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The Official Guild Wars 2 thread

An interesting post on the ANet blog. It looks like we can customize the music pretty easily.

Under [Your Name]\Documents\Guild Wars Gw2Dev folder, you’ll see that GW2 creates a Music folder next to the Screens folder (where screenshots go). All you need to do to get your external music collection playing in the game is to create a playlist of the appropriate name and type in this folder.

Supported playlist formats are .wpl, .m3u, .pls, .asx, and .wax.

Supported audio types are everything FMOD supports by default, which includes .mp3, .ogg, .flac, .wav. aiff, and a bunch of old-school music formats, like .mid or .it files.

There are eight specific playlists the game recognizes, and these are designated simply by the playlist’s file name. They are: Ambient, Battle, Underwater, City, Crafting, BossBattle, NightTime, and MainMenu. Hopefully these are somewhat self-explanatory in terms of when you might expect to hear them play.

So, for example, if you create a playlist called Ambient.m3u, anything in that playlist will be heard instead of the standard in-game ambient music (the general music you hear when running around in the world).

Each internal playlist can designate a primary and secondary playlist to look for. Most of the playlists will fall back to Ambient if they do not exist. This means that if you’d like to simply replace the majority of the music in the game, you can just create an Ambient playlist, or maybe just Ambient and Battle. However, if you really want to customize your playlist in detail, you can create the more specialized playlists such as NightTime or Crafting.

The easiest (and at the moment, the only) way to test this is with a MainMenu playlist, since that will replace the music at the login screen.
 
Trying to get as many of my friends in on this one as possible. Hopefully mid-spec PC's can keep up.
 
Once the game is better known, effective team builds will emerge for specific areas.

One thing I don't see mentioned a lot is that skills from different players are supposed to interact.

GW1 was compelling because you had well over 1000 skills from 10 professions that you could mix and combine in interesting ways. From this there emerged a number of special builds that enabled special capabilities - like the Terra Tank Elementalists that were almost invincible to most forms of damage and the Permanent Shadowform Assassins that were even better.

No doubt special team combos will appear that allow a close knit team to really magnify their ability with good cooperation.
 
Once the game is better known, effective team builds will emerge for specific areas.

One thing I don't see mentioned a lot is that skills from different players are supposed to interact.

GW1 was compelling because you had well over 1000 skills from 10 professions that you could mix and combine in interesting ways. From this there emerged a number of special builds that enabled special capabilities - like the Terra Tank Elementalists that were almost invincible to most forms of damage and the Permanent Shadowform Assassins that were even better.

No doubt special team combos will appear that allow a close knit team to really magnify their ability with good cooperation.

Are there still going to be a shit ton of skills?
 
Once the game is better known, effective team builds will emerge for specific areas.

One thing I don't see mentioned a lot is that skills from different players are supposed to interact.

GW1 was compelling because you had well over 1000 skills from 10 professions that you could mix and combine in interesting ways. From this there emerged a number of special builds that enabled special capabilities - like the Terra Tank Elementalists that were almost invincible to most forms of damage and the Permanent Shadowform Assassins that were even better.

No doubt special team combos will appear that allow a close knit team to really magnify their ability with good cooperation.

Well, the devs did say that they took out a lot of the number of skills and multiclassing because it was impossible to balance.

That said, the fact that you can spec pretty much any class for support/damage/control should make things easier once people "l2p". Hopefully they add spec slots like in gw1 so you can quickly change your skills/talents.
 
What is the skill ceiling going to be like for pvp?

From my brief experience in the PVP so far, as well as all the other footage I've seen, it looks like it will be pretty high. Not really enough time in the game yet to say 100% though.

http://www.youtube.com/watch?v=kHAFoxfLl34&list=PLCCFAF0C5F0ED403A&index=8&feature=plcp

This guy seems to be pretty good, and able to do 1v3's with the engineer. Pretty impressive to watch, with the commentary you can see how much hes thinking with each action.
 
From my brief experience in the PVP so far, as well as all the other footage I've seen, it looks like it will be pretty high. Not really enough time in the game yet to say 100% though.

http://www.youtube.com/watch?v=kHAFoxfLl34&list=PLCCFAF0C5F0ED403A&index=8&feature=plcp

This guy seems to be pretty good, and able to do 1v3's with the engineer. Pretty impressive to watch, with the commentary you can see how much hes thinking with each action.


