Slashdot Mirror


Guild Wars 2 Release Date Announced

New submitter Woldry writes "After five years in development, Guild Wars 2 has been given a launch date: August 28, 2012. ArenaNet's aim is to provide 'a living, breathing online world that challenges convention, that's designed for fun instead of grind.' There's a beta weekend planned for July 20-22 for those who have pre-purchased the game (and for those who have gotten legitimate beta keys in advance)." Rock, Paper, Shotgun has a good write-up of some hands-on time during one of the earlier beta weekends, saying, 'Time after time, Guild Wars 2 impressed me with just how carefully no, how smartly everything has been thought out. Those things that annoy us in other games are simply banished here.'

36 of 128 comments (clear)

  1. WOOOOO! by samazon · · Score: 4, Interesting

    Unlike WoW, when this game sucks my boyfriend in, I'll actually be there playing with him. :D

    --
    I have the hiccups.
    1. Re:WOOOOO! by samazon · · Score: 4, Funny

      LOL the irony here is that the crafting (and cooking) is my favorite part of gw2 so far.

      --
      I have the hiccups.
    2. Re:WOOOOO! by Kalendraf · · Score: 3, Interesting

      This is the first game I've ever played where I've actually enjoyed the resource gathering and crafting. The resource gathering also encourages exploration.

    3. Re:WOOOOO! by Baloroth · · Score: 4, Interesting

      GW2 doesn't have a monthly subscription model, so they don't need a time sink system as much as WoW did. That means they can actually make the crafting fun, rather than just laborious.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
  2. Really? by Anonymous Coward · · Score: 5, Funny

    "Those things that annoy us in other games are simply banished here."

    There are no other people?

    1. Re:Really? by Anonymous Coward · · Score: 3, Interesting

      not so you'd notice.

      by that i don't mean the servers are empty, quite the opposite, but the game is huge and more importantly, what others are doing has no negative impact (imo) on what you're doing.

      if you want, they're quite easily just NPC's which add to the world immersion.

    2. Re:Really? by stiggle · · Score: 4, Interesting

      Thats one of the things I liked about the original GuildWars - I could fill my party up with NPC and not have to deal with other people if I wanted to be anti-social. At other times I could get all my friends along too (before they left for LOTRO)

    3. Re:Really? by Nemyst · · Score: 4, Interesting

      I know you were going for a funny mod, but while they didn't actually remove everyone, they made them at least much less painful. You can mute chat and just about ignore everyone if you so desire, but even then they're more helpful than harmful. There's basically no way for an idiot to troll or block you from progressing. Anything they do at the very least helps them, in almost all cases also helps you.

      It's a brilliant system and one which removes much of the pain out of MMOs.

    4. Re:Really? by TheLink · · Score: 2

      I quite like the first Guild Wars (GW1) and I'm not sure I'd like GW2 (based on what I see of the game). I really do like the GW1 game mechanics - primary+secondary classes, lots of different very interesting skills. And with the 7 heroes in a team thing, it allows you to try lots of strange team builds - so in PvE you're not playing one player, but playing a "team". So unless I can do that in GW2, to me GW2 will be more similar to WoW and WoWlike games than GW1.

      I believe a lot of people who like WoW will also like GW2. Those who temporarily left WoW to try Warhammer Online should probably try GW2. Same for the SWTOR players (unless they are real Star Wars fans).

      --
    5. Re:Really? by Creepy · · Score: 4, Interesting

      They had to drop the secondary classes because it was too hard to play balance. In fact, now your weapon dictates your first 5 skills (out of, eventually, 10) and the skills on the weapons have to be unlocked first. This was, IMO, the only grind in the game though - I'd go back to a noob area, kill 40 weak monsters (10 for each skill on the weapon), and then return to harder areas. I did unlock quite a few weapons (and shields and offhands) - my goal for the betas was more to fiddle with play styles, classes, races, etc and see what I liked best, so I went more "broad than long" (highest level I attained in 3 betas was 22/80, and I played a LOT - probably would be 50 if I stuck to a single character).

