Wednesday, November 28, 2012

Is Forge the Post-MMO MMO?


In the end, it was time that drove Timothy Alvis away from MMORPGs. Not the legions of dwarves and elves, not the endless variations on the same cast of warriors and wizards, but rather the simple fact that he could no longer juggle them with his duties as COO of indie studio Dark Vale Games and his other role as father to his child. Forge, Dark Vale's new class-based multiplayer "shooter," grew out of that discontent. It takes the ingredients Alvis and his colleagues loved from every MMORPG they'd played (with a clear emphasis on PvP combat) and wraps them all in one surprisingly inviting package that respects your time. It's a simple yet enchanting idea, and after a couple of hours with their beta, I can't help but wonder if this isn't what many of us have wanted all along.

First things first: Forge isn't really an MMORPG. It may feature fantasy MMO archetypes like warriors, mages, and rangers, but it shares much more in common with team-based shooters like Team Fortress 2 than with the likes of Rift and Guild Wars 2. Or, put another way: if you took the arenas and rated battlegrounds of World of Warcraft and stripped away the questing and crafting gw2 gold game surrounding them, you'd have something like Forge on your hands. The key difference lies in the combat. Forge's focus on crosshairs rather than tab targeting recalls the action-based combat of TERA, but its above-the-shoulder perspective and use of active blocking (somewhat in the style of Dark Souls) saturates it with a viscerality that TERA never achieves. And get this -- it's fun. I spent the majority of my time with Forge as a Pathfinder, the arrow-lobbing class that resembles the hunters or rangers of most MMOs (sans annoying pets), and it only took me 20 minutes to realize that Forge had designed the class as I've always wanted to play it.

Tab Targeting No More

But while Alvis clearly wants to attract folks from the MMORPG crowd, he worries about the dangers of associating Forge with MMO combat. "We took the word 'MMO' out of our marketing about two months ago," Alvis said, citing the stain that tab targeting and tired macros have left on the genre. "Essentially we're trying to get across that Forge is Team Fortress 2 with fantasy characters and nine abilities for each class." Standard MMOs, he believes (even when they feature otherwise commendable PvP options), inevitably suffer from the ability bloat that arises from accounting for a 50-100 level game and the wonky but necessary balances between PvP and PvE combat.

There's also much more freedom of perspective in Forge. "Once you switch the targeting systems to work like a first-person shooter, the whole vertical element of the game can open up so much," Alvis said. "We've scrapped three of our early maps and started over from scratch specifically to address that -- the fact that you can get very vertical with things like the Pyromancer's Flame Burst and the different leaps and camouflage swaps."

It makes sniping fun, too.

"In a game like World of Warcraft, you're going to fall far behind if you lose a bit of interest..." Yet Alvis emphasizes that Forge's core pleasure is the ability to slip into this fantasy universe that's reminiscent of our favorite MMORPGs without ever worrying about falling behind. Class unlocks for skills and cosmetic gear exist, but players don't have to worry about fans who spend hours at a time amassing a significant advantage. Instead, Forge celebrates skill, and this could boost it. "In a game like World of Warcraft, you're going to fall far behind if you lose a bit of interest and take a break for a month," Alvis said. "Sometimes, you can't help but think it's not worth the bother when you come back." That statement particularly resonated with me, as my character in World of Warcraft has fallen so far behind the buy guild wars 2 gold players in my guild that I might as well give up on raiding for the duration of Mists of Pandaria.

Et tu, Guild Wars 2?

Still, the concept sounds a little too familiar. I pointed out that the normalized gear and instant level caps of Guild Wars 2's PvP spring from a similar idea, but in Alvis' view, it's not quite the same. "The biggest difference is that Forge's gameplay is built entirely for PvP," Alvis said. "We don't have to spend a lot of development time trying to make two different sets of abilities, one for PvE and one for PvP."

In my own experience, I noticed that Forge's maps benefited from a greater variety (particularly in that there are multiple gameplay modes, even if they're still not perfected) than those in Guild Wars 2, and Forge's brand of action combat adds a layer of dynamism I never saw in Guild Wars 2. I also brought up Fury, an ill-fated project from 2007 that revolved around competitive PvP in a fantasy setting but suffered from poor optimization and odd changes in design by release. Alvis isn't worried. "The technology is a little more mature for this type of project at this point," he said. "[Fury] also still had ability bloat, the combat was very spammish, and you weren't focused on the synergy between two classes or two abilities. I think we've managed to overcome that."

