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davadude

Member Since 20 Aug 2009
Offline Last Active Yesterday, 09:42 PM

#2353915 Personal Story Restoration

Posted Neo Nugget on Yesterday, 04:41 PM

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During the last feature patch, ArenaNet made some changes to the personal story that stirred up quite a bit of controversy. Today, lead writer Bobby Stein outlines the changes that will revert the patch's story rearrangement along with a few other tweaks.

One change that might catch your eye is the change to the final personal story task in the game. Instead of The Ruined City of Arah being a standard story mode dungeon, it now behaves like a personal story instance and can be completed solo instead of requiring a group of five. The only catch is that due to the nature of this change, once it is completed the instance can no longer be repeated. The explorable versions of the dungeon remain the same.

Check out the full list of changes over on the official forum.

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We have converted the story mode of “The Ruined City of Arah” dungeon to be a Personal Story step, so after this update goes live, you may only play it once as part of your Personal Story. We are also unlocking the explorable mode of this dungeon by default so access will no longer be gated by story mode completion.



#2353762 A Legendary Journey

Posted Arkham Creed on 26 March 2015 - 06:08 PM

Looks like an interesting system. And while I'm sure its going to take a crap load of time and resources, I like how it is a more directed experience and you can now quickly reference exactly what you need to do, where, and when to get yourself started. I'm still hoping for more info about the revenant and specializations soon, but for today this was a nice little blog.


#2353672 So, they got rid of the condition limits...

Posted Neo Nugget on 25 March 2015 - 01:11 AM

It's not a mistake, but it isn't necessarily final.

https://forum-en.gui...Bleeding-Stacks


#2353663 So, they got rid of the condition limits...

Posted Satenia on 24 March 2015 - 11:59 PM

Well, there is a rather interesting official statement regarding the matter:

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This is not a mistake, rather as we have said for a while now, we know that the current stack cap creates problems for condition players who want to work together. What you saw today was the first test in solving some of these problems.

So, this is not a bug or mistake, but rather very early testing.

Looking forward to see how things will be developing...


#2353498 Whats Your Magic In Guild Wars 2

Posted Haggus on 20 March 2015 - 09:36 AM

View PostZhaitan, on 19 March 2015 - 05:13 PM, said:


Many people will say GW2 is extremely casual and lacks "hardcore" content. However, definition of the term hardcore is quite varied and changes dramatically depending on who you ask. I think, GW2 design primarily caters to a crowd base that is past 25 and can rent their own cars.

People forget that most people playing the game may log in 2-3 times during the week, or one or two days on the weekend; and they won't be spending more than maybe 2-3 hours at a time in the game.  For them, the game has plenty to offer.  Sorry, but if you work and are good at your job, have a family, have other social events, and/or other games, even, chances are you won't be one of those crying, "This game has nothing to do anymore!  They need more content!"  Even for those playing the game hard core, most in a good, friendly, casual guild won't be having many issues, either.  This game was made for THESE people.  

For me, this is the magic of the game.  I don't feel the desire to need to log in and play 5 hours a pop like a crack head.  I can treat it casually, and my character can look the way I want them, without having to spend a lot of cash or grind for days.  It's a beautiful game, the animation is great, and breaking with the trinity is the best thing that ever happened.  The LS can be Scooby Doo at times, but that has its own charm.  

You'll always have those of a small, vocal minority who think they, but for lack of money/backing, could do better.  If they could, they would.  It's good just to take them with a grain of salt, and enjoy the game with open eyes.


#2353273 Game Update Notes - March 16, 2015

Posted Edge on 17 March 2015 - 11:19 AM

FOV options are very welcoming for multi-monitor users. Glad I no longer have to look at stretched models on my side displays.

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#2353117 Changes to World Completion

Posted Neo Nugget on 14 March 2015 - 03:25 AM

Finally, no more whispers asking me to "capture ________" while commanding.


#2352955 Chris Whiteside Leaving ArenaNet

Posted Gecko on 12 March 2015 - 11:11 AM

Easy tiger, people quitting their jobs may not necessarily lead to a meltdown of the entire company.


#2352784 Mastery System = vertical progression?

Posted I post stuff on 08 March 2015 - 09:41 PM

View PostBaron von Scrufflebutt, on 08 March 2015 - 12:05 PM, said:

That's linear progression, rather than horizontal.
For instance, GW1's FoW armour was an example of exponential horizontal progression (the stats aren't better, but it takes much longer to obtain it), while GW2's levels are an example of lineal vertical progression (the stats improve, while the time to reach the next level is approximately the same).

So whats the problem then?


