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Game mechanics, confused ones and commonplace mistakes.


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#1 Gmr Leon

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Posted 01 August 2010 - 06:26 AM

I've been noticing a bit of a rhythm recently, with certain game mechanics being mixed up or confused. With that in mind, and with the sole intent to dispel confusion in mind, I would like to present some of the more commonly confused ones and distinguish their differences, as well as some more common mistakes which, if you ask, I will attempt to dig up articles and explain it in a more comprehensive and, if possible without undermining that first part, concise manner. Taking note of this, I will, by all means, take feedback if I am mistaken on a point and correct it, or clarify and modify it if possible to be more easily understood. Similarly, if posters feel someone's response better explains it, I will, quoting them, add it to this post.

Feel free to request additions to this as our knowledge of the mechanics crystallizes and becomes clearer closer to release.

First and foremost:

The Hall of Monuments' Function and Rewards.
The Hall of Monuments, as many likely know by now, is a site where players may record their accomplishments (titles in Guild Wars) and store their little treasures, from mini-pets to expensive and rare armour and weapons. However, none of these will be directly transferred to a player's Guild Wars 2 character, and instead some cosmetic reward will be given in place of them to make it quickly apparent who was a veteran from the first without providing any advantage over other, newer, players.

How one links their Guild Wars 1 and Guild Wars 2 accounts together is currently stated to be through an in-game item in Guild Wars 2, and is restricted to only one Guild Wars 1 account being permitted to be linked with your Guild Wars 2 account. In other words, you may not link multiple Guild Wars 1 accounts to one Guild Wars 2 account. The item used to link the accounts will also be used to access an instanced version of the Hall of Monuments from which one may acquire their rewards for their accomplishments in Guild Wars 1, on any character and as many times as one likes. However, these rewards may not be traded nor sold.

Traits and Achievements.
Traits in themselves are very different from Feats and Achievements. They should not be confused with either of them because whereas Feats give you experience, and Achievements are really just goals for you to go after, Traits can actually assist and improve your character's performance. They modify skills and attributes, improving the efficacy of the former by possibly boosting the latter. In short, they are a rather essential component to setting your character up.

Achievements are long-term goals to be accomplished throughout the game. They are account-wide rather than restricted to being progressed on each character individually, and will provide purely cosmetic rewards. Achievements may be completed through combat or non-combat related activities, and are not restricted to PvE.

Feats, which you may have heard about, have been rolled into the achievement system as daily achievements, but function essentially the same as before.

Titles are now gained through accomplishing certain achievement tracks.

Instances?! But we're in a persistent world!
Terms/phrases to know:
Hard instancing-What was found in the majority of the original Guild Wars, completely private zones/instances. In Guild Wars, these were explorable areas.
Persistent closed world-The world is divided into zones, but unlike Guild Wars, which provided you an entire copy of the map to yourself, the zones in Guild Wars 2 will, excluding those specified with the term above, be persistent.-Thanks goes to Lyssa for this description.

This one I haven't seen pop up as much, but I feel it may later. The bulk of GW2, from what we've been hearing, will be a persistent closed world, with much of the personal storyline or important story-altering decisions occurring in hard instances. Players can accompany one another into these, but as the story is personal, they may not affect, only observe, the other player's story as it unfolds. They can assist in achieving certain goals or helping a friend get past an area they're stuck in, but not make any significant story changing decisions for them.

It should also be noted that a player may enter another player's home instance.

Another type of hard instance is that of the familiar dungeon, which is limited to five players, but is separate from that of the players' personal storylines, in that they hold a story unto themselves which players may engage in and affect.

Waypoints and Asuran Gate Travel.

Quote

Asuran gate travel will be between each of the major cities in the game that have asuran gates which can be used to teleport to any other major city with a gate for free. This allows friends to quickly meet one another when starting a new character even if they are of different races. Asuran gates are also said to be used for certain story-specific areas, and may be used to travel to locations players have not yet explored.
Waypoint travel occurs between disparate points (10 to 20 per zone) on the map called waypoints, which when downed or defeated can act as resurrection points. However, these carry a small fee for use both when a player is alive, or in either of the aforementioned conditions, and only those which a player has previously encountered may be used, unlike asuran gates. This fee isn't present in cities, and will change based on distance from the waypoint.

