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Guild Wars 2 public Beta is here for pre-purchases! [Stress Test June 27th]

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I think it would be a mistake to get lost in the holiday release rush. ANet is targeting more than the MMO market and they'll be competing wit those console releases for that audience.

I feel it needs some things fixed, but I think most of what I think needs to be done won't be done until after release. (Unfortunately.) Polish wise, it's pretty high up there. Most issues seem to be from optimization. It's still running differently on different systems. I've had few problems, but others have had issues.
 
Here's the big thing they're working on now:

- Balancing of skills and Traits. Obviously Traits are undergoing some changes with additions and tweaks to existing skills.

In my personal experience, the Thief Smoke Bomb downed skill needs to have the cooldown increased from 10 to 12 or 15 seconds. Because as it stands, if you do not jump on a Thief IMMEDIATELY as they go down, you will not be able to stomp them without looking for them again and they can just repeat this over and over. The cooldown is so quick that it becomes a bit of a wild goose chase looking for them.

The Warrior's Eviscerate might need to be toned down a tad for PvP because as of now it's doing a bit too much damage.

- Optimization is obviously ongoing.

- From a feature standpoint the most incomplete thing in the entire game is the Mystic Forge, that is due to the fact that as of now it is only three weeks old and when we got to play it was 1 week old. There's additional features coming for it in the next BWE.

- Bug wise the biggest bug was the WvW server matching which they already acknowledged and fixed it. Other than that the bugs I ran into were fairly minor. Stuff like the occasional Skill Challenge didn't work, I found a Scout NPC that didn't work in the new zone, found one event that was stuck in the new zone, got stuck on this one harpy nest in the Plains of Ashford, and when you view someone else gathering a plant or tree, the tool in their hands isn't the correct tool. So stuff like that, the biggest bug was something they acknowledged quickly and everything else is easily fixable stuff.

I'm betting on BWE3 in the 1st or 2nd week of July with BWE4 in the 1st or 2nd week of August and release in late August.
 
Not having Asura or Sylvari in the BWEs is going to create an overcrowded zone when the game releases. I think that would be a mistake.


Also, I've been predicting September for the last 3 months or so. I also think two more BWEs, but a September release. BWE3 July 20 and BWE4 August 24. I'd love to have a BWE within the next 3 weeks, but I doubt they've changed enough to warrant that.
 
I don't think it'll matter. The human areas were overcrowded in the BWE so they should have experience in dealing with (and mitigating) those issues if asuras/sylvari starter areas get overcrowded.

Though my guess is at launch the human area will still be the most crowded.
 
I don't think it'll matter. The human areas were overcrowded in the BWE so they should have experience in dealing with (and mitigating) those issues if asuras/sylvari starter areas get overcrowded.

Though my guess is at launch the human area will still be the most crowded.

Humans are typically the most played race when available and also a lot of GW1 players will be Human simply because they were Human in GW1.
 
Humans are typically the most played race when available and also a lot of GW1 players will be Human simply because they were Human in GW1.

I'm a superficial bitch so I tend to make whatever races are easier to make pretty. *shrug* I'll try to diversify a bit with GW2, though, since the starting areas are actually well done from what I've seen.
 
I'm a superficial bitch so I tend to make whatever races are easier to make pretty. *shrug* I'll try to diversify a bit with GW2, though, since the starting areas are actually well done from what I've seen.

I should have clarified that I meant for MMOs in general.
 
On the topic of races, I really wish Norn weren't in the game. They're literally just larger humans. Should have been Kodan or Hylek. Norn will deservedly be the least played race.

I'm really interested in trying the Asura because of their size, but of the races I've played so far, Char is by far the best.
 
On the topic of races, I really wish Norn weren't in the game. They're literally just larger humans. Should have been Kodan or Hylek. Norn will deservedly be the least played race.

HOW DARE YOU -



yeah, i got nothing

I have already planned out my characters and none of them is a Norn.
 
On the topic of races, I really wish Norn weren't in the game. They're literally just larger humans. Should have been Kodan or Hylek. Norn will deservedly be the least played race.

I'm really interested in trying the Asura because of their size, but of the races I've played so far, Char is by far the best.

If Kodan were in the game that would've been my main for sure. I guess they didn't want to cater to the furry market too much, or were dreading the awful, awful Kodan+Charr fanfic. Hylek looks like a very strong expansion candidate.

