhaul of fractals and its rewards ? It would be about time to have rewards that match time investment ... and also to harmonize maps lenght and difficulty (dredge/colossus anyone ? Especially colossus which sucks so much : bugged chanters at arms seals, insanely long, almost no reward, quite hard)

- Wait wait, nothing about the ability to save builds/templates/gear ? But they did talk about it in an old SotG. Is it abandonned ? They said themselves that it was pretty easy for sPvP so it should not require so long, really !
Or maybe they want to wait longer to release it for both PvP and PvE/WvW at the same time. That would be very good. Would like some ability to split PvE/WvW templates in the meantime though.

- Dungeon Finder ? Why is it not in it ? It was originally promised for the first half of 2013 and now still not for the second half ? How comes it takes so long ?
Not that I'm particularly looking forward to it since gw2lfg is very good at it (and maybe could be better depending on what comes) but still ... lots of people wait for this I guess.
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#8 Illein

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Posted 23 July 2013 - 09:21 AM

1) Bi weekly updates and more teams on living story.
Wait, what ? Focus on permanent features but they have now 4 teams for living story instead of 1 ? Isn't it a plain contradiction ? What about teams working on permanent features ?

2) New skills/traits
Awesome ! And finally too !
I hope these include new weapons and new weapon skills. However, I expect a major disappointment in seeing only 2-3 useless utility skills per profession as well as 1 new elite even more useless than all 3 combined. I know I'm pessimistic but you'd better be ... Prove me wrong and I'll be happy.

3) Better rewards from champions
Again, yay and finally ! Good thing, especially for Dynamic Events. However, I'm terribly sad to see it only applies to outside and not to dungeon bosses and fractal bosses, both of which will still loot garbage, wonderful .... --'

5) New gathering items and crafting is now 500
Kinda meh. We know it will only apply to ascended items that everybody already has so it makes it useless. Good idea on the limitation per day though. Will probably be the fastest change to come in these features since it's the worst.


As far as to what he says, they have 4 teams now actively working on Living Story content - and others working on game play features and what not. Not seeing the contradiction you imply.

I am with you that they will probably add rather useless utlities but we'll see. However, I think it's safe to assume that they won't add weapon TYPES - as they'd probably have proudly announced it, as it's definitely a major change and something that would actually fit the category under which banner the Living Story rode in on, at the beginning. "Things you'd otherwise only see in expansion releases!"

They haven't categorically stated that this only applies to Champions found outside of dungeons. They said 'Champions', period. Only later adding that particularly South Sun and Orr will be more active, as those events there scale up to have a final event involving a Champion level boss.

And I don't know about you, but I don't have ascended weapons or armors. Which will be crafted with L500 Crafting. So not sure what you read when you read the article.
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