Leveling.
The latest, and perhaps one of the most common mistakes people have been making is equivocating equal time between levels to equal experience between levels. This is incorrect, though we do not currently know how they have done it, as they could easily increase the experience required and scale the experience received from enemies to make it equal the same time needed between levels. However, it should not be mistaken for taking forever to level to the cap, 80, as we currently do not know how long it takes to level up in general. We now know that the earlier levels will require increasing amounts of experience to the next level, but this will quickly plateau after a certain level (still unknown) so that the experience needed to level up will be the same after that.

Dynamic Events: What They Are, and Scaling.
In the briefest way I can think to put it: Replacement Quest System. However, this does not properly explain it; it is a continually changing system based on player interaction and player density (population within the event's area) which replaces the quest system of old to provide a continually changing world so that each experience will never be the same.

That last point, player density, is important to the scaling of these events. With only a few players present, the number of enemies in an event will be relatively small. The more players present, the more enemies that will come. When it comes to stronger enemies that appear as a result of dynamic events, they will scale differently, since they are not a multitude of enemies, but a single enemy, they will use more powerful or different skills upon the arrival of more players. Likewise, they will scale down to using fewer, but not necessarily weaker, skills when less players are present. It should be noted though, that dynamic events do not scale to player level. Instead, player level will be scaled to dynamic events, thus higher level players may replay low level content without it feeling dull or ruining it for other newbies.

Update!: Renown hearts (the hearts shown on the map when speaking to a scout) are not the same as dynamic events.

Sidekicking and Companions.
Unlike GW2's predecessor, Guild Wars, there will no longer be any NPC allies that players can bring into their party to replace another player, meaning no heroes and no henchmen and no companions. Originally, Anet had proposed a single NPC ally companion system for GW2, but this has since been cut. There may still be moments where you fight alongside NPCs, however, but you will not be able to take them around with you to assist in fights around the world.

This is not to be confused with the sidekick system that GW2 will have, though. Through sidekicking, low level players will be able to accompany high level players without posing too much of a hindrance and getting to experience the tougher areas with friends. Similarly, high level players will be able to partake in low level content without one-hit killing enemies and ruining the fun for newer players, as mentioned here.

Update!: Check the last response to the question in this article, and you'll find that sidekicking has changed in functionality. In PvE, players will not be raised in level to be effective alongside their higher level companions, instead players will only be lowered in level (temporarily) to not spoil the fun for other players in the earlier areas and to maintain low level areas' difficulty.

However, the level raising will remain, albeit in WvW (World versus World {a form of player versus player combat}) wherein lower level players will be able to tag along with higher level players and not become too much of a bother.

Profession Misconceptions:
Contrary to their name, many professions are very versatile and capable of more than what their name may initially imply to newcomers. A key example being the ranger, which, despite its name, is quite capable of engaging in close-range combat with a sword or axe.

Similarly, the warrior, which is most commonly associated with heavy armour, swords, axes, and hammers, is similarly capable of engaging in long-range combat with a bow or a rifle.

What do Transmutation Stones do?
Essentially, Transmutation Stones permit a user to transfer more advantageous statistics of an armour or weapon to a more aesthetically pleasing armour or weapon. This is best shown in the following image:
Posted Image
Currently these are capable of being acquired through the in-game store, for real-world currency, and via karma, an in-game currency acquired through the completion of dynamic events. Whether or not the latter option will remain is unknown, as it was seen in a demo build of the game at a convention.

Combat-related Gameplay Mechanics.