I was able to do a few 1 v 2's on a Mesmer and on a Guardian. I know I got lucky on a couple of them, but skill is going to dictate how a lot of fights go. Also as group we had 5 to 6 people in vent and held off 10+ for a very long time. Wasn't until 2 of our the melee guys and myself over extended that we got eaten up by siege weaponry and died.
 
GW2 is looking pretty awesome! I played the first only for a shirt time before moving onto WoW. Haven't played WoW in some time now...looking forward to trying this out!
 
Maaaybe...

From the beta weekend, I definitely feel that GW1 music > GW2 music. One reason to change the music would be to put the GW1 music in!

So nostalgic: http://www.youtube.com/watch?v=FrFSDWx82sw

GW1 is very good, and very nostalgic now. But I love the GW2 soundtrack. Charr theme is great. I think they took more than just a page from LoTR Mordor music and the Uruk-hai in general.
 
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Llama[Style];1038688245 said:
is the beta weekend event beginning again at 12:00 PDT again?

Haha, I think we all wished that were true...

I think they're going to have more beta weekends, but haven't officially announced any dates in the future.
 
When can we play this game? Release is 6/26/2012 but if we pre purchase can we play or just on the beta weekends? I can't afford it yet so I want an eta to have the $$ squirreled away in paypal. I can see a fs thread in my near future.
 
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Anyone who played DAOC, any thoughts on the WvWvW? I had second thoughts about plunking down the cash sight unseen so I haven't gotten to play yet... I'm wondering if as a longtime DAOC player if I'd enjoy this, compared to say TOR which I'm enjoying now but pining for open-world PVP in.
 
Anyone who played DAOC, any thoughts on the WvWvW? I had second thoughts about plunking down the cash sight unseen so I haven't gotten to play yet... I'm wondering if as a longtime DAOC player if I'd enjoy this, compared to say TOR which I'm enjoying now but pining for open-world PVP in.

I played DAoC heavily from beta until shortly after ToA. Came back off and on then. Was Mid/Merlin and in some of the more serious RvR guilds. I also played Warhammer online longer than I should have with some hope they would improve RvR.

I'd say it's the absolute closest thing to DAoC RvR there has been. Ever. End game class balance is going to dictate quality of experience later on, but ArenaNet has a decent history of balancing.

I see massive potential for large guild/alliance based RvR again. The only thing I disliked is the same thing they added to DAoC, and that is battlegrounds. It was always my opinion that if you wanted to PvP, you needed to be in the open world. There are still BGs, but I have to think population is going to be more than adequate to support both PvP playstyles.

Pros -
Large scale, relatively lag free fights
Very good siege/keep system with a supply system that matters - better than DAoC really
Not a ton of CC, but enough to make a difference
Very large battlefields with many strategic options

Cons -
No /assist. This was a blessing and a curse in DAoC. Zerg fights degenerate into picking off people that get overextended. No /assist will also make it difficult for smaller, but more organized groups, to decimate larger disorganized groups. However, with the high skill ceiling, I think this will still be possible.
Battlegrounds - Why? They have a terrific WvW system. Make it the star of the show.
Tied to previous, but without /assist melee trains will have a tough time staying organized or effective. Kiting is extremely effective as is. Ranged classes a bit more dominant than they should be. I hope they don't nerf ranged, but just buff melee a bit.

edit -- I just read that CTRL-T will place a marker on top of a targets head, and then group members only need to hit T to target. If this is true, and works in PvP, then disregard my previous comments on the subject.
 
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just a little something to cut through all the confirmation bias bullshit by so many WoW, RIFT and SWTOR players out there downplaying the game and claiming it's just like rifts and still kill X collect Y, no story, no chaining, no variety, no context, no nothing not done in those games.

http://www.youtube.com/watch?v=6CyqGJHTjes
 
just a little something to cut through all the confirmation bias bullshit by so many WoW, RIFT and SWTOR players out there downplaying the game and claiming it's just like rifts and still kill X collect Y, no story, no chaining, no variety, no context, no nothing not done in those games.

http://www.youtube.com/watch?v=6CyqGJHTjes

While the attention to detail in these events is very praiseworthy, all of these 'dynamic' events are pre-scripted. The same chain of events will happen for another player at another time, so the unique / dynamic / world changing part of it gets diminished somewhat.

