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Guild Wars 2 Press Beta [Prepurchase Is Live]

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Yeah, the Trilogy pack is everything except for Eye of the North (which is the only true, non-standalone expansion).

I'd actually probably recommend starting your new character in Factions, if you're starting fresh. If you start in Nightfall, the game grinds to a halt in at least two or three places and makes you grind out reputation points before you can proceed (whereas you can bring your Factions character over to Nightfall and do that campaign exactly the same, minus the irritating Sunspear rank grind). And Prophecies in general is just slow as hell - if you're playing normally for the first time, you're probably looking at 15-20+ hours before you hit the max level, which is where Guild Wars begins in terms of gameplay.
 
Hey since you're here - if I was going to jump into GW solo just to get some of those Hall of Monuments rewards for GW2, I wouldn't need the Factions expansion right? Just the Trilogy + Eye of the North?

The trilogy includes factions, so yeah just need trilogy + EOTN.
 
That video actually made me consider using the Hammer as my other weapon - the ring of "fuck you, you're not getting away" made my jaw drop - you can see it in action later in the video when the player drops it, punts the mob with the hammer ability, and they hit the wall like eggs thrown against a house. Absolutely amazing. Imagine doing that, switching to Greatsword, unleashing mad damage, hitting them with chains when they run away, getting them back close, more damage, switch to hammer, dodge roll in front of them running away, launch them back towards where you want them, drop the ring again... god... awesomeness



You get shit for exploring too now!

Remember that awesome feeling you had when you found the troll village in Darkshore? Phat loot awaits where you explore now! WUUUUT

Where is this video you all speak of?
 
Thanks Jira, one more. There will be PVE and PVP servers or not? Will the difference be the standard one?

No, a server is just a server. You MIGHT see RP designated servers but...surprise, surprise, ANet does it differently than the rest.

Everything is in a centralized database, every name is unique. Whether your name is unique to the entire game or just your region remains to be seen. With this system they make it so you can move servers quickly and easily at will, so if you know people on another server you can jump on over to their server from within the game. It hasn't been completely confirmed, nor outright denied, but based on what ANet has said they want to make server transfers painless and easy which to me and a lot of the community means free server transfers because for ANet it's no different than a district transfer in GW1 and it cost no money either. Now whether it will be free or not isn't set in stone at this point, but we do know for sure you can quickly and easily move servers if you want to.
 
Only played the first for about a hour at a friends... But everything I have read on GW2 looks super interesting, GW2 and D3 are looking to be my main online games for the next few years, unless WoW pulls me back in with panderia.
 
Thanks again, one last! Is GW2 gonna be the game of the forever?

We can only hope...

Argh, this was about time!
Gamespot doing some Thief/Warrior footage:
http://www.youtube.com/watch?v=5zy8ad-gROI
Edit: Oh IGN has some, too:
http://www.youtube.com/watch?v=fowYqpbBZYI

"I'm outleveled so that's why I killed him pretty easily"

You had 10% health and nearly freaking died because you didn't take notice that any damage done to him is reflected back as burning damage! Ugh.

Did he really just die to a single normal mob 3 levels below him? :-(

How are the press so bad at gaming? It's what they do for a freaking living!
 
Wait haven't we seen the world map before at the conventions?

We have, however it's drastically different looking now with a ton more zone names along with zone level ranges. They've also added tons of UI functionality to the map with different types of icons. It has a more painterly feel now and matches the overall aesthetic of the game. For comparison:

Old:

Tyria_map.jpg


New:

eUp3a.jpg
 
"I'm outleveled so that's why I killed him pretty easily"

You had 10% health and nearly freaking died because you didn't take notice that any damage done to him is reflected back as burning damage! Ugh.

Did he really just die to a single normal mob 3 levels below him? :-(

How are the press so bad at gaming? It's what they do for a freaking living!

Yeah, that was quite terrible, even though he provided a nice overview of a few of the Thief skills.

I'm really torn between the Thief and Mesmer, so I wouldn't mind to see some more Thief videos, hopefully from people who can actually play the game well. The Warrior vid was so impressive I've jotted that profession down as nr. 3.
 
Yeah, that was quite terrible, even though he provided a nice overview of a few of the Thief skills.

