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r or keep there s almost always a supply camp these work just like the towers and keeps in the sense that they can be conquered and controlled by the player teams once a team gains control of a resource camp every few minutes a dolyak will spawn carrying supplies to the nearest tower s or keep s this generates a dynamic event that requires you to defend your dolyak or attack it if they re an enemy i don t know how much supply a dolyak carries on each route but i d guess it s a decent number after the dolyak provides the tower keep with supply players can now pick some up from the supply depot each player can carry at maximum 10 units of supply and that is the amount you pick up every time you go to a depot unless of course you don t have 0 supply on you if you have 5 supply then you only pick up 5 units from the depot these supplies are used in a number of different tasks you can use it to build a siege weapon to repair a siege weapon i m not 100 sure about this to repair structures like walls or gates and last but not least it s also used by tower keep workers when they build structural upgrades on the objective dolyak delivering supply i didn t get to play with many different siege weapons but i got the feeling they were all pretty much well done and balanced sometimes i d get 1 shot out of the blue by a cannon miles away but it didn t make me think cannons in particular were overpowered it makes sense honestly if you get hit by a massive cannon ball that is speeding down towards you what are the chances of surviving besides most of the siege weapons offensive or defensive can be destroyed fairly easy with cooperation between players so they need high damage to compensate for that all in all siege weapons are an essential component of victory as without them you ll see yourself mindlessly bashing at a gate for hours and notice you re still not even half way through the health bar siege weapons deal massive damage to structures and are key to breaching the defenses and conquering objectives for your server on the other hand they might also be just the thing you need to hold your structures and they are particularly helpful when you are at number disadvantage i did get a bad feeling about wvw though i got the idea that no one at least on my server was defending you know it seemed like people were just zerging around to the nearest objective ok we had most objectives dominated and it was just beta and not everyone understands wvw yet and there wasn t much organisation between the players and people just wanted to play i get it i hope when the game is released i see strategy and planning being a much more central and important piece of wvw i d hate it if it just became like alterac valley a mindless zerg to the objectives the eternal battlegrounds are ours there are still a few dare i say many problems and bugs with wvw but i think it s nothing that won t be fixed soon arenanet could and should make some improvements to how wvw info is delivered to players how they are directed to interest points etc for instance i was at lion s arch trying to decide which map to go to but since there s no information about wvw outside of it apart from the scoreboard i felt it was a matter of luck i wanted to find fights going on but there were big chances everyone was clustered in a single map because of the very short time to play there s even problems finding battles inside a map the orange swords system is interesting but it s far from perfect and the small green dots indicating players should be noticeable from a greater distance it felt like i could only see the green dots when i had the players in my field of vision and that s not very helpful at the end of the day world versus world is definitely on my top 5 reasons to love guild wars 2 the gameplay is awesome as it is in the rest of the game there s enough room for immense planning and strategizing battles which is something i have direly searched for and the rewards you get from participating in wvw are interesting too couple that with the excitement of pvp and the challenges wvw presents in terms of battle balance and you got a winning pvp format if you ask me i m dieing to get my hands on some wvw action again i thought the stress test would sooth my gw2 addiction but it only made it worse until next time stonemist castle ps i took a couple screenies with max graphic settings like the one above this game looks so amazing it s a shame my computer would probably melt down if i tried playing guild wars 2 on full settings leave a comment may 11 2012 end game content this time around i m discussing something that i was a huge fan of when i played world of warcraft end game content and raiding it s something a lot of people work towards to while a lot of other people dismiss another breaking point in an mmo it seems the discussion is taking epic proportions with guild wars 2 what is end game content anyway the most common answer is instanced dungeons you experience at maximum level that requires some degree of equipment quality and proper team composition there are many other definitions or complements to this definition such as faction achivement and profession grinding among others but i feel this is what most people think of when they hear read end game content so i ll discard those alternatives in this discussion i m also excluding pvp for now that s worthy of a whole post how has this been achieved in other games let s take a look at wow when you get to maximum level you re objective stops being leveling up and is now among other things getting better equipment for your character most common route is to do 5 man dungeons so you can get a decent minimum level in order to advance to harder 5 mans or start raiding it was like this in 2006 and i would bet it hasn t changed significantly since then now lets look at guild wars 2 and see what can we expect from it i wasn t able to find any official post or article or news bit about this although i m 99 sure i did see it somewhere sometime but i ve read it from a lot of sources and it seems to be the general acceptance there are no raids in guild wars 2 this is that sentence that has generated so many heated arguments around the interwebs now i didn t say there is no end game content i just said there are no raids as in there are no dungeons designed for 10 40 players size groups which to my knowledge aren t even possible to form even so this has put a lot of people off people that are used to the wow system for a long while people will be comparing as they have been any mmorpg title to wow but guild wars 2 isn t like any other mmorpg and yes guild wars 2 will have a lot of end game content first there s the 5 player dungeons each with 4 different paths and events making it 4 different dungeons to be honest then there s the giant boss encounters throughout the game and this is where arenanet s sidekick system will make a stand regarding end game since you get sidekicked down to match the recommended level range for the zone you re in any boss encounter made for lower level zones like the shadow behemoth in queensdale the shatterer from gamescom 2010 or tequatl the sunless in a more recent event will still be hard and fun for you this is maybe a weird concept to grasp end game content at early and mid game the shatterer tequatl the sunless but having raid encounters anyway wouldn t hurt right i have to say it s something i think i will miss as well raids feel epic and that s