I went through the 1-7 levels 5 different times, and 3 times as a human. All 3 times on my humans, my characters experienced the same repeated "dynamic" events. That's not to say they're bad, it's just that these events might as well ultimately be just like hearts.

It is interesting that the NPC's actually physically act out everything though. I hadn't even realized that. It's unfortunate that this will likely be lost on the majority of players, myself included. I know there's no way I'm sticking around after every event just to see what happened. My leveling buddies might not want to wait around for me either.
 
It is interesting that the NPC's actually physically act out everything though. I hadn't even realized that. It's unfortunate that this will likely be lost on the majority of players, myself included. I know there's no way I'm sticking around after every event just to see what happened. My leveling buddies might not want to wait around for me either.

I think one good reason to stick around is that some times other events start after the NPC has run back to town or turned in whatever it was you were collecting. I do agree though that the events happen too often. If you stay in the same area for more then 20 mins you will see the same long event chain start over a few times. I think they need to spread out when the event repeats. I know I saw those bears attack that village like 4 times when I was in that zone.
 
While the attention to detail in these events is very praiseworthy, all of these 'dynamic' events are pre-scripted. The same chain of events will happen for another player at another time, so the unique / dynamic / world changing part of it gets diminished somewhat.

I went through the 1-7 levels 5 different times, and 3 times as a human. All 3 times on my humans, my characters experienced the same repeated "dynamic" events. That's not to say they're bad, it's just that these events might as well ultimately be just like hearts.

While they may be pre-scripted, you can also fail the event, and that will sometimes lead to a more rare event (assuming you normally win). There were multiple times where I was doing an Event with a bunch of people and we failed it, causing a new event to form. That in itself is significantly different than Hearts.
 
all of the above concerns are actively being addressed and it has long been confirmed(here's a recent article talking about it again) that they will be adding new events nearly weekly after launch into those same zones. there's already some different events for the time of day, and yes "dynamic" is a misnomer, but it's pretty fitting compared to what we're use to. not to mention no matter what, starter zone events will repeat more often due to both player action and population density.
 
just a little something to cut through all the confirmation bias bullshit by so many WoW, RIFT and SWTOR players out there downplaying the game and claiming it's just like rifts and still kill X collect Y, no story, no chaining, no variety, no context, no nothing not done in those games.

http://www.youtube.com/watch?v=6CyqGJHTjes

Thanks... yeah, I see a lot of people saying GW2 hasn't really done anything different, even on the RVR and just find that hard to believe...

Silversliver thanks for the write-up there. I may just bite on it once the next beta weekend's announced, I too stuck with Warhammer Online for ages hoping it'd improve after playing DAOC for nearly seven years. If it's like DAOC with some improvements I'd be in hog heaven. How is the skill cap? I saw someone touch on it above, but hoping for DAOC-like cap where a skilled person can take on 2, 3, or so+ people and a group of 8 or so can take on 20, 30, 40 if they're REALLY good compared to the enemy (or at least give em a run for their money!). I was in a high-end DAOC guild myself and my highlights of any game ever were undoubtedly from DAOC....

This may sound odd, but... are there going to be any reasons to do the PVE raids (I guess "exploration" modes) that people will actually go do them for, or is the game's almost-exclusive focus going to be on the WvWvW stuff?

There's a LOT of fud around on any GW2 forum I find, and it's honestly hard to cut through it without people like those on here to help out. I appreciate all of the responses thus far!
 
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This may sound odd, but... are there going to be any reasons to do the PVE raids (I guess "exploration" modes) that people will actually go do them for, or is the game's almost-exclusive focus going to be on the WvWvW stuff?

Doesn't sound odd to me at all, but then again i've never been a carebear. The only times i have spent time raiding was to acquire gear to use in PVP, otherwise i see it as a waste of time. I reckon it's there to give carebears a place in the game too, but since the PVP removes gear as a factor in balancing, i could care less.

From what i've heard there will be little reason to do raids unless you just like raiding, in which case you could spend all your time raiding to get better gear to raid the harder content.
 