I'm really torn between the Thief and Mesmer, so I wouldn't mind to see some more Thief videos, hopefully from people who can actually play the game well. The Warrior vid was so impressive I've jotted that profession down as nr. 3.

He did forget to mention that when stealthed your #1 skill changes for each weapon.
 
One thing I'd like to note are the spell effects. They're nice and paint like, but they seem so messy and over the top.

I agree. I like them in PvE when playing alone, but in the dungeons and smaller areas with more people involved, things get a little too crazy.

I imagine all those effects are also quite taxing on the PC hardware, explaining the FPS drops.
 
I do believe ANet has commented on the spell effects during the Beta and are indeed looking into them. I'd guess they'll either tone them down across the board or give us some kind of options/slider so we can choose our own preference.
 
There's quite a bit more to this story. Though, the points being made are understandable.

5v5 is likely not just due to esport count
I've gone into detail about this before but 5v5 is likely not just an esports based choice. Nor is it just a CS FPS homage. If you have been watching how the DPS is balanced in GW2, 5 people is already quite a group. With small choke-point heavy maps, such as what PvP has, any higher number would likely cause serious issues. A 10 man coordinated team could likely kill opponents in seconds. And this brings back the ability to spike from GW1. 10 fire eles with water snares? Oh boy... Sure, this will be available in other modes but they will be way more random. In comp PvP with high-level play 10 people on those maps would pounce targets and tear through objectives.

The other issue is camping. Cap points were very spread out in GW1 on many maps to avoid easy camping. A 4/4/2 split with guardian campers could be a nightmare. You would have lame HA builds of yesteryear just going pure defense. If they come against a damage team, they still would only likely be able to take out one group at a time. Meanwhile, the other groups are still holding more points killing you in score. And an even higher count of 4 campers would probably cover an entire range of boons/buffs to make what would be the modern smite ball. Finally, yes I have one more, re-spawns would be a bitch to handle. This one is pretty self-explanatory.

There are plenty of other PvP options, you don't have to kill 5v5 for 12v12 WvW style
Yea...pretty self-explanatory again. Nobody said you have to kill 5v5 for a nice 12v12 WvW setup. Just have another option. And if the worry is that 12v12 would take over? Well, that just shows that PvP is inferior.

We are the customers so who cares?
I don't give a shit about esports. GW1 had a large PvP player-base and many will come in for rounds on GW2. However, would you rather have a chunk of that player-base lose interest jetting or take a chance on esports to gather new players? Same logic can apply to new players as well We are paying ANET day 1 so give US better PvP. If you are going to make a lot of money off micro-trans from dedicated players, don't gimp them to catch newcomers. Keep both.

And if you are a customer who is in favor of 5v5 being excited for esport matches...well I guess that's OK. I'd personally rather have the benefits apply to me playing and not a group of strangers on stream.
 
So if things are going the way I believe Anet has planned, don't tell me they're going to put GW2 up against D3? (D3 right seems like a big if for a Q2 release with the changes they've done). Crrrrraaaaaaazy.
 
So if things are going the way I believe Anet has planned, don't tell me they're going to put GW2 up against D3? (D3 right seems like a big if for a Q2 release with the changes they've done). Crrrrraaaaaaazy.

I don't think GW2 week necessarily make the second quarter. My money's on Q3.
 
I brought this up before but I think it was lost in the middle of other conversation. With talking about pvp has the effect of the down state and the fighting back aspect been addressed on it possibly slowing down the flow of pvp?

The scenario I brought up was in a battle of 1 vs 2 situation, does the alone player have a chance to win? If one of the players goes down the solo guy either has to focus on killing him and leaving himself open or focus on the other player and letting the downed guy fight back. Has something like this already been addressed?

I like the idea of the downed state when it applies to pve but it just seems like it would be a hinderance and an annoyance in pvp.

This and the skating animation while running are my only worries about the game, other than that I am so hyped for this game. The exploration videos are getting me even more hyped.
 
I brought this up before but I think it was lost in the middle of other conversation. With talking about pvp has the effect of the down state and the fighting back aspect been addressed on it possibly slowing down the flow of pvp?

