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#2361926 First Hands-on Experience with Spirit Vale

Posted Feathermoore on 17 November 2015 - 04:17 PM

I was recently given the opportunity to play through a section of Guild Wars 2’s first raid alongside of some of the developers at ArenaNet. I have to say, that I had a lot of fun. Gorseval is the name of the boss I was being thrown in front of. Players will recognize it as the “Tongue Boss” from the Heart of Thorns raid announcement from PAX. And yes, gliders were involved in the fight... and in my death.

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Tally Ho!

The devs were familiar with the run so I was being brought along on the “smack the boss in the face” team. A task that the Reaper is quite well equipped for.

We jumped into the boss room and I immediately plunged to my death by hitting space three times instead of two, closing my glider before I could reach the updraft. Laughs were abundant while we reset the fight. The raid update comes along with a new party interface and Ready tool that allowed me to watch the team check in. Once everyone was good, it was time to jump in again.

I didn’t smash into the ground this time and the fight was on. It felt like total chaos at first. Sure, the leader was calling out commands, but I didn’t have the background knowledge to understand what exactly was going on, or why things were important. So I focused on what I knew how to do: slamming my weapon directly into the face of Gorseval!

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The reliance on positioning quickly became apparent as Gorseval leapt to the center of the area and started smashing the ground. The leader called for the group to break bar and stuns were spammed. I found a small sliver of “safe” area next to Gorseval’s foot and set to smashing buttons. The bar broke and I got a few seconds to wail on him before he got up and the real danger started.

One of the group split off in order to start damaging one of the walls that blocked us in on the main fight area. As he did this, the group had to pull in a bunch of small adds and slowly walk back towards the wall, pulling Gorseval and the adds with us so that we could kill the them (if any of them survived, Gorseval would gobble them up for a permanent stat boost) and damage Gorseval all at the same time. If you couldn’t manage to stand in the right spot or when the wall went down, Gorseval could knock you off the ledge to your doom.

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That's when the room nuke started to channel. We had a bit more time to wail on the boss again before turning and leaping off the platform to glide into an updraft and back around to drop in again. I couldn’t help but hum “Flight of the Valkyrie” to myself as 10 characters swooped around in unison. Needless to say, I crashed here once and we had to restart.

This process was repeated several times before we triggered the next phase of the fight when the group had to split up to take down four slow adds that approached Gorseval. If they reached him, we would die. The four Reaper DPS saved us here and we moved on to stage 3, where we quickly went down in a blaze of glory! At this point, we had to call the raid as there wasn’t enough time. Gorseval hadn’t even reached half HP yet and he is only a part of the raid.

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As a whole, I had a ton of fun. I was able to contribute without knowing what was going on, but it was obvious that I was helping more as I noticed what it was that each person was doing. I had to pay attention to the split and even the orientation of the map (one time we went to the wrong wall early in the fight, broke it down, and leapt off to escape the room nuke only to realize we were in the wrong spot and there was no updraft here).

Other than the use of gliding, I didn’t see any mechanic that I haven’t encountered before (break bars not being unique to the fight). We had a room nuke, DPS timers with the walking doom mobs and a limited number of updrafts to use to get to stage 2, adds that would buff the main boss if they weren’t destroyed in time and adds that would kill you if they weren’t destroyed in time. I know that stage 3 involves avoiding black spheres and running to the gold spheres if you end up getting a debuff on you from the black ones, but we died before I could really interact with it.

I did have to pay attention to my positioning the entire fight more so than I did in previous encounters. I know that the group had a good deal more focus on support than I have seen in typical groups; we had a Chronomancer, a Dragonhunter and a Druid all working to keep the group alive and smashing away. Control was hugely important both for downing the break bar attack as well as slowing the constant advance of the doom mobs. We also had four Reapers, so DPS was in abundance along with a good degree of control from them.

