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News & Features Discussion  » [Interview] Guild Wars 2: What March’s WvW Patch Will Bring

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80 posts found
  Damarusofkt

Advanced Member

Joined: 12/10/07
Posts: 71

2/28/13 9:57:46 AM#21
Good riddance, culling

Leader of Knights Templar
GW2 IGN: Damarus
knights-templar.com

  QSatu

Apprentice Member

Joined: 10/14/06
Posts: 1765

2/28/13 9:59:14 AM#22
Originally posted by IPolygon
That's how they want to add progression to WvW? By adding more skills/passives? Oo. Removing culling would fix a lot of issues found in WvW (and PvE), so that would be huge, but imo they need to add more maps and other things to battle progression to keep players invested in WvW after TESO arrives.

Are you expecting to see Cyrodil region remake every few months to satisfy this "we need new maps to keep us interested"?

  Grunim

Advanced Member

Joined: 12/01/10
Posts: 82

2/28/13 10:06:36 AM#23

I'm curious to know if with enough WvW XP someone could potentially purchase multiple or all WvW abilities.   I hope that this means they are adding a WvW ability slot not too dissimilar to your ability to swap between utility skills as needed.

If each character can only specialize in one area of WvW, I do hope that your other characters can specialize in WvW in different ways from each other.   However, ideally I hope it's possible that a single character can swap out among different WvW specializations.

  wischnei

Novice Member

Joined: 3/26/11
Posts: 2

2/28/13 10:31:03 AM#24
Here's my two cents:

These are good changes. However, culling should have been a bigger priority for anet much earlier. I understand that they are trying to release new content and that, given their payment option, probably lack the resources other power house studios have, but it seemed kind of...game break-y to a lot of people. Secondly, passive buffs and titles are great, unless only those on other servers can see your new ego-boosting nomenclature. If my move up from invader can't be seen by my server and/or guild it feels like a hollow victory. WvW is about the only thing I do anymore and that's only because I enjoy the guild and server I'm with. It, like many areas, does seem
To have reached a bit of a plateau. Very excited to see anet addressing the issues, but I just hope they continue it at a more rapid pace to get the game up to what it could be, and what I think many thought I should have been closer to, if not at, release. And before I get called on being a hater, I want GW2 to succeed. GW1 was my first PC gaming love and I feel like I've been duped into dating its much hotter, though far less interesting, sister.


  cinos

Apprentice Member

Joined: 8/22/05
Posts: 975

2/28/13 10:41:38 AM#25

What a lot here don't understand is that getting rid of culling has been an absolutely mammoth task. It has taken this long because it really was a difficult job which required them rewriting most of how their engine handled resources. It's been a top priority for them since day 1.

The fact that as of the March patch they are finally turning it off is just brilliant work on their part and also means that they can finally devote all those staff to adding more content to the game.

This will also trickle through to regular PvE. No more will you see people fighting invisible enemies. :D

Stoked for this patch now.

  mklinic

Novice Member

Joined: 7/29/05
Posts: 1421

2/28/13 11:12:12 AM#26
Originally posted by remyburke
Lateral progression doesnt even make sense as a term. One csn not got forward while going sideways.

Just searching on the defnition: "A movement or development toward a destination or a more advanced state, esp. gradually or in stages."

Looking at it that way, "lateral progression" makes sense as an expansion of the game without just increasing the ceiling. Alternately, increasing a level cap would be a typical vertical progression. I've more often considered EvE to be a good example of lateral progression as the content added is not generally gated by level (though sometimes there are skill requirements).

Though (back to GW2), if you are working to unlock bonuses in a defined series, that sounds sort of like vertical progression without calling them levels. That said, I haven't hit WvW much thus far so others may be more informed and able to expand or argue that point a bit better.