The scenario I brought up was in a battle of 1 vs 2 situation, does the alone player have a chance to win? If one of the players goes down the solo guy either has to focus on killing him and leaving himself open or focus on the other player and letting the downed guy fight back. Has something like this already been addressed?

I like the idea of the downed state when it applies to pve but it just seems like it would be a hinderance and an annoyance in pvp.

This and the skating animation while running are my only worries about the game, other than that I am so hyped for this game. The exploration videos are getting me even more hyped.

Most of what's been said about the downed state has been in the context of PvE, so I'm a bit curious about this as well. I could definitely see them modifying its functionality in PvP for the sake of balance and expediency, since they're already doing something like that for skills and traits.
 
Most of what's been said about the downed state had been in the context of PvE, so I'm a bit curious about this as well. I could definitely see them modifying its functionality in PvP for the sake of balance and expediency, since they're already ding diverging like that for skills and traits.

I think it would be ok in pvp if you didnt have to channel an attack to actually kill the person. If you could just hit him with another regular attack or two you could still have the effect with out it really ruining situations too much. At the very least I hope they do something to it and don't keep it the same(in pvp).
 
I brought this up before but I think it was lost in the middle of other conversation. With talking about pvp has the effect of the down state and the fighting back aspect been addressed on it possibly slowing down the flow of pvp?

The scenario I brought up was in a battle of 1 vs 2 situation, does the alone player have a chance to win? If one of the players goes down the solo guy either has to focus on killing him and leaving himself open or focus on the other player and letting the downed guy fight back. Has something like this already been addressed?

In the situation where one player is fighting two players? It's entirely likely that the solo player will find himself at a significant disadvantage even after downing the first enemy. It's worth noting that downed characters aren't particularly strong or anything - fighting one player and one downed player is a lot closer to fighting one player than it is to fighting two players - but I doubt the solo player is going to win those scenarios very often unless he gets lucky, is fighting an opponent who is much worse than him, happens to be a particularly good counter to his opponent, etc.

Honestly, though, the way that the issue is likely to be 'addressed' is: The game is not meant to be balanced perfectly in the case that a solo player finds himself running into an enemy duo, with nobody else around. In large-scale PvP, it's pretty likely that there will be NPCs or other player characters allied to one side or the other that either balance the scales, or tip it all the way in one direction - and if there aren't, and the encounter turns into a stalemate, then so be it, because it's not really important in the grand scheme of things. In the structured PvP, it's only really going to come up when teams are running split builds - in which case that sort of imbalance is zero-sum, because where the other halves of each team are fighting, the imbalance is tilted in the opposite direction.

Edit: And really, the problem goes away as soon as you get up to group sizes that are any larger than 2v1. If you add even one player to either side, then after downing one opponent, it becomes 2v2, with one weak downed character in the middle. The downed character is effectively contributing half the effectiveness per enemy that he would in the 2v1 situation, and his effectiveness was pretty low to begin with, muting the advantage that his side enjoys - and his enemies are also able to coordinate killing the downed character, which both leaves them less open than the 2v1 scenario as they can cover each other's backs, and lets them finish off the downed player in half the time. And that effect only increases the more players you add in.
 
I think it would be ok in pvp if you didnt have to channel an attack to actually kill the person. If you could just hit him with another regular attack or two you could still have the effect with out it really ruining situations too much. At the very least I hope they do something to it and don't keep it the same(in pvp).
They should just die when they are out of health. Downed state is extremely stupid in PvP. Works great for the most part and I approve for PvE/WvW.
 
They just need a quick animation for pvp. The only problem I currently see is that it takes too long to perform the finisher, if they speed the process up it'll be ok.
 
If you down one person, he becomes a point of interest. You then retreat from them; the range they can fire at you isn't that large. From there you actually put the ball in the opponent's court. Either:

A) The second guy chases after you and leaves his partner for dead. After enough time, he could rez himself, but in that time he's already been out of the fight long enough that he can't catch up to you, and you already got some points for downing him. You on the other hand will have a much better time dealing with one guy, either trapping him around a corner or kiting him into teammates.

