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Interview: Guild Wars 2 PvP Interview with Eric Flannum | TenTonHammer


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#1 Vorsakan

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Posted 21 August 2011 - 07:43 PM

3 Pages of interview goodness from TTH:
http://www.tentonham...th-eric-flannum

Plenty of new topics & hints, including the introduction to PvP, beginner servers, and their stance on player-run tournaments. :)

Quote

Ten Ton Hammer: Will secondary objectives on each map be randomized between matches?

Eric: We want the things that you can do in every map to be consistent for that map, and we want the maps to be very, very different. For example we’re showing off a three-point capture with the siege weapons, and things can be destroyed and all of that. Some of the other things we’re working on now involve things like moving capture points, or a big area where a dragon flies over and kills everything in it occasionally. There’s another area that’s very, very vertical that takes place on the ruins of Great Northern Wall.

Ooh - verticality!

Edited by KQ, 11 January 2012 - 08:09 PM.


#2 xXx87

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Posted 21 August 2011 - 07:55 PM

Quote

Ten Ton Hammer: Any sort of plans for Guild vs. Guild PvP?

Eric: No, that’s one thing that is a pretty big departure. The reason we didn’t want to do it is that even in guild vs. guild in Guild Wars 1, we found that what we had to do is create a lot of systems to circumvent that. It was just really hard to get that many people all from the same guild on at any given time.

What we’ve said instead is that our guilds are going to be about building social networks, and if there is a group of people that are the hardcore PvP guys they’re all going to be in the same guild anyway so that’s OK. And they’re going to register as a team, and be known as the team from a specific guild and build up a reputation. And then that gives them the flexibility that if they want to have a top team along with a team 2 and team 3, they can do that kind of thing. So we wanted to disassociate the two things.

Now in World vs. World there are things like guild keep claiming, so you will claim a keep that your world has conquered, and your guild can claim that and fly their banners, they can upgrade it, spend resources, and do all kinds of stuff.

We haven’t talked that much about our guild activities and things like that, but we want to have systems so guilds have reasons to play together, and we’ll talk about that once we have more of it developed. But guilds in our game are going to be all about social networking and giving them reasons to play together, but not forcing them to do anything.

Oh my GOD!:devil:

#3 IDarko

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Posted 21 August 2011 - 08:00 PM

For Glory! :)

Quote

All PvP players start out with the exact same, low-level looking armor. It’s all statistically the same, but then as you gain Glory you can be like, OK now I have this badass armor, and people will know that guy is really good because he has that super awesome armor.

Awesome info about a possible vertical map!

And i can defy see myself playing WvW to lvl up. Especially because it's not going to be much slower (or faster).

Edited by IDarko, 21 August 2011 - 08:19 PM.


#4 Voltomey Steelfang

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Posted 21 August 2011 - 08:06 PM

Bye Bye GvG RIP Lol least they knew how broken it was i see this thread turning into a hellish firestorm of QQ

Edited by Voltomey Steelfang, 21 August 2011 - 08:08 PM.


#5 Alessi_9

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Posted 21 August 2011 - 08:09 PM

The whole PvP system sounds like ArenaNet has taken what they did not like in PvP and try to make it better in GW2. Sounds great and could be an awesome approach to PvP.

World vs World vs World. OMG!!! Thank you so much! Finally a developer is willing to try three way PvP again. The details behind it sound very interesting with the fact that it's not restricted to only PvP but has some PvE elements added in. Might finally have found a great PvP sysem since DAoC.

As for the loss of Guild vs Guild, somewhat sad to see it go but I trust ArenaNet on making the right decision in making the game as fun as possible for both casual and hardcore PvPer's.

Voltomey Steelfang said:

Bye Bye GvG RIP Lol least they knew how broken it was i see this thread turning into a hellish firestorm of QQ

Oh totally. I like ArenaNet's approach to GW2 with PvP. They looked at what made PvP great from the first game and are trying to improve on that while either fixing or getting rid of the broken elements. Might piss some people off but I'm sure they will get over it in time.