Doesn't sound odd to me at all, but then again i've never been a carebear. The only times i have spent time raiding was to acquire gear to use in PVP, otherwise i see it as a waste of time. I reckon it's there to give carebears a place in the game too, but since the PVP removes gear as a factor in balancing, i could care less.

From what i've heard there will be little reason to do raids unless you just like raiding, in which case you could spend all your time raiding to get better gear to raid the harder content.

Well, there are different item drops, it's just that they are at the same "level" as any other gear. Maybe a sword that you can craft has +100 power and +100 pecision but one that drops in a dungeon is +200 power and 0 precision. They might also look really cool. So its just another way to customize without necessarily letting you "outgear" stuff.

Obviously some people will still do these to improve the effectiveness of their spec/playstyle for wvwvw.
 
Well, there are different item drops, it's just that they are at the same "level" as any other gear. Maybe a sword that you can craft has +100 power and +100 pecision but one that drops in a dungeon is +200 power and 0 precision. They might also look really cool. So its just another way to customize without necessarily letting you "outgear" stuff.

Obviously some people will still do these to improve the effectiveness of their spec/playstyle for wvwvw.

That's exactly what I wanted to know... I don't love pve raiding but I find it somewhat entertaining if done sparsely and for the purpose (mainly) of enhancing my PVP play.
 
Well, there are different item drops, it's just that they are at the same "level" as any other gear. Maybe a sword that you can craft has +100 power and +100 pecision but one that drops in a dungeon is +200 power and 0 precision. They might also look really cool. So its just another way to customize without necessarily letting you "outgear" stuff.

Obviously some people will still do these to improve the effectiveness of their spec/playstyle for wvwvw.

Wait, so ALL endgame gear, whether acquired through PvE or PvP is the same item level?
 
Wait, so ALL endgame gear, whether acquired through PvE or PvP is the same item level?

Yes, from everything I have seen/read thus far.

Also, I the "structured pvp" gear is totally separate. All of the ranks of it are exactly the same stats, you just look more like a badass the higher tier you go...and it's only usable in structured pvp. That's how they are trying to make the structured an e-sport.
 
There are still item qualities though.

Common White
Fine Blue
Masterwork Green
Rare Yellow
Exotic Orange
Legendary Red
Transmuted Purple
Junk Gray

Not sure how those end up working out at max level but I assume each item quality at max level will be a specific item level.
 
Yeah, at the endgame - there are variations of armor pieces. When you go to the mists (the pvp lobby) there is a vendor with the free pvp gear that you can equip yourself with many different types of armor so you can be a tank or glass cannon and many things in between. Then you can equip jewels and the sockets and etc. This is for the control point pvp only and it's pretty bland looking.

In world v world, your gear is whatever you brought there. Inside world v world, there is a vendor that you can buy gear with tokens that you obtain from dead people. I don't know if that gear works outside, but it probably does at level 80.

It is currently unclear how easy it is to get the best gear possible at the end game, but gear will always drop for you relative to your level. Exceptions might be made for dungeon loot. You can always use transmutation stones to make your favorite looking gear to take the stats of other gear.
 
This is a pretty good read on what Guild Wars 2 does different from most other MMOs. A great first-look for people who don't know much about GW2, and even some things that might be new to people who've been awaiting its release. I'll also quote it below and make it easier to read.

So, I have never played a day of GW1 in my life. I decided to prepurchase this game for a couple reasons, the two biggest being no subscription and a world I was interested in playing in. During my time in the beta, I noticed that a lot of the walls you find in MMOs are just not there.