Stayin' alive.

Forge's maps benefited from a greater variety than those in Guild Wars 2 Alvis claims that a large chunk of his intended audience is composed of the horde of players who end up standing around in capital cities of big-name MMORPGs while waiting for the next battleground or dungeon to pop up. He balked, however, when I suggested that the very existence of these hordes suggested that the concept of a persistent world has run its course. "I don't think persistent worlds are outdated for the PvE concept of MMOs," Alvis said, "but I think they they're currently useless for player-versus-player."

I'm not so sure. I pointed out that in most contemporary MMORPGs, most of the action beyond the level cap still takes place in instances even for PvE. An open, persistent world in an MMORPG supplies an ample playground for players who like to explore or roleplay (and such players will find little to love in Forge), but for many players who prefer to focus on "endgame content," it serves little more purpose than providing a zone for reputation missions or resource gathering.

A New Kind of Raid

That's why, for all my appreciation for Forge in its current design, I found myself most attracted to the upcoming 5v5 labyrinth mode modeled after Left 4 Dead 2, scheduled for release a few months after Forge's launch on December 4th. In the first two scheduled labyrinths, five players with standard Forge classes will face off against one player fighting as a boss (either a frost giant or a lich) and four others playing as his lightweight but annoying minions. This design, Alvis believes, may even appeal to players more interested in MMORPG dungeons than PvP combat. It appeal lies in the constant tension. "It feels really ridiculous in an MMO when you walk into a dungeon and the raid boss is this gigantic guy that just stands and talks to you while you stroll through his dungeon," Alvis said. "In our scenarios, the hunt is reversed. The idea isn't 'Let's figure out how to set up so we can attack these five while the tank distracts the boss' -- it's constant dynamic action."

Of course, dodging arrows from the rooftops feels pretty dynamic, too.

"MMO raiding has grown into a science, where you just stand where you're supposed to stand." The details sound attractive, even though I haven't yet seen how it works in practice. Scoring a victory in a labyrinth hinges on defeating the boss within 7.5 minutes, after which you'll switch to the other side for round two. Playing as the boss sounds awesome, thanks to a massive health pool and devastating abilities, but Alvis doesn't think playing as minions will leave us feeling left out -- they'll instant respawn, letting them be "annoying as hell" to the other players. "We're hoping this means no two boss fights will ever be the same," Alvis said. "MMO raiding has grown into a science, where you just stand where you're supposed to stand and secondary goals like topping the damage meters become more important than downing the raid boss. In time, there's very little interest left in the encounter. We don't want that."

Not For Everyone

Granted, this won't appeal to that hardcore crowd that gets their kicks from scoring server firsts on challenging encounters, but for those of us who enjoy the side activities of fantasy MMOs, such as dungeons and battlegrounds, yet tire of the grind, Forge sounds like a potentially messianic game (if the implementation is right, of course). It also retains a welcome sense of achievement while never losing sight of a pure sense of fun. "We still provide progression," Alvis said. "It still takes quite a while to reach max level. But as you're unlocking options and not power, it won't bug you to come in with level 1s and play."

Alvis believes (rightly, I think) that one of the main faults of most of today's MMORPGs is that their design discourages putting them down for a while; Forge, he says, is the kind of game you can put down for a few weeks and jump back into once absence has made your heart grow fonder.

Just another day at the market.

This brand of PvP is more appealing than anything I've ever seen in MMOs. For my part, that's true. Forge's beta still has several rough spots that detract from the experience, but I'm hoping they're cleared up by its release next week. As a longtime fan of fantasy combat, I'm happy to report that its brand of PvP remains more appealing than anything I've ever seen the standard run of MMOs, and it doesn't hurt that its instanced maps allow for far more beautiful and memorable settings than I'm used to in MMORPGs. I've long loved the persistent, explorable worlds that MMORPGs bring to gaming, but if this is what MMOs look like when you cut those worlds out of the picture, it's a sacrifice I'm willing to endure. Are you?