I was so sure my main was going to be Charr Warrior too, but I'm not so sure anymore. I'm almost certain it will be Female Human Guardian if none of the classes I've yet to try (Elementalist, Mesmer and Necromancer) convince me otherwise, but they probably won't. A caster will be my first alt tho.
 
I like the Norn because you make some rough looking warrior types. The human models look too young and pretty. A bunch of male models in a Benetton ad or something. : )
 
I actually didn't know Norn's were giants until I played Eye of the North.

I always thought they were just nordic humans and didn't really make sense as a separate race.
 
The biggest problem with the norn is their running animation. They had to make it look like they're going ultra slow because they have to move at the same speed as the other races. Asura on the other hand look super fast.
 
I thought Norn were one of the most Interesting and appealing Races so far, Will be main race hands down. After playing Norn for so long, when I rolled a Human it was them that just looked incredibly silly, skinny not so interesting faces.. they were just bland... of course it's a personal opinion, but I think Norn are a fantastic race, the cumbersome feeling you might get only added to feeling of playing a giant.
 
The biggest problem with the norn is their running animation. They had to make it look like they're going ultra slow because they have to move at the same speed as the other races. Asura on the other hand look super fast.

Yeah, this is what bothered me and I've said it before, they just feel like a wasted slot as a different "race", when they just seem like big humans.

but yeah, Yay Asura!
 
On the topic of running animations, judging by the videos of bwe2, the transitions between animations like falling after a jump and changing the running direction from forward to diagonal still look really bad. I'm guessing those are final...?
 
On the topic of running animations, judging by the videos of bwe2, the transitions between animations like falling after a jump and changing the running direction from forward to diagonal still look really bad. I'm guessing those are final...?

I haven't heard many people complain about that. If you're actually playing it, everything is very fluid. Especially compared to most every other MMO.
 
kodan1.jpg
 
On the topic of running animations, judging by the videos of bwe2, the transitions between animations like falling after a jump and changing the running direction from forward to diagonal still look really bad. I'm guessing those are final...?

We have worked hard on this issue. Just like any game there are cases where you can make it look crazy, but we feel like those are mostly edge cases at this point. We still have some things in mind that we want to do here, but what you see now is close to what you will get.

I will explain a bit how it works.

Visually we have transition animations that help blend between different states, but for those worried about responsiveness those transitions are purely visual so as soon as you press strafe left you are moving at full speed to the left. This disconnect is what sometimes causes the floaty feeling.

Jon P

.
 
There's probably something I'm not understanding here, but I'm a bit surprised they're only having a beta for pre-purchasers rather than also giving codes away (unless things have changed?)

I would have thought it'd be a good way to convince people who aren't sure if they want the game or not yet, to let them play it for a bit before release and then if they like it, there's another sale. Maybe they're planning on having some sort of trial or starter edition when it launches properly?
 
There's probably something I'm not understanding here, but I'm a bit surprised they're only having a beta for pre-purchasers rather than also giving codes away (unless things have changed?)

I would have thought it'd be a good way to convince people who aren't sure if they want the game or not yet, to let them play it for a bit before release and then if they like it, there's another sale. Maybe they're planning on having some sort of trial or starter edition when it launches properly?

There have been codes given away, just not like tens of thousands. A couple thousand were given away for BWE2 and they'll likely give out even more for BWE3.
 
The Beta Weekend Events have beta code give a ways. The stress tests are literally just tests to stress their servers for a short time and that's why those are prepurchasers only.
 
So the thread title says there's a public beta for those of us who pre-purchased. But has that started already or is it an announcement of a future public beta?

I'm asking because I saw the title and tried to log in to the game, but get that error message about there not being an event in progress.
 
So the thread title says there's a public beta for those of us who pre-purchased. But has that started already or is it an announcement of a future public beta?

I'm asking because I saw the title and tried to log in to the game, but get that error message about there not being an event in progress.

stress test on June 27, otherwise it is closed
 
So the thread title says there's a public beta for those of us who pre-purchased. But has that started already or is it an announcement of a future public beta?

I'm asking because I saw the title and tried to log in to the game, but get that error message about there not being an event in progress.

They don't have on-going, always up betas. You get a weekend every month or month and a half or so.

The last one they had was two weeks ago. I wouldn't expect the next one until the second or third weekend in July.
 
They don't have on-going, always up betas. You get a weekend every month or month and a half or so.

