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Interview: Team Arenanet Interviews | Guild Wars 2 PvP


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#1 Skyy High

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Posted 07 October 2011 - 05:23 PM

Link

My favorite bit:

Quote

Some people are worried that Conquest is just running around in circles taking capture points from each other. If you feel that way, just try that strategy against a team that is actively holding and defending their capture points. Movement is definitely important, but you aren’t being nearly as effective while you are moving. Holding on to at least one capture point for the entire game is really important and is what separates good teams from bad teams.
The gauntlet has been thrown.

[edit1] Part 2 is up. John Corpening is the subject this time, and he loooooves his trebuchet.

Edited by Skyy High, 12 October 2011 - 05:08 PM.


#2 Joyful Jester

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Posted 07 October 2011 - 05:34 PM

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Once you play Guild Wars 2 PvP for a while, you will see that profession composition does not matter like it does in other games, but the more interesting choices are which weapons, heal skills, utility skills, elite skills, and traits to bring to the game.

This is a keystone to their PvP. Choosing a profession based on the style rather than their effectiveness towards other professions is one of the many reasons this game will be awesome.

#3 Chippy

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Posted 07 October 2011 - 09:53 PM

Great article good post

#4 On_Slaught

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Posted 07 October 2011 - 10:00 PM

I don't understand the dev obsession with Sword/Shield warrior setups.

About the conquest answer, I hope they are right. I'm sure Mythic didn't go into release thinking people would just use their keeps to play ring-around-the-rosie but look how that ended up.

I do like how since it is only 5v5 tho, one team can dictate the style of play by, like he said, holding a single point no matter what and just trying to take another and winning by attrition.

#5 bhima

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Posted 07 October 2011 - 10:26 PM

I know, I know... i still like to play WoW Pvp and all that but: I still would like to see a CTF style pvp map for GW2. I know they want all conquest style, but just one CTF would be cool. Anyone else agree?

#6 Zen_

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Posted 07 October 2011 - 10:42 PM

On_Slaught said:

I don't understand the dev obsession with Sword/Shield warrior setups.

MH Sword is a fantastic control/damage/utility hybrid weapon. You have savage leap, which is great for closing distance if you're not using a ranged set or for getting away if you've taken on a bit too much or for collapsing just a little bit quicker. It has hamstring which is a pretty good cripple. And it has several bleeds. It's great to use when you want utility with an offhand but don't need more damage due to your other weapon.

I don't understand the shield either over the warhorn though. Warhorn gets you a swiftness/some condition removal and a vigor/weakness, and shield is a stun and an obvious block.

But, Sword|Warhorn/Shield and an Axe|Axe or Hammer warrior seems pretty powerful an balanced for general forward or defense use.

#7 Nemui

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Posted 07 October 2011 - 10:53 PM

Jon Peters said:

I wouldn’t say I really picked it up though. Any sneaky tactics are in the game essentially because I designed them.
this is why i like Jon Peters. i just love knowing the mechanics of a game.

#8 haxxorkthx

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Posted 08 October 2011 - 04:50 AM

bhima said:

I know, I know... i still like to play WoW Pvp and all that but: I still would like to see a CTF style pvp map for GW2. I know they want all conquest style, but just one CTF would be cool. Anyone else agree?

CTF is horrible on all levels.

#9 On_Slaught

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Posted 08 October 2011 - 04:56 AM

haxxorkthx said:

CTF is horrible on all levels.

I disagree. CTF is a fun and unique style of gameplay. Would I want it as the primary form of competitive PvP? Hell no. Conquest is better for that if you only have one. However CTF has a clear role among the types of game modes just because of how differently you need to play it.

#10 Zerdav

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Posted 08 October 2011 - 08:45 AM

CTF as a secondary objective is still possible.

#11 Nemui

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Posted 08 October 2011 - 10:18 AM

Zerdav said:

CTF as a secondary objective is still possible.

my thoughts exactly.

#12 Geikamir

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Posted 08 October 2011 - 11:01 AM

I want his job... SO... BAD!!!

#13 Eanny

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Posted 08 October 2011 - 01:23 PM

Being offensive when you defend and defensive when you attack is an interesting advice because it is counter intuitive. I have never read anything as clear about PvP strategy (but I have to admit I have not read much on that topic).

Thanks for sharing.

#14 Twisted Metal

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Posted 08 October 2011 - 01:32 PM

Awesome! But how do I get to parts 2,3,4 and 5?! Must Read MORE!

Good job on snagging the interviews though :D

#15 Narishma

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Posted 08 October 2011 - 08:31 PM

I hate CTF...

I don't mind it as a secondary though. I enjoyed Eye of the storm in wow. I've been expected a map that has either a center flag stand as a secondary(ala GW GvG) or a relic/flag capping secondary.

#16 Zen_

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Posted 09 October 2011 - 12:43 AM

Twisted Metal said:

Awesome! But how do I get to parts 2,3,4 and 5?! Must Read MORE!

Good job on snagging the interviews though :D

http://guildwars2pvp.com

They'll be up sometime in the not so far future, methinks.

#17 HawkofStorms

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Posted 09 October 2011 - 12:46 AM

Narishma said:

I hate CTF...

I don't mind it as a secondary though. I enjoyed Eye of the storm in wow. I've been expected a map that has either a center flag stand as a secondary(ala GW GvG) or a relic/flag capping secondary.

