Wednesday, February 27, 2013
'Guild Wars 2' interview: ArenaNet on the future of Tyria
Guild Wars 2 has verified nothing brief of a revelation in the hugely-multiplayer online (MMO) game sector, luring scores of newcomers to the genre with its obtainable take on the topic matter.
6 months down the line, the title has sold more than 3 million copies - making it the 1st game of its kind to reach the milestone in this space of time - but developer ArenaNet is refusing to rest of its laurels.
Digital Spy caught up with lead developer Colin Johanson to find out what the world of Tyria has in shops for players in 2013 & beyond.
Like most MMOs, Guild Wars 2 was addled by server difficulties at launch. Is this something you were completely able for?
"In case you look at the MMO launches of the last five or six years, I think that we have had one of the smoothest by far. We definitely were prepared for the fact that we would have difficulties, for the reason that you could never replicate what can take place when millions of people hit your servers at once. As much as you attempt to recreate that in beta, it is never quite the same.
"We had a considerable amount of those that slept up ready for launch so they were able to work very, extremely long hours when we were up & running to ensure that stuff got fixed as speedily as probable. Looking back on it, we had several issues like any individual else who has ever released an MMO, although we addressed them really well, & I was genuinely proud of the team for how speedily they managed to fix stuff."
The game went on to be a phenomenal success from there, with more than 3 million copies sold. How does this figure compare to what you forecast?
"It is well above what we forecasted. I think 'humbled' is the finest word I can give to describe where we are at right now. We're blown away by the fan response and genuinely excited about it. We are told that it is the 1st MMO to get to 3 million copies sold so speedily, so that's genuinely thrilling for us. I think that speaks volumes about where the Guild Wars 2 gold game is at & where we can take it in the future.
"We're just honestly excited to be at that point, however will keep building from here. We're not content to just say, 'We've sold a whole lot of copies, we have done our job'. Instead, we're honestly busting our butts to make the game better & better every month."
How did launch sales compare to those of the original Guild Wars?
"I don't have the exact numbers so I couldn't say for confident, but I would guess that it's quite possibly sold at least three-to-4 times faster than the 1st Guild Wars. As I do not have the figures I can't be certain, yet I can most certainly say it sold a heck of a lot faster than the original, & we are thrilled to see the second game do this much better."
Roughly what percentage of your fanbase are newcomers to the series?
"I can honestly say that we have noticed a ton of new fans. We've observed a considerable amount of those who are just fans of role-playing games and this is the 1st MMO they have played. I think that that's genuinely compelling. I think we have developed a world that people that love RPGs can readily enter into & it takes place to have other players in it who can help them along the way & make it more exciting.
"Plenty of the elements that make MMOs not appealing to fans have been removed from Guild Wars 2. You are never running around in the world and an additional player can run up and kill you or something. We've removed all of those variables, so other players only assist you and make the Guild Wars 2 gold game more fun. That is made the game a lot more compelling & easy for people that love role-playing experiences to enter into."
What has been the biggest challenge since the game has gone live?
"I think the biggest challenge is that we've transitioned from a company launching a game to a company supporting a game, & that means we're going from a production company to a service company, & you operate exceptionally differently when you are providing a service.
"Players are constantly demanding new content and new experiences, and everyone desires to see the game grow and blossom to something evening larger than what it began as. We've plenty of pressure to live up to. There is definitely a sense of having to make the game better every month and adding new content to it, and genuinely growing the world.
"Some of the pressure is self-imposed, although I think that's the biggest challenge - living up to the expectations of what this game can be, not just at launch, yet 6 months, a year, 2 years later, where it feels like it is that much bigger of a world. It launched as one game, but it turned into two or 3 games all living in one world that you can experience. That is our hope down the road."
Click Here:
http://www.wedspace.com/blogs/entry/Guild-Wars-2-ArenaNet-has-its-role-to-play-by-30-percent-reduced
http://janeenburks.edublogs.org/2013/02/24/colin-johanson-talks-future-updates-and-more/
http://www.blog-wow.com/blog/?q=node/35438
http://freelancehood.com/index.php?do=/blog/87000/guild-wars-2-guild-missions/
http://costoflife.ning.com/profiles/blogs/trading-post-previews-coming-february-26th
http://over50lifeins.spruz.com/pt/Trading-Post-Previews-Coming-February-26th-.2-24-2013/blog.htm
http://www.planetamazigh.com/trading-post-previews-coming-february-26th.php
Wednesday, February 20, 2013
Guild Wars 2 :Dropped rate will be adjusted soon in next update!
According to the report of the problem about rewards,some updates should be made for it soon.
As it was mentioned before that there isn't any problem on the list of dropping items,still,many players fed back with the same issue: You might have killed a monster to death (Rare ones) and gained Exp and karma or any others but no spoils of war.
