Guild Wars 2 Latest Update Destroys Hub Town

Puru

Member
Logged in, tried and completed 3 brainless zerging events feeling my existence didn't mattered with my screen spammed with effects and gajillion players against 10 mobs making the whole thing unreadable and simply not fun.

Back to waiting for the super adventure box, the game is named that way on my computer anyway.
 
You should be able to log in while downloading, which will give you your name.####, I believe. If not, it's not like there won't be anyone playing to get you invited when the download is done.

As for leveling, supposedly it's pretty good given how many events and enemies there are going on constantly.

Pretty much. You are boosted to 80, so you can enter the event. After that, just watch yourself, and use a nice mass tagging weapon to get mass XP. Stay witht he zerg to get the best effect.

Thanks for the info guys! I won't get to play until tomorrow knowing my download speeds and my schedule this evening. Still, should be fun. I just need to remember to turn down other players spell effects to make things easier on me. :p
 

Reese-015

Member
Is there anyone here who wants LA to stay destroyed forever?

...anyone who plays GW2 that is...

This event is amazing but I friggin love Lion's Arch! It was one of the most beautiful places in any game I've ever seen. Which is imo why it's so effective of an event to destroy it. I'd love to see it come back, repaired and overhauled with even more charm and detail.
 

Atrophis

Member
Yes, I would like it to stay destroyed. Hopefully it kicks off a new storyline that will result in a new home for the survivors of the attack (and access to a new area of the map).
 
Yes, I would like it to stay destroyed. Hopefully it kicks off a new storyline that will result in a new home for the survivors of the attack (and acces to a new area of the map).

This is what I want to see. Have it stay in ruins, with some sort of meta event, while directing players to a new hub for further exploration.
 

KiteGr

Member
Personally I would like it to stay destroyed for at least a year, and share the population to the other hub cities.

Besides that, LA was WAY to favored by Arena net.
Compared to the other capitals:
  1. It had 3 jumping puzzles in it.
  2. It had the Mystic Toilet.
  3. It had the portals to the Mysts and WvW.
  4. It had the entrance to the Fractals.
  5. It had Portals to every other city in the game along with south-sun...
  6. It was on the center of the map
  7. It was the place where most Living World events started and/or took place, including this one!
  8. It had Chocobo races...
Despite that, besides the center of the town with the ships on the rocks, the rest of the area was kind of cheap.

I would like to see some of the other cities getting some attention.
 

Ashodin

Member
And it's not just you either; I can't think of anyone who plays the game who thinks it's perfect, myself included (I dislike the way traits are handled, several professions need more weapon options and new skills are overdue). But the game definitely doesn't merit the level hyperbolic hate it receives, for whatever reason.

Just whisper "SAB" and you'll wake the bear
 

Retro

Member
Is there anyone here who wants LA to stay destroyed forever?

I want it to remain destroyed until it starts to be reclaimed by nature;

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I'd prefer it remain an uninhabitable ruin, incorporated into a much larger zone with the unexplored region to the west (D'Alessio Seaboard in GW1). Storywise, the toxin being used in LA could seep into everything and make it permanently hazardous except in short bursts. I'd love to see Dynamic Events where you have to get in and out of the area as quickly as possible, or Reknown hearts to pilot golems into the ruins remotely.

Just whisper "SAB" and you'll wake the bear

SAB World 2 was such a disappointment, but even in it's failings it's still obviously a labor of love. Just one that needed the all important guiding hand to direct it away from excess. If they bring the SAB back, I hope World 2 is overhauled and parts of it are incorporated into World 3. Bring the cheese down, the unfun platforming down and make it shorter and bouncier.

SAB World 1 is still fucking amazing, though.
 

Blinck

Member
I can't believe people are bashing Lion's Arch...it was absolutely gorgeous, original, epic and gigantic. What the hell is wrong with you people ? :p
 
The entrance to Lion's Arch from Gendarran Fields. Running from Vigil Keep towards it was quite something, since I didn't expect the damage to be so visible from neighboring zones.

gw2+2014-02-19+12-04-15-39_stitch.jpg
 

KiteGr

Member
I can't believe people are bashing Lion's Arch...it was absolutely gorgeous, original, epic and gigantic. What the hell is wrong with you people ? :p

It's not like the City is bad. Quite the opposite, it's way to good compared to the other cities and it unbalances the spreading of the population. LA was always full while the other 5 where always ghost towns.
IMO that's the main reason people want it to stay destroyed...
 

