Posts Tagged ‘world vs world’

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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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 :)

Hours in queue; No World vs World

22 July 2012 | 4 Comments » | Mike

The last Guild Wars 2 beta weekend is about to end and at least for me it was a complete disaster and waste of time.

Late Saturday night (actually early Sunday morning), about 1am EST was the first chance I had to even log into the game and within 10 seconds of logging in a server maintenance message saying World vs World was going to be taken offline went up. I did some PvE and got to level 4 when another message came up saying it was back online. Of course I was excited and immediately went to join World vs World when I was hit with a “World vs World is full” message, asking me if I wanted to join the queue, which I obviously did. Hard to believe that I didn’t get in when I literally tried to join within 5 seconds of the message. An hour and a half later, I was still waiting in the queue and at 3:30 am EST I finally gave up. During that time I tried multiple times to log into WvW, incase the full message was an error, but no luck.

Today was no better when I logged in late afternoon around 6:30pm EST and got the same WvW is full message and waited in queue for another hour and a half and still couldn’t get in.

Now I know the beta was packed, every single server had a “High” server load when I logged in today, but these queue times are not acceptable. At least give an estimate wait time or something.

I certainly  hope this is not going to happen when the game launches next month as I have zero interest in PvE and the only reason I’m playing GW2 for its World vs World PvP. My confidence in ArenaNet has been a bit shaken after this beta weekend, but hopefully they can make it up next month with a smooth launch.

 

Guild Wars 2 World vs World First Impressions

28 April 2012 | 4 Comments » | Mike


The first beta weekend kicked off for Guild Wars 2 yesterday, which gave me the chance to try out the game for the first time. If you’re a dedicated reader of Lorehound, you’ll know I’ve been looking forward to World vs World for a long time, so I spent the majority of my time there.

During this first beta weekend, only three races were available, Human, Charr and Norn. I decided to go with Norn and selected a class I normally don’t, a Thief.

I started off in a small town and immediately began trying to figure out how to get to World vs World, since it’s been said you can start there at level one. After a few mins of searching, I gave up and figured a NPC would tell me, so I began doing some quests. After a few quests and no help, I just started spamming the local chat until someone told me how to get to the Mist. Some nice people whispered me how and I was off. (Hero PvP menu)

You begin in a very small outpost that acts as an intro tutorial with three lessons. Once you complete that you are teleported to a slightly larger area with more tutorials and once done with that, you’re teleported to Lion’s Arch, a large city back in PvE. This was confusing for me because it took me a little while to realize this wasn’t World vs World. Why was I being sent back to PvE when all I wanted was PvP?

Around the area were four more portals, Blue, Red, Green and Eternal Battlegrounds. Having read up on the system, I knew those were the portals I was looking for, but I had no clue what color I was. The NPC at Lion’ Arch tells you to check you Mist Score Board, but doesn’t tell me how. I couldn’t find any game menus that showed it and had to look at key binding to find the hotkey for it (N). Once I opened the score board, I finally saw what color my server was and then entered the corresponding portal.

ArenaNet really needs to work on their tutorials for World vs World. Most of them were pretty bad, not just this one. If I was a player who didn’t know anything, I would have been completely lost.

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Guild Wars 2: PvP or PvE?

26 April 2012 | 9 Comments » | Mike


Call me biased, but I was under the impression that the hype surrounding Guild Wars 2 was all about its World verse World PvP system. This was the big selling point, the killer feature that would change the MMORPG genre and save us from the horrid existence of theme-park games, but after reading a post on ScaryWorld’s I’m not so sure.

I never even really considered that PvE would be the reason for some people to be excited about GW2. I mean, been there done that, right? Sure PvE is a must have and ArenaNet is adding their own features and flavor to it, but in the end, it’s just more PvE. There’s dozens of other games that have great PvE, but not one triple A title I would consider to have great PvP, with the exception of Eve Online of course.

To be honest, if Guild Wars 2 didn’t have WvsW, I don’t know for sure if I’d even try it out. So how about you? Are you guys excited for PvP (WvW) or the PvE system? and if PvE, why?

 

Guild Wars 2: 24/7 PvP

23 March 2012 | 1 Comment » | Mike

With Guild Wars 2 beta on the horizon, I can’t wait to get my hands on this game, specifically on the World vs World vs World PvP system. This is the first triple-A MMO game that I can remember in a loooong time that actually allows players to PvP exclusively from level one, all the way up to the cap, and is exactly what I plan to do.

No more boring quests; no killing rats; no deliveries, no linear story to follow and no random pointless NPCs to please. I won’t have any of it. The moment the first round of WvsWvsW beings, I will be exclusively battling it out against other players to help my server gain glory and power. With any luck, hopefully, I won’t have to touch the PvE part of the game ever. We’ll maybe not never, I don’t mind raids and high level dungeons so much, so I’ll probably dabble in those once I hit the cap.

My one worry about WvsW is the speed at which players level up. We all know PvE has lots of mechanics to gain XP with, but with GW2′s PvP, I’m really not quite sure. There needs to be a balance so that both level up at about the same speed, however that’s easier said than done. Some PvP players might decide to stay off the front-lines and instead help gather resources and craft, while others might exclusively fight.  EXP distribution will be a large factor as to what players decide to spend their time doing and if there’s a large imbalance, it might end up crippling the first few rounds of WvsW until they get it right.

With that said, I have full confidence in ArenaNet and will be pre-ordering my copy on day one. See you on the battlefield.

More Guild Wars 2 World vs World Details Revealed

16 February 2012 | 5 Comments » | Mike

A flood of information has been revealed today about Guild Wars 2‘s World vs World system, and here at Lore Hound we break it down for you. For those of you who want to read the full article, which is massive, head over to the ArenaNet blog; but for those of you with shorter reading attention spans, continue below.

Up until this point, we actually know a fair about the World vs World system: mainly that there will be three sides (server VS server VS server), and each match would last 2 weeks with a definite winner. Below I’ve outlined the main points from the article, many which have already been known, but I’m going to list them anyway. I’ll bold any that I believe to be new information.

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