Guild Wars 2 Catch All

JeremyK wrote:
Dreaded Gazebo wrote:

If they can fix up the zoning issue so I can actually play with my friends, then it will be nigh perfect ;)

Yeah, this has been my only major complaint so far. It makes grouping tough. Speaking of which on some of the main story quests I've noticed that other party member just don't have the option to join you. Seems like it's the one's that are instanced off in the race specific main cities. Is this working as intended or bugged? Kind of weird if a friend is following the story line with you to just cut them out at certain points.

I think it's a bug. I was grouping last night when a group member entered a story instance. No one else in the group was given the option to join. Ultimately, that member failed and tried again. When they entered the second time, all group members were given the option to join. It seems to be an intermittent bug.

Anyone playing a Thief? I like the class but I can't tell if I'm really bad at playing it or they just die really quickly and frequently. Any tips? Just hit lvl 11 last night

Sword main. Pistol off hand. Pistol whip skill. Stuff dies.

That skill either dazes or confuses. It does incredible damage. It is melee AoE. (albeit smallish in size)

I cannot believe this game is still surprising me with basic weapon skills. On launch day, I fired up an elementalist alt and decided to check out the dagger/dagger skills because I had seen a lot of scepter/dagger and dagger/dagger pvp footage. Wow, every skill from every elemental attunement was fantastic! I though I was going to focus on staff/ice but dagger/dagger lightning or fire is terrific.

Likewise, I was dead set on pistol/dagger for the thief. But I found dagger/dagger to be vicious and sword/pistol (the pistol whip skill especially) to be a complete blast too. Mind you, with all the BWE's I have already put ~50 hours into this game. The first 10 hours of launch should not be such a shock.

I know TSW has more flexibility of skills and may have an edge in number, but there are really no or very little duds in the bunch in GW2. And that is not counting the utility skills of each profession nor the underwater or downed skills plus special skills like the necro's shadeform skills, the elementalist's summoned weapon skills, the ranger pets' skills or the engineer's kit skills.

A rough estimate of the skill total in GW2:
8x26 utility/heal/elite skills = 208
8x5x4 weapon skills = 200 (rough estimate of unique weapon combinations per class times the 5 skill slots times the number of classes... could be more)
8x10 water skills= 80
8x4 downed skills = 32
8x4 drowning skills = 32

total: 552 (does not count quest pickup item skills nor special abilities such as the mesmer clone shredding abilities)

So I think you are looking at 6 of 1, 1/2 dozen of the other in comparing totals.

the Air Dagger 1skill looks pure awesome.

it gets my vote for King of Sparkles.

Dreaded Gazebo wrote:

Really like that each class has several different routes you can go, you aren't just locked into a single role.

Yea, I really envisioned my guardian being an up front tank guy switching between sword/board and a 2 hander but I've dropped the latter for a scepter/torch and dropping back to play ranged a lot.

the Air Dagger 1skill looks pure awesome.

it gets my vote for King of Sparkles.

Yeah, and the 3rd air skill I believe for dagger is the lightning shield that damages and has a chance to stun enemies that hit you in melee. But the fire skills seem to do so much dps!

So... let's say there's someone (probably me) that decided to wait until the last possible moment to consider picking up GW2, where's the best price out there for it?

LockAndLoad wrote:

So... let's say there's someone (probably me) that decided to wait until the last possible moment to consider picking up GW2, where's the best price out there for it?

You can get it at GreenManGaming.com for $48 if you apply the promotional code DERHE-RRDER-RINGE (German for "The Lord of the Rings")

In other news, RPS has an early impressions thingy up. It sound quite lovely, except for the zoning as a party mechanic. That sounds horrible. Wonder how that ever made it past the design phase, let alone through implementation and testing. They have made (or played) an MMO before, no?

Robear, I didn't see you mention weapon swapping in your write up, which doubles the number of 1-5 skills for most classes.

Right, I was looking overall at the total combinations and how that plays out in both games. Not criticism; just trying to inform people, as I've heard comparisons of the two games.

Luggage wrote:

In other news, RPS has an early impressions thingy up. It sound quite lovely, except for the zoning as a party mechanic. That sounds horrible. Wonder how that ever made it past the design phase, let alone through implementation and testing. They have made (or played) an MMO before, no?

The zoning into overflow servers is an alternative to sitting in a queue looking at "you are 4321 out of 5432". The overflow seems to be a pool of servers with no attachment to any one server, so the players will be from a mix of places. ArenaNet know this is something that needs to be made better, and as I mentioned earlier I'm sure it will die down once the player population spreads out and stops the "must play the new thing" rush.