Asd202

Member
Logged in, tried and completed 3 brainless zerging events feeling my existence didn't mattered with my screen spammed with effects and gajillion players against 10 mobs making the whole thing unreadable and simply not fun.

Back to waiting for the super adventure box, the game is named that way on my computer anyway.

Yep the idea and visually the patch is great. Gameplay wise though it's boring ass zerg farm fest with no interesting bosses and mechanics.
 

Ceebs

Member
Logged in, tried and completed 3 brainless zerging events feeling my existence didn't mattered with my screen spammed with effects and gajillion players against 10 mobs making the whole thing unreadable and simply not fun.

This is GW2 for me in a nutshell. Add in the occasional death by one of those zillion effects that happens to be harmful that are indistinguishable from the player ones.

I liked most things about GW2, except the combat when there is another player involved, and pretty much giving you all of your most used skills by level 3 or so (led to having nothing really to look forward to as far as changing up your play style for 70+ levels since certain weapons are just so much better for leveling).
 

Syril

Member
It's not like the City is bad. Quite the opposite, it's way to good compared to the other cities and it unbalances the spreading of the population. LA was always full while the other 5 where always ghost towns.
IMO that's the main reason people want it to stay destroyed...

Yeah aside from exploring them, the other capital cities didn't have anything to offer functionally that Lion's Arch didn't have itself, while Lion's Arch had tons of stuff over them. They all had things that were really obviously supposed to be playable minigames, but they were never implemented except for the keg brawl in Hoelbrak. The only city I ever found myself going to for reasons other than explorting them was Rata Sum, because it's laid out so that all of the services can be waypointed to with no loading screens.
 

Asd202

Member
You missed the Twisted Marionette, I take it. Pity.

What? I did Marionette a bunch of times I was talking about this last update. Marionette worked because they divide the zerg into smaller parties on platforms. Oh and the Marionette was the best world boss in this game by a mile.
 

Clearos

Member
You missed the Twisted Marionette, I take it. Pity.

This. I think last patch would of been the ideal time for GW2 players to return. I believe Anet is getting the hang of making enjoyable boss mechanics which is a huge step to keep their LS a fun experience.

This event is a zerg that needs to be smart and disband into smaller parties to maximize the loot. I played it quite a few times and it is enjoyable, not every month but it is nice every once in awhile. More enjoyable than farming crystal tower in Final Fantasy.

Got to 1500 civilians saved once only when the zerg broke down and actually separated to prevent over scaling and time sinks.
 

U-R

Member
I'm honestly puzzled people hate GW2's gameplay, in fact for me and my mate switching from warcraft PvE to GW2 PvE is almost a jump from no gameplay to speak of to actually some decent one.

I do have to agree, though, that starting with the wrong class can kill the game. I had to switch it 2 times until i found one i like, my mate 3. The game should have had a better way to make the players pick a class than choosing from a list.
 

Ashodin

Member
I'd be more enthused if the skill system didn't feel like such a massive backstep after the original Guild Wars.

There's always going to be people who don't like the setup of GW2, but preventing skill bloat and introducing new ways to combo your skills is what they had to do, and it was necessary to grow the game to an even larger fanbase than previously had.
 

Hawkian

The Cryptarch's Bane
I'd be more enthused if the skill system didn't feel like such a massive backstep after the original Guild Wars.
There's a broad spectrum of players. I loved GW1 and its skill system, but after playing 2 I find GW1's combat intolerable. I liked the process of collecting skills and creating a build, but the moment-to-moment gameplay could become incredibly rote for me. The core gameplay in GW2 is far more active and interesting to me and a lot of that has to do with decisions like tying skills to weapon setups. I also play GW2 exclusively with a gamepad, which would be ludicrous to consider for GW1.
 

TrounceX

Member
I'm honestly puzzled people hate GW2's gameplay, in fact for me and my mate switching from warcraft PvE to GW2 PvE is almost a jump from no gameplay to speak of to actually some decent one.

Yeah, the combat in GW2 basically ruined the MMO genre for me. Everything else (besides Tera) feels like a step backwards.