Quote

Skills: most people look at half of what makes a skill function, the skill alone. Traits are the other half of the skill that are even more important in creating a build.
http://www.tentonham....ews/pax-combat

Elites: they are not WTFPWN buttons, but a chance to change combat pace by taking the focus. It acts as a wall to separate friends from foes when your team needs recovery and when pushing up that wall can help your team gain ground. When viewed from a damage-centered perceptive elites make no sense and it is impossible to predict when the best time to use them would be, but if a utility-based perspective (the wall example) is taken players will instantly know when to use elites (when the team is hurting or ready to make a push).
http://www.killtenra....d-skills-pt-2/

Builds: there are still builds and they are actually more complex. In GW1 you had to pick skills and attributes. GW2 has even more choices.
Here are the pieces of builds that can be displayed on a stat sheet, other things can't be shown so easily, like player style (movement, spacing, positioning, and so on) and team considerations (combos, tactics, and the like):

Quote

Ten Ton Hammer: So builds will really encompass quite a bit more in Guild Wars 2.

Izzy: There are a lot of pieces to it – there are attributes, traits, weapons, weapon swaps, utility skills, elites – so there’s a lot to it.

On the topic of interrupts:

Regina Buenaobra said:

ClavisRa said:

The developers recently stated in a Q&A chat that there will be no skills that just cause an interrupt effect.  Interrupts are caused by knockdowns, knockbacks, launches, etc.  But what is the consequence of a skill being interrupted, besides, obviously preventing that skill from being successfully activated.

When do you pay the costs associated with a skill, such as energy, and sacrifice (minions, spirit weapons)?  To activate an expensive skill like your elite, do you pay the energy cost at the start of activation, or do you just need to have the energy available, but only actually lose it once activation is successful?  If you do pay costs for a skill before skill activation is complete, do you lose them entirely when interrupted, or do you get them refunded?  Finally, would an interrupted skill begin to recharge, or would it still be available for activation?

I'm hoping the answer is, you need to have all the costs to activate a skill available in order to activate it, but you only pay those costs once activation is successful.  And that interruption of a skill leaves that skill available for immediate use.  Otherwise, interrupts would have a devastating impact and become a central focus of PvP action.

Eric had this to say in response to your question:

Quote

In addition to not executing, a skill will go into a short “interrupted” recharge time when it is interrupted. This timer is currently set at 5 seconds but of course will quite possibly change due to balance considerations in the future. We have this separate timer because we wanted interrupts to have impact but not totally dominate some of the longer recharge skills in the game. The energy cost for the skill is not paid until the skill executes so no loss of energy would occur for a skill that is interrupted before it executes. An exception to this would be skills with extended executes such as Drake’s Breath which will cause energy loss if the skill is interrupted while it is executing.

Skill Acquisition:

Jon Peters. said:

A weapon’s skills are now learned by fighting with that weapon. Because weapon skills are tied to weapon use, there is no reason to visit a trainer and make choices about which ones to unlock. Instead, it makes more sense to learn how to use the weapon by, you know, actually using it.

Non-weapon skills are learned in a different way. The second half of the bar will be unlocked using a collection mechanic similar to Guild Wars. We want players to make fun choices about how they build their character, so the new systems will help promote this.

On the topic of Downed, Defeated, and the Consequences of Defeat.
First off, what is the difference between Downed and Defeated? When a player's health drops to zero, they are not Defeated, they are Downed. In this state, they have a last opportunity to rally themselves, which means to bring themselves back to their normal state of play, just without full health. However, if a player's Downed bar completely drops in the Downed state, they are Defeated and must either return to a nearby waypoint or wait for another player to revive them.

Now, what happens when you are repeatedly Downed? There is a consequence for this, and it is that your Downed bar decreases in length, meaning less time to rally yourself back into player. Fortunately, though, if you can keep away from getting Downed for a minute, this penalty will go away. No biggy, right?

If you get Defeated, there's a bit of a higher stake. A random piece of armor is damaged. As you continue to get Defeated, every piece of armor will eventually be damaged. When you are Defeated under these circumstances (every piece of armor being damaged), then a random piece of armor will break, stop providing benefits to you, and you will want to see an armor-repair NPC to repair your armor and restore the benefits it provides you.