B) The second guy tries to rez his friend. In which case you just switch to your ranged weapon and pepper them both from afar. You'll keep the other guy from getting his rez any time soon, while lowering the health of his friend. If they manage to get both up, you'll have been able to lower the health differential by a ton. And of course, you can always just run away while they're occupied with something else. It's still two people not fighting for several seconds.

Finally, there are so many escape mechanics in this game that you'll need to be jumped to be forced into a 2v1 situation.

There's quite a bit more to this story. Though, the points being made are understandable.

5v5 is likely not just due to esport count
I've gone into detail about this before but 5v5 is likely not just an esports based choice. Nor is it just a CS FPS homage. If you have been watching how the DPS is balanced in GW2, 5 people is already quite a group. With small choke-point heavy maps, such as what PvP has, any higher number would likely cause serious issues. A 10 man coordinated team could likely kill opponents in seconds. And this brings back the ability to spike from GW1. 10 fire eles with water snares? Oh boy... Sure, this will be available in other modes but they will be way more random. In comp PvP with high-level play 10 people on those maps would pounce targets and tear through objectives.

The other issue is camping. Cap points were very spread out in GW1 on many maps to avoid easy camping. A 4/4/2 split with guardian campers could be a nightmare. You would have lame HA builds of yesteryear just going pure defense. If they come against a damage team, they still would only likely be able to take out one group at a time. Meanwhile, the other groups are still holding more points killing you in score. And an even higher count of 4 campers would probably cover an entire range of boons/buffs to make what would be the modern smite ball. Finally, yes I have one more, re-spawns would be a bitch to handle. This one is pretty self-explanatory.

There are plenty of other PvP options, you don't have to kill 5v5 for 12v12 WvW style
Yea...pretty self-explanatory again. Nobody said you have to kill 5v5 for a nice 12v12 WvW setup. Just have another option. And if the worry is that 12v12 would take over? Well, that just shows that PvP is inferior.

We are the customers so who cares?
I don't give a shit about esports. GW1 had a large PvP player-base and many will come in for rounds on GW2. However, would you rather have a chunk of that player-base lose interest jetting or take a chance on esports to gather new players? Same logic can apply to new players as well We are paying ANET day 1 so give US better PvP. If you are going to make a lot of money off micro-trans from dedicated players, don't gimp them to catch newcomers. Keep both.

And if you are a customer who is in favor of 5v5 being excited for esport matches...well I guess that's OK. I'd personally rather have the benefits apply to me playing and not a group of strangers on stream.
Wait, you do know we have the option of setting up player made tournaments on those PvP maps day 1, and I'm pretty sure we're allowed to set the team options we want.
 
So I got to thinking about Cross Profession Combos and I was looking at the Guardian as that's one of the classes I want to try first.

So in total the Guardian can create 4 initiator fields and has 6 skills that can finish initiator fields.

From what I can see if you're really into making a CPC heavy build for a Guardian, you'll want to run Mace + Shield or Mace + Focus depending on if you want to go with more defense/defense or defense/condition. Mace + Shield will let you make 2 initiators, Mace + Focus will let you make 1 initiator and 1 finisher. Your second weapon will want to be the Greatsword as you have 2 initiators and 3 finishers on it.

If you run M + S & GS then you can make all 4 initiator fields and 4 finishers, M + F + GS would be 3 initiators and 5 finishers.

So that's all just one class comboing off of itself, not taking into account any other classes.

Then you run something like 30 pts into Honor, 30 into Valor, and 10 into Virtues for your traits:

I was starting to look at builds for Guardian yesterday as the game gets a bit closer to release. I ended up coming to a lot of the same conclusions as you but I was curious where you got your concrete info as to which skills were fields/finishers. For my part I'm heavily leaning towards mace/focus as it seems to be the best balance between offense/defense in terms of combinations with a great variety of tactics to utilize. I actually was leaning toward Hammer as my alternate for something that seems a bit heavier on the aoe. My intended utilities/profession skills are a bit different than yours as well; I almost exclusively coop so I have to bring a bit more DPS in my builds as well. I'll actually pull the lists up on my phone and put my build up after lunch.

My other concern with Guardian is that all of his initiator fields that I could find information on were light; at the very least I expected Guardian to have a fire field. Fortunately my coop partner is 99% likely to play necro, elementalist, or mesmer so we'll probably cover a good portion of the possibilities between the two of us. It really seems to be the only class that has exactly one type of initiator field (Except possibly warrior?) but I suppose that's balanced by being the most survivable of professions.
 