I don’t know how much team build prep the developers did before entering the raid. They did ask ahead of time what class I would be playing, and the default build I was set up with was a DPS build (which I tossed away in favor of my own DPS build). I can only assume that they did do some prep ahead of time based upon the fact that each of them had a role to play in the fights themselves, and several of those seemed like they would need some specialized builds (soloing the wall and pulling in the adds).

With only the small segment of the raid under my belt, I can't say how players will react to the content. I look forward to seeing if players work together before raids to come up with a cohesive group build and plan. I have always loved the planning stages of group content in games, and anything that encourages preparing ahead of time is a good thing in my book.

One thing that I hope does carry over is the attitude of the raid group. The primary sound in the comm channel was laughter. Joking about mistakes was the primary method of recognizing them, owning up to the mistake, and letting the group know it was your bad. ArenaNet has talked several times about how Guild Wars 2 has an incredibly welcoming and friendly community; raids are stereotypically known for not having this though. I think it would be great if the new raids managed to keep the attitude that I experienced while playing through the raid. I have played both ways and trust me when I say that having people joke with you is more fun than an angry tirade.

But seriously, play "Flight of the Valkyries" in your head during this fight.

#2361368 64-Bit Client Incoming

Posted typographie on 05 November 2015 - 02:35 PM

View PostMiragee, on 05 November 2015 - 10:49 AM, said:

As for the 64 bit client. Do we need to dl the whole client again? That will take some time... : /

Nope, you just need to drop the new Gw2-64.exe file into your existing Guild Wars 2 folder, and update whatever shortcuts you may use to launch the game. When you launch it using the 64-bit executable, it will create a new "bin64" folder, but that takes seconds. The same Gw2.dat (23 GB of the game or so) is shared by both versions.

Instructions/Q&A here:

I played the 64-bit client last night and noticed no changes, except for Gw2-64.exe eating up over 4 GB of my physical DDR4 all on it's own, plus VRAM, plus some virtual memory, which is probably a sign that it's working as intended. I had no crashes or problems, but that's still pretty inconclusive at this point.

Note that if you use SweetFX, you can copy over all of your settings from bin to bin64, but you'll need to replace d3d9.dll with the 64-bit version for it to work.

#2356868 Heart of Thorns Available For Pre-Purchase

Posted Konzacelt on 18 June 2015 - 05:07 PM

View PostNerfHerder, on 18 June 2015 - 01:29 PM, said:

We do know what we are getting. Huge guild halls with scrimmages, new meta builds to spice up gameplay, condition builds, new types of encounters, story mode, continuing living story, new zone that will have some replay ability, revenant, new weapons, new trait lines and revamp, masteries, legendary scavenger hunt, legendaries, and gliding which is basically flight in GW2(how awesome is that going to look?). What more could you ask for?
  • Good writing
  • No zergs
  • Better story
  • No pet
  • Better LS
  • No Ascended stat increase
  • Full LS replayability
  • Better drops
  • Less screen pyrotechnics
  • Weapon skill choices
  • Cantha
  • Elona
  • And my favorite...Guild access not gated by expansion.

#2356556 Get a First Look at Guild Halls at the E3 PC Gaming Show!

Posted NerfHerder on 12 June 2015 - 01:33 PM

E3 is all about Microsoft and Sony selling as many games as possible. I already had One device that does everything, its my PC and it does it better. So, I'm glad to see PC gaming get its own spotlight.

I cant wait for guild halls. Finally, a decent place to organize or chill during downtime.

#2356325 Will you play again?

Posted Konzacelt on 03 June 2015 - 09:44 PM

View PostRagiNagi, on 03 June 2015 - 08:58 PM, said:

(everybody loves achievement points)
I actually hate them and think they are one of the worst things to happen to gaming in the modern era.


Man, blow off the dust from your gw1 account and start playing it again. Thats what I'm doing. It retains all the good qualities of the game.
Oh I still do from time to time.  :)

#2356277 Will you play again?

