Posts Tagged ‘Guild Wars 2’

Guild Wars 2 April Update Brings Custom PvP, New Dungeons [Update]

23 April 2013 | No Comments » | iTZKooPA

The massive Flame & Frost: Retribution patch is culminating in April. The final portion,Retribution, will end the living story of ‘Flame and Frost’ by adding new dungeon content and introducing custom PvP arenas complete with a spectator mode. Naturally, the patch wouldn’t be complete without the typical addition of new rewards and guild missions.

The latest dungeon will put players against The Molten Alliance as they venture into the Molten Weapon Facilities. Battling Braham and Rox will lead to the final conflict with Charr and Dredge, finalizing the lore behind Flame & Frost. Molten Weapon Facilities is available for a limited time. Be sure to tackle it as soon as possible to earn the dungeon’s unique rewards.

Custom Arenas will take a bit of time, entering beta first. There’s no word on how the process will work or how long it will take. Guilds will be able to pool money to customize their arena. Privacy, score limits, team sizes, time limits and much more are customizable from the game settings. The Spectator mode is just as robust.

All these features and more will go live as part of next week’s patch, which was just added as a big update to the official Guild Wars 2 page.

 

ArenaNet Begins Teasing Wintersday for Guild Wars 2 (Seasonal Event)

11 December 2012 | No Comments » | iTZKooPA

Winter is coming. Oh, wait, wrong intellectual property. It is true though, Wintersday 2012 is coming to Guild Wars 2 tomorrow, December 12, 2012 and ArenaNet has begun teasing the new activities. Unlike its older sibling, Guild Wars 2 is being graced with new activities, ones that have been largely kept secret, until now.

Players fond of quirky inventions should keep an eye out for Toymaker Tixx who will be traveling the lands to spread his wares. Oddly enough, the holiday cheer isn’t relegated to PvE interactions. ArenaNet posted a blog update that describes various changes that Wintersday will unlock for the PvPers.

For instance, Alt+F4 is no longer a safe escape, rather it’ll force instant death. Walls and gates will repair in a more normal fashion, not instantly. Lastly, the patch will usher in Breakout PvP events, triggered when one or more teams have been removed from the local battle.

Hit the jump for the first Wintersday 2012 trailer and a collection of teaser screens. Check out all the plans for Wintersday. Continue Reading

Guild Wars 2 World vs World Review

29 October 2012 | No Comments » | Mike

Having hit the level cap almost two weeks ago, my focus, aside from the on-going Mad King Halloween event, has been World vs World. I touched upon it a bit in my Guild Wars 2 review, but it really deserves it’s own review since it’s a completely separate system then PvE. So here we are.

As I stated in that review, my currently relationship with WvsW is a love/hate one. It solves a lot of problems other MMORPGs have with RvR, but doesn’t get in quite right and makes a few errors itself.

I’m going to start off by talking about map size as I feel everything is in some way influence by it. The World vs World area is split into four deceivingly large maps and while they feel and appear to be large at first, they’re actually very small and the source of many of WvsW woes.

Currently the primary, and really only successful tactic, is to form massive armies to attack structures around the map and while this type of tactic is expected, it ends up being the only tactic used. I’ve tried soloing or running with smaller groups, but they don’t last long; you’ll run into a massive army after taking a camp or two and will be forced to retreat. The problem is that maps are so small, these zerg armies are able to go after small bands of players while on their way to larger structures. There’s no decision to be made whether or not to take a camp as it’s only a few seconds off the path and players that separate can quickly regroup with the zerg in a few mins.

If you expand the size of the maps, these zerg armies will be forced to break into smaller groups to go after small hold points or bands of players. Creating a greater variety of combat other than massive scale.

Moving on, lets discuss towers, forts and castles. Towers require small armies to take over, while castles are the crem della crem of massive PvP combat, with forts being somewhere in the middle. Sound good, right? Well the problem again comes from the small map size. While towers should be objectives taken by smaller groups of armies, it ends up being large scale combat most of the time. The problem is that 2-3 defenders can successfully hold off a group of 10-15 attackers fairly easily to give enough time for reinforcements to arrive. So what ends up happening is people get discouraged, join the zerg, then attack the tower. The problem again stems for small map sizes. While a group of 10 attackers might eventually overwhelm the defenders, they can’t take over the structure in the speed required to avoid reinforcements.

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Shadow of the Mad King Invades Guild Wars 2

22 October 2012 | No Comments » | iTZKooPA

The best thing about Halloween celebrations in MMOG is that they rarely last for a single day. ArenaNet’s own celebration for Guild Wars 2 begins today, October 22, 2012 and will conclude on November 5. Players will be treated to far more than simply apple bobbing, masks and and a one off boss encounter. Fear not, costumes and seasonal items are available. The gem store will be full of costumes, tonics and pets. Meanwhile, Black Lion Chests could award you with a Halloween-themed weapon skin. But cosmetic season items are not all players should expect.

