Jump to content

  • Curse Sites


Member Since 27 Sep 2012
Offline Last Active May 15 2013 06:01 AM

#2095523 Where has everyone gone?

Posted Kymeric on 25 November 2012 - 04:10 PM

One of the things that rarely gets brought up in these kind of discussions is that people are far less likely to stick with things in the contemporary world.

We have so many options available to us, very little patience, and a tendency to believe the grass really is greener on the other side of the fence.  People switch jobs, significant others, churches, home towns, careers, friend groups, diets, exercise programs, self help gurus, cars, homes, and clubs at a ridiculous rate.  It's a lot bigger than MMORPGs, and worth keeping in mind.  People burn through single player games, picking up the next hot title, and it's not a problem.  MMORPGs have this goal of keeping players participating consistently for years, which is a very difficult goal for any organization to achieve in this time.

Having said that, I'm still enjoying the game immensely, and it looks like I will continue to for a long time to come.  If ANet has to reduce the number of worlds and we have half the number we have now at full, I'll be content.  My only hope is that they can keep enough concurrent players to continue developing the world.

The game is young yet.  It's still tottering around, learning to walk, and sometimes it falls down.  Being disappointed in the game at this stage is a bit like me being disappointed in the man my toddler has become.

If people don't enjoy playing, they should take a break.  There's no sub, which lets you walk away and check back later to see if the things you didn't like have improved.  Buy the next expansion if it looks promising  or don't if it doesn't.  GW2's business model should let you play it like you would a single player, exhausting the fun you can get out of the purchase, leaving it for something else, then weighing whether you want to buy the sequel and get back into the franchise again at a later date.

That's a personal decision for each person.  It's not time to judge the game as a whole (failure or success?) quite yet.

#2047398 Why we need GvG and how to pull it off.

Posted DOSGAMES on 28 October 2012 - 02:51 AM

Wall-o-text INC.

Greetings to nerds and noobs alike!

When looking at the conversations going around about Guild Wars 2 and it's longevity, many people state PvP is (or should be) the true endgame. I agree whole-heartily!  Even though the original Guild Wars and Guild Wars 2 are very different games, Anet has clearly shown that they want dynamic and competitive PvP in the Guild Wars universe.

Until probably a month ago, I was crazy excited about GW2 becoming an Esport or at least a game with a great competitive scene. Unfortunately, I'm still left waiting...

I joined a Guild of some of the old school HoH and GvG elites, we were biting at the chops to pwn n00bs. That excitement lasted about two weeks. Somberly, we've all moved onto PvE in the hopes that something will change.

To be fair, the game is still young. Paid tournaments and private servers show PvP is going in the right direction. But, I don't think this is enough to make GW2 live up to the expectations of those who loved the PvP in the Original Guild War and certainly not good enough to recruit new players from other competitive scenes.

Unfortunately, Spectator mode, ranking systems, and monthly/yearly tournaments won't be enough either.  I'm sure you have noticed Heart of the Mists has become a ghost town (Halloween theme aside).  I mostly pass through there to save some silver on traveling costs.

sPvP and tPvP are not cutting it.

A game type where capturing/hold points is just not interesting enough. Anet tries to spice this up by adding a unique mechanic into each map and it still seems bland.  There isn't enough tactical decisions to make that persist throughout the game. Yeah, you can say "Hey you two go Keep." But, the repercussions of that choice are fleeting and often unimportant. Capturing Points and killing enemy players ends up just being a head-count, were you try to locate enemies and find group fights or 1v1s are are to your advantage.

Games are often decided based on the first few deaths. If 3 of your 5 team members die in the first encounter, from there, a good team will just beat you in the 'head count'. Killing you individually and out numbering you, all while those Capture points count up the score.

Now, things like tactics, scouting, and player position aren't bad, they are only bad when that's all there is.

sPvP and tPvP is still fun. I prefer the Quick-Joins because it reminds me of GW: Alliance Battles. It was a place were you could test out builds and casually dick around with friends. But, it's not enough to keep me interested for very long.  Competitive teams need more to chew on.

Guild Wars 2 needs GvG!

There have been a couple threads talking about Reaper's Rumble and how GW2 could use a MOBA game type.  Though I think it's interesting, I don't think it plays to GW2's strengths. But, that's a conversation for another time.

I will say that MOBAs have a key element that many competitive PvPers want and that is: Resource Management.  Elements of WvW could be easily implemented to add resource management. This give teams the ability to make interesting decisions that effect the course of the game.

I really don't think GvG would be that difficult to develop. You really just need to combine elements of sPvP and WvW and apply them to a 8vs8 map.  Important elements would be things like: NPCs, Gates, Siege Equipment, Supply, Capture points, Mini-bosses, portals, and of course a Guild Lord.

The goal of the game would be to kill the enemy's Guild Lord while protecting your own. You would accumulate supply automatically from 4 NPC workers on your Farm. You can also gain supply from killing the mini-bosses, or by holding the center supply point.  From there, you could use this supply to activate a 2-way team portal, improve your keep's defenses, upgrade your NPC guards or grant buffs to team members.

Here is something that I did-up in paint to display my ideas. Bellow, I'll also describe some of the finer details of how supply is gained and how it would be used.

Posted Image


- Farm has 4 NPC (killable & rez-able) workers. Each worker with provide 5 supply every 30 seconds (20 supply in total)

- Holding the Center supply camp increase supply generation by 50%

- Killing the Mini-Boss would grant 100 supply. (Bosses respawn every 4-5 minutes)

Possible Upgrades:

- Activate 2-way portal for 5 minutes-
- Reinforce Doors
- Munitions for defense equipment (cannonballs, etc)
- Militia: Increase Health and Damage of Workers
- Overtime: Add two workers for 3 minutes
- Improved Guard: Increase Armor and Health for Guards
- Damage Buff for Allies
- Health Buff for Allies
- Armor Buff for Allies
- Speed Buff for Allies

I'm sure I'm missing some obvious ones, but you get the picture.

Let me know what you think!