And all these bugs will be improved in next update for sure to make all the Guild Wars 2 gold players gain their spoils of war;it was said that any rare monster (elite monsters) will drop at least 1 Blue item as killing rewards and also all the copper ring blames will get higher dropping rate than normal mosters'.
Notice: All players might not gain the spoils of war as they don't match the needs (however,it's the only case),and also,copper ring blames is going to have high dropping rate than normal monsters',it doesn't mean 100% drops.More details will come out soon,please focus on us!
Sunday, February 17, 2013
Guild Wars 2 - Dungeons: Robert Hrouda on upcoming changes
No more Rez Rushes! Teamwork above all else! To the point could be summed up as Robert Hroudas new post about the changes to the dungeon mechanics. The innovations introduced by the update has already been briefly discussed in an interview with ArenaNet developers - now says the Dungeon Master Builder how the future with the revival behaves:
The changes to the dungeons will be introduced at various stages that go on for several months.
Phase 1: Removal of the "Rez-Rushing": rather than immediately after the death porten a milestone, only to again participate in the fight may have to wait now until the whole group either died or withdrawn completely from the fight has. Of course, you can always be revived by party members in combat.
Phase 2: The extensive changes to the bosses and enemies will be made and the rewards for the players to be checked.
All the dungeons are now fail if there's what screwed it gambles hardly any more. Best example is Ascalon, you can run almost anywhere, but you can also fight their way, all in all a fairly simple dungeon, which may go with 2 or 3 chars lvl35 ziehmlich disgusting in the length.
Even there people prefer to take with LV80 chars, are even some who leaven the Grp when 2 lowlvl at it. Clear all be screwed down to 35, but the real difference between NEM and NEM lvl35 lvl80 gibts screwed down to lv35 ... I'd say, it's the knowledge that you get when you were often there.
But the twilight garden in my opinion but hoch10 a frustration factor. The worm / tendrils Boss plus the flower is some exaggeration, as you can dodge as you want, where you can really play perfectly perfect dodge with perfect caution drangehen, but one dies, ABOUT MY OPINION can be there no matter how good you are , can not get through without dying ... and then with Randoms in there is, but almost pointless because you dalässt more gold as it takes to get out. What must not be forgotten here, that's for what lvl? Believe 45 or 55 .. Superior I call all dungeons ... not if you just set a bunch of enemies with only a excessive power in any area that has to claim did nothing more to do ... money has to be right, I have to say with 5 people also have the chance to get through without dying, normal mobs, okay if I make errors such as: Never swerve, then I must be punished clear cause and bosses who may be exaggerated as I'm calm ... but this Bissell as degrees in almost every dungeon is going, sometimes even net and there's proof that I'm right:
FZ and Ascalon create the light dungeons, both are well attended and also with Randoms really loose. Aloles other disgusting what is with Randoms will also visit ... and you hardly know I'm right about that, no matter what you write now. Clear with guild everything better, but it is mandatory in every Guild Wars 2 gold game, which you can also moor with Randoms everything. And therein must start Anet net, thus prevent stupid Rezrushen, that is secondary, first come grpsuchfunktion for dungeons, then a reasonably controlled dungeons, which also corresponds with lvlbereich, a lvl 80 words should not matter then be whether 4 lowlvl there are as long as they have reached the potentially lvl (no is not on players, but on the severity of the dungeons) and the circuit can prevent rez rushes.
And yes is a Heulthread because for me is usually more pain as pleasure at or in the dungeon, so come with me UNFORTUNATELY only max 1 char in the grp that has no lvl 80th.
Thursday, February 14, 2013
Guild Wars 2: A new PvP map
Guild Wars 2 continues its merry way and prepares the next update with a new card program against Players Players surprisingly hybrid.
As you know, Guild Wars 2 features several game types: adventure against the normal environment (PvE), control of territory during World vs. World, and several cards against Players Players (essentially capture points strategic).
A new map, the observatory spirits, is located in Norn territory and offers three capture points, as usual. "But you can also pick up a climb Orb and bring it to one of these three areas to score extra points. If you carry to an area that control your team, you earn more.
A mixture of original genre enough then, but in fact, it will be the Guild Wars 2 gold players to see if it works correctly. In the meantime, so watch a video presentation of the card!
Friday, February 1, 2013
Guild Wars 2 in 2013: Arenanet reveal WvW particular abilities, living stories
Guild Wars 2's game director, Colin Johanson, is an incredibly glad bunny. "Factors are excellent right now," he says, laughing. "We are having fun."
The reason factors are remarkable? Guild Wars two is a success: intrinsically, commercially and now, qualitatively.