Read more about Forge's combat and its payment model in our interview with Alvis from last June.

I was excited for TERA when I first heard about its revolutionary combat mechanic, but the problem is there wasn't much of a worthwhile world to explore. Hopefully Forge is able to strike that balance. What do new MMOs need today to grab your attention?

Friday, November 23, 2012

Guild Wars 2 Ranger PvE Build Share: survival trap flow


Guild Wars 2 version of the Ranger,this career seemingly sense of presence is not strong, regardless of the copy on the battlefield, the performance is not much to the force, the output is not enough and can not be anti-skills that can be used, it was a few, fairly large number of Rangers gw2 gold players in this seemingly related to the Ranger does not matter, and each update, but Ranger fans have been waiting for the rejuvenation of the day, then gave the majority of the Ranger enthusiasts recommend a PvE survival trap stream Build, we can refer to that.

Characteristic configuration:

Skirmishing (the outpost Department): invested 30 points
you'll Get:
Precision +300
Critical Damage +30%
Tail Wind: the battle to replace 33% of the weapons to get the running speed for 5 seconds.
Furious Grip: The battle to replace weapons crit 20% for 5 seconds.
Hunter's Tactics: the enemy sideways attack damage increased by 10%.

Active options:
No. 2 Skills Sharpened Edges: normal attack crit 70% chance to cause bleeding, one second, one layer of the stack.
No. 8 skills Trapper's Expertise: trap can be set to a specified range, and the range of a 50% increase.
The skills of the 11th Trap Potency: Trap cooling time reduced by 20%, and the effect is tripled.
Wilderness Survival: invested 30 points

you'll Get:
Toughness +300
Condition Damage +300
Natural Vigor : enhance endurance recovery rate of 50%.
Companion's Defense : roll two seconds of damage reduction 33%.
Peak Strength : life more than 90% of the 5% increase in damage.

Active options:
The No.3 skills Shared Anguish: automatic transfer control field skills to pets, to cool for 90 seconds.
No. 7 Skills the Offhand Training : deputies skills to get an additional 30% of the distance and reduces the cooldown by 20%.
No. 12 skills Bark Skin: blood less than 25%, reducing all damage taken by 30%.
Nature Magic: invest 10:00

you'll Get:
Vitality +100
Boon Duration +10%
Rejuvenation : When the blood less than 75%, will recuperate 4 seconds, about 130 drops.

Active options:
Strength of Spirit: an additional 5% improvement in physical strength, 80 and other role-containing equipment, an additional force of about 90-100.

[Second] skills configuration:
Shortcut: complementary skills any.
Shortcut: flame trap .
Shortcut 8: Snake Trap .
Shortcut 9: acupuncture .
Shortcut 0: Dryad wound .

Equipment configuration:

Armor to increase Condition Damage the Power with Vatality deputy Rune likewise.

Weapons increasing the Condition Damage the Power with Vatality deputy, Rune see personal favorite, can be used to kill the strange stack condition Damage runes or crit chance to inflict very Lai range explosion.

Weapon Main Hand: Axe.
Weapons deputy: horn and torches.

Pet suggestions:

Krytan Drakehound the yellow hound: a range of group control two seconds, to enhance their own security and increase the hit rate of the trap.

Polar Bear: pet range target of 600 retarder 66% for 3 seconds.

additional recommendations:

1. Pet active skills to the "E" key.
Customary trap throwing range instead of smart cast.

pros and cons of:

Advantages:
Viability, continuous output power to control the market, single-agricultural strange group of 5-7 no problem.

2. Often because of poisoning, burning, bloodletting and resurrection, a resurrection for the 25% of the blood volume, just trigger bark skin strong damage reduction, known undead Xiaoqiang.

Solution mob type tasks do not be afraid warrior sword the first to sweep the light can reach the standard of the falling object.

4. Cylindrical obstacles, circling lossless single finished Champion level monster.

5 under the copy, the teammates are king and killed when re-ran the point, which is by the great sense of accomplishment you survived teammates coming! Yo!