Really, we all may ave different ways to say Potato, but in the end, it's cool to see a B2P game continue development at (what I consider) a reasonable pace and seems like many are excited about this patch. :)

-mklinic

"There's a point I think we're missing.
It's in the air we raise our fists in."
-from Behind Closed Doors by Rise Against

  crysent

Novice Member

Joined: 6/01/05
Posts: 842

2/28/13 12:05:41 PM#27
I'm glad to see PvP getting some love, but I was really hopeing for some more fluff and a new map. In my opinion anet has focused too much on spvp, wvw has really been the best aspect of gw2 and really should b focus
  Kaneth

Elite Member

Joined: 8/19/07
Posts: 1542

2/28/13 12:12:36 PM#28
Originally posted by remyburke
Lateral progression doesnt even make sense as a term. One csn not got forward while going sideways.

Horizontal (aka lateral) progression has been a discussion point for many years. People are wanting to further advance their characters without having to raise the ceiling of power. Vertical progression leads to a whole slew of problems, as seen in games like WoW. You can't just have a rampant increases of power without having tremendous side effects.

I think many might remember this picture

from this article http://gamerant.com/world-warcraft-wisdom-exponent-stats-sherm-121191/

The basic premise was that at some point, the damage numbers are going to become an issue in WoW, and that they will either have to represent 30,000,000 damage as like 30 Mega Damage, or perform a "squish" of everything in the game to bring numbers back to a reasonable level.

The 85-89 bg bracket in WoW is also a good example of Vertical progression run amokk. A level 85 might have around 27k health, where a level 88 will have over 100k health, basically locking people out of the bracket at lower levels.

ANet is wanting to allow people to progress and be more efficient without creating wide gaps of power within the game. Having the ability to carry 30 supply instead of 10, for example, would be a tremendous asset while sieging keeps in WvW, you would essentially triple your ability to build siege equipment per character. Your character itself isn't more powerful, but they can perform their usual roles better. I can completely understand why they would start slow with this type of system, because it's easier to fix smaller steps as you go vs. mucking things up terribly for weeks to months whilst attempting to fix whatever you might break doing a complete overhaul.

Considering the game is B2P, without any required items in the cash shop, the level of support for the game from ANet is on par, if not better, than many Sub games I have played. I am very much looking forward to the patch.

  Shadanwolf

Apprentice Member

Joined: 6/13/10
Posts: 1867

2/28/13 12:40:40 PM#29
I didn't expect improvement to the intrinsicly flawed WvW system that makes the WvW contest(it's certainly not a war) more like a basket ball game (who can score the most points over a two week 24/7 non stop repetative frenzie)....and my expectations were met.
  someforumguy

Advanced Member

Joined: 1/25/07
Posts: 3477

2/28/13 12:44:53 PM#30
Hopefully this will remove culling from cities like Lions Arch too. I hated that during the events.
  IPolygon

Apprentice Member

Joined: 11/20/11
Posts: 699

2/28/13 12:50:24 PM#31
Originally posted by QSatu
Originally posted by IPolygon
That's how they want to add progression to WvW? By adding more skills/passives? Oo. Removing culling would fix a lot of issues found in WvW (and PvE), so that would be huge, but imo they need to add more maps and other things to battle progression to keep players invested in WvW after TESO arrives.

Are you expecting to see Cyrodil region remake every few months to satisfy this "we need new maps to keep us interested"?

 

I don't want a remake of something every x months, but WvW to be of similar size as the pve world. There are 26 maps for pve, why do we have only 4 (3 of them are identical) maps for WvW which a) excludes 95% of the playerbase from large scale pvp and b) prevents WvW of having any form of progression beyond a single map.

I want my actions to have an impact on the battlefield in a way I can remember it and be proud of it. The current system doesn't allow it, but keeps almost all things near a reset-ready state. There is nothing more to WvW than flipping objectives. I want persistence and battlefield progression in large scale battles. These are the things that keep me going. No gaining or losing a tier will ever accomplish that.