Upgrading Equipment! (Thanks to Zriael for bringing this to my attention.)

Weapons.
As it stands now, weapons may upgraded through the attachment of items called Sigils or to them. A weapon may have only one Sigil at a time attached to it, it may be replaced, but it cannot be salvaged from the item.

Armor.
Currently, armor may be upgraded through both Runes and other options specific to the armor's weight class, such as crests for light armor and other, currently unknown options for the medium and heavy armor classes. As with weapons, only one Rune or weight class specific upgrade may be applied to each piece of armor, and these may be replaced but not salvaged.

"Accessories."
This is a placeholder term for those pieces of equipment that are neither armor nor weapons, and are, generally, jewelry of a sort. These are much like the above, but may only be upgraded (as far as we know) with, rather appropriately, Jewels. They follow the same pattern as the above equipment in terms of restrictions.
-----------------------------------------------------

I would like to request, as a last note, that if you correct me, please present if you will, a source, be it a post from Anet staff or article, as your understanding or assumptions may be mistaken. Hopefully you will understand that this is not because I mistrust you, but it is with the idea in mind of keeping the information consistently correct, rather than continually changing it incorrectly, and potentially confusing any who read it. Likewise so I can integrate into the explanation.

Edited by Gmr Leon, 02 June 2012 - 08:01 PM.


#2 Mr. Undisclosed

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Posted 01 August 2010 - 06:31 AM

Don't forget dungeons are also instanced.

#3 Gmr Leon

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Posted 01 August 2010 - 06:48 AM

If you read the linked Q&A section on waypoints, about the fee, the way they describe asura gates matches up with the old map travel system of being able to instantly go to cities and outposts. As I noted, it's difficult to say at the moment whether or not we actually have to walk through them to use them to get to another town/city/outpost.

Mr. Undisclosed said:

Don't forget dungeons are also instanced.

After some more digging, I found the article. Thanks!

#4 Generic Member

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Posted 01 August 2010 - 06:52 AM

It's probably worth mentioning that players themselves will scale to events, for both the purpose of not allowing high level players to ruin events, and to prevent outlevelling content.

#5 Drogon

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Posted 01 August 2010 - 06:59 AM

The leveling one is a good point. Most people freak out when they hear the level cap is 80, but they don't realize that it doesn't have to take ages or be a grind.

#6 Gmr Leon

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Posted 01 August 2010 - 07:04 AM

Generic Member said:

It's probably worth mentioning that players themselves will scale to events, for both the purpose of not allowing high level players to ruin events, and to prevent outlevelling content.

Ah, yes, I couldn't pin how they had worded that precisely. Thank you! :D

#7 Generic Member

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Posted 01 August 2010 - 07:09 AM

No problem, I think a thread detailing the straight facts is long overdue amongst all the recent chaos on these boards :)

#8 Supreme

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Posted 01 August 2010 - 07:35 AM

Can we like, sticky this or something?

#9 Excel

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Posted 01 August 2010 - 09:11 AM

Nice work Gmr! This should definitely be stickied.

I'd like to add a bit about the travel.

Asura gates are said to only connect major cities, and some story-specific areas, while waypoints will be scattered around the persistent areas.

Asura gates will all be already unlocked for travel, while the waypoints will have to be discovered before you can use them.

#10 Gmr Leon

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Posted 01 August 2010 - 09:48 AM

Excel said:

I'd like to add a bit about the travel.

Asura gates are said to only connect major cities, and some story-specific areas, while waypoints will be scattered around the persistent areas.

Asura gates will all be already unlocked for travel, while the waypoints will have to be discovered before you can use them.

Modified for the first part. I've not seen the info on the second part regarding asura gates though. I assumed they would be a bit like towns and outposts in GW, having to get to them first before you could map travel to them. However, considering they will likely be what unites friends starting the game as different races, that does make sense. Any link on that, though?

