Showing posts with label Arena Net. Show all posts
Showing posts with label Arena Net. Show all posts

Saturday, September 16, 2017

Why I'll probably buy Guild Wars 2: Path of Fire

Arena Net is counting down towards Sept 22nd and the launch of Guild Wars 2's (GW2) second expansion; Path of Fire.  The game continues to be the last-game-standing of the post-World of Warcraft AAA MMOs (and deservedly so).

While I have not played GW2 in a while (PLUNKBAT having stolen much of my time recently) I am still likely to buy this expansion.

Why you might wonder?

The answer is simple; there is no subscription or "pay 2 win".  I can come back to GW2 whenever I want and pick up where I left off.  Sure I may have to invest some time in reading up on the most recent meta builds or grind out some mastery skill, but for the most part GW2 is pick up and go-go-go for any returning player.

This is the number one redeeming quality about GW2 and reminds me of days gone by when games were games and not just a series of money-sucking crates, DLCs, keys, etc.  So I will likely buy Path of Fire and jump back in for a few dozen hours and then I'll shelf GW2 as I always do.  Then I'll wait for the next expansion.

I would encourage anyone else pining for the days of MMOs gone by to do the same.  Companies like Arena Net deserve our support for making quality games with upfront costs in a world of get-your-first-hit-free-but-pay-up-in-the-end.

Thursday, April 17, 2014

Guild Wars 2 MEGASERVER Impressions

The Guild Wars 2 April 2014 feature pack (aka patch aka update aka the "new" shiny) hit clients this week and along with it Arena Net unleashed the MEGASERVER (yes; you have to type it in all caps because it contains the word MEGA).  Now, the technology has not enveloped all zones at this time, but a few zones got the early MEGASERVER treatment.  I was able to venture into the MEGA version of Brisban Wildlands and experience the technology first hand.  Here are my impressions.

"WTF!? someone just helped me back up"  The statement was odd for me to make in /map chat.  I had spent a lot of time in the Brisban Wildlands as of late eating dirt and it was fairly odd to have another player present to help me back up this time.  There simply wasn't supposed to be more than a few players in this zone at any given time and there certainly wasn't supposed to be any working on the event the same event at the same time.  Let alone was there supposed to be one there to save my warrior from a tough tangle with a veteran.

In fact, Brisban Wildlands was hopping.  It was a happening place, if such a thing means something.  I was absolutely in awe of the number of players moving through the zone and elated at the pace of events occurring.  My map was full of orange circles and rapidly depleting orange bars appeared in my notification area.

What kind of bizarro world was I in?  This wasn't Queensland!  This wasn't a living event zone!  This was the boring and forgotten Brisban Wildlands!  There shouldn't be anything more than those one or two newbie Asura players that don't know any better!  Truth be told I was learning very quickly that the MEGASERVER technology was at work ensuring my lonely adventuring was no more.

Color me impressed with the MEGASERVER.  It was my most anticipated feature with the patch (unlike the majority that were hyped on the wardrobe system which has turned into a complete mess post-patch) and it has lived up to my expectations.  It is a truly marvelous change for the game and Arena Net should make sure 100% of their effort is placed behind rolling this out to every zone in the game.  I can't help but believe there are players leaving every day because they get sick of boring game play in empty zones.  Dynamic events sell Guild Wars 2 and with zones full of people those events are almost always happening.

In conclusion, the MEGASERVER is MEGA awesome.

Wednesday, April 02, 2014

Guild Wars 2 MEGA MEGA MEGA MEGA SERVER

THIS SUNDAY ONLY.  MONSTER MONSTER MONSTER TR... OOPS I MEAN... MEGA MEGA MEGA SERVER!

If this was posted on a April 1st I would have suspected shenanigans, but as it is now April the second and impossible for me to be tricked any longer I must declare that the Guild Wars 2 Megaserver is a real thing.  Traditional MMO servers are gone and in their place is one super megaserver that will host all users via various instances of each zone.  World vs World vs World will still be separated along old server assignments.  This is an exciting change for Guild Wars 2.

First it is worth noting that this is NOT equivalent to EVE Online's single universe.  In EVE there is only one copy of each "zone".  In Guild Wars 2 (GW2) the world size is limited so there will be copies of each zone which will be referred to as instances.  It would be crazy to even think about all GW2 players being stuck in the same tiny maps.

The biggest benefit to this systems is that lower popularity zones will now be more populated.  As I've recently returned to Guild Wars 2 after a hiatus from video gaming in general (and this blog if you've noticed my lack of 2014 activity) I immediately noticed how few folks were in the starting and mid-level zones.  Aside from the "champ trains" rolling over Queensland I was pretty much flying solo on my warrior and necromancer on the dynamic events.  That certainly doesn't feel massive or multiplayer.

The apparent downside is trying to get grouped correctly with your friends and guild mates, but Arena Net seems to have some plans to avoid this problem.  Players will be able to join parties and then get placed in the same instance of a zone as their fellow party members.  The overall system will aggregate data on players such as language preference, playing habits with guild members of friends, and every time a zone is entered those variables will be weighed to hopefully place the player in the most logical instance.  For a solo player like myself this won't really matter other than the fact I may actually see a friendly face and get to complete some of the harder events in the less visited zones.

