We Have The PvP TechnologyAugust 18, 2011 at 10:30 pm | Posted in Guild Wars 2, mmorpg | 14 Comments
Tags: Guild Wars 2, MMO, mmorpg
Obviously I covered a bunch of things in my Prep post from a few days ago but there are a few things I want to talk about.
Like this image of the PvP lobby menu.
You can a lot just from this image. You’ve got match size, naming your own match, filtering based on preference, I’m assuming adjustable time limits otherwise why note them, adjustable scores perhaps, a note about map rotation. Don’t quote me on some of these but it seems like some of this stuff is highly changeable.
Being able to choose teams you’ve played with before ensures familiarity and the chance to get rivalries and a good group of friends going. It builds a community, or at the very least, gives you somewhere you like to go so you can play with people you know.
Couple that with player run tournaments as they mention in the overview, and now we’re cooking with fire. The way they mention player run tournaments to me sounds like they’re planning on having infrastructure perhaps? It could be as simple as hosting your own matches but it would be excellent to have in game help with this.
We also get to see the finishing move, a final blow to send someone in the downed state back to spawn, but I wasn’t particularly impressed. I like that it’s there, and I like the finality of it, but the animation seems to be just your character rising up and then stomping on the downed player. A curb stomp some might call it. I was hoping for something a little more Mortal Kombat but it’ll do.
One of the best things in my eyes are the audio cues to what is going on. They got effing Duke Nukem himself to voice things like “Clocktower Captured!” to let you know who has what, or give tips to newbies to the map.
Let’s take a closer look at Kyhlo specifically. Here’s the overhead map.
I am at a loss as to where to start.
The trebuchet mechanic looks amazing. In 5vs5 I can’t imagine it being too useful to stay on those for very long but in larger games I can imagine some people staying back solely to use the trebuchet over and over again.
Also, buildings blow up go boom!
I liked that the layout of the areas didn’t just seem like, “here is an open field to fight on, go nuts”. It is a complex map with line of sight issues, choke points, obstacles, and multiple avenues of traffic. In one video I saw a team using stealth to advance on their enemies, while others ran straight into battle, and still others stayed behind to man the trebuchet.
The environments also look just as pretty as anywhere else in the game with attention to detail and beauty. The structures are distinctive, with thought given to visual markers and a sense of direction.
Overall Guild Wars 2 PvP looks to be a vast improvement over not just Guild Wars but all MMO combat. I have never seen PvP in an MMO look this promising or this fluid. When Arenanet spoke about some of their inspiration coming from FPS games they weren’t kidding. It’s like they ripped the inner guts out of one and in their mad scientist lair reconstructed their bionic vision. We can rebuild Guild Wars. We can make it stronger. We have the technology.
There are a few other things to check out. The BoK blog post has a run down of pro tips for each profession that can be pretty interesting and gives you an idea of what they can do in battle. The overviewoverview isn’t a long read and should just be read in general if you’re into PvP. If you’re still with me, they even posted a Making Of blog post about the BoK showcasing all the people that put work into the map.
Here is a higher quality PvP video than the one I posted yesterday, even if the player runs around a little too much.
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