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Thread: June Guild Wars Town Hall notes

  1. #1

    June Guild Wars Town Hall notes

    I was listening to the June GW2 Town Hall Meeting, a gathering of fansite and guild representatives who provide feedback to Anet about their Beta experiences.

    http://gw2.fragworld.org/index.php/n...-north-america

    Lots of praise for WvWvW. Its admitted that early on, it will be more unbalanced as servers start with "0" rank and have no idea how skill levels and participants line up against one another. It may take a few months to get servers settled.

    However, at present, WvWvW when taking keeps, offers THE most experience rewards. Anet is planning to make defending keeps equal in experience to taking keeps. So if you are looking to level quickly, offensive WvWvW might be the place to go.

    WvWvW - defenses might be too weak; siege equipment might be too cheap.

    Many praise the new tiered trait system so players don't max out the best skills for minimal point investment.

    Its been suggested to bring back GW1's version of "saving builds" (PvE, PvP, etc.)

    For dungeons, the "trinity" is not fully dead. People are still requesting "tank" and "heals" players. Guardians are reported to be the "best utility" profession.

    It was suggested to introduce "raids" for endgame content just to "farm" (as many people still like that game style).

    WvWvW PvP dungeon - some like it, some don't like it (as out of place for WvWvW). Some reported "ganking" as some were working the jumping puzzle.

    sPvP - needs to reward players for defending points and actions not associated with capping a point.

    sPvP - Discovered: additional chests are given for "winning streaks."

    WvWvW - servers need "time zone" balance. Example, Australian server could wipe the map every time once the American server "went to sleep." They could destroy all the things teams spent hours building with little to no resistance. Possible solution: discussing bringing Alliances into it (for multinational participation around the clock)

    Restricting Guild size - raising "influence" to allow "friends" to enter the guild and play together or waiting for friends to grind to get permission for friends to play; basically saying restricting guild size is not a good idea; instead, regulate influence a guild uses rather than people playing with friends. However, influence seems to be gained by "activity". One player playing 4-6 hours makes about 100 influence. So the most expensive guild items can be made available by 10 people playing for a full evening (4-6 hours). Purchasing guild size enlargements costs was not mentioned.

    Alliances - sometimes multiple guilds means multiple leaders (and can lead to disunity especially when egos are involved). Sometimes its best to be that "random element" taking the smaller objectives.
    Last edited by Taran; July 2nd, 2012 at 10:19 AM.

  2. #2
    Join Date
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    Thanks for the recap - interesting stuff.

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