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The Official Guild Wars 2 thread

Anyone know what the systems specs are. Just want to make sure I can run this game on high settings with good frame rates (40+). Yes 40+, becuase I have low expectations.
 
Anyone know what the systems specs are. Just want to make sure I can run this game on high settings with good frame rates (40+). Yes 40+, becuase I have low expectations.

With the system in your sig...

Q9450 @ 3.4ghz ~ 1.2875 volts | Asus P5B Deluxe WiFi
Dell U2412M | OEM Radeon 5850 @ 775mhz core/1100mhz memory
4gb Kingston Hyper-X PC8500 @ 850mhz 2.15 volts
Western Digital 640gb HD | Asus Xonar DS
Antec Solo | OCZ 600 Watt PS

I doubt high/max will run well for you especially in giant WvWvW (RVR) battles, considering this game's supposed to be pushing graphics pretty heavily on those settings. It's supposed to scale down really well though, so it should still look quite good and run quite well for you. EDIT: Although, you are at 1920x1200, so... it probably will be much less demanding there :). I always think of things in "2560x1600 glasses" heh :eek:.
 
With the system in your sig...



I doubt high/max will run well for you especially in giant WvWvW (RVR) battles, considering this game's supposed to be pushing graphics pretty heavily on those settings. It's supposed to scale down really well though, so it should still look quite good and run quite well for you. EDIT: Although, you are at 1920x1200, so... it probably will be much less demanding there :). I always think of things in "2560x1600 glasses" heh :eek:.


You think at the resolution I will play it at and my rig, that I'll be able to get 40+ fps on high settings? If not, what do you suggest I upgrade?
 
You think at the resolution I will play it at and my rig, that I'll be able to get 40+ fps on high settings? If not, what do you suggest I upgrade?

It's just speculation on my part, but they have said (and I've seen in videos) that the graphics are pretty ramped-up. I have no idea what they'll have specifically as low, med, high, max, of course.
 
It has fast travel waypoints. I'm not sure how many there are, but imagine oblivion/skyrim fast travel with less places you can travel to.

Exactly. There are fees attached to teleporting, but they didn't seem too high. I'm not sure how much currency you get during your way up, but I did catch a level 30 fast traveling to places that cost about 11 copper. I don't think that's much at all.
 
No mounts ? Hmm, that is interesting. How do you get around the big massive landscape quickly ?

OH GOD. You might have to walk places? Fuck.

PS -- Mounts suck. Everquest did it right. Want to go somewhere new? You had to walk. And it was a big deal. Later on you could pay someone to port you. Ah, the memories of being lower level having to travel down the South Ro coast and having a sand giant clip into viewing range. Or, stumbling into a pack of crocodiles. Fun times. If you have a massive and interesting world, why make it feel smaller with silly mounts?
 
OH GOD. You might have to walk places? Fuck.

PS -- Mounts suck. Everquest did it right. Want to go somewhere new? You had to walk. And it was a big deal. Later on you could pay someone to port you. Ah, the memories of being lower level having to travel down the South Ro coast and having a sand giant clip into viewing range. Or, stumbling into a pack of crocodiles. Fun times. If you have a massive and interesting world, why make it feel smaller with silly mounts?

Agreed. Completely.
 
Honestly though, if they made an EQ type game today, no one would play it due to the difficulty and complexity. I mean, no mounts and corpse runs. Boat rides. 72 man raids. Losing levels due to dying to many times. Lake of Ill Omen....
 
Honestly though, if they made an EQ type game today, no one would play it due to the difficulty and complexity. I mean, no mounts and corpse runs. Boat rides. 72 man raids. Losing levels due to dying to many times. Lake of Ill Omen....

No kids would play it. Fine with me. Corpse runs did suck, but summon corpse helped. I think there is a nice window of opportunity between EZ mode WoW where your accomplishments mean pretty much nothing, and hardcore EQ.
 
No kids would play it. Fine with me. Corpse runs did suck, but summon corpse helped. I think there is a nice window of opportunity between EZ mode WoW where your accomplishments mean pretty much nothing, and hardcore EQ.

I'm really hoping that GW2 lies somewhere in this spot, but it will likely be geared more towards kids, because that's just the trend now.
 
