Arena.net is certainly living up to their communication promise. Here is the update for today, as copied from Reddit.
Showing posts with label Guild Wars 2. Show all posts
Showing posts with label Guild Wars 2. Show all posts
Friday, August 31, 2012
Wednesday, August 29, 2012
Guild Wars 2 Updates
Arena Net has posted their progress on the Guild Wars 2 launch and planned updates and fixes they have in the pipeline over at Reddit. Re-posted below:
Monday, August 27, 2012
Guild Wars 2 Initial Impressions
Guild Wars 2 head started on Friday shortly before midnight. I was able to log in immediately to the Maguuma server and get started on my Norn thief, Heartless Foe, and my Human ranger, Heartless Gamer. (Heartless Foe is a throwback to my Warrior/Necro character name from Guild Wars 1). Guild Wars 2 immediately lives up to many of it's expectations by improving and simplifying many MMO tropes, but at the same time there are some core issues that hold it back.
Upon logging in the first enhancement is immediately visible: overflow servers. This is the first MMO launch in recent memory where the word "login queue" didn't apply. Instead, extra players are thrown into an instanced server where they can play and progress waiting to join the main server. The downside is that right now overflow servers make playing with friends difficult, but to me its a better solution than NOT playing the game while watching a login queue. Playing will always win the war against NOT playing.
As far as the actual game goes; Guild Wars 2 is a brilliant package. There is a lot to like, from the excellent world/zone maps, "quest" design, and graphics, to the little things such as the collections tab, waypoint system, and emotes. Without spending too much time droning on about the nuances, suffice to say that Guild Wars 2 listened and executed well in regards to improving on many little annoyances of MMOs. Anyone that has experienced MMOs for the past several years will be spoiled by Guild Wars 2's feature list.
However, I can't put Guild Wars 2 on too high of a pedestal as there are some problematic core items that have already started nagging on my brain. First and foremost is the combat which works somewhat well in small scale, but is a complete clusterfuck once more than five people show up. Worst of all, it clearly seems to have been designed to be a clusterfuck in certain situations. In the open World vs World PvP map or large public quests (aka dynamic events), the combat is just unintelligible spam. With spell effect scaling, players will often find themselves subject to invisible attacks and random death.
Guild Wars 2 relies a lot on reflex and action-based combat. This works great and lets players showcase their skills in small-scale combat, but again it does not work, AT ALL, in large scale confrontation. There is literally so many area of affect abilities (and one shot death in PvE) being tossed that the dodge mechanic is completely rendered moot. And the game was designed to bring clusters of players together in small areas to spam the shit out of these abilities. It is very troubling to me that so much effort was put into this action combat to have it result in a complete button mashing affair when it should shine the most. Combat is very difficult to follow because of this.
I want to reiterate that outside of combat, Guild Wars 2 has completely won me over. The features are really that freaking good. Advancement paths are varied and traditional MMO quests are all but gone. Players are always encouraged to play together and never are they penalized for helping each other out (seriously, how the fuck has it taken this long to get an MMO where playing together is NOT a penalty!). The non-combat heavy players will also find they can successfully thrive and reach max level simply through crafting and exploration. If you can do it in Guild Wars 2, it probably advances the level track (even resource gathering gives experience!).
Another core area of weakness, which Arena Net keeps holding up, is all the voice acting in personal story quests and dungeons. Instead of traditional MMO quest text boxes, Guild Wars 2 opts for quasi-cut scenes with voice acting (think Mass Effect 1 dialogue). The problem is the character models are nearly 100% emotionless while the voice actor puts passion into the lines. It is terrible.. honestly terrible... and I end up clicking skip the end just to red the blurb that will appear on the map (which again, the map is awesome).
Even with the core weaknesses in combat and the story telling, Guild Wars 2 is certainly a refreshing take in the MMO market. I would highly recommend anyone who is interested in MMOs to check it out. If anything, it is certainly one of the few games worth the $60 box price and there is no subscription so it is a game that players can continue to come back to at their leisure. It also features level-up mechanics to bring lower level characters up to level 80 for the World vs World combat (albeit as a lower level character your stats are lower and options limited).