#6 stemare

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Posted 21 August 2011 - 08:23 PM

I think I'll miss GW1 pvp soo much (especially HA). I'm excited about no healer class but the new structured PvP system is too much FPS style that almost kills team work. In GW1 cordination beetween players was essential, now each player does his work and the team will always be splitted beetween the control points.
I'm not saying that I don't like GW2 PvP, but i'll miss the first. :(

Edited by stemare, 21 August 2011 - 08:41 PM.


#7 Craywulf

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Posted 21 August 2011 - 08:30 PM

I don't play much of PvP for GW1, could someone enlighten me of the problems that existed with GvG?  i wanna know exactly what Eric is referring to "create a lot of systems to circumvent that."

#8 MeSoSollyWan

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Posted 21 August 2011 - 08:33 PM

Dragon? I thought there was only the one dragon at launch, is that him?

Or is there like dragons, then a different type all together--the ELDER Dragons? Or what

#9 Diovid of the Land

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Posted 21 August 2011 - 08:34 PM

Craywulf said:

I don't play much of PvP for GW1, could someone enlighten me of the problems that existed with GvG?  i wanna know exactly what Eric is referring to "create a lot of systems to circumvent that."
Smurfing is one problem I know of.

#10 krek

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Posted 21 August 2011 - 08:34 PM

Craywulf said:

I don't play much of PvP for GW1, could someone enlighten me of the problems that existed with GvG?  i wanna know exactly what Eric is referring to "create a lot of systems to circumvent that."

One of the big ones was that if you were not in a dedicated GvG guild then it was nigh impossible to get a full group of competent players, then once you did, someone always had to leave. One of the big "fixes" they added for this was when they added super henches.

#11 Diovid of the Land

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Posted 21 August 2011 - 08:37 PM

MeSoSollyWan said:

Dragon? I thought there was only the one dragon at launch, is that him?

Or is there like dragons, then a different type all together--the ELDER Dragons? Or what
There are many dragons in the game but only 5 Elder Dragons of which we will only meet one in the initial release.

#12 Turambar

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Posted 21 August 2011 - 08:39 PM

Quote

Ten Ton Hammer: Will secondary objectives on each map be randomized between matches?

Eric: We want the things that you can do in every map to be consistent for that map, and we want the maps to be very, very different. For example we’re showing off a three-point capture with the siege weapons, and things can be destroyed and all of that. Some of the other things we’re working on now involve things like moving capture points, or a big area where a dragon flies over and kills everything in it occasionally. There’s another area that’s very, very vertical that takes place on the ruins of Great Northern Wall.

That sounds super fun.

Quote

...So we’re basically saying let’s divorce the play style and the feel of the character from the roles. There’s a similar philosophical thing going on there with the trebuchets...

...By and large we don’t want to force people that want to jump back and forth between the two to have to totally learn a different game...

...Our basic philosophy is we want quality over quantity. As far as PvP maps go, we believe that too many is not great...

...What we’re aiming for is for people to be able to learn the basics of the way the game plays, and then when they go to a map they’re like, OK, this is the way this map changes things up...

...So it’s really, really important for us that each of those types of gameplay – dungeons, exploring the world, personal story, PvE, PvP, competitive PvP – all of those things can be rewarding experiences, and we think that most players will do a little bit of everything. But if you’re the type of players that is like, OK, this is the type of thing that I like to do, we don’t want to force you into a place where you’ll have to do something else...

A few choice quotes: This stuff is gold! :cool:

#13 Voltomey Steelfang

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Posted 21 August 2011 - 08:45 PM

stemare said:

I think I'll miss GW1 pvp soo much (especially HA). I'm excited about no healer class but the new structured PvP system is too much FPS style that almost kills team work. In GW1 cordination beetween players was essential, now each player does his work and the team will always be splitted beetween the control points.
I'm not saying that I don't like GW2 PvP, but i'll miss the first. :(


Have you played a real competitive FPS coordination between team-members is key

#14 Lemming

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Posted 21 August 2011 - 08:47 PM

Craywulf said:

I don't play much of PvP for GW1, could someone enlighten me of the problems that existed with GvG?  i wanna know exactly what Eric is referring to "create a lot of systems to circumvent that."
*If you didn't play it, it wasn't very easy to understand what was going on.
*Anet sucked at skill balance.