What about normal people?
I mean, people with a job, wife, kids.
People who don't have time to corpse run, spend 5 hrs in a dungeon, walk one hour to the next quest hub.

What about those people?
Are they kids or are they people that actually value their time spent in a game?
 
What about normal people?
I mean, people with a job, wife, kids.
People who don't have time to corpse run, spend 5 hrs in a dungeon, walk one hour to the next quest hub.

What about those people?
Are they kids or are they people that actually value their time spent in a game?

Don't worry, GW2 is definitely more geared toward that type of play than any sort of old school grind.

As I said before, there's no mounts but there are fast travel waypoints, so you can generally instantly travel to an area close to where you want to be and then just a short run. By no means do you have to walk everywhere, although there is a lot of exploration aspect to this game, so there are benefits to just sort of walking around and seeing what you find. In fact, most of the questing in the game is designed around that idea.
 
What about normal people?
I mean, people with a job, wife, kids.
People who don't have time to corpse run, spend 5 hrs in a dungeon, walk one hour to the next quest hub.

What about those people?
Are they kids or are they people that actually value their time spent in a game?

I've always hated the way these games work. More time played should not equal more gear or more pwnage. More skill should equal more gear and more pwnage.

Maybe GW2 will get it right, but i have a feeling this is one of those things that will never go away :(
 
Don't worry, GW2 is definitely more geared toward that type of play than any sort of old school grind.

As I said before, there's no mounts but there are fast travel waypoints, so you can generally instantly travel to an area close to where you want to be and then just a short run. By no means do you have to walk everywhere, although there is a lot of exploration aspect to this game, so there are benefits to just sort of walking around and seeing what you find. In fact, most of the questing in the game is designed around that idea.

I know, I was kinda responding to the last few posters who were hoping for some hardcore MMO ala EQ1 which is not what most people want.
 
I know, I was kinda responding to the last few posters who were hoping for some hardcore MMO ala EQ1 which is not what most people want.

That's what I wanted when I had time to grind to be 'leet' in college :)

These days I really like the look of the GW2 meta-event system. Just show up and join a bunch of people in killing something fairly meaningful, no need to sit around trying to find a group or raid all night.
 
I've always hated the way these games work. More time played should not equal more gear or more pwnage. More skill should equal more gear and more pwnage.

Maybe GW2 will get it right, but i have a feeling this is one of those things that will never go away

Well, there's no gear grind in GW2, heck there isn't even a level grind. No matter your gear or level, you can participate in any activity at any time in any zone with whatever people you like.

As for dungeon length, I hope they make dungeons doable in multiple ways. WoW went too far with making every single dungeon a 20 minute AoE hallway. Designing dungeons that can be completed in multiple ways is where it's at. A straight simple path for those who need it done quickly, or a long scenic route filled with mystery and complex encounters for those that want a longer experience.

Fortunately, I don't think they're going to repeat Blizzard's largest mistakes (imo) when it came to dungeons:
1) Making them a daily grind for top-end gear. Making dungeons a grinding system removes the fun and atmosphere.
2) Having only one length and difficulty available (short and AoE spam).
3) Rewarding people for using the LFD system instead of rewarding players for grouping with their own realm-mates.
 
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Well, there's no gear grind in GW2, heck there isn't even a level grind. No matter your gear or level, you can participate in any activity at any time in any zone with whatever people you like.

Actually, level will matter for the top-end encounters, as will gear. In RVR (aka WvWvW) especially it will be a major factor to be on an even playing field, to be level 80 with decent gear.

What about normal people?
I mean, people with a job, wife, kids.
People who don't have time to corpse run, spend 5 hrs in a dungeon, walk one hour to the next quest hub.

What about those people?
Are they kids or are they people that actually value their time spent in a game?

They can play a game more suited to their playstyle and time commitment available? Not every game can be everything to everyone, it just waters it down to mediocrity. If you can't spend an hour in a game straight that's an MMO, you're going to have a hard time finding one that really lets you progress, this one included.

Don't worry, GW2 is definitely more geared toward that type of play than any sort of old school grind.

As I said before, there's no mounts but there are fast travel waypoints, so you can generally instantly travel to an area close to where you want to be and then just a short run. By no means do you have to walk everywhere, although there is a lot of exploration aspect to this game, so there are benefits to just sort of walking around and seeing what you find. In fact, most of the questing in the game is designed around that idea.