#11 Thalador

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Posted 01 August 2010 - 12:23 PM

Excellent work, Leon. That will serve our community well. :)

#12 Zoom

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Posted 01 August 2010 - 05:19 PM

Thalador Doomspeaker said:

Excellent work, Leon. That will serve our community well. :)

we definitely needed it. now we can all be on the same page [because it isnt uncommon to miss something in articles, we've all done it] thanks Leon!

#13 MisterB

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Posted 01 August 2010 - 05:32 PM

Gmr Leon said:

Modified for the first part. I've not seen the info on the second part regarding asura gates though. I assumed they would be a bit like towns and outposts in GW, having to get to them first before you could map travel to them. However, considering they will likely be what unites friends starting the game as different races, that does make sense. Any link on that, though?

Asura gates allow fast travel to areas you have not previously been to.

Quote

Maps & Travel
Our map travel system remains quick and easy to use. As players explore the world they will unlock waypoints. When a player opens up their map they will see all of the waypoints they’ve unlocked and can instantly travel to any of them for a small fee. In addition we have Asura Gates that allow players to freely travel to places they haven’t yet explored. For instance, a series of Asura Gates connect the main racial cities so players should find it easy to join friends who happen to be playing as a different race.

http://www.onlinewel...n-6238/seite-2/

#14 Excel

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Posted 01 August 2010 - 09:07 PM

Thanks MisterB, that was exactly the quote I was thinking of.

#15 Gmr Leon

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Posted 01 August 2010 - 10:59 PM

MisterB said:

Asura gates allow fast travel to areas you have not previously been to.

Thank you MisterB.

#16 Lyssa

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Posted 01 August 2010 - 11:05 PM

Yeah I agree that maybe that part should be re-written...


While i'm sure you know what you're talking about, that whole part about maps sounds very convulted and wierd.

I would just say something like;

There are two ways of traveling fast around the world.
1.Scattered around Tryia are wapoints which have been described as ''small asuran devices'' that the player may discover during their journey. To map travel, a person may simply open their Map at any time and select a previously visited waypoint to instantly travel there. Doing this, however, will cost a small fee but can also be used as a means of resurrection.

2.Each of the Major cities in the game have Asura gates which can be used to teleport to any other large outpost with a gate for free. This allows friends to quickly meet one another when starting a new character even if they are of different races.

Edit:
Oh, and if you wanted a source on the bit about waypoints being small asura devices it was in that audio interview recently. Which I believe you kindly transcribed for us, so I asume you know of it. :D

Edited by Lyssa, 01 August 2010 - 11:16 PM.


#17 Gmr Leon

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Posted 01 August 2010 - 11:22 PM

It may be convoluted, as I'm trying not to refer to Waypoint Travel with map travel, to prevent confusion. One of the most commonly confused points I've seen is that Map Travel is paid for, when it isn't, but the person writing means Waypoint Travel. The mechanic is essentially the same, teleporting to a location by opening the map and selecting a spot, however, they differ on the point of being free and having a fee. This is why I refer to travel between major cities and story-specific areas as map travel, in the conventional sense, and travel to resurrection spots as waypoint travel.  

I do need to review it, to see if I can make it a bit more concise, though.

Lyssa said:

Edit: Oh, and if you wanted a source on the bit about waypoints being small asura devices it was in that audio interview recently. Which I believe you kindly transcribed for us, so I asume you know of it. :D

Since this is a mechanics based clarification thread, I didn't think it would be a major or necessary point to include. Although, if others think I should, I'll fit it into the restructured section on travel.

#18 Lyssa

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Posted 01 August 2010 - 11:28 PM

Hmmm...

I think you may have it the wrong way around?

Map travel is waypoint travel. Traveling to waypoints works by opening your map and clicking a previously visited 'waypoint' to travel there. Its exactly like in Gw1, except that it costs a small fee.

Asura gates seem to be a much more seperate thing, just designed to give people easy access to one another and activities and such. We havent heard anything that relates Asura gates to the in-game maps.
I think thats why when the Op says: ''Map travel, will be free, but through asuran gates.'' It sounds wrong.