      That said, I like combat in GW2 MUCH better than WoW and its wall of skills you never use. Elementalists don't really become fun until about level 12, however, but then are really fun, especially with a fully unlocked staff or wand/offhand and three skills (haven't gotten slots 4 or elite unlocked yet), or even daggers. They do look like they are wearing trashy bridal dresses, though (some people say hooker, but no hooker I've ever seen dressed like that - and yes, I used to see lots of hookers in one shitty neighborhood I lived in - I also was a working musician paying about $197/mo in rent). I had a blast playing an Engineer in the stress test yesterday and I didn't think I would like that class at all (level 1-9 with no deaths or fight for life was a first for me in any of the betas). Mesmer I still love, but it was last added and worst balanced, so haven't played much since the first beta. Created and deleted a ranger because pet AI was dumb and wanted to try other classes - rangers were favored by my guild yesterday and seem to be well liked now. Guardian was broken by a major change in the last beta, but wasn't too bad from L1-L5 (I deleted a bunch of characters since I only have 5 slots and wanted to try all 8 classes). Warrior can hit really hard, though I've played that least (level 3 - this is my TODO for beta 3), leaving that up to a guildie that loves warrior. Thief... well, I loved leveling from 1-7, but 8-12 was really hard, as neither pistols nor daggers seemed to cut it. My Engineer was dual pistol and rifle swap and that seemed ok yesterday, though. Necromancer was fun, but I decided at level 5 to save that one to focus on after release, though I may play him some more next beta.

    6. Re:Really? by TheLink · · Score: 2

      My point was in GW1 you can play the _whole_ party. As far as I know in WoW or GW2 you can't - you just control one character (with the exception of pets).

      In many popular GW1 PvE team builds you don't have someone in front taking the hits.You could have minions in front taking the hits, or pets, or spirits. In PvP anyone could be taking hits - there's no taunt mechanic. Just because you could have tank+healer+DPS doesn't mean it's closer to WoW otherwise TF2 would be closer to WoW too.

      And there are very powerful skills like protective spirit ( damage limited to 10%), spirit bond, shield of absorption. Which makes the way you survive/kill enemies/players very different compared to most other MMOs. With such skills you could unload high DPS on a player for an entire match and the target will not die, even if it's only one or two keeping the target alive. Whereas for the other games if you unload high enough DPS for long enough, the target will die unless you have many coordinated healers.

      With the way things work in WoW, you can have RvR. But with GW1 even if it wasn't instanced, I doubt you could have RvR unless you overhaul the skills and classes.

      And GW1 is also instanced for everything. The way you play with other people is different - you can't wander around and randomly help someone and then wander off and help someone else.

      So to me GW1 is more different from WoW than GW2.

      --
  3. WoW - Mists Of Pandaria release date by yodleboy · · Score: 2

    What do you want to bet the long awaited release date for WoW: Mists Of Pandaria is announced in the next week? Wouldn't be surprised if it ends up being pretty close to the GW2 date.

  4. Fun and polished game by Necroman · · Score: 4, Informative

    I started seeing excitement about this late 2011, as Guild Wars 2 started to do its road show, demoing it at various conferences. There was a lot of hype behind GW2, but when they did their first Beta Weekend Event, it really blew me away.

    ArenaNet was smart and didn't show the game off to people (in beta form) until they felt it was really ready to show to the public. Their beta wasn't a place to test it while it was still alpha quality. Their beta events were there for people to experience the game, stress the servers, and test some of the more detailed mechanics that needed work.

    Even in the beta events, it's a well polished game with very few rough edges. All the classes feel unique, and have a lot of different play styles available to them (depending on how you equip/spec your character). It's really hard to describe a large MMO in just a few words (as there is so much content), but it is really worth giving it a try if you like MMOs.

