Wednesday, April 18, 2012

Full Translation of Buffed Interview

I was too busy to translate the entire article I found a few days ago, but by now someone on Guru did the work (Source for proper attribution: http://www.guildwars2guru.com/forum/...th-t15123.html).

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Guild Wars 2: Interview with Jon Peters of Arenanet about Endgame, World-PvP, Crafting and much more
Slowly we're getting more and more information about Guild Wars 2. We got developer Jon Peters on the phone to talk with him about the current state of development. Jon Peters answers question about the endgame of Guild Wars 2, world PvP, crafting, and what the developers think about how successful Guild Wars 2 will be.
[repetition of what was said above]
Lots of video material about GW2 surfaced during and after PAX in the US. On YouTube you can for example watch complete demo presentations. Daily news about Guild Wars and Guild Wars 2 are brought to you by our friends at Wartower.de, it's worth the visit!
buffed: What do you do in GW2 engame? Raids and dungeons?
Peters: Most important about GW2 is that we aren't talking about "endgame". That means the game isn't supposed to change a lot, just because one hit the maximum level. While you level you do events, dungeons, if you want to, you do world PvP, and that's just what you will do at level 80. Who enjoyed events will roam the world and search for them. Who preferred instances will visit some specifically made for level 80 and some already visited. For that there is a special repetition mode with new and different tasks.
buffed: But usually people visit instances to get good equipment. Don't you have to do that in GW2?
Peters: No, you won't be foreced to do so. You can get good equipment out of large dynamic events or world PvP. The difference between dungeon, event, and PvP equipemtn will primarily be the appearance and not how good it is.
buffed: Does the same apply for crafted equipment?
Peters: Absolutely. There is high level crafted equipment. Anyways, the most important thing about equipment is that you can transfer the attributes of one item to another item, if it looks better. Of course, it has to be the same type of item.
buffed: You mentioned world PvP, could you explain that quickly?
Peters: Sure, the idea is to call all worlds (that is servers) once a week to a large battle. The time interval might still change. For three servers at a time one area will be generated - right now we got four different giant battlefields - in which you fight over strategic points like fortresses, watch towers and sawmills.
buffed: Doesn't that mean that alliances between two sides will form to dispatch the third?
Peters: Well, that's possible, but there are no means of direct communication between the servers. But that's exactly the reason why we chose three sides for PvP. If one side dominates the other two can cooperate with unspoken agreement. If one of the weaker sides becomes the strongest then the alliances might change again. It just doesn't make much sense if 200 players from server A conquer everything and the 30 players that server B and C can bring each are even fighting among each other.
buffed: Regarding crafting: You can combine ingredients to discover recipes?
Peters: Exactly, we want that players experiment to discover new things.
buffed: Are these recipes always the same? Meaning three chunks of wood, some leather, and two rods of iron always create a great axe? Or does that vary?
Peters: It'll always be the same arrangement. We want to encourage experimentation, but we also want to reward the players if they have discovered something. Thus, once someone knows a recipe they'll always be able to use it again.
buffed: The Mesmer will be the next class, which you quite certainly can not confirm. But will you at least tell us which armor the next class will wear?
Peters (laughs): We won't tell which classes are still to come. But well, one will wear light and one will wear medium armor, I can tell you that much. The people expect a lot and we know that many enjoy mind tricks and aspects like that. And we'll quite certainly not disappoint those people.
buffed: Guild Wars was really successful, all in all you sold seven million copies. Do you think GW2 could be even more successful?
Peters: I hope so. We implemented many great ideas in Guild Wars already and we now specifically addressed the issues of the game and the genre and improved upon them. We want to avoid that players are always competing in PvE areas: Who gets the resource node? Who kills the monster? That prevents teaming up and the feeling of working towards a common goal. We want to create a world which the players like to enter to play together.
buffed: Jon, thank you for the interview, we're already excited about the game.
Peters: It was a pleasure and we are looking forward to everyone playing our game! )