Edit:
Yeah no need to add the mechanical device thing if there is no reason. Sounds fine.

#19 Gmr Leon

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Posted 01 August 2010 - 11:33 PM

Here's a modified version of your shorter explanation:

Quote

Map travel will be between each of the major cities in the game that have asuran gates which can be used to teleport to any other major city with a gate for free. This allows friends to quickly meet one another when starting a new character even if they are of different races. Asuran gates are also said to be used for certain story-specific areas, and may be used to travel to locations players have not yet explored.

As to your point, I may be assuming too much on my own part. The description of asura gate travel sounds very much like map travel in GW1, which was exclusively between cities and outposts. Waypoint Travel, on the other hand, is a new mechanic which is functionally the same, but with a fee and instead of outposts and cities, it is used between disparate points on the map in areas between cities/outposts.

Original versions:


#20 Lyssa

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Posted 01 August 2010 - 11:39 PM

Oh I see what you mean... But I dont think it makes any sense to refer to the Asura gates as 'Map travel'. Anet only said that  ''Asura gates are located in each playable race's main city and in some story specific locations.''

Not that they would be in every kind of town/outpost in the game (e.g beetletun). They are no where near as extensive as in Gw1. However, waypoints are.

Again, we've never heard anything connecting the idea of Maps and the Asura gates - so why call the asura gates map travel?

We have heard of using our maps to travel to waypoints, so surely thats map travel?

Edit: Further modification of what you just said:

Fast travel will be available between each of the major cities in the game via asuran gates which can be used to teleport to any major city with a gate for free. This allows friends to quickly meet one another when starting a new character even if they are of different races. Asuran gates are also said to be used for certain story-specific areas, and may be used to travel to locations players have not yet explored.

#21 Viktor

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Posted 01 August 2010 - 11:42 PM

You can add to the waypoint section that there will most likely be 10-20 waypoints in each zone, which was commented upon in the the Maps and Travel section of the Activities Q&A.  It gives you a good idea of the density of the fast travel system within the game world.

#22 Gmr Leon

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Posted 01 August 2010 - 11:48 PM

Lyssa, here's what I'm thinking, as a viable compromise between the two perspectives. First, you're correct, they haven't referred to asura gate travel in the same manner as they have with waypoint travel. Waypoint travel does, from what we have, sound essentially the same as map travel, minus outposts/cities, but, for the sake of preventing confusion, I think it would currently be better to refer to that section as:

Asura gate travel and Waypoint travel.
[Asura gate travel] will be free...Etc.

Kind of see why I would like to do that instead? Waypoint travel is, really, a new mechanic in the sense of where it takes us, fees, and number of waypoints in each area, in comparison to how map travel functioned before.

Oh, almost forgot:
Current waypoint travel:

Waypoint travel
occurs between disparate points on the map called waypoints, which when downed or defeated can act as revival/resurrection points. However, these carry a fee for use both when a player is alive, or in either of the aforementioned conditions, and only those which a player has previously encountered may be used, unlike asuran gates.

#23 Lyssa

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Posted 01 August 2010 - 11:54 PM

Gmr Leon said:

Lyssa, here's what I'm thinking, as a viable compromise between the two perspectives. First, you're correct, they haven't referred to asura gate travel in the same manner as they have with waypoint travel. Waypoint travel does, from what we have, sound essentially the same as map travel, minus outposts/cities, but, for the sake of preventing confusion, I think it would currently be better to refer to that section as:

Asura gate travel and Waypoint travel.
[Asura gate travel] will be free...Etc.

Kind of see why I would like to do that instead? Waypoint travel is, really, a new mechanic in the sense of where it takes us, fees, and number of waypoints in each area, in comparison to how map travel functioned before.