The last one they had was two weeks ago. I wouldn't expect the next one until the second or third weekend in July.

well they do, It's just closed to the public.
 
http://www.rpgamer.com/games/guildwars/guildwars2/guildwars2BWE2interview.html

1. What were some of the big takeaways for the development team from BWE 2?

Chris Whiteside: We got a large amount of extremely important feedback from the weekend. The key takeaway was that much of the feedback was micro rather than macro—we received a lot of feedback regarding balancing and accessibility rather than some of the much broader feedback items from BWE1. This is fantastic for us because it shows that the actions the community wanted us to take after the previous event were executed in the correct manner.

Much of the feedback we are looking into now surrounds balancing, accessibility, tutorials, and a number of “nice to have” requests from the community.

To our community: Please do keep the feedback coming—it’s making a huge difference to the game. And thanks for all your support; we really do appreciate it!


2. What are some of the main things you'll be working on for BWE 3?


Chris: Interesting question. As you know we have not announced a BWE3 [ed. note: Developers actually confirmed that there will be a third Beta Weekend Event in a Reddit Q&A just prior to BWE 2] so I will answer in the context of our continued work-to-launch readiness.

Aside from the areas listed above, we are doing some work on melee vs. ranged balancing (across the game) as well as finishing off a handful of core systems and features, based on the feedback we received from the previous event. We also have a few new things to show off!


3. What was your favorite bug that players found in the BWE?

Chris: Well “favorite” is definitely subjective in the two examples I am going to give here. The first one actually popped up in BWE1. “Sleep-jump” allowed players to use the “/sleep” emote and then jump whilst lying on the floor. The community really loved it, and we thought it was hilarious.

The second was an instance in which a player could execute a set of actions on their character and bring down the zone for everyone. We didn’t find this one hilarious, but we did find it very interesting. Needless to say, we got this fixed very quickly.

4. One particularly big topic on the Beta forums was that armor dyes are now applied per-character instead of over the entire account—something that proved wildly unpopular with beta forum posters. Is ArenaNet thinking of making any changes to the current dye system based on player feedback?

Eric Flannum: We always take player feedback seriously, and while we have no current plans to make dyes unlock on an account basis, we are going to do a few things that will allow players to more easily acquire the colors they want through crafting and use of the mystic forge.

5. As of BWE 2, the only way to obtain town clothes or minis was to purchase them from the gem shop. Will some town clothes or minis be obtainable as in-game rewards (say, for achievements or as mini-game prizes) when the game launches, or will they be restricted to the cash shop only?

Eric: At the moment, our plan for town clothes and minis is that they are only available via the Black Lion Trading Post (formerly, the Gem Store). There are, of course, some exceptions to this for things like the collector’s edition and other promotional giveaways. One other thing to note is that players are able to use in-game gold to trade for gems with other players via the exchange, so a player does not necessarily need to use cash to acquire these items.

6. Speaking of mini-games like the bar brawling and shooting gallery mentioned in various development blogs, are they still planned for launch? I keep trying to hop over the fence to crash that private shooting gallery party in Divinity's Reach!


Eric: There will be several activities ready to go for launch. You haven’t seen them yet because we’ve been waiting for some tech that we’re developing for PvP before we could consider them finished. We’ve got that tech now, and while I don’t know if they’re going to be in any future BWE, you will definitely be able to throw kegs at each other and break chairs over peoples’ heads in bars by launch.

7. Did you get a lot of players testing out Catacombs in explorable mode? What did you learn from their experiences that you can apply to it and other explorable mode dungeons?

Chris: We had a lot of players try out the explorable dungeon. I, too, ran it a number of times with players to get their feedback. We found two seemingly diverging opinions in one main category of feedback: difficulty.

Interestingly, the prevailing feedback was to not change the current difficulty of the enemies and scenarios, and yet we were also getting feedback that the dungeon was too hard.

As we researched the difference between the two sets of feedback, we noticed that the latter group of players was having trouble due to the high skill ceiling and associated learning curve. Our dungeons and core combat mechanics are very different to those found in other MMOs, and, as such, these experiences were very daunting for some players.

We felt that the difficulty shouldn’t be lowered, however, as we don’t believe this to be the issue.

Instead, we isolated two key areas that we will be working on to ensure that all players have more of an equal footing based on the diversity of their previous game experiences. First, we are going to do some work on melee combat to give players more time to react to enemy attacks and behaviors. Second, we will be putting in systems that telegraph changes in the game states and behaviors of enemies and bosses dependent on how the group is interacting with them. A good example of this is the lack of perceivable telegraphs when the Spider Queen spawns her spiders.