So in review:
WvWvW about once a week though that could change that includes control over some specifically named resources including castle, sawmill, watch tower.|||as long as the servers are not forced PvP servers, you just fight some monsters and all of a sudden the server turns in to a WvWvW server.|||I'm pretty sure WvWvW works like battlefields in WoW, you need to enter the game mode to be there. The server thing only determines who's on your team and opponent teams, and who gets the rewards for a win.|||Hmm, only new piece of info there was that in wvw, there are four giant battlefields. Hopefully there will be more before it rolls out, seeing as how I'll be participating in each tier (which sounds like they break down to every 10 levels, though I'm not sure that's been made official).
If the cycle resets every month, I might eventually get bored with the same maps... not within the first 3-6 months of course, I'm talking about long term here. Of course, they could add new maps after it comes out too so I'm not too worried.
As for how wvw works, as it seems like not everyone is keeping up to date... there are battlefields specifically for world pvp. Outside of that, you cannot fight in pvp outside of instances designed specifically for it. In other words, no killing anyone in pve, there is no challenging people to duels. This is because anet wants to make the community work together, against other servers (who they cannot talk to) and against pve mobs. There will be benefits to world vs world, though it's been a long time since the talked about them so I'm not sure any info we have on this is even correct now. However, I think they mentioned something about a reward at the end of the week for the winning server. Then servers will be matched up with different ones at the beginning of the next week, kind of like nich gift location change except your enemies change.
I like the fact that servers will pair up against new ones every week as it'll make cheating more difficult. Getting the vent info for a "rival" guild and talking to them to set up ways of earning nice items for each other will mean less since it's just going to be a week until you can't help each other out (and frankly I don't see it as being easy to do without getting caught in the first place, but I've seen it happen so maybe it's easier than I think).
The only issues I see are if certain servers get paired up fairly regularly, but I can't see that happening too much unless there is a small amount of them. Especially since anet plans to match them up depending on how well they did in the previous week. When one gets first and the other gets last, they probably aren't getting matched up again right away.
I really want more info on wvw :S|||WvWvW sounds very interesting. Don't think a 3 way war on this scale has ever been done before
I guess selecting the correct server at the beginning of your account creation is very important, if you want to be in the same server as your friends. Not sure how easy it is to transfer from server to server.
As for maps they will indeed be huge. The AB maps for 12 vs 12 is already pretty big. The maps will be at least 10 times that size.|||Quote:








WvWvW sounds very interesting. Don't think a 3 way war on this scale has ever been done before





Dark Age of Camelot.
In fact, it's exactly from that game Anet took inspiration for WvWvW.


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I guess selecting the correct server at the beginning of your account creation is very important, if you want to be in the same server as your friends. Not sure how easy it is to transfer from server to server.




Don't worry too much about that, Anet has assured that server tranfser will be easy. Albeit easy could mean in-game shop easy, but I have high hopes that's not the case.|||isn't it better to have one big server and work in shards, it's a long shot but makes switching a lot faster.|||meh, I like smaller communities, less anonymity makes for less annoying players.
Not less anonymity in the sense that people know eachother's real name, but in the way that you remember people's character names and there's a good chance you'll play with them again (in dynamic events or WvWvW). That way people get a sense of having a reputation and there being consequences for their actions.|||Quote:








Dark Age of Camelot.
In fact, it's exactly from that game Anet took inspiration for WvWvW.
Don't worry too much about that, Anet has assured that server transfer will be easy. Albeit easy could mean in-game shop easy, but I have high hopes that's not the case.




Yep, never played daoc, but I heard it's name a lot while playing warhammer online... anyone who played both, which was a significant amount of people since it was made by the same company, pretty much always stated that daoc was better and the first reason they'd give was the fact that there were three factions. The reason why two is worse (or it was with those two games) is because the winner gets the reward and the loser gets either nothing or less of one. This makes the winner who won when they had similar gear get a gear advantage, and the cycle continued as long as the winner played more than the loser. People would talk about which server was being dominated in forums, and the majority of people like to win so they'd pick the winning side, yaaaaay for 300 vs 5 battles? Slight exaggeration, but I think you can see why that'd get old fast.
Anyway, onto the real reason I felt the need to say something, if the gw2 wiki is correct, changing servers will cause wvw to become restricted for a short time. Doesn't really say if it's for the entire rest of the week or anything, and doesn't provide a link so I'm not sure of the details, but it would make sense as it would keep people from switching to the winning side, and possibly from collecting on the earnings of the winning side as well.
At the same time, I think this solution will be a great one in removing other restrictions on changing servers compared with other games. Having to pay, or simply being unable to do it unless a server is getting shut down, is a sad sad thing. I wonder if warhammer online will look at this idea and implement it actually, they had a lot of flaws in the game, but I have to admit that they've fixed a lot of the glaring ones over time (even if they introduce more at the same time).

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meh, I like smaller communities, less anonymity makes for less annoying players.
Not less anonymity in the sense that people know eachother's real name, but in the way that you remember people's character names and there's a good chance you'll play with them again (in dynamic events or WvWvW). That way people get a sense of having a reputation and there being consequences for their actions.




Yeah I know what you mean, but at the same time, it can basically fuel hate between some players, and the drama that ensues can be a real pain for everyone else to put up with. It's real bad when the players who organize the wvw are the ones fueling the drama, cause if you /ignore them, you don't get to join in the destruction of the other faction(s), or at least it'll be more difficult.

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