Oh, almost forgot:
Current waypoint travel:

Waypoint travel
occurs between disparate points on the map called waypoints, which when downed or defeated can act as revival/resurrection points. However, these carry a fee for use both when a player is alive, or in either of the aforementioned conditions, and only those which a player has previously encountered may be used, unlike asuran gates.

Yeah that sounds like a good idea. You could just do it like the wiki does - Waypoint traveland Asura Gates. No need to mention 'map travel.'

In fact, looking at the wiki descriptions, they do a pretty good job at explaining the two systems.

I'm curious though, what gives you the impression waypoints wont exist in outposts (like beetletun) and Major cities (like Lions Arch)? It would only make sense to put them in those places, too.
If I'm out in the middle of nowhere with no Asura gates nearby I should be able to use a waypoint to return to a major city, surely? I never heard anything to suggest that waypoints wouldnt be in outposts etc

#24 Gmr Leon

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Posted 02 August 2010 - 12:01 AM

Actually, they've mentioned waypoints, I believe, in Divinity's Reach. It stirred up a bit of confusion, what with the fee, because people found it silly to pay to travel around the city. I've not seen the article that suggested that we would have them in a place like that myself, though.

Chances are, they will be present in cities and towns, but I think, I obviously don't know, that asura gates will be present in many of the cities/outposts/towns. Part of this I think is influenced by the idea of waypoints as mentioned by Ben as a balance between exploration and convenience. I may be wrong, but without a main article or overview on the subject, who knows?

#25 Lyssa

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Posted 02 August 2010 - 12:04 AM

Oh I remember now!. Waypoints are available in the large cities and waypoint travel from one location in the city to another is free. Here, from the onlineweltein interview a little while back:

''Okay. You speak about a small fee for using the waypoints. Does the amount we have to pay correspond to the distance or is it fixed?

This is something we are still balancing. Well, we actually have both. For example in the cities the amount is fixed. Once you are in a city you can travel anywhere within that city for free. Over longer distances there is some range based price to it.''

#26 Gmr Leon

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Posted 02 August 2010 - 12:12 AM

Just found that as well in one of the articles linked on the GW2wiki. Also: OP is now modified with the suggested changes.

#27 Corsair

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Posted 02 August 2010 - 02:20 AM

I think I remember reading that some titles may give unique skins, or I'm confusing that with the mini-game unique skins. Perhaps the two are connected.

#28 tmakinen

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Posted 02 August 2010 - 04:08 AM

Another common source of confusion is the difference between the (currently excluded) companion and (still existing) sidekick systems. Many people seem to use the terms interchangeably despite them being two completely unrelated mechanics.

#29 Gmr Leon

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Posted 02 August 2010 - 04:28 AM

Corsair said:

I think I remember reading that some titles may give unique skins, or I'm confusing that with the mini-game unique skins. Perhaps the two are connected.

I haven't seen anything on that, myself. If you happen upon it again, give me a heads up, and I'll include something on that. I could definitely see that being a point of confusion and unneeded outrage when it isn't the case, but was an expectation as a result of a baseless assumption.

Tmakinen said:

Another common source of confusion is the difference between the (currently excluded) companion and (still existing) sidekick systems. Many people seem to use the terms interchangeably despite them being two completely unrelated mechanics.

That's a very good point. I'll need to look into where the articles are on the companion cut, and the sidekick system notes, beyond the FAQ on the site. Fortunately I have one of the latter in the section on dynamic events.

Edit: Added a section on Companions and Sidekicking, any changes or modifications to the descriptions needed?

#30 Lyssa

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Posted 02 August 2010 - 09:45 AM

Gmr Leon said:

any changes or modifications to the descriptions needed?

Okay, I think maybe theres a couple of little things that could be altered.




''Originally, Anet had proposed a single NPC ally companion system for GW2, but this has since been cut.'' You could put a link to this page on the word companion so that it becomes clear you're talking about the companion system in that top paragraph.

Also, on your link for 'sidekick' its not entirely clear where the mention of sidekicks is. The people looking at this sticky are likely the people who dont want to go through information like that, so maybe the wikipage would be more helpful?




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