Luggage wrote:

In other news, RPS has an early impressions thingy up. It sound quite lovely, except for the zoning as a party mechanic. That sounds horrible. Wonder how that ever made it past the design phase, let alone through implementation and testing. They have made (or played) an MMO before, no?

As ppl pointed out in the comments, Alec didn't know how some of the party mechanics worked and there's some buggy issues with how it handles overflow (ie: a bug, not a design flaw).

that being said, even though it took us 10-15 minutes to first get the hang of it, the guild was still able to have a group of 6 players hook up in a zone to party up together.

we fixed a charr submarine!

Scratched wrote:
Luggage wrote:

In other news, RPS has an early impressions thingy up. It sound quite lovely, except for the zoning as a party mechanic. That sounds horrible. Wonder how that ever made it past the design phase, let alone through implementation and testing. They have made (or played) an MMO before, no?

The zoning into overflow servers is an alternative to sitting in a queue looking at "you are 4321 out of 5432". The overflow seems to be a pool of servers with no attachment to any one server, so the players will be from a mix of places. ArenaNet know this is something that needs to be made better, and as I mentioned earlier I'm sure it will die down once the player population spreads out and stops the "must play the new thing" rush.

I'll take this alternative every day of the week, instead of looking at a queue number slowly draining. Especially since once your position in the queue finally does pop up, you can switch instantly to your server, in the exact location you're standing in. Literally no time wasted (and in fact, this can be beneficial, as you'll have access to a whole new server's worth of materials to gather ).

I have no problems with the overflow server system. As a matter of fact, they can be quite vibrant with dynamic events firing off regularly. It sort of makes the whole shard idea irrelevant. I don't pay attention to what server I am on and quite often when the notice comes up, I hit "re-enter the queue". This is either because I am in the middle of an event, instance or the final steps of discovering a vista.

Tried out the Pistol/Dagger at lunch. I liked the skill set. Might go with that and Sword/Pistol as my two set ups. Thanks for the Thief tips.

Luggage wrote:

...except for the zoning as a party mechanic. That sounds horrible. Wonder how that ever made it past the design phase, let alone through implementation and testing. They have made (or played) an MMO before, no?

I did not play in the beta so I could be wrong but won't all of the problems people are having abate when the guesting feature is enabled?

It seems to me that the overflow tech is great when used in concert with the guesting tech. My guess is that the folks who made the decision to disable guesting for a few weeks and allow free server transfers had not considered the consequences fully. I suspect that a-net will enable the guesting stuff and players will able to fluidly move between servers to form groups and the overflows will just be one more set of servers that they can move between.

Actually that does make a lot of sense.. my theory is that the issues with the guild panel, WvW display and partying are all because players aren't on their home server and the game doesn't like that.

So it could very well be that this is caused by missing guesting code creating gaps in how the various systems handle our server-location

merphle wrote:

I'll take this alternative every day of the week, instead of looking at a queue number slowly draining. Especially since once your position in the queue finally does pop up, you can switch instantly to your server, in the exact location you're standing in. Literally no time wasted (and in fact, this can be beneficial, as you'll have access to a whole new server's worth of materials to gather ).

Unless you are playing WvW the concept of your server is sort of irrelevant. I don't care which zone instance I'm in, so long as my friends and I are all in the same one. The "Join In" button on your friends is a little broken right now so it doesn't always pop you into their instance, but once that's fixed up the problems will mostly be gone.

The funny thing is that I don't really care about joining my server's instance. I was playing with friends and we all managed to get into the same overflow. Every now and then we'd get asked if we wanted to join the main instance or re-enter the queue. We'd always pass on joining the main one because we were afraid we'd get split up again. Just kept hanging around the overflow and life was good! We wanted a "leave queue" option.

I think they wanted to make things more seamless and avoid having dropdowns with instance lists (like they had in GW1) but I'd sort of prefer that to the current state of not reliably being able to join your friends. I have no doubt it'll get better as the server population spreads and ArenaNet works out the bugs, but it is unfortunate.

Has anyone seen any dragons yet? I was told there would be dragons.

Luggage wrote:

In other news, RPS has an early impressions thingy up. It sound quite lovely, except for the zoning as a party mechanic. That sounds horrible. Wonder how that ever made it past the design phase, let alone through implementation and testing. They have made (or played) an MMO before, no?

This is an MMORPG, and RPG's mean you need to do something to gain experience and get more powerful. The only 2 options I can think of are (1) Quests/Objectives (2) Grinding. If there's a 3rd option, I personally can't think of it.