    The biggest selling point that I've been using with friends is how they split up PvP. In the PvE (player vs environment/enemies), there is no fighting other players (pvp, player vs player). When I run around the PvE world, it is really one of the first games where I will help out random people. They did a great job to guide you into helping others. It really helps build a feeling of community within the PvE adventure.

    For PvP, it's all in an instanced area. So you never fight against people in the PvE world. They have 2 PvP modes. One is a battleground style PvP (much like they have in World of Warcraft with battlegrounds). These are quite fun. But then they have a persistant PvP zone (a massive zone at that), where 3 servers fight against each other for control of the areas. For people that played DAoC (dark age of Camelot), it feels much like the RvR in that.

    The story and lore of the universe is quite fun (I started reading up on GW1 lore, it's a pretty decent fantasy story). But it doesn't get too much in the way for people that don't want to take part in it.

    --
    Its not what it is, its something else.
    1. Re:Fun and polished game by samazon · · Score: 3, Interesting
      I agree with all of the above except... the biggest selling point for me was the free-to-play.

      I was/am in the Secret World's closed beta (NDA was just lifted this week :D) and had waited for the game for months, practically peed on myself when I got into CB, and really enjoy the game. But I only JUST this week actually ordered the game, while I ordered GW2 before playing it at all (played the last beta weekend, found it more than a little enjoyable) - and it was because I'm happy to pay $60 to get a game that I might play for 10 hours (I suspect GW2 will surpass Civ by the end of the year in hours played, and I've got a little over 300 into that) but I'm less likely to BUY a game and also pay another $15 a month for access (as with TSW) even if it's a game I KNOW I enjoy and have waited for. Maybe that's a little silly, but the monthly fee (which, granted, is only equivalent to an hour in my paycheck) is still a sticking point, less because of the payment and more because it's yet another thing to worry/think/check my bank account over.

      --
      I have the hiccups.
    2. Re:Fun and polished game by Rilian · · Score: 2

      I've had preorders of both Guild Wars 2 and Secret World, and have just cancelled the TSW order and will be buying more family copies of Guild Wars.

      The world, story and especially fantastic writing for NPCs seem to put TSW ahead, but the gameplay mechanics are so frustrating that I had no enthusiasm for logging on any more. It would work well as a single-player RPG but the game mechanics and monthly fee limit its appeal in its current form.

    3. Re:Fun and polished game by jabelli · · Score: 2

      Instances are limited to some dungeons, personal story, and overflow. "Overflow" means that when there are too many people in the area, instead of making everyone else that wants to go there on that server sit in a queue watching a timer, a new copy of the zone is spawned, they're put in the overflow, and can move to the "real" zone as space is available, or just stay in the overflow.

  5. shadow boxing didn't annoy them? by Shivetya · · Score: 2

    Perhaps my biggest annoyance with the game so far is combat. In so much as your attacks will execute, animations and all, even when your not in range of your target. This leads to it looking like shadow boxing.

    Shadow boxing is that old nemesis of immersion, it is when your and your opponents moves do not synch up. When neither seems to respond to the other. WOW for all its faults does not suffer this.

    Another combat issue is their world and event bosses then to be zerg fests. Its fun once or twice but after awhile your buried under rendered effects without any real organization. I am sure groups will eventually organize for these but with the come one come all its not bound to be anything but the zerg fest.

    The abilities system where each weapon provides different abilities will lose its luster once the players settle on whats best and there is always a whats best is such flexible games.

    So a very pretty world with a great new take on cut scenes art and distance drawing. The voice acted dialog is very stiff and cheesy for the most part, again the actors don't seem to be talking to each other - they instead are talking to a fixed point in the distance. Gee, just like combat.

    I haven't found an open world with this ease of traveling that looked fun to just explore since Asheron's Call.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:shadow boxing didn't annoy them? by RivenAleem · · Score: 5, Informative

      Shadow boxing is that old nemesis of immersion, it is when your and your opponents moves do not synch up. When neither seems to respond to the other. WOW for all its faults does not suffer this.