I expect a good healthy run in Guild Wars 2. Once I reach level 80 down the line I will certainly be spending a good amount of time learning the WvW map, but at this point I think I am going to have to let the "mists" dissipate a bit as it is not fun currently. Hopefully the WvW areas will change to encourage smaller group skirmishes (Arena Net should start by removing the invisible walls at the bottleneck leading out of the portal keep).
Upon logging in the first enhancement is immediately visible: overflow servers. This is the first MMO launch in recent memory where the word "login queue" didn't apply. Instead, extra players are thrown into an instanced server where they can play and progress waiting to join the main server. The downside is that right now overflow servers make playing with friends difficult, but to me its a better solution than NOT playing the game while watching a login queue. Playing will always win the war against NOT playing.
As far as the actual game goes; Guild Wars 2 is a brilliant package. There is a lot to like, from the excellent world/zone maps, "quest" design, and graphics, to the little things such as the collections tab, waypoint system, and emotes. Without spending too much time droning on about the nuances, suffice to say that Guild Wars 2 listened and executed well in regards to improving on many little annoyances of MMOs. Anyone that has experienced MMOs for the past several years will be spoiled by Guild Wars 2's feature list.
However, I can't put Guild Wars 2 on too high of a pedestal as there are some problematic core items that have already started nagging on my brain. First and foremost is the combat which works somewhat well in small scale, but is a complete clusterfuck once more than five people show up. Worst of all, it clearly seems to have been designed to be a clusterfuck in certain situations. In the open World vs World PvP map or large public quests (aka dynamic events), the combat is just unintelligible spam. With spell effect scaling, players will often find themselves subject to invisible attacks and random death.
Guild Wars 2 relies a lot on reflex and action-based combat. This works great and lets players showcase their skills in small-scale combat, but again it does not work, AT ALL, in large scale confrontation. There is literally so many area of affect abilities (and one shot death in PvE) being tossed that the dodge mechanic is completely rendered moot. And the game was designed to bring clusters of players together in small areas to spam the shit out of these abilities. It is very troubling to me that so much effort was put into this action combat to have it result in a complete button mashing affair when it should shine the most. Combat is very difficult to follow because of this.
I want to reiterate that outside of combat, Guild Wars 2 has completely won me over. The features are really that freaking good. Advancement paths are varied and traditional MMO quests are all but gone. Players are always encouraged to play together and never are they penalized for helping each other out (seriously, how the fuck has it taken this long to get an MMO where playing together is NOT a penalty!). The non-combat heavy players will also find they can successfully thrive and reach max level simply through crafting and exploration. If you can do it in Guild Wars 2, it probably advances the level track (even resource gathering gives experience!).
Another core area of weakness, which Arena Net keeps holding up, is all the voice acting in personal story quests and dungeons. Instead of traditional MMO quest text boxes, Guild Wars 2 opts for quasi-cut scenes with voice acting (think Mass Effect 1 dialogue). The problem is the character models are nearly 100% emotionless while the voice actor puts passion into the lines. It is terrible.. honestly terrible... and I end up clicking skip the end just to red the blurb that will appear on the map (which again, the map is awesome).
Even with the core weaknesses in combat and the story telling, Guild Wars 2 is certainly a refreshing take in the MMO market. I would highly recommend anyone who is interested in MMOs to check it out. If anything, it is certainly one of the few games worth the $60 box price and there is no subscription so it is a game that players can continue to come back to at their leisure. It also features level-up mechanics to bring lower level characters up to level 80 for the World vs World combat (albeit as a lower level character your stats are lower and options limited).
I expect a good healthy run in Guild Wars 2. Once I reach level 80 down the line I will certainly be spending a good amount of time learning the WvW map, but at this point I think I am going to have to let the "mists" dissipate a bit as it is not fun currently. Hopefully the WvW areas will change to encourage smaller group skirmishes (Arena Net should start by removing the invisible walls at the bottleneck leading out of the portal keep).