#2352733 World Tournament Series at PAX East

Posted Brandon the Don on 07 March 2015 - 10:50 PM

Those matches were tense :o

The skrims between oRNG and Abjured were amazing - I have seen things which I thought was not possible, giving the match to the Abjured mid-game, but still seeing oRNG pulling off wins!

And that last match will forever be ingraved in my memory... All these games were close, except that last one, where oRNG walked away with the victory!

I hope the vods come soon, because I seriously want some people to check them out :D


#2352685 Exclusive: Meet The Defiant Wyvern

Posted Alexei Hart on 07 March 2015 - 01:33 AM

View PostArkham Creed, on 07 March 2015 - 12:46 AM, said:

I don't mind Arena Net using the expansion to build on whats here and "finish" the stuff left out of the game, but that is NOT what they are doing. They have not announced one god damned feature we were already supposed to have and are instead just adding more shit they'll never get around to continuing with.
Precursor hunt.

Edit: plus, I'll take gliders over environmental weapons any day.


#2352088 Exclusive: Meet The Defiant Wyvern

Posted NerfHerder on 25 February 2015 - 07:58 PM

Ever since I saw the trailer I have wanted to face the Wyvern. Good to know its an actual encounter. The new defiance interesting. Rewarding players with situation specific and well timed skills is a good thing.


#2352415 Heart of Thorns Hands-On Preview

Posted Neo Nugget on 03 March 2015 - 02:28 PM

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As some of you already know, last week, myself and several other members of the Guild Wars 2 community were fortunate enough to be invited to the ArenaNet studios in Bellevue, Washington to try out a portion of the new Heart of Thorns expansion. While we didn’t get the secret scoop on every detail of the new content, we were able to test drive the PAX East demo as well as the new structured PvP mode, Stronghold. And of course, nearly everybody who attended rolled Revenant, so expect some cool stuff on that, too. We were also given some gameplay footage, so keep an eye out for that at the end of the article (or watch it now, whatever). Enjoy!

PvE and The Heart of Maguuma
The beginning of the demo starts off precisely where the end of the Living Story ends. The Pact airships are flying towards The Maguuma Jungle with a clear focus on Mordremoth and the threat he poses. They’ve already toppled one Elder Dragon, so you can sense a pinch of confidence in the air as they inch closer to the domain of another. That confidence soon turns to chaos as vines shoot up into the sky and pierce the Pact airships like party balloons caught in a ranger’s barrage storm. Destiny’s Edge (minus Caithe, of course) rallies to control the situation, but their efforts fail as the entire fleet comes crashing down into the Maguuma Jungle.

And so begins a new adventure.

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Right off the bat, you can tell that Heart of Thorns has been designed with the past two-and-a-half years of live Guild Wars 2 development and community feedback in mind. One of the most obvious pieces evidence of this can be seen five or ten minutes into the first playable instance. Yep. Your character has found its voice again. A big strength of the original game that was unfortunately absent from any further living story updates was the idea that your character felt directly included. This was partially addressed in season 2 through more involved dialogue options throughout the story, but now your character will speak when spoken to, and respond back as the situation demands. There are standard, unspoken dialogue options as well. One example being if a story sequence finishes up, an opportunity to hunt for secondary information arises and you can hound surrounding NPCs until they spill their secrets.

Another big area of improvement is the new map design philosophy. Heart of Thorns takes what we’ve seen in the Living Story zones, more specifically Dry Top and The Silverwastes, and applies the concept of masteries to open up new play styles and adventuring possibilities. For the uninitiated, masteries are account-wide ability points you unlock as you progress throughout the game. Once you have enough points for an ability, such as gliding or mushroom hopping, you can use your new mastery to traverse the map in new, usually easier ways. Aside from gliding, one of the masteries I encountered in the demo was a mushroom-type jump pad. In the PvE footage at the end of this article, you’ll eventually see a tall hill where players spawn as they complete the initial story sequence. This is actually a defensive sniper hill where players can provide support to those who decide to head down to the lower levels of the region where the enemies are spawning. Should this position be compromised and fall to your foes, players will need to run up quite a ways to reclaim to position. Or, if they had the foresight to invest in a mushroom mastery, they can use the jump pad below the hill and arrive almost immediately. It provides a great convenience to those who choose to spend their points in that specific area, but more importantly, it provides options. I did not invest in the mushroom mastery, so I had to take the scenic route up to the top of the sniper hill. However, once the enemies were killed and our base reclaimed, I used my glider to sail smoothly to the ground and get back to fighting. It’s probably one of the most important features being added to Guild Wars 2 right now, and if the demo is any indication of the future, I don’t doubt we’ll be seeing many more masteries in the game’s future.

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The Revenant
Speaking of important features, let’s talk about the Revenant for a second.