      I'm sorry, but WHAT?

      The amount of times I've fought a dragon, or Ragnaros, in WoW and been hitting some piece of space between a circle drawn on the gound and the polygons of the creature I'm fighting are too numerous to count. How often have you heard "The boss has a huge hitbox" in WoW?

      Have a look at This Youtube video I made and you can see the 2 most annoying things I ever faced in the game. 1) My character being INSIDE the boss and 2) My character hitting the boss from a distance greater than the length of my weapons.

      WoW doesn't have shadowboxing? Don't make me laugh.

    2. Re:shadow boxing didn't annoy them? by Terrasque · · Score: 3, Informative

      Yep, it's much better in the real world, where you can only swing a sword or shoot a gun if it will hit a target.

      The fact that your char will still do the attack (but if nothing is in range do no damage) even with out of range target or no targets.... That's actually lovely. And helps making the game harder, in fact. When you got 15 second cooldown on your only slow spell, and miss with it because you were too far away just then.. And mobs can kill you in 5-10 seconds...

      Also, it lets you do and react to things without targeting first. That can buy you some valuable time :) Like a warrior ability that takes 0.5 seconds to "get going", but rape everything in front of you.. When the mob comes running, start it just before he's in range. Then he'll arrive just in time to feel the pain :D

      And to the weapons.. Most weapons have a specific goal. For warrior..

      2handers:
      Greatsword = Mobility, multiple targets
      Hammer = Control, single target
      Rifle = Single target ranged
      Longbow = AOE ranged

      1handers:
      Sword = Bleed, counter/interrupt
      Mace = Stun, counter/interrupt
      Shield = Block, stun
      Warhorn = Buffs/Debuffs
      Axe = AOE, vulnerability

      Which one of these is the One True Weapon? Depends a lot on what you're going to do, and your personal play style, if you ask me.

      --
      It's The Golden Rule: "He who has the gold makes the rules."
  6. Re:Those things that annoy us in other games are s by Kalendraf · · Score: 3, Informative

    You should try it before judging.

    From a game design stand-point, a mana system is fundamentally a way to prevent players from activating too many skills too quickly...which is the same thing that cooldown timers do. However, cooldown timers don't force players to channel funds into a gold sink like mana potions, or waste inventory slots to carry them. Having played many games with mana pools, I find the cooldown system in GW2 to be vastly superior.

    Obviously, those players that really enjoy buying, carrying and quaffing mana potions may disagree.

  7. Re:Those things that annoy us in other games are s by realityimpaired · · Score: 2

    I stopped reading after he mentioned that there was no concept of a Mana pool for spells, just cooldown timers. I was actually looking forward to this game, but not any more.

    Why? I played casters in most MMO's since the original Everquest, and the mana pool was simply another form of cooldown timer. You needed to manage your casting rate, your regen rate, your meditation (when it was a factor), etc. against the size of your mana pool. The only thing that a mana pool actually allows that this wouldn't is the quick burn and I'd be surprised if they didn't put some kind of special ability or skill that would allow that, too.

  8. Good primer for Guild Wars 2 by michal · · Score: 4, Informative

    If you want read good primer on Guild Wars 2, I would recommend checking this page: http://www.mmo-champion.com/threads/1058358-Guild-Wars-2-Mass-info-for-the-uninitiated-READ-ME!

    1. Re:Good primer for Guild Wars 2 by Gavin+Scott · · Score: 2

      Unfortunately, playing GW1 will tell you almost nothing about GW2.

      GW1 was a very unique game, designed before WoW basically defined what the standard MMOG interface was going to look like, and it works very differently compared to most other games, and especially when compared to GW2 which is much closer to WoW (in good ways rather than just copying stuff as most other games have done in the last ten years).

      GW1 was an annoying, frustrating game for many people who tried it over the years, so I would NOT recommend it for someone who now is thinking they might be interested in GW2, because GW2 is almost totally different in every way.

      Not even just for picking up the lore.