  1. You don't have to "go" to the mailbox.
  2. You don't have to "go" to the trading post, except to pick up an item. I was AMAZED that I could just sell anything from anywhere. Additionally, i like the "buy" order option.
  3. You can dye armor anywhere you want, and you don't need to buy a bunch of dyes to do it.
  4. Level scaling means everyone can have fun and be challenged by the content. No more "run throughs" of dungeons, and no walking into WvWvW as completely underpowered and useless provided you've unlocked a few skills.
  5. All races can be all classes, and the game does not punish you with stats for making a charr necro, for example.
  6. Classes are not forced to use a small variety of weapons. Seeing a ranger with a greatsword or an elementalist in melee with daggers made my night. There are some limits, but there's a lot of options.
  7. Weapon swapping more or less on the fly.
  8. You can transmute armor so you can look the way you want.
  9. Everyone can gather. And everyone can even gather from the same node!
  10. If you drop a crafting skill, you retain your points in it. Additionally, cooking looks interesting. That is a skill I NEVER take.
  11. You are not competing for mobs and xp. you still get the same amount of xp regardless if someone swoops in and starts wailing on "your" mob. Additionally, you will never lose control of your mob to someone else via damage counters. So if someone shows up, it's not a turf war for quest mobs.
  12. Your bags are "smart" and they can sort things for you.
  13. Account wide bank slots. No more mailing crap to alts!
  14. Fast travel between wherever you are and a waypoint, not one waypoint to another waypoint reduces needless walking, and reduces the "need" or urge for mounts. I LOVE this.
  15. Skill points make me feel like I am exploring and I earned my skill point. I didn't level up and magically have a point to spend, and I didn't have to grind to it.
  16. No quest log. I don't know about you guys, but sometimes I log into a game and see my quest log and I just get depressed. So much...to do. So many things I am not sure i even want to do! At first, I felt like I'd been thrown into a lake not knowing how to swim. But how will I know where to go? Where did that quest go that was just on my screen?! But after about 5 minutes, I got it and it was amazing.
  17. Casting while moving adds fluidity, as does dodging.
  18. There are no ridiculous looking mounts to grind for.
  19. I don't have to grind for karma. I felt like I always had enough to get the items I wanted.
  20. The attention to detail in the artwork is great. There are so many little things to notice, from reflections, to textures, to small bits of movement, to lighting, to the epic scale of some locations. It makes going places fun!

I think GW2 was the first time in an MMO I wasn't thinking "now what am I supposed to do?" and instead I was thinking "now, what do I want to do?" There are some limits, of course, but overall, I felt much more in control of my time than I am used to.

Another big one to note is the Overflow server, where you get to play without having to sit there watching a number go down when your server is full. Upon logging into your server, it'll place you in the overflow server and it tells you that you're queued up to enter your actual server. And you get to play!.
 
Saw some people talking about item levels and such. I honestly don't know how the top gear will work. I'd rather have all gear be equal at the top level but have 100 different models and skins then a specific set. I'm all for great gear, but they can add new tiers later. I want more variety in my MMO's and less sets. Of course i'm an MMO vet and have different views compared to the new WoW generation. I'm use to spending days/weeks/months at a certain level range and that made crafting actually worthwhile. Crafting is pointless now days when you out level anything in a day or 6 hours.

I also saw someone talking about its hard to get good information. I'll tell you what I told all my real life friends that weren't in the beta weekend. From the little I played it was fun and different than any of the current MMO's post WoW. I only had the chance to level a human and Norn character to level 15-20ish. The little I played was great. I miss not being able to play at the moment. I didn't PvP in this beta even and from the WvWvW events I feel like that was a BIG mistake. I also didn't have a chance to explore the capital cities simply because they were too big. I didn't want to spend the hours required.

I'll answer any questions that I can.
 
There are no ridiculous looking mounts to grind for

I'm not sure that's a "good" thing in terms of no mounts (the grind I could do without). I would like to see mounts make their way into the game, since GW2 isn't like GW1 in terms of world (instances/hubs) mounts would be nice to travel around on.
 
I'm not sure that's a "good" thing in terms of no mounts (the grind I could do without). I would like to see mounts make their way into the game, since GW2 isn't like GW1 in terms of world (instances/hubs) mounts would be nice to travel around on.

With the waypoint system you really don't need them imo.
 

That's a sweet idea, but the animations make it real rough

You don't have to "go" to the mailbox.
You don't have to "go" to the trading post, except to pick up an item. I was AMAZED that I could just sell anything from anywhere. Additionally, i like the "buy" order option

Everything looks great on that list but these. They just seem like WoW-type accessibility which was added later like queuing for dungeons from anywhere.

It just makes sense to me that you'd have to go to the market to barter.
 
That's a sweet idea, but the animations make it real rough



Everything looks great on that list but these. They just seem like WoW-type accessibility which was added later like queuing for dungeons from anywhere.

It just makes sense to me that you'd have to go to the market to barter.

It'd make sense that you'd have to wait a few days for the mail to be picked up and sorted and delivered to you. Having maic mailboxesl is such a cop-out ;)
 
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