The game's reached 3 million sales: a important & crucial milestone. As importantly, players are nonetheless playing & enjoying the gw2 gold game. Player concurrency numbers, the degree of people playing the game at any one time, have actually been primarily rising for the past 5 weeks. & now, speaking from ArenaNet's offices in Bellevue, near Seattle, Colin's outlining the plans the team have for the game in 2013. That includes: new skill-sets for players in Guild Wars 2's World vs World, ambitious plans to tell a year lengthy story, and help for players to enter Guild Wars 2's unstructured, then again liberating end-game.
What is more: the objective for now, Colin explains, isn't necessarily captivating new players. It is about looking after the players they already have.
First, a brief lesson in MMO-economics. Every MMO developer lives & breathes their concurrency curve. In the lifecycle of an MMO, you tend to see an early spike, where fresh faced players log in for the 1st time. That spike inevitably drops following launch: to a concurrency base. What takes place next determines the future of the game. "For games that are not doing well, that core base over time slowly drops. A whole lot of them respond by going zero cost-to-play, which causes them to spike back up & hit a brand new concurrency base."
There are a few games that have managed to grow their concurrency base in the period following launch. World of Warcraft. Eve Online. And now Guild Wars 2.
"We hit our flat concurrency numbers back in November, and we have constantly grown every single week for the past five weeks," says Colin. "Our core concurrency base that we hit back in November was really thrilling - nevertheless to see that number going up is often, genuinely exciting. especially since a whole lot of the pieces that will make the game more thrilling are coming in January, February and March."
The biggest & most ambitious of those pieces is their commitment to a brand new form of storytelling. Over the subsequent 12 months, Guild Wars 2 will usually drop new episodes of story content all through the game world.
The very first beats of those episodes were deployed in the recent Flame and Frost update, with refugees fleeing the Shiverpeak mountains, arriving in Hoelbrak plus the Black Citadel. Colin will not say what is brewing; but he will say how it will brew.
The plan is to create a number of arcs, with content appearing in dungeons and the open world. ArenaNet will generate new sections to explore & new events inside existing sectors. Some of those events will be permanently obtainable to players. Others will disappear from the game as they are completed. "If you do not see it in that period of time, you are not going to experience it," says Colin. "They might play out in dungeons, they may play out in the open world, it's really a matter where each storyline best fits."
It will feel, says Colin, "practically like a pen & paper RPG, where you are on this lengthy adventure," yet playing out in a persistent MMO world.
The aim: to keep players logging in, week in, week out. Or day in, day out.
But there's a roadbump in that process: Guild Wars 2's endgame.
1 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 have stopped levelling. There is a lot to do: PvP, more questing, crafting, & aiming for 100% completion. But Johanson acknowledges that it is poorly signposted - that players struggle to comprehend what they could, or ought to, be doing. That is altering.
"1 of the factors we attempted to do in Guild Wars 2 is make it a game where you can play the game the way you need to play it," explains Colin. "We've left it extremely open ended. For the explorer types that is something that is particularly up their alley. For players who want more guidance or direction - who want to be shown: these are your solutions, now pick 1 - I don't think the procedure we have does a awesome work of showing them what to do within our game. That's absolutely one of the things we plan to address this year."
The endgame focus highlights the kind of nuts & bolts background improvements MMOs need to remain competitive. There is tech work going on, too. Following oversubscribed preceding events, in which player numbers battered the Guild Wars 2 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 sustain frame & response rates - will be applied to the open world, prioritising creatures that are attacking you over other players. "Right now, we are at the point where you could see giant battles with 50 to 100 men and women or so. We'd like to get to the point where you could see hundreds of individuals on display."
And with the culling tech comes a reason to fight in World vs World, Guild Wars 2's ambitious open world competition. At the moment, players who want to fight in PvP landscapes do it for insignificant bonuses to health & crafting. There's no private reason to fight. That's a issue that Arenanet intend to address.
"There demands to be more powerful incentives for folks to play world versus world," says Colin. There are 2 methods in the works. The 1st is a private progression system that will unlock new abilities for Guild Wars 2 gold players the more they play World versus World. Those abilities, says Colin, "make your character more beneficial, yet they do not make your character fundamentally more potent. They won't grow your strength or harm output. They just make you more functional."
The 2nd reason: Arenanet need to enhance the server rewards for fighting beyond a weekly win scenario. It will take the form of a new process "that supplies reasons for your world to be fighting at any given time, instead of across the week," explains Colin. "You may be on day six, & you're losing the week, yet we've got to give a reason for you to hold the region, even for an hour."
Guild Wars two success is heartwarming. It's an MMO without a subscription fee; and without an associated gratis-to-play gouging. Its success indicates it can get better; and if it gets better, it could get more prosperous. The Guild Wars 2 team aren't chasing growth for growth's sake; their first priority is to keep their existing players pleased.
"Our focus is: how do we make it so the core group of players have the greatest achievable experience they can. If we continue to deliver on that, that core group will be more excited, they'll play more normally, & perhaps some of those that took a break will come back."
That sounds like an invitation.
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