Well, it depends. There are plenty of indirect ways to do CTF that can be interesting. For example, Jade Quarry. It just has to be done differently in the MMO space compared to FPSs since they don't tend to have "defensive/run" skills and instead rely on characters being sneaky/fast with their movements to return the flag (something that doesn't translate to a game format with a targeting system).

#18 Morcotulcon

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Posted 09 October 2011 - 11:32 AM

Eanny said:

Being offensive when you defend and defensive when you attack is an interesting advice because it is counter intuitive. I have never read anything as clear about PvP strategy (but I have to admit I have not read much on that topic).

Thanks for sharing.

Its in the same site: http://guildwars2pvp...ets-pvp-builds/
It's not only about builds, it's about their strategies and the pros+cons of each strategy!

#19 Klaupatiuz Lem

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Posted 12 October 2011 - 03:07 PM

Part two is up!

http://guildwars2pvp...john-corpening/

I found it very interesting, and raised in my mind a question that I have not seen an answer to. John again makes the point that we should not underestimate the trebuchet. And in a different interview someone said how they can see some people become very proficient at it and being key players in a team because they aim it so well etc. etc.

My thoughts are: what is stopping a player from making trebuchet macros? So, all he has to do is point it in the right direction, then he presses a macro key that hold down the targeting button for just the right amount of time before it fires off an attack that will hit the target every time?

It seems to me this would be very easy even for me to do on my Razor devices. It also seems to me that adding a random wind effect would negate all macros and require real skill.

#20 Vahkris

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Posted 12 October 2011 - 03:15 PM

Nice! Also, additional confirmation that nature spirits can be attacked.

#21 Cloudpiercer

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Posted 12 October 2011 - 03:28 PM

He set up the spirit before the fight... I wonder how long that thing lasts. If spirits are able to be damaged I hope their effects are potent enough to warrant being susceptible to damage.

#22 FoxBat

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Posted 12 October 2011 - 08:41 PM

Klaupatiuz Lem said:

My thoughts are: what is stopping a player from making trebuchet macros?
.

The interest in this will be limited because the skill involved in timing the trebs will be limited. All high-end players will be expected to know what timing and angle hits what portion of the map. It is not something you will do in your first day, but it is something you should master in at least a month. The only difficult part might be anticipating opponent's movements when chosing an effective target area, taking into account flight time, number of foes hit, their health status, how it assists capping/holding, etc, things that your macro will not assist with.

#23 Vahkris

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Posted 12 October 2011 - 09:38 PM

Cloudpiercer said:

He set up the spirit before the fight... I wonder how long that thing lasts. If spirits are able to be damaged I hope their effects are potent enough to warrant being susceptible to damage.

Nature's Renewal is especially powerful, but it's also an elite (so I would hope it has a larger amount of health). The only other one we know of gives all allies in range the chance to cause burning with their attacks, plus gives Might. Burning is a particularly potent condition from my understanding, so along with Might it could be a significant damage increase.

#24 Yoh

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Posted 12 October 2011 - 10:16 PM

I really liked this interview.

It seems PVP in this game is less,

Do Rotation/Normal Strategy depending on their team makeup as you get in a lot of MMO's and its more like a FPS.

Tactics always changing on the fly, what to do now, what are they doing, do we stick to what we are doing, go to plan B or have to make a whole new plan and pray it works.

PVP in GW2 is going to be FUN. Its seems like its no longer going to be about the classes they have or where they set their points/spec but more about the gameplay/tactics and how to counter it.

#25 RageAge

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Posted 13 October 2011 - 04:28 AM

bhima said:

I know, I know... i still like to play WoW Pvp and all that but: I still would like to see a CTF style pvp map for GW2. I know they want all conquest style, but just one CTF would be cool. Anyone else agree?

I think this would be awesome, but i also think some professions would be WAY better at it than others, which is a big thing Anet is trying to avoid in every part of the game. A thief with 30 seconds of stealth (hide in shadows) and swiftness (signet of shadows) could cover some major ground without anyone knowing. A guardian with the ability to keep everyone out of a certain radius would be epic at keeping people away from the flag. An Elementalist... eh.

all that said, if there was some way to balance each profession i think it would be incredibly fun. Maybe as a mini game sort of thing? with a pre defined skill set for each profession

#26 leongrado

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Posted 13 October 2011 - 04:55 AM

All guardian!

#27 GhostBoy

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Posted 13 October 2011 - 08:45 AM

Always nice to hear some of the thoughts that went into their plays.

Regarding timing macros: I don't think it matters much simply because the controls are not that finetuned. Judging by the PvP videos that show the trebuchet operator (I believe TotalBisquiet did a spiel with one), the controls are not so sensitive that you need millisecond, or even decisecond control.

Coupled with the big splashdamage, the trebuchet seems more like it has short, medium and far ranges. There is some variation of course, but aiming left-right appears the greater discriminator. Left-right adjustments are slow, so important to get right.

It can probably be done, but I would question how big of an advantage it is to have preset ranges via timed macros for shooting. It might save you not having to waste a shot, but while powerful a single treb shot is not a gamechanger.

Edited by GhostBoy, 13 October 2011 - 08:47 AM.


#28 Xo1o

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Posted 13 October 2011 - 11:57 PM

Short but good interview! Jon Peters seems like a great choice for PvP responsibilities, the other devs look too friendly :p

#29 Zen_

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Posted 27 October 2011 - 05:41 PM

New interview featuring Izzy. Enjoy.

http://guildwars2pvp...zzy-cartwright/

#30 jazilla

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Posted 27 October 2011 - 06:05 PM

I would like an "Assassination Mode" where the game gives everyone a different target to kill.





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