The Quests in GW2 are a departure from the "!" quest givers in other traditional MMO's and a much improved form of WAR's Public quest system. I usually like RPS articles but this one just made me see red.

The lieutenant dragons start showing up in events in the higher level zones, I believe the two that we've seen in the demos were in 40-60 zones

Oh man I'm so close to being caught up in the buzz over this one and taking the plunge. With my final semester of grad school about to kick off, it's absolutely the last thing in the world I need, but the PULL...

emyln wrote:
Luggage wrote:

In other news, RPS has an early impressions thingy up. It sound quite lovely, except for the zoning as a party mechanic. That sounds horrible. Wonder how that ever made it past the design phase, let alone through implementation and testing. They have made (or played) an MMO before, no?

This is an MMORPG, and RPG's mean you need to do something to gain experience and get more powerful. The only 2 options I can think of are (1) Quests/Objectives (2) Grinding. If there's a 3rd option, I personally can't think of it.

The Quests in GW2 are a departure from the "!" quest givers in other traditional MMO's and a much improved form of WAR's Public quest system. I usually like RPS articles but this one just made me see red.

I generally find RPS to be a very mixed bag, but hey, that's just like, their opinion. I think it's one bit being aware of the hype, everything tries to sell itself as the next-big-thing-WoW-killer, etc, the other going in with the right expectations, knowing what it is, how it plays, and not expecting it to be something else. You don't get people buying FPS games and moaning that it's not a RTS.

Overall with the quests, I'm finding it kind of freeing. Hearts are a general guideline, but there's no "you must be here doing this, and then you're over there doing that". It's not set down in stone.

Just saw on twitter so no idea if accurate but someone said that the first person to hit lvl 80 did it entirely from crafting. Their guild sent them all their mats. That's kind of funny.

Mike O'Brien already commented on it, saying they used some kind of exploit and that the devs were looking into it.

Scratched wrote:

Overall with the quests, I'm finding it kind of freeing. Hearts are a general guideline, but there's no "you must be here doing this, and then you're over there doing that". It's not set down in stone.

Definitely freeing. Every so often my old MMO instincts kick in and I think "there's probably something specific I should be doing right now instead of just exploring" and then I remember what game I'm playing. Specifically, games like WoW and TOR trained me to think that I need to do most of the quests in a specific quest hub before I can move to the next one. GW2 doesn't do that. GW2 just encourages you to do whatever you want and then rewards you for it. Want to go climb that thing? Here's a vista point and some experience. Want to explore? Here's a point of interest or a random event. Want to just gather resources or grind mobs? Here's an achievement.

GrandmaFunk wrote:

Mike O'Brien already commented on it, saying they used some kind of exploit and that the devs were looking into it.

Aww... that kind of ruins the cool factor of that news.

Absolutely loving this.

They really need to improve the friend/party mechanic. A buddy and I spent 15 min. trying to find each other.

muttonchop wrote:
Scratched wrote:

Overall with the quests, I'm finding it kind of freeing. Hearts are a general guideline, but there's no "you must be here doing this, and then you're over there doing that". It's not set down in stone.

Definitely freeing. Every so often my old MMO instincts kick in and I think "there's probably something specific I should be doing right now instead of just exploring" and then I remember what game I'm playing. Specifically, games like WoW and TOR trained me to think that I need to do most of the quests in a specific quest hub before I can move to the next one. GW2 doesn't do that. GW2 just encourages you to do whatever you want and then rewards you for it. Want to go climb that thing? Here's a vista point and some experience. Want to explore? Here's a point of interest or a random event. Want to just gather resources or grind mobs? Here's an achievement.

It's certainly a nice change of pace coming off a Skyrim where my quest list was seemingly infinite. I like having stuff to do but some time's it's overwhelming when you have a long list in front of you.

For those having problems meeting up in-game, read this:http://www.reddit.com/r/Guildwars2/c...

Yep. The way it is setup now, you have your own personal storyline and everything else truly is what;s happening in the world which affects an entire area but seldom beyond that.

Another awesome thing is, you'll never out level an area, cos they drop your levels down to match the max level for that area. Much much more incentive to hop in events when they come up. I've done some event 3 or more times simply cos it is fun and XP is XP No worries or concerns that I'm not getting full xp cos I'm too high in level or any such pointless worries.

Me thinks that TITAN (Blizzard's next MMO) will be doing a complete 360 if they continued on the path of "!" quest givers.