      G.

  9. Re:Well, Damn. by Kalendraf · · Score: 3, Informative

    A 4-year-old gaming rig should be able to handle it, but maybe not on the highest graphical settings. It plays pretty well on my 5-year-old laptop with the graphics set on low to medium.

  10. Re:Those things that annoy us in other games are s by Kalendraf · · Score: 3, Interesting

    If you activate skills the moment they cooldown, you will fail hard in this game. If anything, the cooldown system in GW2 actually requires more resource management to know when to best activate skills. Of all the RPGs I've played, I think GW2's skill system might be one of the easier ones to begin learning, but one of the hardest to master. In other words, it manages to appeal to both casual and hardcore gamers, which is no small feat.

    Also, each class plays distinctly differently. Abilities and play styles are very different between them. The fact each one has a heal skill doesn't alter this. Most heal skills have long cool downs, so you need to really stay alert and use them when you need them the most.

    As for the original GW's skill system, GW2's version is significantly different. You can still respec your character in GW2, but there are some costs to do certain kinds of changes.

  11. Re:Those things that annoy us in other games are s by SuricouRaven · · Score: 2

    It also renders fireball-spam a less viable strategy, forcing players to really think strategically about their spell choices and combinations.

  12. Re:Endgame by michal · · Score: 3, Interesting

    Endgame starts at level 1. You are scaled down to whatever content level you are doing so it is always challenging. Unlike other mmo's where people rushing to end level to start playing, gw2 level 1-80 content is not designed as a filler.

  13. Re:Endgame by Tarkhein · · Score: 2

    They do still need to fine-tune that code though as I sometimes found I was fighting mobs several levels higher than my effective level even though my real level was much higher than the mobs.

    They really don't. Most enemies are at or higher than your effective level and it's supposed to be like that. This becomes an issue when you are soloing and can't kill them fast enough before respawning becomes an issue. But if you want to solo, you really need to pick a damage class instead of a support class. That said, what they need to do is prevent enemies from 'crossing' their intended zone.

    Downscaled to level 5, I faced a level 7 veteran which is possible, with some difficulty. Retreating to get more ground and give time to recharge skills, I crossed a region boundary, downscaling me to level 3, and the veteran one-shotted me when it caught up. To add insult to injury, the enemy was a pig.

  14. SWTOR spoiled me rotten by rodrigoandrade · · Score: 2

    Does GW2 have 100% spoken dialogs?

    Ever since I played SWTOR, I no longer care for a story that's presented in text form (like most current MMOs and computer RPGs from the 80s/90s. Between countless hours of Mass Effect 3 (when my wifi didn't wanna play nice) and SWTOR, no matter how good the story is, I just don't care if it isn't 100% spoken dialog (hello, Dragon Age).

    If I want to read a great story, I'll grab a book. I own over 20 dead-tree books that I man to start reading eventually (not to mention over 100 e-books), and my eyes can definitely use some time away from the PC screen after a full workday.

    So, unless an MMO wants to become the next Korean fetching grindfest (hello, Tera Online) my next MMO will need to have spoken dialog to draw me in. Sorry, SWTOR may have been a lame WoW clone after all is said and done, but it pushed the envelope in MMO storytelling, a new bechmark by which all future MMOs will be measured.

    1. Re:SWTOR spoiled me rotten by McDee · · Score: 2

      Does GW2 have 100% spoken dialogs?

      Nope, although in general there is a lot less speaking going on as you don't need the lengthy exposition to understand what's going on. You *see* what's happening, and so it all flows a lot more naturally than the "Here's my problem: go solve it for me by picking up 10 items/killing 10 creatures" that most MMORPGs provide.

      Oh, and if you managed to reach end-game in SWTOR then GW2 will be a revelation. Big world Vs. world battles with 100+ players on-screen and no noticeable lag during the last beta event. If PvP is your thing, especially large-scale PvP, then GW2 is definitely worth a look.