Thursday, June 28, 2012
Sunday, June 03, 2012
Silent on Guild Wars 2
A week doesn't seem to go by without someone buzzing me and asking why I'm so silent on Guild Wars 2. Some have gone as far as to scream in my general direction that "IT IS EVERYTHING WARHAMMER ONLINE WAS SUPPOSED TO BE!!!". To be honest, and to admit this for the first time publicly, I'm still a little butt hurt over Warhammer Online and it's epic shortcomings. I've sworn off caring about big-name MMOs until I get my hands on them and the NDAs have dropped. With that said, I do agree that GW2 is shaping up to be what Warhammer Online should have been, but with so much more going for it.
While I don't believe I ever blindly bought into the hype of Warhammer Online, I am certainly a victim of foolishly believing the game was more finished than it turned out to be. I still maintain to this day that Warhammer Online put all the pieces together for a great MMO, but forgot to add the glue and nails that would keep it all together. Band aids could only hold that sinking ship together for so long (surprisingly it's still not Free 2 Play).
Warhammer's failures put GW2's features into perspective. Simple things such as allowing instant access to end-game PvP zones, PvE content in the PvP zones, and having PvP objectives outside of just killing other players would not mean as much (to me) had it not been for Warhammer Online's complete opposites. Warhammer Online allows me to smile a little bit inside every time I watch or read a new bit of information about GW2.
Another small area of pleasure is looking at GW2's World vs World (WvW), most directly comparable to Realm vs Realm from Warhammer Online. Unlike Warhammer Online; GW2 took an interesting path to get to its WvW system. Instead of distinct races/areas dividing the "teams", GW2 simply pits server against server. Each server has the exact same world, characters, and classes that the other servers have. This instantly strikes a balance and the conflict comes down to numbers and grand strategy to decide the victors. Throw in a bit of match making to re-balance equally skilled servers together and the forumla looks solid.
Matter of fact, GW2 looks solid as a whole (even in it's beta stage). And this is why I am silent. This is why I've stopped clawing to watch every new video or story that is released. I have yet to even pre-order the game. I want as much of GW2 to be fresh to me as possible. Hopefully that will limit the butt hurt this time around on another promising MMO.
While I don't believe I ever blindly bought into the hype of Warhammer Online, I am certainly a victim of foolishly believing the game was more finished than it turned out to be. I still maintain to this day that Warhammer Online put all the pieces together for a great MMO, but forgot to add the glue and nails that would keep it all together. Band aids could only hold that sinking ship together for so long (surprisingly it's still not Free 2 Play).
Warhammer's failures put GW2's features into perspective. Simple things such as allowing instant access to end-game PvP zones, PvE content in the PvP zones, and having PvP objectives outside of just killing other players would not mean as much (to me) had it not been for Warhammer Online's complete opposites. Warhammer Online allows me to smile a little bit inside every time I watch or read a new bit of information about GW2.
Another small area of pleasure is looking at GW2's World vs World (WvW), most directly comparable to Realm vs Realm from Warhammer Online. Unlike Warhammer Online; GW2 took an interesting path to get to its WvW system. Instead of distinct races/areas dividing the "teams", GW2 simply pits server against server. Each server has the exact same world, characters, and classes that the other servers have. This instantly strikes a balance and the conflict comes down to numbers and grand strategy to decide the victors. Throw in a bit of match making to re-balance equally skilled servers together and the forumla looks solid.
Matter of fact, GW2 looks solid as a whole (even in it's beta stage). And this is why I am silent. This is why I've stopped clawing to watch every new video or story that is released. I have yet to even pre-order the game. I want as much of GW2 to be fresh to me as possible. Hopefully that will limit the butt hurt this time around on another promising MMO.
Monday, May 02, 2011
Prettty much nailed it, Guild Wars 2 Top 10
I pretty much agree with all the points in this video about Guild Wars 2. Hopefully the game can live up to at least five of them now.
Sunday, March 27, 2011
Hey Tobold, Did You Forget About Star Wars Galaxies?
Tobold posted a couple weeks ago about the feeling that the crafting system in Guild Wars 2 was added onto what was an already fleshed out adventuring MMOG. This makes it seem like the crafting system is tacked on and was not present in any of the core design discussions for the game.