#15 krek

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Posted 21 August 2011 - 08:51 PM

stemare said:

I think I'll miss GW1 pvp soo much (especially HA). I'm excited about no healer class but the new structured PvP system is too much FPS style that almost kills team work. In GW1 cordination beetween players was essential, now each player does his work and the team will always be splitted beetween the control points.
I'm not saying that I don't like GW2 PvP, but i'll miss the first. :(

While a team sans communication would do OK in this sort of PvP, teams who communicate extensively will dominate them.

I expect that good teams will be calling splits, asking for treb shots to turn a battle, setting ambushes and the like. In other words, much communication and much strategy.

#16 Rogmar

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Posted 21 August 2011 - 08:55 PM

I guess that means PvE armor/weapon appearances won't carry over to PvP.

#17 Prince Nightwing

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Posted 21 August 2011 - 08:56 PM

No guild vs guild anymore? I thought this game was called Guild Wars..

I'm honestly gonna miss GvG, I wish they would keep it in because it's great once you figure out whats going on and you have coordination with your teammates. (casual GvG'er here from GW1.. nothing too serious haha)

What they don't understand is that the reason why it took so long to assemble a team was because all the GvG members had to get their builds sorted out in accordance with what the guild's strategy was. Oh and there was also the fact that it took a considerable amount of time to wait for your guild's healer(s) to come on but since GW2 will not require a dedicated healer, this shouldn't be a problem anymore.

Disappointing to say the least.

#18 Diovid of the Land

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Posted 21 August 2011 - 08:58 PM

Lemming said:

*If you didn't play it, it wasn't very easy to understand what was going on.
*Anet sucked at skill balance.
That's hardly fair. Prophecies was balanced. It was when they started adding more professions and hundreds of new skills, that it became a balancing hell.

Prince Nightwing said:

No guild vs guild anymore? I thought this game was called Guild Wars..

I'm honestly gonna miss GvG, I wish they would keep it in because it's great once you figure out whats going on and you have coordination with your teammates. (casual GvG'er here from GW1.. nothing too serious haha)

What they don't understand is that the reason why it took so long to assemble a team was because all the GvG members had to get their builds sorted out in accordance with what the guild's strategy was. Oh and there was also the fact that it took a considerable amount of time to wait for your guild's healer(s) to come on but since GW2 will not require a dedicated healer, this shouldn't be a problem anymore.

Disappointing to say the least.
Have you even read the interview? Hardly anything changes. Structured PvP will pretty much play the same as GvG but it will not require guild teams. Although most top level teams will be in the same guild anyway.

Edited by Diovid of the Land, 21 August 2011 - 09:02 PM.


#19 jazilla

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Posted 21 August 2011 - 09:01 PM

Nice read Sardu! Good info. Thanks :)
EDIT: This is brilliant: Eric Flannum said, "What we’ve said instead is that our guilds are going to be about building social networks, and if there is a group of people that are the hardcore PvP guys they’re all going to be in the same guild anyway so that’s OK. And they’re going to register as a team, and be known as the team from a specific guild and build up a reputation. And then that gives them the flexibility that if they want to have a top team along with a team 2 and team 3, they can do that kind of thing. So we wanted to disassociate the two things."

Edited by jazilla, 21 August 2011 - 09:09 PM.


#20 Voltomey Steelfang

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Posted 21 August 2011 - 09:08 PM

Rogmar said:

I guess that means PvE armor/weapon appearances won't carry over to PvP.

Not in structured PvP cool looking items will be given as rewards ther just like they did it GW1 However In WvW you earn a item ther on a PvE toon you keep it on your PvE Toon

#21 Psydrome

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Posted 21 August 2011 - 09:11 PM

No GvG, No Guild Wars :( Gonna miss that :'( RiP GvG....
I know the structured pvp is pretty much the same thing but .... idk :(
Annyway this game is gonna be the best :D

#22 ShadowABCXYZ

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Posted 21 August 2011 - 09:19 PM

Prince Nightwing said:

No guild vs guild anymore? I thought this game was called Guild Wars..