ArenaNet has devised a phased event to reveal the fate of the Mad King. A crown wearer for Krytan, the king was slain by his own people while they rebelled against his tyrannical reign. Not content with his death, the body was said to be chopped into chum and his spirit banished to the Underworld. Mad King Thorn’s spirit was said to travel the mortal plain on Halloween, but the wraith hasn’t been seen in over 250 years. And yet something suspicious has begun. Strange energies are forming…

Oh, and let’s not forget the Diorama Contest.

Hit the jump for additional concept art. Continue Reading

Guild Wars 2: Ding Level 80 PvE Review

17 October 2012 | 5 Comments » | Mike

From the moment World vs World was announced my interest in Guild Wars 2 PvE dropped to zero. During the beta’s I spent maybe 30 minutes to an hour in PvE, just to try it out, which didn’t impress me, and the rest of my time in WvW. However due to the massive WvW queue times after launch I was basically forced into PvE. At first I was a bit upset, but assumed the queue times would diminish after a few days or perhaps weeks, but almost two months after launch, I still find myself sitting in the WvsW queues.

I have to admit I gave up pretty quickly on PvP, as a new dad, I just don’t have the time to sit in queue for 1-2 hrs, then spend another 1-2 in WvsW. So my attention turned to PvE, which not only grew on me surprisingly quickly, but is probably the best PvE I’ve every played in a MMORPG.

To understand where I’m coming from, let me give you some background; I hate questing, can’t stand it. I hate running to NPC quest hubs and having to run back; I hate the mindless quest grind; I hate that everything is marked on the map and there’s absolutely no challenge, exploring or surprises. I also hate that quests hubs turn MMORPG into linear games, which they were never meant to be. While I’m not saying Guild Wars 2 solves all that, I am saying that is how horrible the last decade of PvE games have been.

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Making Gold in Guild Wars 2

20 September 2012 | 5 Comments » | Mike

I’ve played a lot of MMORPGs over the years and one thing has always been consistent, I’ve always been poor.  Most of the time it was because I didn’t want to spend the time grinding to make money, I never crafted and I’ve only slightly dabbled in auction houses.  Guild Wars 2 however makes it so easy to make money that for the first time ever, I consider myself in the upper-class.

I went into GW2 with the same mindset as every other MMORPG and after 2 weeks I was poor, with only 90 silver to my name at level 41. That day I crafted my way to level 43 which dropped me to about 60 silver and that’s when it happened. I said to myself, ‘I’m done with being poor’ and turned straight to the auction house to see how I could make some coin. Up until this point I’ve used the auction house sparingly to buy some mats and a few pieces of armor and weapons, but this time my goal was different. Continue Reading

11,000 Guild Wars 2 Accounts Hacked via Fansite

7 September 2012 | 12 Comments » | Mordil

ArenaNet reports that it received 8,500 hacking-related support requests last weekend and another 2,500-plus by Monday, after a hack into an unknown Guild Wars 2 fansite.

They’re promptly responding with a load of common sense advice that everyone should know this late into the technological era: Don’t use the same password / login for the fansite as you do the game… or anything.

Many players are laying blame on ArenaNet for lack of strong account security at launch, while others are blaming the players who aren’t using the common sense. I’m making a public announcement that you should change your passwords just to be safe.

Those of you playing, how do you feel on the issue?

Guild Wars 2 WvW Wishlist

31 August 2012 | 7 Comments » | Mike

World vs World in Guild Wars 2 is good, probably the best PvP system of any MMORPG in the last 5 years, but it’s certainly not perfect. Think of it as the common merry-go-round system where objective points are flipped between factions, but on a much larger scale and between three factions.

While the Guild Wars 2 system is quite a bit more complex than other PvP systems, the basic gameplay mechanisms are the same. Go to a hold point, take it over and move on. What I’d like to see is a little more sand added to the box, so below I’ve outlined my wish list for Guild Wars 2 World vs World.

  • Guild controlled hold points – Instead of everything being controlled by factions, think of what would happen if individual guilds held the points instead. There would be more incentive for guilds to hold and control points if they received the rewards themselves. There would be more guild vs guild competition, even between friendly factions, to hold or take over new points. Guilds would also fight a lot harder to defend and hold their own points as opposed to players who might not care enough to defend a faction point because, hey, someone else will go defend it.
  • Quick travel – Having to run back all the way to where you were each time you die is more than annoying, it’s a game killer and I can’t stand it. The penalty for death should not be wasted time. If you die, players should be able to respawn at the closet keep, with the only exception being if you died in a keep, then the next closest one. So you still have to run back to where you were, just not all the way from the beginning.
  • Looting – Yes looting. There still needs to be a penalty for death and I think one randomly equipped item should be dropped when a player dies. There can be 2-3 safe slots so you can protect your most valuable items, but everything else should be free game.
  • Breakable gear – All gear should eventually break. This would create a huge demand for crafted weapons and armor and yet another additional penalty for dying.
  • Mounts – While I can understand the reason for not having them, I’d still love to see mounts someday make it to GW2 and WvW.

The ball is in your court ArenaNet :)