Tobold also asked:
For all intents and purposes, SWG was designed with the crafting and player economy in mind first and foremost and the adventuring gameplay added later. Combat was not even added to the alpha or beta phases of SWG until near the end and come release (and all the long years since), the adventure gameplay of SWG was terrible.
The funny thing is; SWG got the crafting and economy right! However, with the combat being so terrible and adventuring being nothing more than running across randomly generated terrain until the game spawned something for the player to interact with, SWG fell apart. Eventually the infamous NGE (aka New Game Experience) hit and SWG sits to this day as a pile of "what ifs".
Tobold asks the right question, but may have overlooked one of the prime examples that the market has already churned out. With the SWG example in mind, what we need to really ask is: I wonder what a MMOG would look like if the developers designed the crafting system, trade, and the player economy AND the adventuring system at the same time AND with the same goals in mind.
IMHO, it would probably look like Minecraft with a story mode, but that is a completely separate discussion.
Tobold also asked:
I wonder how a MMORPG would look like if the developers *first* designed the crafting system, trade, and the player economy. And *then* designed the adventuring system around that.I would answer this question very quickly: look at Star Wars: Galaxies (SWG).
For all intents and purposes, SWG was designed with the crafting and player economy in mind first and foremost and the adventuring gameplay added later. Combat was not even added to the alpha or beta phases of SWG until near the end and come release (and all the long years since), the adventure gameplay of SWG was terrible.
The funny thing is; SWG got the crafting and economy right! However, with the combat being so terrible and adventuring being nothing more than running across randomly generated terrain until the game spawned something for the player to interact with, SWG fell apart. Eventually the infamous NGE (aka New Game Experience) hit and SWG sits to this day as a pile of "what ifs".
Tobold asks the right question, but may have overlooked one of the prime examples that the market has already churned out. With the SWG example in mind, what we need to really ask is: I wonder what a MMOG would look like if the developers designed the crafting system, trade, and the player economy AND the adventuring system at the same time AND with the same goals in mind.
IMHO, it would probably look like Minecraft with a story mode, but that is a completely separate discussion.
Thursday, July 29, 2010
Guild Wars 2 level cap will be 80 with no leveling curve
Simple enough:
Our goal with Guild Wars 2 is to flatten out the leveling curve, keeping progression simple and straightforward. We expect everyone to make a reasonable amount of progression with each play session. It shouldn’t take days of playing before you feel like you have made any progress, and you definitely shouldn’t have to kill a bunch of creatures or do a bunch of repetitive tasks just to see what’s over that next hill. We want our progression to keep up with your play style. If you’re a causal gamer who plays for a few hours here and there, why should you feel like it’s going to take you a decade to finish your character? If you’re a hardcore player, why shouldn’t you be able to blast through the game with skill and speed, trying to experience every last bit of content?And there is a pretty chart that explains it even better:
So how did we accomplish our goals, you ask? Good question! First off, we set the level cap for the game at 80, but we made the time between levels rather short. Instead of taking longer and longer to reach each level, it takes about the same time to go through each level. It’s pretty simple; if we expect you to level up every few hours, then why shouldn’t it be that way all through the game?
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.
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, July 22, 2010
Guild Wars 2 Will Fail
There are plenty of examples that sequels do not work in the MMO market. Ultima Online 2 was the original victim of what I like to call the terrible 2s. Asheron's Call 2 shutdown on December 30, 2005 while the original Asheron's Call still thrives to this day. AC2 never matched the original and in my opinion was actually a pretty good game. The list continues with Everquest 2 which never matched the original Everquest and was thoroughly trumped by the monster that is World of Warcraft.
Everquest 2, out of all the 2s, should have been a right to print money. Everquest was the undisupted champion of the early graphical MMOGs and Everquest 2 was the expected front runner of the "next generation". How terribly wrong that general consensus was. World of Warcraft taught everyone that the Everquest "idea" was wrong and that Everquest never was "right".
This all sets a stage where upon the new 2 in the neighberhood, Guild Wars 2 (GW2), is set to fail.
