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Guild Wars 2

Guild Wars 2 

General Discussion  » new innovation ... GW2 worlds don't need to be "persistent" anymore!

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54 posts found
  Naqaj

Apprentice Member

Joined: 7/24/09
Posts: 1681

4/04/14 6:46:34 AM#41
Originally posted by Karteli

Sounds like just a fancy way of saying server merge, without actually saying that.

[...]

I would have just perferred a merge though, for this or any game really.  Or mandatory free transfers prior to server closure.  I like knowing that the people I game with will always be in the same game world as me.  WoW's cross realm zone maps killed immersion for me, as example.

Merging complete worlds wouldn't have solved the problem though. That adresses problems with population, but what's needed in GW2 is a solution for a problem of distribution.

There may not be enough people to fill a map in mid-level range for each world, but there are enough for the high level maps. Merging would only exacerbate the overflow problem for those. On top of that, the structure of servers/worlds for GW2 is different than for example WoWs. It is not 1 server = 1 world. World maps are relatively freely distributed across the available server hardware. The seperation into worlds is entirely artificial, to provide a basic structure for players.  In a way, you can't merge what wasn't seperated to begin with.

  drbaltazar

Apprentice Member

Joined: 3/28/07
Posts: 7941

4/04/14 7:26:32 AM#42
I dont agree!gw2 idea here is a great one but on another point i agree with some poster here ,this is being done for the wrong reason (namelly insane linearity )but as final fantasy has shown can be worked around . i met max level player in starter area on ff14 .the main issue game maker face is two fold on one front some want to have the solo experience and yet the same person want pretty much a laid back chat room to farmville their newpug friend .on another you have guy like me that love open world and love pvp !wow tackled thaf beautyfully in wow .some map were pvp some werent.my recommendation to game dev .keep this map pvp but with a twist randomise thing a bit ,so sometime a map will be pvp for 6 hour at other time it wont be pvp .no warning no nothing.pvp lover will get their fix and pve lover will get their fix
  drbaltazar

Apprentice Member

Joined: 3/28/07
Posts: 7941

4/04/14 7:27:27 AM#43
Nil
  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2590

4/04/14 7:34:09 AM#44
Originally posted by drbaltazar
I dont agree!gw2 idea here is a great one but on another point i agree with some poster here ,this is being done for the wrong reason (namelly insane linearity )but as final fantasy has shown can be worked around . i met max level player in starter area on ff14 .the main issue game maker face is two fold on one front some want to have the solo experience and yet the same person want pretty much a laid back chat room to farmville their newpug friend .on another you have guy like me that love open world and love pvp !wow tackled thaf beautyfully in wow .some map were pvp some werent.my recommendation to game dev .keep this map pvp but with a twist randomise thing a bit ,so sometime a map will be pvp for 6 hour at other time it wont be pvp .no warning no nothing.pvp lover will get their fix and pve lover will get their fix

I'm not entirely (or even somewhat) certain of what you are saying but meeting max level characters in starting areas of GW2 is quite normal (champ trains and world bosses).

In fact GW2 map is pretty non linear.

Wayfarer foothills (1-15) connects to Frostgorge Sound (70-80).

Plains of Ashford (1-15) connects to Blazeridge Steppes (40-50).

Fields of Ruin (30-40) is connected via Asura gate to Divinity's Reach (human capital).

Dredgehaunt cliffs (40-50) can be directly accessed from Hoelbrak (norn capital).

You can reach Gendarran fields (25-40) from Queensdale (1-17).

Even going from Queensdale (1-17) to Kessex Hills (15-25) can be quite annoying for an inexperienced player since there are 2 ways to cross (Town of Claypool and godslost swamp) and if you cross in the town of claypool you reach a level 23 area.

 

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

  Volkon

Novice Member

Joined: 9/14/10
Posts: 3813

Facts do not require fiction for balance.

4/04/14 8:36:15 AM#45
Originally posted by nariusseldon
Originally posted by Kaneth
Originally posted by nariusseldon
Originally posted by Kaneth

 

Honestly, I'd rather have this than dead servers. My biggest concern though is for things like the World Boss Train on Isle of Janthir which is run nightly. Players who regularly run this might now run into difficulty getting into the "right map" to run with the WBT. Sure, the WBT players could make a mega guild and rep during WBT, but that's not a good solution for people in small guilds that need to build influence.

I am sure you can group up, and then all will be dumped into the same map.

Sure, but groups are 5. I am hoping that Squads will be counted as groups. Then at least we can join into a squad of a commander and go nuts.

I bet they have thought of that .. didn't they mention that guildies are likely to be dump into the same world?

Yes, the code will try to keep people from the same server and guilds together as opposed to the current overflow system which is more mix and match. When a large server like JQ or BG spawns an "overflow" under the new system that map will be the targeted place for that server, but small servers may find themselves there as well depending on the situation.

 

It's enhancing the overflows to keep servers and guild more together than it currently does. 

Oderint, dum metuant.