We were discussing hoping the initial visit would require you to go there physically before being able to fast-travel. No one was asking for an "old school grind", just for more meaning than "LOL DOOD I CLICKEDED THE BUTTON AND BEET THE BOSSEZ!!! LOOKS LOOKS I GOTS [UBER SWORD OF LEETNESS]!" :).

I know, I was kinda responding to the last few posters who were hoping for some hardcore MMO ala EQ1 which is not what most people want.

Neither do I, but I am sick of easy-mode "nothing is meaningful, everyone's a winner!" games like WOW, too. As I said, I hope GW2 falls in a happy medium: there needs to be some progression and sense of permanence since it's an MMO both for those with and without lots of time (key being to give those without lots of time, manageable chunks to do), but it shouldn't be so easy that anyone's demented pet paperclip can beat everything either. If you want something you can hop in and out of and have no progression, an FPS is right up your alley. Well, wait.... even BF3 has unlocks now, but... you get my drift. :D
 
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Neither do I, but I am sick of easy-mode "nothing is meaningful, everyone's a winner!" games like WOW, too. As I said, I hope GW2 falls in a happy medium: there needs to be some progression and sense of permanence since it's an MMO both for those with and without lots of time (key being to give those without lots of time, manageable chunks to do), but it shouldn't be so easy that anyone's demented pet paperclip can beat everything either. If you want something you can hop in and out of and have no progression, an FPS is right up your alley. Well, wait.... even BF3 has unlocks now, but... you get my drift. :D

I hope that they develop a combat system in GW2 which requires actual skill so as to prevent "anyone's demented pet paperclip can beat everything."

Then they need to have longs ways and short ways of accomplishing tasks, but the short ways should not yield less quality gear. (they need to find an ample reward for those who spend more time playing which does not equal a leg up via better gear)

This way the only advantage people who spend all day playing would have is actual experience with the game, which in a properly developed combat system would equal more pwnage.
 
You'll be fine :)

Colin Johanson
One important thing about the Guild Wars 2 item system, and this is true for Guild Wars 1 also, is we want people who are casual gamers, people who don't have a billion hours to play our game, to be able to get the most powerful items just like everybody else. If you just play through the game normally and complete the game, you should have the most powerful items in the game. The rare stuff, the prestige gear, is things that have unique looks to it, the armours that look super flashy. So if you just want to play our game and have a great time and you don't have a billion hours to dedicate, you can still be just as powerful as anybody else, you're just not gonna have as much of a prestige look type stuff as anybody.
 
We were discussing hoping the initial visit would require you to go there physically before being able to fast-travel. No one was asking for an "old school grind", just for more meaning than "LOL DOOD I CLICKEDED THE BUTTON AND BEET THE BOSSEZ!!! LOOKS LOOKS I GOTS [UBER SWORD OF LEETNESS]!" :).

As I understand it, you have to run to a waypoint to unlock it.
 
Depends on the skill level of players you want to be able to kill. Unless you define more serious players as those who just have flashier gear, and not those who have better playing abilities.
 
Depends on the skill level of players you want to be able to kill. Unless you define more serious players as those who just have flashier gear, and not those who have better playing abilities.

So there's no group stuff in this game? PVP, PVE, it's all free-for-all? Or did you misunderstand what I was saying? :p
 
So there's no group stuff in this game? PVP, PVE, it's all free-for-all? Or did you misunderstand what I was saying? :p

I must have misunderstood :) Though I'm not sure why serious players would get angry with you at how you play. The game's designed so that we can play how we want, and achieve our own rewards. In a game where gear is progression, and gear is handed out to everyone, then it would be an issue :p
 
Assuming they're not on my team, they wouldn't.

Yep, just so long as it doesn't pressure the devs to dumb down the game for the rest of us in organized guilds, RVR/WvWvW/matched PVP, etc.... have fun messing. You can't expect them to balance the game around people who barely play, though.
 
http://www.youtube.com/watch?v=pG3tEl9FF9s&list=UUH-_hzb2ILSCo9ftVSnrCIQ&index=2&feature=plcp

2 part dungeon experience

my takeaways...its not easy...better learn how to dodge...a specc'd healer would go a long way (as long as people can die, you need a healer..there, i said it)

i still don't like the way characters move on the ground..they 'float'...i hope they 'fix' it

With self heals, dodges, positioning, and support abilities, I don't think you need a dedicated healer.