Disadvantages:
Attack distance bias.
2 NA of PVP WvW.
3 nice break one thousand damage.
Not silly station situ output, need a little hand speed with Paowei timely rolling.

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Wednesday, November 21, 2012

READER REVIEW TO GUILD WARS 2 great first, then bad


Hi,
So when I started playing Guild Wars 2 to play, I was excited. It was something different. I only knew WOW. But GW2 was different. From this point it was entertaining. This, I must mention that I am a PVE player. PVP is not my thing.

And then came the first damper my enthusiasm for this game: The first visit of an instance (Level 35) -> Ascalon.

And then I realized that this concept is not for me. Even as a warrior or guardian can not even keep from 5 strokes of a mob. And since there is no healer in the sense that it makes the whole thing even much more difficult. If still get comments from other gw2 gold players, which say, "Here you need movement. Here it's not like WoW where you do not have to move much." When I read something, kreuseln at my hair. Even in WoW, you can rip anything if one stops on the spot. So I thought, let's talk the whole time WoW Hater times.

But fakes is it that you have in instances quite a lot of stress, and mostly only on running away, lying on the ground or is dying. And it can not be.
What was one of the points of criticism of Diablo 3? the next one comes on inferno only by kiting? Otherwise it is not really. As I said, individual battles yes, but net as bad as in GW2.

I'm a player who like to level up. But it is sad how fast you are with gw2 on level 80. (NEN have 80 Warrior, 80 guards, 70 thief, etc.. Already alone through crafting can leveling heights end.

What makes me suspicious: In WoW I was like level 80, because I still had a motivation to continue playing. To get items to get better, to farm gold and and and. But it is quite different in GW2. What I have done, as I have become with my monitor 80? Exactly, I've leveled up the next. And it can not be. I have no motivation to continue playing with one of my 80 chars. Why is that?

Because it makes no sense to continue playing. Ok, we can explore the world to 100%. Ui great. Even if one is runtergstuft area in a 1-15 than 80 char, it's barren run since by and cope with all the heart, prospects etc.. The instances are made optically good, but again, it is as with Diablo 3: the boss fights are the simplest of them.

Another criticism is that there are only 20 different mob perceived opponents. Undead Everywhere there spiders here, because Krait. Since I do not have 90% of the variation. Of ingenuity on the part of the developer can be no question of there.

Furthermore, the camera is made in the buy guild wars 2 gold game totally lousy. You never automatically the camera behind you, hold you down, the whole time the right mouse button. Pretty annoying.

There are so-called jump puzzles. One must come ueinem in the best manner Mario z certain point. It turns out tweilweise difficult in the rough guide so the camera is bad. Partly a nice Idde, but has no place in my mind to do in an RPG. Not to this extent. It is clearly too much, and mostly frustrating.

Then Equip parts are sometimes so rude ugly that you would want to run around naked. As a thief for example: there are only beginning a cool hood. But in the game there is not a single more. Nor in Ah. What is there instead? a pirate's hat that looks just ridiculous. This is just one example of that here too, the developers have not done so tense work.

For me definitely the disappointment of the year. A game today should satisfy multiple audiences. Especially if it's an RPG. And since the PVE players neglect to so rough, going into my eyes at all.

Sunday, November 18, 2012

Guild Wars 2: Phase three of the Lost Shores is live!


Arenanet just announced on their facebook page that the third and final phase of the Lost Shores is live!  You can access the new zones, fight against Karka, and access new events.

Quote
Phase three of the Lost Shores event is live! Join us in Southsun Cove to take on the karka invasion! Check your in-game mail for details. ~RB2

You can find more information on the final phase on the event page, and stay tuned for updates!

Quote
This is it: the final battle against the fierce Ancient Karka on the brand-new Southsun Cove map. Only the combined might of the heroes of Tyria has any hope against a creature this powerful, which means we need you! This once-in-a-lifetime event takes place only on November 18—don’t miss it.

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Friday, November 16, 2012

Crave giveaway: Guild Wars 2 Collector's Edition


Congrats to Marvin P. of Missoula, Mont., for winning a MyCharge Portable Power Bank 6000 in last week's giveaway.