I'm honestly gonna miss GvG, I wish they would keep it in because it's great once you figure out whats going on and you have coordination with your teammates. (casual GvG'er here from GW1.. nothing too serious haha)

What they don't understand is that the reason why it took so long to assemble a team was because all the GvG members had to get their builds sorted out in accordance with what the guild's strategy was. Oh and there was also the fact that it took a considerable amount of time to wait for your guild's healer(s) to come on but since GW2 will not require a dedicated healer, this shouldn't be a problem anymore.

Disappointing to say the least.

What youre missing is the fact that a guild can make a group listed for the competitive PvP modes, and its almost the same as a Guild group, but without restrictions such as other people in your guild doing PuG competitive pvp with others.

Its great they are seperating Guild membership and PvP team membership.

In the end, you can still have teams composed of guild members.

The only thing that is gone is the mode: GvG

#23 Muddlefoot

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Posted 21 August 2011 - 09:21 PM

Lemming said:

*Anet sucked at skill balance.

I don't think that's true but rather that ANET created a game that was impossible to properly balance (i.e the whole primary/secondary profession system, adding new profession indiscriminately, etc etc.)

#24 Prince Nightwing

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Posted 21 August 2011 - 09:21 PM

Diovid of the Land said:

That's hardly fair. Prophecies was balanced. It was when they started adding more professions and hundreds of new skills, that it became a balancing hell.

Have you even read the interview? Hardly anything changes. Structured PvP will pretty much play the same as GvG but it will not require guild teams. Although most top level teams will be in the same guild anyway.

I did but it seems that I misunderstood. This is actually a lot better than the GW1 system to be honest.

Quick question, are they gonna have a "kill the guild lord" objective in conquest for GW2?

#25 Fast21

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Posted 21 August 2011 - 09:21 PM

Quote

Ten Ton Hammer: Any sort of plans for Guild vs. Guild PvP?

Eric: No, that’s one thing that is a pretty big departure....

...Now in World vs. World there are things like guild keep claiming, so you will claim a keep that your world has conquered, and your guild can claim that and fly their banners, they can upgrade it, spend resources, and do all kinds of stuff.

Alright. We forgive you ArenaNet. Just this once, ok? :)

#26 Big Ol Norn

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Posted 21 August 2011 - 09:32 PM

No more GvG is kinda nice. Just think, they'll have resources to really, really polish the PVP in this game instead of being spread so thin across way too many options in GW1.

#27 T J

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Posted 21 August 2011 - 09:33 PM

Dissappointing... but not unexpected.

#28 Belz

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Posted 21 August 2011 - 09:35 PM

Rogmar said:

I guess that means PvE armor/weapon appearances won't carry over to PvP.

What makes you say that? Didnt find anything in the article that claims that.

#29 Jaen

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Posted 21 August 2011 - 09:36 PM

Diovid of the Land said:

That's hardly fair. Prophecies was balanced. It was when they started adding more professions and hundreds of new skills, that it became a balancing hell.

Have you even read the interview? Hardly anything changes. Structured PvP will pretty much play the same as GvG but it will not require guild teams. Although most top level teams will be in the same guild anyway.

What we've seen from new structured PvP is nothing like GvG so far.

8 man stand team playstyle is dead in the new map. Splitting is a necessity rather than an option.

New map is much more objective based like Jade Quarry/Ft. Aspenwood (which were fun) but also like a more serious version of Alliance battles with the open area for movement and point capture. Won't pass judgement till I play it, but this is a serious departure from traditional GvG.

#30 Diovid of the Land

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Posted 21 August 2011 - 09:39 PM

Jaen said:

8 man stand team playstyle is dead in the new map. Splitting is a necessity rather than an option.
Splitting was an option in GvG? What game have I been playing?