Anyways, cool event I suppose. I don't usually play the Living Story content since I don't enjoy PvE, but for all the people who do, this is a definite step in the right direction for how Anet should be handling the Living Story. It's clear they're starting to get the hang of this.
 

epmode

Member
Logged in, tried and completed 3 brainless zerging events feeling my existence didn't mattered with my screen spammed with effects and gajillion players against 10 mobs making the whole thing unreadable and simply not fun.

I was in Lion's Arch for about an hour last night and this is also how I saw it. Ah well.

I should keep playing since I apparently still enjoy running around murdering things. ..just not with so many other players nearby.
 

Hawkian

The Cryptarch's Bane
I was in Lion's Arch for about an hour last night and this is also how I saw it. Ah well.

I should keep playing since I apparently still enjoy running around murdering things. ..just not with so many other players nearby.
Don't run with the commanders.
 

Proven

Member
Logged in, tried and completed 3 brainless zerging events feeling my existence didn't mattered with my screen spammed with effects and gajillion players against 10 mobs making the whole thing unreadable and simply not fun.

Back to waiting for the super adventure box, the game is named that way on my computer anyway.

Don't follow the crowd. You have an entire map to explore.
 
Seems just zerging around the map, while it looks like it accomplishes things, is actually counter-productive and reduces the rewards (and likelihood of success) for everyone. There's a good thread up on reddit about it. I was in an overflow tonight which had quite a lot of coordination going on, and the difference between that and people just running around following Commanders and autoattacking, was night and day. Hopefully as the days progress, more people will get interested in playing the event as it was designed, instead of ignoring it and just attacking anything that moves. Generally the GW2 community self-organizes (the Twisted Marionette was a good example of this, as well as the refurbished Tequatl fight).

Meanwhile, wurms.

DbmEtqb.jpg
 

Hawkian

The Cryptarch's Bane
Seems just zerging around the map, while it looks like it accomplishes things, is actually counter-productive and reduces the rewards (and likelihood of success) for everyone
My ideal group for this map is looking to be 3-10. In the single try I took part in tonight with Kos, Xeris and Vargos, our group of 4 individually freed over 100 out of our map's ~540 total. And I'm not saying over 100 in the "oh yeah, we freed a whole bunch" sense, I mean I kept a rough count which I lost somewhere around the 80-90 mark, and then the event went on longer than I actually expected before kicking us out, so quite literally over 100, or almost 1/5th of the entire map's effort, with just a little active coordination. 3 groups of 10 or 6 groups of 5 GAF members and we could absolutely run the entire evacuation.
 

Proven

Member
Okay, mini guide:

The event only lasts 40 minutes. The break-in event at each of the Lion's Arch entrances starts at XX:05, lasts for about five minutes depending on how well your group does, then you get into the event proper at around XX:10.

From XX:10 to XX:50 you got people to save.

If there are hardly any people storming the map, the first thing you need to do is follow the NPCs to the first staging point (Trader's Forum, Postern Ward, Fort Mariner), then run off to do the miasma events. If there are more than 10 or 20 people doing a miasma event, leave.

If you're playing solo, near each portal there are clumps of citizens that will continually respawn and need to be rescued. For Trader's Forum it's near where you spawn, for Postern Ward look north along the bridge where you spawn, and I haven't found a good place near Fort Mariner so I usually trudge west to the lighthouse. From each of those areas if you have just one other person you can easily camp out in an area just further from each of those, whether in the wreckage of the Black Lion Trading Company building, further north or even just south of Postern Ward, or the areas east of Fort Mariner. The main reason why you shouldn't go so far when you're solo is so that the citizens you rescue don't get ganked by respawning enemies as they run back. If you run too far out by yourself you'll also run into packs of enemies backed up with Elites. Those are the places where you need to go with a small group of people.

Optimally you'll have people camp along the path, continually killing enemies so that groups that go further up can have their citizens reach safety.

Every 5-10 minutes there's a possible escort event at each area. For Trader's Forum, it's the Dolyaks/child escorts, near Postern Ward it's the ogres, and by Fort Mariner it's the lighthouse workers. These are repeatable as long as you keep coming back to the area and continually rescuing citizens there.

At XX:20, XX:30, and XX:40 there are major escort events like evacuating the Commodore or the Moas. These only appear once and I'm mentioning them for achievement hunters.