There is a great chart from Arena Net's testing of the system showing the increase in player activity per map instance (yes that is +225% for each map instance on average):
MetricChange
Average population per map copy+225%
Player goes to the same map as his or her party+25%
Average population from the same party as the player on joined map+36%
Average population from the same guild as the player on joined map+5%
Average population from the same home world as the player on joined map+6%
Average population speaking the same language as the player on joined map+41%

Tagging along with that this addresses one of my biggest heartaches with Guild Wars 2 and it's dynamic events system.  So much of my playing time was spent in the same zone because that is where the players were and that is where the events were being chained together.  It was a terribly boring existence in almost any other zone.  Now at least there is hope that every zone will be packed with players as I suspect worldwide there will always be a good number of folks looking to be in every zone of the game.  It will be very cool to experience a new trip to level 80 on my new characters than what I experienced last time I leveled to 80 by literally never moving outside of Kessex Hills and Harathi Highlands.

The most amazing part about this change is that it is not the only big change happening for Guild Wars 2 this month.  There are several big system changes slated for the April 15th patch.  It is indeed an exciting time to be playing Guild Wars 2 (though I still maintain the combat is crap... but I can still have fun with it).

Friday, July 23, 2010

Guild Wars 2 Will Succeed

For a primer, read my Guild Wars 2 Will Fail post from yesterday.


Guild Wars 2 (GW2) starts with some strikes against it, but it also starts with some potential.  First and foremost is GW2's business model.  The game will be free to play after purchasing a retail copy similar to the first Guild Wars.  This alone separates the game from the throng of games that will be dependent upon monthly subscriptions when GW2 comes to the market.

Secondly, GW2 is changing up some of the foundations of the Diku model.  The biggest change here is the removal of dedicated healing in the game.  Each individual player will be given self-healing skills that will account for the majority of healing in the game, both in solo and group play.

Next, GW2 is easing the limits on how a class defines a player's characters. The various classes will have a core mechanic, but their available skills will be based on equipment, race, and a set of personal healing abilities.  For example, a warrior wielding a 2-handed axe will be played much differently than one wielding a 1-handed sword and a shield.

The third change that comes to mind is the fact that death will not be immediate in GW2.  If a fight is winding down and a player is struck down, they become disabled.  During this disabled period if the player manages to kill a creature, they receive a second wind and can go on fighting.  Anyone that has played Borderlands will be familiar with this mechanic.  This lessens the sting of death and builds the perception that the player is a hero, not just some schmuck that was wiped out by a giant rat that added into a fight (a rat the player could cleave in two with a single blow!).

Guild Wars 2 is also aiming to shake up the game world with live events.  Think of this as Public Quests version 2.0.  Public Quests were easily the best feature of Warhammer Online and GW2 is taking them to another level by building the entire world around them.  If a player is in a village and see's all the villagers dieing due to poison that was dumped into their water supply, they can investigate and find the water pipeline into the city is being attacked and poisoned just outside of town. Beat the bandits causing the problem and save the village.  This is just an example of a couple stages of a "public quest" that will be featured in GW2.  This system has great potential and its only weakness is that the events will recycle themselves, so at some point it may feel like the players accomplished "nothing".

I've outlined some of the changes GW2 is attempting, but the game is still very much a traditional affair.  The core of the game will be familiar to anyone that has enjoyed MMOGs over the past several years.  Arena Net is being very careful to make this clear.  They talk a lot about changes, but also concentrate on making sure everyone knows they are not rewriting the book.  They don't want to rewrite the book and are being honest about that fact.  I wish other developers, creating very similar games, could follow Arena Net's lead in this regard.  Adding one new feature doesn't make a AAA MMOG "ground breaking". 

Looking at the reasons I've presented for failure and success, its interesting to note that they are in two very distinct categories.  The reasons for failure are all conjecture: its a 2, its making changes, and its got heavy competition in the fantasy setting.   The reasons for success are almost all related to the way the game will play: healing, death, and a living world.  I'll let you be the judge, but the reasons for success sound a lot more worthwhile than those of failure.

Thursday, August 20, 2009

Polar Bears: Guild Wars 2 Looking Good

Guild Wars 2 has a new website and a new trailer. Normally, MMOG previews are full of computer generated cut scenes and movie-like storytelling. Not so with Guild Wars 2: the video is full of in game footage and the game looks absolutely stunning.

I was most intrigued by the Polar Bear people and would be interested to find out if they are an NPC faction or playable race. Unfortunately, I read through the FAQ and they are not exactly a playable race:
Will Guild Wars 2 have non-human playable races?

Absolutely! In addition to humans, players will be able to create, customize, and play a variety of non-human races.

* Charr - Ascalon's conquerors, the charr are ferocious, warmongering creatures--the intractable foes of humanity. Now, as greater dangers threaten their conquests, charr legions and their war machines prepare for battle.
* Norn - The norn are towering brawlers from the frigid northern lands who can shape-shift into mighty bestial forms. Driven from their homeland by a force beyond reckoning, the norn have regrouped among the dwarven ruins of the Shiverpeaks.
* Asura - The asura, who once ruled the caverns and tunnels below Tyria, are an advanced race of small size and great intellect. Now that they have risen from below, the asura aim to rule the surface world with their powerful golems and ingenious plans.
* Sylvari - Not much is known of the sylvari, save that they are a race of sentient plant-beings, newly blossomed into the world. The sylvari are the youngest of the races, bound together by a common dream and awesome power.
But hopefully, Norn, can shape shift into being a polar bear, because that would be cool.