Wednesday, February 20, 2013
Guild Wars 2 in 2013: Arenanet reveal WvW precise abilities, living stories
One challenge every high-end player faces as they reach Guild Wars 2's level cap is "what now." What do I do to occupy my time now I've stopped levelling. There's a lot to do: PvP, more questing, crafting, and aiming for 100% completion. However Johanson acknowledges that it's poorly signposted - that players struggle to comprehend what they could, or must, be doing. That is changing.
"One of the items we tried to do in Guild Wars two is make it a game where you could play the game the way you want to play it," explains Colin. "We've left it especially open ended. For the explorer varieties that is something that is especially up their alley. For Guild Wars 2 gold players who need more guidance or direction - who need to be shown: these are your solutions, now pick one - I don't think the system we have does a great employment of showing them what to do within our game. That is definitely 1 of the things we plan to address this year."
The endgame focus highlights the kind of nuts and bolts background improvements MMOs need to stay competitive. There is tech work going on, too. Following oversubscribed preceding events, in which player numbers battered the Guild Wars two servers, the team are working on technology that need to improve crowded scenes. Culling tech developed for Guild Wars 2's World vs World - that allows the game to intelligently remove players from your view to maintain frame and response rates - will be applied to the open world, prioritising creatures that are attacking you over other players. "Right now, we're at the point where you could see giant battles with 50 to 100 folks or so. We'd like to get to the point where you can see hundreds of people on display."
And with the culling tech comes a reason to fight in World vs World, Guild Wars 2's ambitious open world competition. Right now, players who need to fight in PvP landscapes do it for small bonuses to wellness and crafting. There's no individual reason to fight. That's a difficulty that Arenanet intend to address.
"There demands to be stronger incentives for people to play world versus world," says Colin. There are two systems in the works. The very first is a individual progression strategy that will unlock new abilities for GW2 gold players the more they play World versus World. Those skill-sets, says Colin, "make your character more beneficial, even so they don't make your character fundamentally more powerful. They won't improve your strength or damage output. They just make you more functional."
The 2nd reason: Arenanet need to boost the server rewards for fighting beyond a weekly win scenario. It will take the form of a new system "that supplies factors for your world to be fighting at any given time, rather than across the week," explains Colin. "You may be on day 6, & you are losing the week, but we need to give a reason for you to hold the region, even for an hour."
Guild Wars 2 success is heartwarming. It is an MMO without a subscription fee; and without an associated zero cost-to-play gouging. Its success indicates it can get better; & if it gets better, it may get more effective. The Guild Wars 2 team are not chasing growth for growth's sake; their first priority is to keep their existing players happy.
"Our focus is: how do we make it so the core group of players have the greatest feasible experience they can. If we continue to strengthen on that, that core group will be more excited, they'll play more mainly, & perhaps much of those that took a break will come back."
That sounds like an invitation.
Read More:
http://gw2goldnet.techmaza.in/2013/02/20/renown-hearts-are-insurance-against-broken-quests/
http://www.articlepattern.com/article.php?id=84338
http://www.gruks.info/article.php?id=69172
http://janegregson.mywapblog.com/what-would-be-your-opinion-on-doing-the.xhtml
http://janegregson.mywapblog.com/does-gw-still-work-for-you.xhtml
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