Are you a massive fan of massively multiplayer online role-playing games? Then you'll massively like this week's prize, a Guild Wars 2 Collector's Edition, plus five Digital Edition access codes you can share with friends. Say goodbye to your free time, folks.

The fantasy MMO, released in late August, takes place in Tyria, "an endlessly intriguing place, stuffed with mystery and adventure, gifting you with gorgeous sights and personal stories that etch themselves into your memory," according to a review from our sister site GameSpot.

This probably will not end well. (Click to enlarge.)
(Credit: NCSoft)
Yesterday, the game from publisher NCSoft and developer ArenaNet got a major update with the expansion pack The Lost Shores. It adds lots of new gear, a new dungeon to conquer, and more.

The Guild Wars 2 Collector's Edition includes the game, plus more physical and digital Guild Wars swag than you can shake a fire-breathing sword at: a 10-inch Rytlock figurine; a 112-page book on the making of the game; a best of Guild Wars 2 soundtrack CD; five art prints, a custom art frame... The whole shebang retails for $149.99.

Tags: buy guild wars 2 gold;gw2 gold

Wednesday, November 14, 2012

Guild Wars 2: A mini-expansion to change the world

NCsoft promised, the Guild Wars 2 players can rely on the team to regularly come up with new things in the MMO. On 15 November, a new update will be an opportunity to introduce The Lost Shores, a mini-expansion that will change forever the lands of Tyria. A unique event and take place between 16 and 19 November to launch the extension which will also include a new area to explore, accessible to all, a new dungeon, a new PvP map in dojo Kodan, and of course a whole bunch of new equipment. There will also be a new element to the crafting and 200 new recipes. System will finally invitation to each player to invite up to 3 friends to discover together the gw2 gold game and its extension.

Monday, November 12, 2012

Guild Wars 2 The Lost Shores: Pre-Event Discoveries


With the Lost Shores over a week away until the grand reveal, I’ve compiled a whole host of teasers, hints and theory craft from various sources, for your reading pleasure.

The original post at here:

Whales and Dolphins!

Surrounded by NPC’s throwing water buckets over the poor creatures, beached whales have begun to appear on shorelines across Tyria. You can find one of the giant creatures on the beach in Lion’s Arch.  The most obvious question: why are they fleeing the ocean?

Ships, Ships, Ships!

There are four new ships being around Lions Arch (Harbor Waypoint, Claw Island Portage Waypoint and Sanctum Harbor Bay).  It should be noted that one of the ships is underwater, while a second has a distinct symbol.  To me, the symbol looks almost tentacle-like.

Posters Everywhere!

Four posters have appeared on message boards around Lion’s Arch.  These were originally translated by Ashodin and the high resolution posters by Ralmante. The language used on the posters is New Krytan, the language of Tyria.

Poster 1:

Beware Flesh-eating swarms

Lion’s Arch Authorities are diligently combating an unstoppable onslaught of flesh-eating swarms. We apologize for the inconvenience. We ask that, for your own safety, to stand close and to let our professionals die horribly so that you may continue to live. If you rank yourself among the righteous then by all means assist in the extermination process. We are certain that somewhere, someone at some time will be grateful for your heroic, if not pointless, sacrifice.

Poster 2:

Warning

Dangerous sea monsters

Lion’s Arch Authorities kindly remind all visitors that sea monsters have rendered our beaches unsafe for the general public. Should you choose to ignore this warning then upon your inevitable, grisly demise members of our local pirate population will insure the fair division of your remaining, worldly possessions. Despite your potential horrible end, find comfort in the knowledge that you will soon no longer care and that you will have made a generous contribution to those who, ironically, have more respect of the rules than you do.

Poster 3:

Avast! Ahoy all ye landlubbers!

The hardworking members of the consortium are proud to announce the upcoming unveiling of your dream vacation! coming soon we will open the gate – the asura gate – connecting Lion’s Arch to a veritable tropical paradise of magnificent proportions!

swim in the radiant waters*!

relax on the beach*!

dance the night away*!

Prepare to hoist your jolly roger and to embark on a most majestic adventure with your favorite band of salty dogs!

Arr You Ready?

*Towels not included. The consortium cannot be held responsible for aquatic-related and rythmic-related injuries(or other injuries related to misadventure or otherwise general buffonery). Our medical staff will be on-call to happily ignore your needs should they inevitable arise.