something really important in fantasy games mmo or not fighting giant evil monsters alongside 30 or 40 other players is cool there s no escaping that but there s another thing that i feel makes raids as we know them at least not viable in guild wars 2 and that is the removal of the holy trinity not having the normal damage soakers tanks coupled with the healing bots completely turns raiding upside down i m not saying it s not possible hell i m sure arenanet could make it work but it breaks a design orientation that arenanet follows read below would i love to see it in guild wars 2 yeah definitely can i live without it sure i can i think the bottom line is understanding how arenanet is building this game it will not be another wow clone doing the same things with different names and characters it s going to be a whole different game i dare saying a whole different genre this is a game focused on the social side of mmorpg on enjoying a fun multiplayer game with your friends eric flannum said in an interview some time ago that levels in guild wars 2 are more progress markers than power markers it might be hard getting used to this idea if you just started following this game but in time i m sure you will stop comparing gw2 to wow or most other mmo s really and realize it s like comparing apples to cars to quote eric flannum we don t want people to feel like the game only starts when you reach max level that is why we get to fight the shadow behemoth at level 15 out in an open area that idea summarizes this post very well i believe what do you think will guild wars 2 be able to keep players interested without having raids do you think we ll see high level players travel to lower level areas to specifically fight bosses like tequatl and the shatterer post your thoughts below 10 comments may 7 2012 why did my max health suddenly drop i ve been browsing the official guild wars 2 forums for a while and came across a topic that many players seem to be worried about content scaling is a feature arenanet decided to include in gw2 and it s purpose is to allow players to play with their friends without restrictions and keeping it fun let s take a look at it the first time i heard of content scaling in this video by alexrediculous i was pretty excited with it arenanet s idea of getting players playing together without restrictions is in line with their mentality regarding the rest of the game and it s a good thing i sure missed this feature in wow back in 2006 i had my best friend playing the game with me but i was a lot higher level than him so everytime i took time away from leveling to go help him out i d be missing precious experience and although feeling good for helping him out it was also a bit boring so how does content scaling work arenanet s system actually called the sidekick system is something i ve experienced first hand when i was playing the guild wars 2 beta weekend event basically what it does is it scales your power down to the match the recommended level range of the zone you re in it s not really the content that is scaling it s you you ll be less powerful than you really are have lower health it s probably the first sign you ll notice and deal less damage this way you won t just walk over the content in the lower level zone you re in you ll have somewhat the same challenges as the rest of the lower level players you keep all the skills you ve unlocked and gear pieces you ve acquired even if they have their stats diminished so it won t be as hard as to new players but you won t see yourself gathering all the mobs around and casting a single aoe to clear them all while playing scaled down you ll still be getting experience points as if you actually were at the recommended level of the zone i didn t do any testing as to compare the rate of experience gained while being at my normal level to the rate while scaled down but i assume it will still be a bit lower but anyway you re not supposed to level from 1 to max in the same area you re supposed to go out and explore the world besides how boring would that be arenanet says play with your friends meanwhile you can impress new players with your awesome equipments back in earlier beta builds the sidekick system also worked the opposite way it was possible for lower level players to join their high level friends in high level zones they would get boosted to the approximate level for the high level zone they were in getting a boost in stats as well this side of the system was scrapped by arenanet in more recent builds without any official reason as far as i know i can think of two main reasons for this one it could lead to players skipping a lot of content to go level up in high level zones where they can also get access to high level items and materials second i guess that boosting can present problems in terms of mechanics and such i wasn t really too fond of sidekicking up anyway if i can get boosted to max level what are the incentives to stay in lower level zones it was a good thing the developers got rid of it there s some players worried about this system some people say that sidekicking is sort of punishing players for leveling up and it limits player choice i strongly disagree with these arguments this system is really cool if you ask me i have an altoholic friend and this feature guarantees i can always play with him and not feel like i m missing out on stuff it also allows me to go back to earlier parts of the game and experience things i haven t had the opportunity to experience before in either case i can be sure i will have fun playing the content and that s what i bought the game for i see no downside to this system good job arenanet a big shoutout to blackhydra866 reddit com for the support 1 comment may 6 2012 check out my gear flex tonight i focus on gear in guild wars 2 the way i see it there s two real topics on this first how should the gear system work as in should the game follow the standard mmo method in which ultimately the character s power is very deeply influenced by his gear or should it follow it s predecessor s method of making gear a secondary thing second what methods should there be to obtain gear and how should it be distributed across the different methods i believe this is another one of those community splitting topics on one side you have the guys defending the traditional gear system where you keep obtaining better and better gear as you progress in the game which allows you to deal more damage heal better tank better etc which in turn makes possible trying to clear harder content for newer and better equipment and from the top again on the opposite side there s the guys argumenting that gear should not be a stamp to a player s skill they believe gear plays a secondary role in an mmo or should play and that a player s power should come from his skill and not his gear think guild wars 1 on this the way i see it there is no really universal truth no right or wrong side on this matter it s a matter of opinion on one hand i think gearing up is always an incentive somehow to keep playing as it feels like the game is rewarding me for the time i invested in it and in my character it felt awesome when i got upgrades for my tauren warrior back in the day besides it s something that makes sense as your character progresses and develops he she will want better equipment to reflect his her higher level of knowledge and power gear also serves as a way to further customize your chara...
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