QFT: Martin KersteinMay 9, 2011 at 11:09 pm | Posted in Guild Wars 2, mmorpg | 6 Comments
Tags: Guild Wars 2, MMO, mmorpg
I quote things from interviews and the like and then put the QFT abbreviation in the post title! Okay that is enough preamble.
Okay lets start off with the obvious. Martin said at a meet and greet in Germany that a new profession will be revealed this month. It was reported in this thread at Guild Wars 2 Guru, commencing about 14 pages of a thread I wish I had never read.
In any case it has been confirmed in an interview and on those forums.
Will it be the mesmer, or the 8th unknown profession? Who can say. I suspect it will be whichever is done, though from a marketing perspective I’m sure the 8th unknown profession would have to be the last.
On the other hand Arenanet isn’t known for being too predictable and with several months to go before we even get a release date, the hype surrounding a new profession may not add up to much in the long run.
To the interviews!
Wartower.de has this video, but I’ll be quoting from the transcript found by clicking the interactive transcript button. It’s subtitled, but you have to click the cc.
Am I the only person that doesn’t have a problem with the targeting aura? The interviewer even calls them gaudy, but I have to disagree.
the reason for them being the way they are is the combat having a higher pace and being more dynamic and fluent than in Guild Wars 1. For that you need a visual target making.
Just watching the demo videos I found the silhouettes useful. I wouldn’t be against other options however.
We haven’t seen much of the character creator. Wartower wants to know just how extensive it is.
Something comparable to AION will definitely not be possible in our game. That said, it will be possible to make one’s character a bit burlier, a little more chubby, or more slender.
Personally I’m a fan of a wide ranging character creator. Warhammer seemed too limited to me, and I’ve seen the craziness of Aion. I’m hoping it ends up somewhere in the middle.
Many of these dungeons are made to have several branches and paths how to play them, so they have high replayability. If you enter the dungeon and do not go down the exact same part you did before, it is very likely you will see something new. Because of that, the player is able to constantly discover something new in the dungeons.
This is the part about dungeons I’m most interested in seeing. You don’t often get dungeons that play differently. It’s often the same experience over and over again. The only variations turn out to be difficulty, but often the game play is the exact same. This doesn’t sound like that kind of dungeon at all.
here is an asuran labarotary dungeon which is really great.
I’m sure we’re all thinking “Oola’s Lab”.
So how about chat and messaging.
It will definitely more convenient than it was in Guild Wars 1. RIGHT NOW, I have to point out, while testing the game we have a messaging system as well as the possibility to create chat channels.
Some of the most addictive games I’ve ever played allowed the ability to create your own chat channel and had free and easy use of messaging. I hope they keep this in there, it would be a vast difference from the often too restricting Guild Wars chat system.
I’ve recently mentioned the confusion around restrictions on changing servers in Guild Wars 2 and how easy it will be easy to do so. Wattower is also curious.
The plan is to make switching servers as painless as possible, so they can play with their friends while not unbalacing the entire World vs. World PvP system. We are still working on the details.
I’m sure it will just end up being some debuff on rewards, or perhaps not being able to WvWvW at all for 24 hours. Since PvP seems to be the main focus of the restrictions, the restrictions would have to be kept limited to PvP.
Personally I’m dying for more information on the guild system, and in all honesty I have ideas about what I’d do with a guild system, but the following is all Martin would say.
I can give, is that we have a whole team concerning itself with the guild functions and all the other social interactive functions. What I have seen so far, is really great and in my opinion outmatches everything else ever seen concerning guild systems in MMOs.
Martin seems like a pretty cool guy, level headed and all, but lets take this with a grain of salt until we see some actual information. Those are some pretty big claims, I wonder just how extensive we’re talking.
So how about that PvP?
All servers will permanently engage in world vs world. There are always three servers paired up against each other for a specific time frame, up to two weeks. It is designed so that there are four maps, one home zone for each server and a central, huge map. The goal is to conquer fortresses and acquire resources; you can also cut your enemies’ supply lines. Depending on how good you are [assuming this means your server], you will unlock bonuses for your entire server. Examples: All players gain x percent more XP for a time, or the drop rate is increased by x percent. Success in World-PvP will unlock bonuses for every player on your server, regardless if he participated or not.
In the short term this is great. Active servers constantly in a 3 way fight for world rewards. There are a few issues however.
What if one server has a low population while the other two have high populations, or some other population problem? In the long term, surely some servers will have less people and be at a disadvantage. Managing to keep populations even, not to mention balancing the number of servers so that it is always a multiple of 3 seems like a bit of a high wire act.
Plus, I hope the rewards are more interesting than XP. Nothing worse in my mind in the original Guild Wars than receiving xp scrolls as a reward when you’ve been max level for 5 years. An increased drop rate sounds okay I suppose.
Martin goes further in detail.
It is comparable to the old system of Dark Age of Camelot. It is granulated in a finer way. A sort of thermometer. There is a minimum and a maximum amount of points to reach. Depending on that scale you unlock rewards. Additionally there is a server ranking, which means that servers that win a lot will be matched versus other good servers. In the end this can be compared with our current guild ladder.
Once again DAoC is referenced by Arenanet. I’d love to know just how conscious they were of mimicing DAoC during the initial stages.
Being able to reach levels of success to unlock rewards is interesting, I suppose this means that each server has the potential to reap some kind of reward, perhaps even the same level of reward as the other servers at the end of the week?
A ladder for servers is cool I suppose, but I’m not the epeen measuring type.
This following sentence kind of confused me.
We are focusing on two kinds of PvP: 5v5 and World-PvP. There won’t be other sorts.
I think he’s just trying to say there is World PvP and Competitive PvP, because we’ve definitely heard multiple times about PvP games that are larger than 5v5 and aren’t World PvP.
We keep hearing this, I’m glad they keep repeating it.
You will also be able to craft items that are just as good as the best drops in the game.
Not a lot of games allow this. I’m hoping this stays true.
Tap Repeatedly gets an interview about mostly voice acting.
In this quote, Mr. Stein is discussing how voice acting can immerse someone in a specific dynamic event.
Say you’re travelling a road between two towns, when a guard approaches you in a frenzy. He emphatically tells you that the estate he’s guarding is under attack, and that the family–including a small child–is in danger. You storm the property and cut through waves of pirates. Meanwhile, you hear the owners down below cowering in fear. But you’ve arrived a few moments too late. You overhear the kidnapping take place, and the pirates whisk the little girl to their hideout for ransom. If you’re quick about it you can even watch them make the journey. An event chain like this is extensively voiced, so everything from battle chatter to context-relevant dialogue is triggered at key moments to make you feel like you’re in the middle of a tense situation.
Sounds like something out of an RPG, not an MMO.
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