All in all, we were very excited by the feedback on the explorable version of the dungeon. We just needed more players passing through it to understand what we needed to tackle to ensure that the explorable versions of our dungeons would be both highly accessible and challenging—and above all, fun.

8. Are you looking at keeping the initial guild member cap at 100 for launch? Either way, can you tell us more about the mechanics for raising the initial cap, as alluded to in the recent Reddit Q&A?

Eric:We are definitely going to have a higher guild cap. We’ve just implemented the new system and are looking to iterate on it based on feedback from our internal testing, so I’m afraid I can’t say more about it until we’ve had a little testing time.


9. Thanks to some matchup mishaps in BWE 2, a number of servers found themselves quite demolished in World vs World vs. World PvP. Even though the finished matchmaking system should make that situation less common, what kinds of strategies might servers employ to bounce back from such a situation? Are there any plans to make it easier for servers to recover from losing all their objectives in WvWvW?
Eric: The matchmaking actually worked as intended, but since the new servers had a record of zero wins and zero losses, they ended up being matched with existing servers that also happened to have even records. It was our mistake—we simply didn’t anticipate that happening. We’ve already made changes to ensure that this doesn’t happen again.


One of the best ways for a server to bounce back from being dominated is to switch to a different map. Enemies are often very slow to react to a shift in the battlefront, and sometimes jumping to a different map entirely can buy a server some breathing space.

We are currently talking about giving some help to servers that are severely overmatched, but we aren’t quite ready to talk about just how we’re going to do it yet.

10. The state of the mesmer class was much-discussed during BWE 2. What's the current thinking on the role that the team wants clones and phantasms to play for mesmers in PvE and PvP?


Eric: Clones are intended to act as decoys and fodder for shatters in both PvP and PvE. As such, we don’t want them to be significant sources of damage. Phantasms, on the other hand, should be dangerous, which is why we call them out to enemy players by not making them exact copies of the mesmer. We’re still working on getting the balance for illusions down properly, and players should continue to see improvements as we progress.
 
Sounds like everything is coming along nicely. I wonder what the new 'PvP tech' is they were waiting on.

Vehicles, baby.

2 supply: Archer Screen (mobile, provides a tiny area of invulnerability behind it)
6 supply: Catapult (now mobile, but slow)
12 Supply: Siege Tower (can only roll in one direction so it needs to be lined up carefully), but it allows you to jump up and over walls.

Believe.

Also, they need to implement landmines. Was reading about WW2 battles and being able to deploy minefields to deter enemies would be awesome. To keep things on the server sane, maybe each player can only drop 1 mine each, meaning mining a location will need to be a group effort.
 
I like how all of those questions are actually interesting to know, none of those filler questions everyone knows about already and all of them are problems I've encountered in here, too.
 
Also, they need to implement landmines. Was reading about WW2 battles and being able to deploy minefields to deter enemies would be awesome. To keep things on the server sane, maybe each player can only drop 1 mine each, meaning mining a location will need to be a group effort.


That would be so un-fun as a gaming mechanic.
 
The PvP tech is related to the minigames in the cities...I am guessing its something small. Perhaps some kind of individual score ranking system across servers or something that updates on a certain interval.

Or maybe its spars :-o
 
Well, whatever it is he said it has now been implement so i guess we'll find out in BWE3. Those guys work fast, with all these changes and updates.
 
10. The state of the mesmer class was much-discussed during BWE 2. What's the current thinking on the role that the team wants clones and phantasms to play for mesmers in PvE and PvP?

Eric: Clones are intended to act as decoys and fodder for shatters in both PvP and PvE. As such, we don’t want them to be significant sources of damage. Phantasms, on the other hand, should be dangerous, which is why we call them out to enemy players by not making them exact copies of the mesmer. We’re still working on getting the balance for illusions down properly, and players should continue to see improvements as we progress.

boo

They have to know the mechanic itself is the issue. I think they're avoiding it because they don't think they have time before release to do it.
 
Out of sheer boredom, I decided to check out The Secret World beta that started today. Holy hell. Complete train wreck.

Look what you're making me do, ANet!
 
boo

They have to know the mechanic itself is the issue. I think they're avoiding it because they don't think they have time before release to do it.

Havent played the game yet (no pre-order philosophy) and was really interested in the Mesmer. But from what ive read about it so far, it doesnt sound like the class is all that well put together. Like the only competent build is a phantasm build, and thats something that sounds boring to me

Perhaps ill roll engineer if/when i get the game
 
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