Posted Konzacelt on 02 June 2015 - 05:41 PM

View Postraspberry jam, on 02 June 2015 - 03:44 PM, said:

That's what's so beautiful about GW1, though. When you are on a mission or just wandering around in the world outside the towns, it's just you (and whoever you bring with you), so there is really no pressure. You have much more time to calmly explore or do whatever else you would like to do.

In GW2, exploration is based around going to the locations that ANet think you should go to. You have them on your map and they get filled in when you visit them. Now, sure, there are other things to see, things that are not on the map. But since there are things on the map, the rest gets kind of lost in the noise.

Really agree on that point.

The reason they made exploration a location "checklist" is for modern achievement-minded players who want to be rewarded for filling out said checklist.  Any checklist will do really, I'm surprised they don't have one yet for walking across 10 bridges.  It's game design based on handing out rewards for some of the most remedial and superfluous actions.

It works because ANet knows that humans, by nature, have a silly craving to finish lists.  All ANet did was use some basic psychology to manipulate players into doing things that will make them stay in the game longer.

Right now I'd kill for a new zone with no vista's, skill points, and PoI's.  And just one way point at the beginning.

And random spawns that follow random patrol routes.

And the ability to do it solo if I so wish.


#2355472 BBC: Hacker given in-game death sentence

Posted NerfHerder on 09 May 2015 - 06:57 AM

They should bring back the Dhumm ban scythe from GW1. Much classier and more fun to watch live.

#2355346 Will you play again?

Posted I post stuff on 07 May 2015 - 08:02 AM

The problem that gamers have is not understanding the concept of boredom.

If I play a game regularly for a year I will obviously find myself getting bored. There is nothing wrong with that. It's not a problem of the game itself.

#2355331 Will you play again?

Posted raspberry jam on 06 May 2015 - 06:49 PM

View PostKovalenko, on 23 April 2015 - 05:36 AM, said:

tl;dr: some parts of GW2 need to stay easy or else it's not fun to play anymore (it becomes a chore), some parts of GW2 are so casual that it has attracted many attention whores to the community and the overall quality of the playerbase (both social and gaming skill-wise) has declined, or at least changed to alienate some of GW1's and original GW2 players.

This is just my opinion.
My opinion is that your opinion is wrong. Something that is easy but yet requires you to go through the motions to get what you want is pretty much the definition of a chore. What you mean is that if something you expect to be able to cash in on easily actually requires effort/skill, then it's boring to you.

Now the question is whether it's due to the challenge presented, or if it is because of the expectations of being able to easily complete content. Seeing as a lot of well-loved games are quite challenging indeed, I'd say that it is the latter.
And who is really to blame for the expectations of players?

#2354758 Will you play again?

Posted Konzacelt on 21 April 2015 - 03:05 PM

View PostHaggus, on 20 April 2015 - 09:54 PM, said:

I used to gripe about the cash shop...till I remembered how easy it is to make gold in this game.  Seriously, I can pay for an extra character slot or inventory through a week of champ train and/or world boss running, if I feel the need.  That means... lemme spell it out...I don't even need to pay real money in the cash shop...ever!  Even if I want to(you know, to actually pay the salaries of those making the game), it's not like it's a ridiculous price for the items.

That's exactly my problem with it.  If anyone wants to have any chance at making money in this game, they have to do things that are mind-numbingly boring.  Chasing boss/champ timers all over the map in a never ending circuit of 1-spamming, screen-freezing, rainbow pyrotechnics should be no-ones idea of good gameplay.  Neither should staring at TP for hours like it's the stock ribbon on the bottom of your TV screen.  Dungeons are a little better, but even they still become grind-fests after a few runs.

All that stuff above should be for skins or rare items, not making basic money.  Anyone should be able to make a moderate amount of money just by basically doing anything in the game.  Want to spend 100 hours for map completion?  Or go through the entire storyline?  Make it worth more than a few nifty skins or a Legendary ingredient.  I've specifically stayed away from all of the world/boss/champ timers in every map, stayed away from dungeons and Fractals, and not touched the TP.  And I can tell you you don't make jack squat by doing so.