Periodically at all three staging points, a defense event will appear. I need to sit down and note their times later. Run over, complete these events quickly unless you notice a Commander icon heading over there, which is your cue to stay away. Towards the end (and I'm sure also with specific times I didn't write down) after completing a defense event each area will have a boss event spawn nearby, such as the Giant Wurm or the Elite Aetherblade group.

When you see that miasma marker all the way near the end, that means the event is winding down and you should start getting near a portal. At XX:50 you'll hear Magnus shout out across the map that it's time to evacuate, and you'll get one last bonus reward for sticking through to the end. Now pull out and spend your next 15-20 minutes in relaxation.
 

KiteGr

Member
Okay, mini guide:

The event only lasts 40 minutes. The break-in event at each of the Lion's Arch entrances starts at XX:05, lasts for about five minutes depending on how well your group does, then you get into the event proper at around XX:10.

From XX:10 to XX:50 you got people to save.

If there are hardly any people storming the map, the first thing you need to do is follow the NPCs to the first staging point (Trader's Forum, Postern Ward, Fort Mariner), then run off to do the miasma events. If there are more than 10 or 20 people doing a miasma event, leave.

If you're playing solo, near each portal there are clumps of citizens that will continually respawn and need to be rescued. For Trader's Forum it's near where you spawn, for Postern Ward look north along the bridge where you spawn, and I haven't found a good place near Fort Mariner so I usually trudge west to the lighthouse. From each of those areas if you have just one other person you can easily camp out in an area just further from each of those, whether in the wreckage of the Black Lion Trading Company building, further north or even just south of Postern Ward, or the areas east of Fort Mariner. The main reason why you shouldn't go so far when you're solo is so that the citizens you rescue don't get ganked by respawning enemies as they run back. If you run too far out by yourself you'll also run into packs of enemies backed up with Elites. Those are the places where you need to go with a small group of people.

Optimally you'll have people camp along the path, continually killing enemies so that groups that go further up can have their citizens reach safety.

Every 5-10 minutes there's a possible escort event at each area. For Trader's Forum, it's the Dolyaks/child escorts, near Postern Ward it's the ogres, and by Fort Mariner it's the lighthouse workers. These are repeatable as long as you keep coming back to the area and continually rescuing citizens there.

At XX:20, XX:30, and XX:40 there are major escort events like evacuating the Commodore or the Moas. These only appear once and I'm mentioning them for achievement hunters.

Periodically at all three staging points, a defense event will appear. I need to sit down and note their times later. Run over, complete these events quickly unless you notice a Commander icon heading over there, which is your cue to stay away. Towards the end (and I'm sure also with specific times I didn't write down) after completing a defense event each area will have a boss event spawn nearby, such as the Giant Wurm or the Elite Aetherblade group.

When you see that miasma marker all the way near the end, that means the event is winding down and you should start getting near a portal. At XX:50 you'll hear Magnus shout out across the map that it's time to evacuate, and you'll get one last bonus reward for sticking through to the end. Now pull out and spend your next 15-20 minutes in relaxation.

That's usefull
WP in his coverage mentions that certain event's are happening at the same time and it's impossible to cover them in a single run.
 

Hawkian

The Cryptarch's Bane
If you run too far out by yourself you'll also run into packs of enemies backed up with Elites. Those are the places where you need to go with a small group of people.

Optimally you'll have people camp along the path, continually killing enemies so that groups that go further up can have their citizens reach safety.

There are completely unmarked pockets that groups of 3-5 can hit, multiple times per run, to evacuate dozens of citizens singlehandedly. Tons are hiding in the Undermarket in the northwest, and the toughest you'll encounter in there is one elite at a time. The whispers agent is right at the entrance of the cave, so very little needs to be cleared on their path. Once you've cleared it, you can loop back to it again later (once more miasma has filled) and free more.
 
Logged in to try the content. The game still has all the warts that deterred me from playing in the first place. Combat is still shallow and samey, and the gameplay itself isn't deep enough to engage me. I suppose that the LS gives players who liked the game a change in scenery every two weeks, but since the game very much plays the same it wouldn't do much to win back many of those who have already quit. Destroying LA is a nice PR stunt though.

I might log in again for SAB, but the latest iteration indicates that the developers are unable/unwilling to fix the issues that plagued it (and the game engine). In fact, it made them more obnoxious.
 