It doesn't have to be 26 maps for WvW warfare, but the existing maps should be connected in order to enable a campaign style gameplay and give meaning to your achievements. I want to push the frontline deep into enemy territory. Right now I cannot do that, because there is no frontline and no way to establish one.
  skorner64

Apprentice Member

Joined: 3/15/12
Posts: 47

2/28/13 12:50:40 PM#32
Hmm doesn't change the underlieing mechanics, or make taking and controlling keeps more meaningful for your clan or server. So this doesn't sound like the patch I was hoping for. A title for enemies to see and some passives against npc's and seige weapons doesn't  add what I was looking for, hope those playing have fun though.
  moosecatlol

Apprentice Member

Joined: 8/25/10
Posts: 1169

2/28/13 1:36:19 PM#33
My response to 1:00 in. "Roughly equal in power."
  SidQFT

Novice Member

Joined: 1/15/13
Posts: 60

Playing: nothing

2/28/13 1:45:13 PM#34
Originally posted by dynamicipftw
Originally posted by BillMurphy
Originally posted by dynamicipftw
Progression means getting stronger. More damage against NPCs and siege weapons are NOT progression. 

This is lateral progression.  It may not mean stronger, but it certainly means performing the basic duties of WvW better, which is kind of the point.

I was expecting interesting PvP-specific skills that force you to make difficult decisions, instead we get some boring minor passives that are irrelevant in PvP.

 

I don't understand why people are happy with this.

this.

  raapnaap

Hard Core Member

Joined: 12/08/05
Posts: 308

2/28/13 1:57:55 PM#35

So half a year after launch, all WvW has received is a few bug fixes, a game mechanic removed, and you'll be able to grind WvW experience in it. Nothing else?

 

"We got plans." - Just be honest and say you're incapable and not interested in supporting a WvW/PvP community. Don't you have some dungeon loot tables to redesign for the 7th time?

 
  observer

Elite Member

Joined: 2/17/05
Posts: 2093

First came pride, then envy.

2/28/13 2:31:33 PM#36

Some of you will never realize how hard it is to get code working properly, especially on a huge gaming project such as GW2, with multiple people and teams.  The culling fixes will be the result of this.  Let's take swtor for example.. They still never fixed ilum's world pvp, due to the limitations of their modified hero engine, which was the cause of the problem.  I'm guessing they needed to re-code their entire rendering system (someone with more knowledge about 3d game engines correct me), which in reality would take months or even years, especially if your department isn't top priority. The fact that Habib said culling is fixed is pretty amazing, considering it's only been around 7 months since launch.

As to progression in GW2, that's another topic of it's own.  In short, progression can mean various aspects of guild, or character, development, whether it be titles, items, gear, weapons, attributes, etc.  The problem is trying to satisfy everyone on which aspects of progression the team wants to focus on.

  Kaneth

Elite Member

Joined: 8/19/07
Posts: 1542

2/28/13 2:32:12 PM#37
Originally posted by SidQFT
Originally posted by dynamicipftw
Originally posted by BillMurphy
Originally posted by dynamicipftw
Progression means getting stronger. More damage against NPCs and siege weapons are NOT progression. 

This is lateral progression.  It may not mean stronger, but it certainly means performing the basic duties of WvW better, which is kind of the point.

I was expecting interesting PvP-specific skills that force you to make difficult decisions, instead we get some boring minor passives that are irrelevant in PvP.

 

I don't understand why people are happy with this.

this.

Why would you expect them to make giant sweeping changes out the gate? If history has shown us anything, making broad changes in a short amount of time create more problems than fix. So they add some passive new effects now, and it works well, the next thing they may add is a round of active skills for use in the WvW environment, and see how those work out.

Frankly, it doesn't matter what they do or when they do it, because there will be someone pissing and moaning about it.

  Betrayd

Novice Member

Joined: 5/01/12
Posts: 4

2/28/13 2:45:15 PM#38
looking forwards to culling being removed from the game at long last
  hehenep

Hard Core Member

Joined: 7/03/04
Posts: 210

2/28/13 3:18:27 PM#39
So basically they're doing their best to make WvW into something more and more like DAoC's RvR?
  Ungetuem

Novice Member

Joined: 2/16/13
Posts: 5

2/28/13 3:34:14 PM#40
Meh...nothing that will get me back playin it...
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