Poster 4:

DANGER

Enter at your own risk

Lion’s Arch Authorities cannot be held responsible for missing/stolen/damaged and/or devoured appendages, small children, dinghies, fruit baskets, skritt, pumpkin flavored marshmellows, spoons, goofy hats, ascalonian salads, pocket watches, earrings, in-laws, spirits of the wild, eye patches, war machines, seraph, rhubarb pies, mystical artifacts of unquestionable power, mystical artifacts of questionable power, seeing-eye squirrels and carp."

Asura Gate and House

Close to the Claw Island Portage Waypoint is a new house with an Asura Gate nearby.  Tying in nicely to poster 3, I expect this to be the main entrance point to the Lost Shores.

Sea Monster

Could this piece of concept art have anything to do with the strange happenings, rather than a dragon?

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Saturday, November 10, 2012

'Guild Wars 2' Gets A Nightmarish Expansion This Halloween With 'Shadow Of The Mad King'

Alongside a week-long Halloween extravaganza, the MMORPG will  “continue to evolve” according to the developer, with new jumping  puzzles, events, mini-bosses and so forth.

During the week-long Halloween event,gw2 gold players will be able to buy  special Halloween costumes, join in the Costume Brawl, play  new mini- games, and adventure through an all new story in four acts.

“Halloween has a long history in Tyria, and in times past was always  marked by the spirit of Mad King Thorn cavorting among the people  unleashing his own brand of insanity,” ArenaNet’s update reads. ” However, it’s been over 250 years since he was last seen, and for most  people he is merely a figure of folklore.”

The release notes continue:

“Festivities are afoot, and Tyria will be transformed with  decorations, new mini-games, new dynamic events, and more. Despite the  celebrations there are those who dread the coming of Halloween and all that it may bring, for it is the time of year when barriers between the  realms are weakest. Be prepared for an epic adventure in four acts  starting October 23 and running until October 31.”

As you can see, they’ve already begun teasing with lovely new  Halloween concept art. Guild Wars 2 does an especially good job at  showing off its concept art, though I can’t help wishing each time I  see a new spread that the game itself looked a tiny bit more like it  does in its concepts.

I’m not one to often participate in this sort of MMO event, but I’ll  be following the new storyline the last week of October. New content  that goes beyond the week’s festivities should also be fun.

For me,buy Guild Wars 2 gold boils down to this: it’s simply a very, very good  deal.

Subscription fees have always kept me at arm’s length from most MMOs,  and the free-to-play model is often (though not always) an even less  satisfying experience.

Thursday, November 8, 2012

Interviews with leaders of Greenfire and Chaos on the recent transfer to Blacktide


The recent transition of large alliance "League the disorder" to the server Blacktide in Guild Wars 2 caused heated discussion on our forum. To address all questions on this major transfer, we talked to the heads of the two major guilds: Mawricus'om of GreenFire - Guild jumping to Blacktide, and Max'om of Chaos - the host guild, which settled on Blektayde from the start. Defined the issues we dealt with the causes of the transition, the transition rate this member of the guild, plans for cooperation for a better performance at WvW and possible future status of "Russian" server Blacktide.

Read the interview and you can discuss it in this thread.

P.S. Subscribe to our YouTube-channel.

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Sunday, November 4, 2012

Le Rivage Lost in November


We mentioned a few days ago, new content for Guild Wars 2 will be available in November. To prove, ArenaNet has released a special page on the official site Guild Wars 2 an appetizer, entitled "Le Rivage Cursed". The introduction speaks for itself:

quote
Something is in the Sea Wailing ...

Solve a mystery to monstrous proportions in the shore lost an epic event and one that will change Tyria forever!

Special event? New playable area? We do not yet know very little about the Lost Shore. It seems, however, according to capture images visible on the page dedicated a new type of environment and enemy makes its appearance.

Much mystery remains unresolved, but we'll tell you more as soon as possible.

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Friday, November 2, 2012

Developer Live Stream on November update


Guild Wars 2 Game Director Colin Johanson was MMORPG livestream at POKKET a guest editor and talked a little about the upcoming November update and future content. We have taken the most important news for you together.

