The Big Beta Barrage, Part 1- Traits

February 23, 2012

If you haven’t been living under a rock for the past week, all the news has been centered around the GW2PCB event. Dozens and dozens of videos, articles, anecdotes, and analyses later, there is still a huge amount of information being revealed to us daily. I don’t know if it’s even possible to cover all of it in one place shy of simply linking to most of it, but GuildMag ¬†and GuildWars2Guru already have that covered. I wasn’t in the beta myself, so all that I can comment on is content that has been published by others, but honestly, that’s what I do anyway, so that shouldn’t be a problem. Over the course of the next few days/weeks I will try to cover the news that really stood out to me aside from the obvious. Of course, today (the 22nd) ANet officially put up the registration for regular people to get into the beta events in the future, but aside from excitement, there isn’t actually much else to say. Good luck! Anyway, as indicated by the title, this post is going to be about the revamped trait system.

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GW2 Wubstep

February 16, 2012

World vs World vs World. WvWvW. WvW. WuvWuv. We have many names for it, but today we finally have some concrete information. Having read that fantastic blog post early this morning, I have to say that I was truly filled with hope about this PvP mode. Typically I have found large-scale PvP to be something that always sounded cool in concept and almost always ended up in tears and Zerg. Is that inevitable? Is large-scale PvP just a dream that in the end will always come down to Zerg-fests? Can players coordinate large-scale tactics, and what’s more, is there any incentive to? Can server imbalance break PvP in half? Do the developers even care? These are all very important questions to be asking when developing a system meant for large-scale combat. The infrastructure and design decisions laid down in the infancy of a feature can have wide-ranging and powerful consequences.

Now, I’m no fortune-teller, but having played a lot of games and having spent a lot of time analyzing the systems that lead to success and failure, I can say that I feel that ANet is doing all the right things in their designs. Before getting into the systems of GW2, I’m going to spend a little time talking about other experiences I have had and why they didn’t work out well. I’ll start mostly be talking about my last experience with large-scale PvP: Aion.

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