There are completely unmarked pockets that groups of 3-5 can hit, multiple times per run, to evacuate dozens of citizens singlehandedly. Tons are hiding in the Undermarket in the northwest, and the toughest you'll encounter in there is one elite at a time. The whispers agent is right at the entrance of the cave, so very little needs to be cleared on their path. Once you've cleared it, you can loop back to it again later (once more miasma has filled) and free more.

Pretty much. The way the event is set up, one giant zerg group cannot save the max amount of people. You need the players to break out and cover the whole zone in smaller groups.

Every time I hear people complain the game is shallow or mindless, all I see is someone who has no idea how to play the game.
 

Ketch

Member
Every time I hear people complain the game is shallow or mindless, all I see is someone who has no idea how to play the game.

I wouldn't call it shallow or mindless. But I couldn't figure out the appeal for group play. I tried a lot with the GAF clan, but it never felt like teamwork was useful or even really much of an option. Without roles to play in a group every encounter just becomes attack nonstop and dodge the one hit kills. There's no reason to spec anything but DPS.
 
Every time I hear people complain the game is shallow or mindless, all I see is someone who has no idea how to play the game.

I try to ignore such comments, since it reminds me of people who call any fighting game they don't know 'a mindless button-masher'. People often mistake personal preference for 'good design' and things that aren't appealing to them personally as 'bad design'. You can't really explain this to people either, since then you're a 'defense force'. You can lead a horse to water, and all that jazz.

I wouldn't call it shallow or mindless. But I couldn't figure out the appeal for group play. I tried a lot with the GAF clan, but it never felt like teamwork was useful or even really much of an option. Without roles to play in a group every encounter just becomes attack nonstop and dodge the one hit kills. There's no reason to spec anything but DPS.

The roles are fluid. A well-oiled team that covers each other's backs and uses combo fields intelligently, can wreck encounters in ways people just zerging and mashing 1 can't even begin to dream about. Yes, the game has a greater focus on DPS, since everyone is a DPS class by default - but just because people don't use teamwork doesn't mean there isn't a need for it, or a use for it.

Granted, this is very situational - in a fight with 200 people all running around, it's hard to have any strategy. Even if there were dedicated roles, things would boil down to healers on the outside keeping bars up, and everyone else screaming at the healers 'why you no keep me alive'. I'm reminded of FATE encounters in FFXIV. Trinity roles don't really make those any better, I've found. However, in GW2, a lone player can literally mean the difference between 100 people being dead, or them being alive. More than once, I've Rocket Boot in to a zerg that just got one-shot by a boss, dropped Elixir R, and then used EG to get myself out of there before I took aggro. Woosh, suddenly the DPS returns, and I didn't even have to spec for it, and I can resume throwing grenades from a safe distance.

Inside dungeons, teamwork, group play, skill synergies, are *amazing*. But only if you, y'know. Bother. There is a game to play in GW2, a well-designed game with great encounter design and really challenging content that requires players to have skill, and be able to organize group efforts. Or, you could mash 1, and then scream to be resurrected when you die. It's up to the player. The rewards are better if you actually play though.

Most MMOs are about assigning clinically defined roles so that 'everyone knows their place' and encounters become a 'follow the instructions' kind of deal. Deadly Boss Mods uber alles, and all that. But in GW2, everyone is equally good at each of the three roles - Damage, Support, Control, and you can be one of those three roles at any time, swapping between them dynamically as the need arises. It does fundamentally change how the game plays compared to a traditional tank - deeps - healz setup, and if people like the Trinity that's fine: but there are already many games that use that model, we don't need more.
 

Ashodin

Member
I wouldn't call it shallow or mindless. But I couldn't figure out the appeal for group play. I tried a lot with the GAF clan, but it never felt like teamwork was useful or even really much of an option. Without roles to play in a group every encounter just becomes attack nonstop and dodge the one hit kills. There's no reason to spec anything but DPS.

Heh what? Certain encounters are tuned to use condition damage more than power, and also to survive as long as possible. Speccing for DPS will get you killed.

During the last huge world event, the Marionette, specing for DPS got you killed and made it harder for your platform to succeed (there were five). Specing for Toughness and Condition damage made it easier to survive, and thus, accomplish.

People who think the game has simplistic combat are not seeing the fact that there's a method to the madness of it.
 
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