  Mardukk

Spotlight Poster

Joined: 2/05/11
Posts: 1387

4/04/14 8:47:15 AM#46
Originally posted by eldaris

Too bad, I didn't like the megaserver idea in TESO and GW2 version seems more of the same - no more long term communities , all replaced by "single-serving friends".

 

This. Why am I not suprised Anet decided to do this. The game is ok for what it is, but their idea of what an mmo or virtual world should be is very different from my idea.
  Naqaj

Apprentice Member

Joined: 7/24/09
Posts: 1681

4/04/14 9:14:45 AM#47
Originally posted by Mardukk
Originally posted by eldaris

Too bad, I didn't like the megaserver idea in TESO and GW2 version seems more of the same - no more long term communities , all replaced by "single-serving friends".

 

This. Why am I not suprised Anet decided to do this. The game is ok for what it is, but their idea of what an mmo or virtual world should be is very different from my idea.

I really don't understand where all this community-breaker panic comes from. On highly-populated maps, the megaserver will rarely come into effect at all, as a single world can fill one map all by themselves, and now they may actually get a second copy to meet on instead of being distributed over 5 overflows. On the less populated maps, you'll still play with everyone else from your world, except now there are more other players too. 

The new server makes communities play together more often, not less. What is it these people aren't getting?

  cybertrucker

Spotlight Poster

Joined: 1/08/07
Posts: 1126

Freeloading mooches are the scourge of the gaming community.

4/09/14 6:34:49 PM#48
I approve of this technology.  That is all that matters.
  ThomasN7

Apprentice Member

Joined: 3/17/07
Posts: 6654

"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus

4/09/14 6:45:23 PM#49
The original Guild Wars worked great. Apparently ArenaNet decided to fix something that wasn't broken. Now it seems they have found themselves in a big mess.
  eyelolled

Advanced Member

Joined: 5/13/10
Posts: 3086

I am more than some of my parts

4/09/14 6:53:05 PM#50

I really don't think this is big news.  People already gathered on busier servers for stuff. Anet now is just doing it automatically which should imply it being a more effective mechanic as well. 

 

Now, if they introduced the ability to drive one of those charr vehicles, THAT would be news.

All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.

  FlyByKnight

Novice Member

Joined: 12/31/12
Posts: 495

4/09/14 6:57:32 PM#51
[mod edit]

Everyone is going to get grouped with the server they picked if the population allows it.  In the situations when you'd barely see any players (Orr), it will pull player resources together while using server, friends, guilds, and other variables to make you as comfortable as possible while giving low population maps and instances needed life.

 

 

 

 

  FrodoFragins

Hard Core Member

Joined: 4/29/10
Posts: 2767

4/09/14 6:58:31 PM#52
Originally posted by nariusseldon

https://www.guildwars2.com/en/news/introducing-the-megaserver-system/

Essentially there is no more persistent world with the same set of players any more. Worlds are created dynamically, and players are matched into the most appropriate one based on a number of factors.

This sounds a bit like the shared-world seamless matching tech used in Destiny.

I guess the devs of GW2 don't think being persistent is that big of a deal, and found an interesting way to match players together.

I wonder if they can put in some controls for the users (obviously later) from "I don't want to see anyone" to "only match me with some english speaking players if I cannot handle the dynamic event".

 

If it's phasing, I feel like it's too late unless they make it retroactive so you can experience the world changes you missed.

 

 

  Karteli

Apprentice Member

Joined: 7/09/12
Posts: 2704

4/09/14 6:58:59 PM#53
Originally posted by Naqaj
Originally posted by Karteli

Sounds like just a fancy way of saying server merge, without actually saying that.

[...]

I would have just perferred a merge though, for this or any game really.  Or mandatory free transfers prior to server closure.  I like knowing that the people I game with will always be in the same game world as me.  WoW's cross realm zone maps killed immersion for me, as example.

Merging complete worlds wouldn't have solved the problem though. That adresses problems with population, but what's needed in GW2 is a solution for a problem of distribution.

There may not be enough people to fill a map in mid-level range for each world, but there are enough for the high level maps. Merging would only exacerbate the overflow problem for those. On top of that, the structure of servers/worlds for GW2 is different than for example WoWs. It is not 1 server = 1 world. World maps are relatively freely distributed across the available server hardware. The seperation into worlds is entirely artificial, to provide a basic structure for players.  In a way, you can't merge what wasn't seperated to begin with.

No need to a massive merger, but at least one to get the high level areas feeling populated.  The lower zones can still be sparse, as with WoW lower zones before their cross-realm outside zones.  Sparse lower zones isn't so bad, as long as the public quests are adjusted.

 

I guess WoW had a leg up there though, since PVP could happen in lower level zones, which would attract high levels to defend, then opposing high levels to offend.  So there was a reason to return.  GW2 doesn't have those features :(

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  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2590

4/10/14 3:41:06 AM#54
Originally posted by Karteli
 

I guess WoW had a leg up there though, since PVP could happen in lower level zones, which would attract high levels to defend, then opposing high levels to offend.  So there was a reason to return.  GW2 doesn't have those features :(

GW2 has World bosses that attract hordes and hordes of high level players to lower zones.

 

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

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