    2. Re:SWTOR spoiled me rotten by Gaygirlie · · Score: 3, Informative

      Does GW2 have 100% spoken dialogs?

      No. The usual NPC chatter is mostly text-only, but all the story-mode chatter on the other hand is fully voiced. Ergo, you probably wouldn't be entirely satisfied, if you really are as picky about it as you claim. I hope this answers your question to your satisfaction.

    3. Re:SWTOR spoiled me rotten by Shados · · Score: 4, Informative

      GW2's story telling is far better, with choices during your story quest that actually change the quest in a meaningful way (so 2 people of the same class/race who made the same choices during character creation, can still end up with a different main quest).

      As for the dialogue? GW2 has about the same percentage of REAL spoken dialog as SWTOR did. SWTOR just "cheated", and reused a ton of lines, and used alien dialog for the rest. That ended up being pretty annoying after the 15th time in a row you hear "The jedi way is to serve!" and "Dying wasn't in my agenda for today!" (the further in the game you got, the worse it got). In GW2 that stuff is text based. Still, the majority of the story driven content is spoken dialog, in about the same ratio.

  15. Re:Those things that annoy us in other games are s by Creepy · · Score: 2

    You also have the serious problem of, say, one ele causing constant AoE knockdown (aka knocklock) and another doing constant AoE damage. Without a timer, the first ele can dedicate their mana to just doing AoE knockdowns and counting for casting time. The only fix for this would be to increase casting time to be greater than knockdown time, and then you get 2 or 3 people working together over Vent or TS (or Skype or whatever) doing the exact same thing and just counting out loud and knowing the order. This is ruinous for PvP and breaks PvE. So the enemy player takes and anti-knockdown skill? Well gee, Meteor took 1 skill on the bar, so the rest of the bar can be dedicated to spiking that one player down. And I'm talking about a single tactic - there are hundreds more.

    Guild Wars 1 realized that and added a cooldown timer in addition to mana; Guild Wars 2 did away with the mana as superfluous.

  16. Re:Those things that annoy us in other games are s by BinarySolo · · Score: 4, Interesting

    Elementalists do not have a weapon swap, due to their attunement mechanic. 4 attunements with 5 skills apiece = 20 skills, compared to standard classes who just have a weapon swap with 5 skills apiece for 10 skills. If eles also had a weapon swap, they'd have 40 weapon skills which would be obviously overpowered.

  17. Re:Those things that annoy us in other games are s by BinarySolo · · Score: 4, Interesting

    The difference in GW2 is that there are very few spells that just do pure damage. Most have secondary and sometimes very powerful effects attached to them, which means you will want to use them wisely and not just "as soon as your cooldown timer clears".

    For example, one spell may have a blind effect which causes your enemy's next attack to miss. Another may have a knockdown effect. Another might launch you forward while leaving a trail of fire in your wake. Hopefully it's obvious how this forces smart use of skills and not just whack-a-mole whatever's off cooldown.

    As a side note, I find mana to be a very bad resource system (large pool, slow/cumbersome to regenerate) and it seems to have stuck around only because it's "traditional". It is essentially unlimited in the short-term, and has a hard limit in the long-term, which means that in the heat of battle, you might as well not have a resource unless you are engaged in very long fights. And if you do run out of mana, it's a very unfun mechanic since there's basically nothing you can do except sit there and reflect on your character's poor life decisions that led to this point.

    Energy (small pool, fast-regenerating resource) seems like a much more interesting resource for forcing resource management, as it forces smart, controlled skill usage and heavily prohibits button mashing. However, a purely cooldown based system like GW2 basically creates the same thing.

  18. Re:Open beta? by qwe4rty · · Score: 3, Informative

    Almost true. There is a difference between pre-order (Amazon) and pre-purchase (buy.guildwars2.com). If you pre-purchase the game up front (money is paid), you can play in the next Beta Weekend Event. If you pre-order the game from a retailer like Amazon (who doesn't charge you until the game ships), then you will not have access to the BWE.