At first glance, the Revenant is just a warrior with a blindfold, but once you make one you’ll get a glimpse of the sheer amount of versatility the profession offers. The big perk of playing one is being able to channel the power of spirits to unleash all sorts of effects on your foes. These spirits are bound to your F1 and F2 keys and, upon activation, determine the entire right side of your skill bar, including heals and the elite skill. And while the Revenant does not come equipped with a weapon swap, you can swap spirits. This means that you’ll be playing much more like an elementalist than other other professions when it comes to skill management. Though this time, since you’re swapping the right half of your bar instead of your left half, you get access to two heals, two sets of utilities, and two elite skills, which is something unlike any other profession. You’re going to want to carefully choose your main weapon and the two spirits that you can equip if you want to be a successful Revenant. Having access to twice as many skills comes with twice as much responsibility. If you don’t know your own bar, you’ll absolutely get wrecked in structured PvP.



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Which brings us to our next topic...

Structured PvP and Stronghold
Stronghold is amazing! At least I think so. If I didn’t have a time limit I would probably still be in the ArenaNet offices playing. And this is coming from a hardcore World Vs World player. I can’t tell you how refreshing it is to finally have another gamemode in sPvP. Sure, Conquest is fun, but for those who are looking for something a little more focused, I’m confident Stronghold will satisfy that hunger.

Stronghold is a crazy hybrid between World Vs World and Guild Vs Guild from the original Guild Wars. Two teams of five players are tasked with killing the enemy lord while simultaneously defending their own. It’s mighty difficult to be in two places at once, so luckily you can recruit NPCs with supply to aid you in this most challenging endeavor. Door Breakers, or bomb-toting skritt, are your ticket into the enemy’s fortress. If they can find their way from their spawn point to a door, they’ll blast away at the defense until it’s destroyed. There are two doors to destroy before the lord can be attacked, and the Door Breaker is the most effective means to achieving this goal. If the enemy team has a thirst that can only be quenched by the blood of a skritt, make sure to shut that player down yourself, or by summoning the archer NPCs to help escort the Door Breaker. Archers have a less focused objective than their skritt partners, as you’ll always need the extra firepower during the match. A team that manages to break down both doors already has a huge advantage over the other, as they no longer need to waste supply on Door Breakers and can focus solely on producing more archers to bring to the fight.

There are so many possible roles to fill in this game mode, which is probably why I love it as much as I do. A player isn’t pigeon-holed into just attacking the entire match’s duration. You can have supply runners, Skritt assassins, trebuchet supporters, NPC escorts, and probably something nobody has even thought of yet. It all comes down to what you, as a player, are comfortable with instead of what the game decides for you. And that is something worth getting excited about.

But honestly, I couldn’t pick just one area of Heart of Thorns I’m excited for. I’ve already seen an incredible amount of promise, and this is hardly even the tip of the iceberg. We still have specializations, guild halls, World Vs World (HYPE), and a whole mess of other areas to learn about before the expansion releases. But if you really need to satisfy your hunger, be sure to check out the gameplay video and screenshots we have of Heart of Thorns as well. And if that still wasn’t enough, there are tons of other Guild Wars 2 community members that painstakingly put together their preview content as well. Don’t even get me started on PAX East.

See you guys in game sometime!

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#2351980 Revenant Worries; GW2 Worries: The Good and the Bad

Posted Doof on 24 February 2015 - 09:29 PM

View PostDirame, on 24 February 2015 - 08:20 PM, said:

Keep throwing those words in my mouth. I haven't eaten today.

You already admitted that it can have an effect when stacked with other passive procs.  My question to you afterward was "Who doesn't stack passive procs in GW2?" especially give that the vast majority of traits and gear are comprised of entirely passive procs that may or may not even require specific skill usage in order to trigger.

Then you go ahead and say:

View PostDirame, on 23 February 2015 - 10:31 PM, said:

but when you start poking at a minor trait that doesn't even factor into much until you try to stack all the passives together

You're just repeating yourself.  Either stop talking or address whether or not you're fine with passives running the show in GW2.  Look at I Post Stuff.  He's clearly fine with it.  I mean, we can argue why it is an awful idea for a game that seeks to be competitive and engaging, but at least he's honest about it.


#2352064 Heading to ArenaNet

Posted Neo Nugget on 25 February 2015 - 07:08 PM

View Postdavadude, on 25 February 2015 - 06:33 PM, said:

Awesome, were you able to answer the questions asked here, or are hints also part of the NDA?

Not all of them, as there were several topics that they didn't discuss at all, but at the same time there was plenty to dig around for.

Can't say what those topics were specifically though. Sorry :P