cool new norn render
http://wiki.guildwars2.com/images/f/..._01_render.jpg
cool new norn render
http://wiki.guildwars2.com/images/f/..._01_render.jpg
Shit looks boss, besides the Cheeto's flap.
New WvW info from here
http://gw2.variance.hu/2011/05/04/va...net-interview/
Are you planning to have several WvW maps from day one, or will there be only a single map at launch?
John Corpening: There will be four maps at launch. We will be pitting three different worlds together in WvW. Each world will have a home map that connects to a center map. Teams can invade their opponents’ home maps by first going through the center map. So we expect the center map to be a crossroads of combat as each team does battle for the glory of their world.
How are WvW maps going to be structured? Will it be a single map or several smaller maps?
Egan Hirvela: Players will start off in their own home maps. Here, they will be able to take control of vital locations and get a feel for how our capture system works. Once they travel to the center map, each team begins at their own portal keep. From here they can move out and fight for control of various landmarks while battling players from other teams. We anticipate the battles to cross back and forth between the center map and the outlying home maps as teams gain and lose footholds.
What kind of strategically important landmarks/locations will reside on a WvW map and what impact will those have on a battle?
Matt Witter: Each type of World vs World objective has strategic value. While I can’t delve too deeply into the specifics of how each objective type works. I can say that there is no wrong way to take part in WvW. If you are a solo player, small group player or large group player there is always something for you to accomplish. If the enemy is held up in a fully upgraded fortress and you are not the type of player that enjoys large scale combat, you can simply cut off their supply routes, and deprive the defenders of resources they need in order to maintain their defense. If you are planning on just working together as a small guild, you can easily take towers that cut reinforcements, and supplies off.
Four of the better fan-made "Guild Wars 2 Ambassador Contest" videos.
The MMO Redefined
A World of Heroes
60 Reasons in 60 Seconds
Trailer of Awesomesauce
Man, if only SE had a "60 reasons" video pre-launch. It would have helped so many poor souls.
And by reasons, I mean why you SHOULDN'T to play this game.
New trailer didn't have anything new![]()
new interview in German use [cc] subs
part 1
part 2
small snippet from another interview
http://www.guildwars2journal.com/pag...n-kerstein-r29
"Ninjalooter: Will there be classic raids and dungeons?
Martin Kerstein: There will be dungeons for five players. Our endgame starts at level 1. In WoW the game is completely different once you reach max level, something that does not have much in common with what you did up to that point. We want to avoid that. We don't want to force one play style on players that they don't want. You want to explore the world? Then there will be content after 80 for you. You like going into challenging dungeons? That, too, will be possible at 80. You like playing your personal story? That's possible too. You like playing only PvP? You can do that from level 1 through 80 in our World PvP and level up without ever doing one of the other aspects of the game, if you want."
Endgame starts at level 1. oh yea
Raiding doesn't start at 1, which is typically what "end game" represents. He's saying a whole lot of nothing, really. Every new MMO out there tries to play the "we don't want to push one style on players" card. All it amounts to is lower and lower caps for PVP (which is good), more sidequests, easier grinding (to encourage solo play) and more freedom of movement between areas.
It doesn't actually deliver anything that is reasonably construed as "end game", because end game has always been shuttered entirely into either hardcore raiding or hardcore PVP. Everything else ultimately falls by the wayside.
I'm waiting for a game that can find some way to buck that trend. While I don't think GW2 will be the one to do it, I'm still interested in seeing how the game shapes up.
What exactly is ur definition of raiding? And where exactly did u read that it does not start at level 1?
I can definitely picture being able to tackle large NMs, raiding for gear, doing boss raids for missions, etc. from the very beginning as they're promising. The shear scale of their battles they have shown for low levels already equals most endgame content from other MMOs and trumps everything I've ever seen for low level content before.
also, that video is retarded, environments aren't supposed to look that good without loading screens.
just to add I dont know if this vid was ever posted, but this is the very first event which includes saving people defending a garrison and taking on a large nm all before level 2. something that some games only allow you to do at end game. note this is not an instanced area. also this footage is about almost a year old
Raiding = weekly grinding for the best loot in the game, against the hardest monsters in the game designed to eat up massive chunks of time (months to years) to give the dev team enough time to make the new expansion so things can repeat themselves.
I don't see GW2 breaking this mold. Not yet. Not only has the technology not advanced enough, but human ideas (and the strength/bravery to fund said "outlandish" ideas) haven't advanced enough either.
I agree with this. For all the good things GW2 seems to have, it still carries a lot of the "MMO" standards.
In the opening part of the video he states that "We don't want to do a standard tutorial with 'go collect 5 wolf skins' so we put you into the action and you are asked by a guard to go 'collect 3 villagers' "
Now I agree that the setting/fashion of the task seems more much exciting or fresh, but the player is still being asked to go "collect" something.
lol I agree but I don't think this will change anytime soon as well, it mimics the human lifestyle. advancement is basically getting more or better at something by repetition. its basically the same in RL, so it will be very hard to change that core principle. what makes it better is enjoying the process, like finding your dream job or studying something you like.
That above video proves that GW2 is breaking the mold on how to approach endgame content. There is no other game company attempting to do anything like that. Not only is the means of this "collect and gather" quest unique, but it also scales in difficulty, keeps the player excited and not just "grinding along" to get to the typical endgame-level to do these types of events.
I don't think its really fair to hold GW2 to a higher standard that doesn't even exist in the MMO genre. With that said, if that is what Lv1 content looks like in pre-alpha stages, who the hell knows what Lv80 content is going to turn out to be like when its finished? I doubt its going to be the cut and dry formulaic process we all enjoy today.
If I've learned anything about all these interviews and videos, its that: these guys don't think like other companies, they're not afraid of taking risks, and they design with FUN and playability in-mind first, with no hints of shortcuts or cheap tricks used to extend sub-life.
This game is going to set a new standard in MMOs, I haven't seen anything yet that proves otherwise.
I am excited as you bum lol. I plan to go Pax this year to get a chance to play this![]()
that looks gross =/