That's crappy gameplay design.  Most games make you spend hours doing those things you mentioned for a chance at a rare drop or cool skin or whatever, and you could earn good money along the way just by spending time playing the game.  Not GW2, these guys at ANet actually want you to do those things just to make ends meet.  It's not only asinine, but sad.  GW2 Tyria is one of the most beautiful digital worlds ever designed in an MMO.  Yet if you want to simply experience it at a truly intimate level, you better do it in between "money-making" times because there's simply no way to earn some cash having fun running around Tyria unless you are making pit stops at all the WB spawns along the way.  I guess it's a great time to make yourself a drink or have a smoke, you certainly don't need to be in your chair for group-killing any boss/champ less than Teq.

Or even better, roll a joint and let the pretty color show on your screen trip you out.

#2352634 Mastery System = vertical progression?

Posted Snapalope on 06 March 2015 - 04:32 PM

At this rate the game will turn out something like this:
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#2352193 Guild Wars 2 getting a first-person camera

Posted Neo Nugget on 26 February 2015 - 06:10 PM

This makes me unreasonably happy.

Finally, I won't have to /sleep and turn the camera at awkward positions to get a good screenshot.

#2348417 I’ve been playing GW2 wrong, and loving it.

Posted Feathermoore on 28 January 2015 - 02:50 PM

View PostKrazzar, on 27 January 2015 - 09:42 PM, said:

Anet does have a history of that, though.  2/2 on their games so far.  First we had build wars now we have DPS wars.  The reality seems to be the problem is too hard to fix (or just easier not to), or at least it's not feasible in business terms.

Except that build wars was the intent of the game. The specific builds? No. But the game was designed so players could create their own builds and counter them. It was designed off of deck building after all and that is exactly what deck building is about. It was build wars in PvP from day 1. Most people who talk about it don't remember that it was always how the game went and wasn't a side effect of future development. Build wars itself was never an actual issue; power creep was. Building a cohesive team was the entire point of GW PvP (and PvE).

It did get out of their control though. This is true.

#2349253 Was level 80 cap, and Ascended a mistake?

Posted rukia on 31 January 2015 - 08:03 PM

View PostI post stuff, on 31 January 2015 - 12:22 PM, said:

None of what you wrote matters.

Tomes take a few minutes, crafting a few hours, everything else will get you to max level within a day or two. Ascended weapons are cheap, trinkets are essentially free and armor doesn't matter. In fact the difference between pink and orange gear is so minimal that you would only get it if you have money to spare. Plus it's account bound which means it can be shared by several characters.

The bottom line is that "GW2 did/didn't have that" is not an argument. You have to compare GW2 with current games of this genre that enough people actually play.

I guess we should just ignore how long it takes to get 79 tomes or 59 and a lvl 20 scrolls, or gold it would take to get 80 off crafting alone. In GW1 you just quested a few hours.

#2348950 Was level 80 cap, and Ascended a mistake?

Posted Baron von Scrufflebutt on 30 January 2015 - 09:30 AM

Yeah, it was a mistake.
And it's not because I dislike the grind (although that isn't helping the situation), the big issue is that the game doesn't justify why it has all these levels and gear tiers. Their reason for existing is that they exist: they are grind for the sake of grind.
GW2 would have been a better game if it only had some 20 levels and the GW1 gear system:  that's how much gear and levels GW2 manages to justify.

Now, as much as I dislike the lvl 80 grind, on one hand, I am slightly disappointed that HoT isn't bringing a new level cap: for instance, lvl 70 was one of the best things that happened to D3. Blizzard saw that the gear situation at lvl 60 was a mess (which is similar to GW2 because ascended was just thrown on top of a game as a result of sheer panic) so instead of trying to fix the situation, they threw everything off the table and rebooted the whole thing. If A.Net had the balls to do that, a reboot would be my second favourite option (right after the deletion of the majority of levels and a few tiers fo gear).