New Content in November

On 15 November, a content update with the name appear "The Lost Coast". From 16 November will start a big weekend event that promotes the Guild Wars 2 story and the world will change forever. In the sea of ​​suffering, then there is a new island, which deals with the events. Over the weekend,gw2 gold players will experience the events and can participate in the upcoming changes. Although there will be the island after the event (in a slightly different form), but the actual events take place only this weekend.

In the two weeks until the start there will be a few preliminary events. This should even start today. So keep your eyes on the course, we will report it.

Further still, the following new content for 15 November planned:

It will appear a new dungeon. This will be huge and will be difficult as you advance in the dungeon. There will also be a new kind of reward system, which is to encourage long term accordingly. The Dungeon is challenging endgame content.

Structures in PvP will ArenaNet publish a new PvP map. Again, there are a few new features, which is why these map appears initially as a trial (a live beta, so to speak). Find the players fell to the map, it will be included in the regular map pool.

TOP
Other topics, questions and answers

Holidays are an integral part of the annual publications. With the "winter" in December, you can expect in any case, which also is different from Guild Wars 1 winter (eg, because the gods in this form - as in GW1 - no longer exist). The holidays are also different each year. Halloween is e.g. next year to get another / new content. Some holidays are bigger, others smaller in circumference.

There should be new content every month. ArenaNet for the Live team is extremely important. Players should sign and best daily experience new content. Time there will be a large patch, sometimes smaller content that will be released for several weeks. Tyria will change. The lion statue in Lowenstein's example permanently away. It was destroyed on Halloween and will remain so. ArenaNet wants to publish all this content for free and without further subscription model.

With the Halloween event, the developers have learned many things. The clock tower jumping puzzle was too difficult, as it has now been determined. Also, the problems with the various peoples are to be avoided in the future. Another issue is the communication in the game. It is not obvious enough, what happens. Without information from the Internet (guides, fan pages, Reddit, ...) a lot of players would not have known exactly what they can do on Halloween and want.

ArenaNet talk internally about new mechanisms and how they can improve the game. These include LFG Tools (group), Dungeons for more than 5 players, housing, new rewards and features new legendary items, and improvements in all areas. Colin Johanson has not responded directly to content, however, indicates to many of the listed topics close or not, at least. New features for guilds and guild echoed to come, currently is work in progress but not yet. Many contents of this listing you will be able to devote only when buy Guild Wars 2 gold is optimized largely after the release.

To the dungeon is a very active area. The revisions to the concerns of Encountern (more variety and fun), and the rewards and the dungeon.

Also the website is about to be expanded. The statistics are WvW e.g. currently posted in the forum - Structured PvP rankings are missing completely. There will soon be new Feautres, such as a ranking of the qualifying points.

In Structured PvP focus is currently on the e-sports. Paid tournaments have just been implemented, the next step will follow official tournaments. Also on the custom server system is being worked, where players change the mechanics and conditions for maps or hold training games. Even with the Structured PvP rewards in one wants to think about new things but not yet talk about.

Thursday, November 1, 2012

Guild Wars 2 in Lucca Games 2012, all the details


The Bastion St Regulus, from 1 to 4 November, tournaments, demonstrations, exhibitions, under the banner of the popular fantasy MMO.

Cidiverte today unveiled details of the participation of the prestigious MMO Guild Wars 2, at Lucca Comics & Games, the most important Italian event dedicated to comics, animation, the Game, Video Games and Fantasy to be held in the Tuscan city from '1 to 4 November 2012.

Inside our Rampart St. Regulus, one of the eleven surrounding the city of Lucca, Cidiverte will stage an exhibition of prints of the most spectacular images belonging to the fantastic world of Tyria, the land in which buy Guild Wars 2 gold is set. The exhibition consists of a selection of artistic productions by the talented team of renowned development studio ArenaNet, among them, the famous Art Director Daniel Dociu.

The participation of Guild Wars 2 at the event does not end here. The bulwark fact will be set up with five PCs, provided by NVIDIA for visitors to Lucca Games, to create matches and tournaments! The prize is not to be missed collectibles signed Guild Wars 2.