Plus, there aren't really any classes who even have enough healing skills to really heal a whole party. Elementalist has a few, but it doesn't seem like any class has a heal where you specifically target an ally and heal them, its only AoE heals and such.
 
With self heals, dodges, positioning, and support abilities, I don't think you need a dedicated healer.

Plus, there aren't really any classes who even have enough healing skills to really heal a whole party. Elementalist has a few, but it doesn't seem like any class has a heal where you specifically target an ally and heal them, its only AoE heals and such.
It's not that a dedicated healer wouldn't be useful, it's just that you simply can't make an effective one. The cooldowns and durations of the abilities are such that even the most healing-focused Elementalist would be spamming their free basic attack with its minor heal (Staff/Water) the majority of the time and ignoring most of their strongest abilities if they tried to be a dedicated healer.

There are actually no friendly-targeted abilities; anything that affects allies is an AoE of some sort, be it splash around an enemy target, cone, line, PBAoE or ground target.
 
It's not that a dedicated healer wouldn't be useful, it's just that you simply can't make an effective one. The cooldowns and durations of the abilities are such that even the most healing-focused Elementalist would be spamming their free basic attack with its minor heal (Staff/Water) the majority of the time and ignoring most of their strongest abilities if they tried to be a dedicated healer.

There are actually no friendly-targeted abilities; anything that affects allies is an AoE of some sort, be it splash around an enemy target, cone, line, PBAoE or ground target.

Good. IRL I wouldn't go into battle against a fierce foe if I had to depend on one dedicated healer to keep me alive. I'd have my own healing stuff so I could fend for myself. It just makes sense.
 
being able to 'self heal' during combat is no different than taking a healing pot in any other game...having someone in the grp as the 'dedicated healer' throwing out healing aoe's every now and then is no big deal...i doubt if every class has aoe heals but if you do play a class that has one, its crazy NOT to use it be it the healing turret engineer or the water aoe for the elementalist....again, we're talkin on the margin ..that buys that extra bit of time for everyones 'self heal' to come off of cooldown...just curious if the 'healing aoe classes' may become a tad more important for grps
 
being able to 'self heal' during combat is no different than taking a healing pot in any other game...having someone in the grp as the 'dedicated healer' throwing out healing aoe's every now and then is no big deal...i doubt if every class has aoe heals but if you do play a class that has one, its crazy NOT to use it be it the healing turret engineer or the water aoe for the elementalist....again, we're talkin on the margin ..that buys that extra bit of time for everyones 'self heal' to come off of cooldown...just curious if the 'healing aoe classes' may become a tad more important for grps
Well, self heals are significantly more powerful as a function of percentage of health returned than healing potions (or the equivalent) in the games I've played and also have a much shorter cooldown - most are 20-30 seconds compared to the typical 90+ seconds for health potions.

Every profession has some way to heal allies and, as I said in my previous post, there are no abilities that are targeted on allies, so they're all some form of AoE. However, some professions do have more healing potential than others. Whether or not they are more desirable depends on how good ArenaNet's design turns out to be. If you watch this video from the press beta, you can see how the actiony combat system potentially makes significant healing from outside sources unnecessary even against elite-type mobs (the cave troll is a "champion") several levels higher than the character. Hopefully fights in dungeons and later dynamic events are more complicated than those in the video, but the point is that skilled play can significantly reduce the need for healing, possibly making non-healing support, increased damage or better control on par for desirability.
 
I freaking can't wait! This better not be another SWTOR or Tera.

Anyone else really want to play this game?
 
I'd really like to, but perhaps for different reasons that most. I've never played an MMO before. It seems like something i'd like (as I do really enjoy american RPGs) but i've never been able to swallow the monthly fee. I was thinking about getting the first Guild Wars since there is none, but I haven't pulled the trigger yet and now with this coming out i'd hate to buy it and then see everyone migrate.

So, really, what I want is an MMO "demo". I would still actively participate in providing beta feedback, but it gives me an opportunity to see if I like this kind of game in the process.
 
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