QFT: Eastern EuropeansMay 5, 2011 at 8:12 pm | Posted in Guild Wars 2, mmorpg | 12 Comments
Tags: Guild Wars 2, MMO, mmorpg
Within the past couple of days a few interviews have popped up with various details about Guild Wars 2. I tend to trawl through these types of interviews, quote the interesting parts and put them in QFT posts. Just so you know.
Lets start with the Czechs.
One of the main things we’ve yet to learn about is guild mechanics. I’ve been hoping for much more intricate and detailed possibilities than we saw in the original Guild wars.
CZ: Will there be guild capes in Guild Wars 2 to distinguish players amongst different guilds, or are you planning something else like using guild emblem on equipment (e.g. on shield)?
Eric: We’re doing something different than what we did in Guild Wars, but we aren’t quite at the point where we can talk about it.
Of course not. At least they’re doing something different. I can not tell you how simplistic and irritatingly without option the guild system in Guild Wars is.
There is no mail in Guild Wars, but I think you’d be a bloody fool to build a game today without a mail system. We’ve known they’ve had one for a while, but this detail either got by me or is new.
you won’t have to go to a mailbox to send or receive mail.
Such an interesting development. I’m not sure I’m on board with it. Having travel obstacles like a centralized location for mail or auction houses brings people together. It seems to me like you should want people to gather at hubs, for npcs, merchants, and mail. It’s social isn’t it? That’s what MMOs are about. I’ll have to wait to learn more of course.
I tout this little fact all the time here on the blog, I still find it innovative and interesting.
I can confirm the features we’ve already talked about, such as being able to list “buy orders” in addition to “sell orders.”
There has been quite a bit of debate about how skills will work underwater.
we change up how our fire and electric skills (and all other skills for that matter) work so that they fit underwater both thematically and in terms of game mechanics.
All other skills. I guess that doesn’t sound much like a specific bar for underwater combat, but more like they actually go through each and every skill adjusting it for water combat. A lot of work. Then again maybe I’m reading too much into it.
Like I was saying above, traveling and being funneled into the same area as others seems like an integral part of MMOs. Waypoints and Asura gates are certainly convenient, but on some level I feel like they deter exploration. I know it goes both ways, someone might feel more inclined to explore something they passed by if they have a convenient way of getting back there. Still, the following quote disappoints me.
there will be no other methods of long distance travel such as mounts, ships,
Another deterrent. Mind you my main argument for including mounts in Guild Wars 2 is that they’re more akin to pets than a travel bonus. For me anyway.
We’ve known for a while that the day/night cycle will have some impact on when certain events take place, but this seems new.
In many places in the world, the basic spawns will also change depending on whether it is day or night. Some events also take weather into account—a few of them actually allow players to alter the weather depending on how the event chain progresses.
Plans for my diabolical weather machine can now proceed. Entirely different spawns based on night or day sounds great.
And now for the Hungarians.
Last week I did a QFT on some German sites, where it was mentioned there would be 4 maps. This goes a little deeper into detail.
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.
Very simple yet very clever design encouraging people to fight and yet having a relatively safe area to retreat to and I’m guessing, much easier to defend than the central map. Likely with choke points to get in and out of the home maps. Would love to see the design. I’ve been meaning to write a post comparing Alliance Battles in Factions to World vs World vs World in Guild Wars 2 for about 8 months now but have never really gotten around to it. The comparisons seem obvious.
The RTS elements have been talked about before, here is another example.
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.
It would be interesting to see some tower defense elements. I wonder if that’s in there.
Another detail about The Marketplace, Guild Wars 2’s auction house.
The Marketplace will be global, drawing data from all servers.
That is also a very interesting choice. I have to wonder why it’s global and not based on server, certainly more interesting economic situations would develop in a small scale environment.
Been a while since they’ve mentioned being able to switch servers.
The main reason we are breaking our players into different worlds (or servers) is that we like the community that having a smaller pool of players that you see more often provides. Therefore we will need to place some restrictions on how often a player can switch servers.
Being able to play with friends on other servers and not divided up by choices in faction. Insert Tigerfeet comment here.
With that I am done with QFT for today.
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