If being a 2 wasn't bad enough for GW2, it is also "a high fantasy world with multiple races" (like my new tagline?). GW2 will have to compete with the Everquest 2 slaying World of Warcraft and it's record-breaking expansions. Star Wars: The Old Republic will also be major competition for GW2 as they are the top two upcoming AAA titles in the MMO market (Star Wars being more fantasy than SciFi by miles). Not to mention the plethora of free 2 play fantasy offerings that are quickly eating into the AAA marketplace. Fantasy is saturated!
There are other concerns as well. GW2 is doing away with the holy trinity by removing the dedicated healer from group play, softening the blow of death by allowing second chances after a characters health is depleted, and moving towards a more action inspired combat system. All of these may be equally positive things, but they are all "different" enough to cause concern in a genre that is averse to change.
Don't get me wrong, I'm not here to doom and gloom all of the upcoming MMOGs. Specific to Guild Wars 2, come back tomorrow for the reasons why Guild Wars 2 will succeed. Honestly, Guild Wars 2 is looking to be the only AAA competition coming any time soon.
Update: 23 July, 2010 - The Guild Wars 2 success post has been posted.
Everquest 2, out of all the 2s, should have been a right to print money. Everquest was the undisupted champion of the early graphical MMOGs and Everquest 2 was the expected front runner of the "next generation". How terribly wrong that general consensus was. World of Warcraft taught everyone that the Everquest "idea" was wrong and that Everquest never was "right".
This all sets a stage where upon the new 2 in the neighberhood, Guild Wars 2 (GW2), is set to fail.
If being a 2 wasn't bad enough for GW2, it is also "a high fantasy world with multiple races" (like my new tagline?). GW2 will have to compete with the Everquest 2 slaying World of Warcraft and it's record-breaking expansions. Star Wars: The Old Republic will also be major competition for GW2 as they are the top two upcoming AAA titles in the MMO market (Star Wars being more fantasy than SciFi by miles). Not to mention the plethora of free 2 play fantasy offerings that are quickly eating into the AAA marketplace. Fantasy is saturated!
There are other concerns as well. GW2 is doing away with the holy trinity by removing the dedicated healer from group play, softening the blow of death by allowing second chances after a characters health is depleted, and moving towards a more action inspired combat system. All of these may be equally positive things, but they are all "different" enough to cause concern in a genre that is averse to change.
Don't get me wrong, I'm not here to doom and gloom all of the upcoming MMOGs. Specific to Guild Wars 2, come back tomorrow for the reasons why Guild Wars 2 will succeed. Honestly, Guild Wars 2 is looking to be the only AAA competition coming any time soon.
Update: 23 July, 2010 - The Guild Wars 2 success post has been posted.
Wednesday, July 14, 2010
Guild Wars 2: Ranger Pictures
PC Gamer has news on the next Guild Wars 2 class, the Ranger. Included are some shinies:
Update: Videos available at the main site as well.
Update: Videos available at the main site as well.
Wednesday, April 28, 2010
Guild Wars 2: Elementalist
The Guild Wars 2 news keeps on rolling. Today we get our first look at the Elementalist class.
The Elementalist channels natural forces of destruction, making fire, air, earth, and water do her bidding. What the Elementalist lacks in physical toughness, she makes up for in her ability to inflict massive damage in a single attack, dropping foes from a distance before they can become a threat. Yet, despite her incredible offensive potential, versatility is what makes the Elementalist truly formidable.This game sounds better with each post.
Tuesday, April 27, 2010
Guild Wars 2 Manifesto
Just a quick post to note that Arena Net has a MASSIVE blog post up about Guild Wars 2. You literally need 30 minutes to read over and savor this thing. Here's a sneak peak:
UPDATE: Arena.net has offered up another screenshot for getting the word out about the GW2 blog!
It’s time to make MMORPGs more socialGo. Read. Now!
MMOs are social games. So why do they sometimes seem to work so hard to punish you for playing with other players? If I’m out hunting and another player walks by, shouldn’t I welcome his help, rather than worrying that he’s going to steal my kills or consume all the mobs I wanted to kill? Or if I want to play with someone, shouldn’t we naturally have the same goals and objectives, rather than discovering that we’re in the same area but working on a different set of quests?
UPDATE: Arena.net has offered up another screenshot for getting the word out about the GW2 blog!
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