Yay, signed up! I cross my fingers for everyone in this thread.

Yeah, the Trilogy pack is everything except for Eye of the North (which is the only true, non-standalone expansion).

I'd actually probably recommend starting your new character in Factions, if you're starting fresh. If you start in Nightfall, the game grinds to a halt in at least two or three places and makes you grind out reputation points before you can proceed (whereas you can bring your Factions character over to Nightfall and do that campaign exactly the same, minus the irritating Sunspear rank grind). And Prophecies in general is just slow as hell - if you're playing normally for the first time, you're probably looking at 15-20+ hours before you hit the max level, which is where Guild Wars begins in terms of gameplay.
I like the story up til that point in Prophecies though :( After that it's like they don't want you to care about anything anymore.
 
They just need a quick animation for pvp. The only problem I currently see is that it takes too long to perform the finisher, if they speed the process up it'll be ok.
At the very least. The idea of sitting there for a matter of seconds getting pelted by another enemy is ridiculous. So the balance is that you have to be alone with the enemy to take them out completely. There is a bit of logic there. But that also means that as long as somebody has a live buddy with them, they can just rez themselves up. Again, not bad logic kind of like a resurrection sig.

But it still looks tedious, like a chore. I think the downed state opponent should just time out quickly and have no options. They can't save themselves but resurrections will still be available. You just have to leave it to your teammates to help. Then you can sort of keep the fatalities in.
Wait, you do know we have the option of setting up player made tournaments on those PvP maps day 1, and I'm pretty sure we're allowed to set the team options we want.
Of course. Otherwise I wouldn't be talking 10v10. But anything not official is not consequential.
 
I do believe ANet has commented on the spell effects during the Beta and are indeed looking into them. I'd guess they'll either tone them down across the board or give us some kind of options/slider so we can choose our own preference.

I'd rather they make it a slider - I like all the flashy effects and such in the game and they don't bother me - it's makes it feel more like Guild Wars' style.

Which is artistic as FUCK.
 
In the situation where one player is fighting two players? It's entirely likely that the solo player will find himself at a significant disadvantage even after downing the first enemy.

This is the problem I have with the downed state. In a pvp situation even if it is extremely rare with enough skill the solo player should at least have a chance to stand a chance against 2 apponents. But with the downed state it pretty much makes it impossible. Take down one apponent and your option is to either leave yourself open, run and not get the kill, or go for the second guy and most likely have the first revive and still be at a disadvantage.

A) The second guy chases after you and leaves his partner for dead. After enough time, he could rez himself, but in that time he's already been out of the fight long enough that he can't catch up to you, and you already got some points for downing him. You on the other hand will have a much better time dealing with one guy, either trapping him around a corner or kiting him into teammates.

B) The second guy tries to rez his friend. In which case you just switch to your ranged weapon and pepper them both from afar. You'll keep the other guy from getting his rez any time soon, while lowering the health of his friend. If they manage to get both up, you'll have been able to lower the health differential by a ton. And of course, you can always just run away while they're occupied with something else. It's still two people not fighting for several seconds.

The first option is really the only way I see of doing it, but without the downed state it should really be possible to get the one kill and then escape. The second option I don't think would really acheive much but prolonging the fact that you either run or die.

That these are the only options in a scenario like this, even if it's rare with the escape mechanice, I think is a big problem with the downed state in pvp. I don't understand how they can have a game mechanic like this in pvp and want it to be a decent esport.
 
I like the story up til that point in Prophecies though :( After that it's like they don't want you to care about anything anymore.

I dunno, I always found the Guild Wars stories to be more good for a laugh than anything. For me, the main reason to do the pre-Lion's Arch missions in Prophecies is to see the cutscenes with Prince Rurik, and realize that you can no longer pretend that he isn't Travis Touchdown.


This is the problem I have with the downed state. In a pvp situation even if it is extremely rare with enough skill the solo player should at least have a chance to stand a chance against 2 apponents. But with the downed state it pretty much makes it impossible. Take down one apponent and your option is to either leave yourself open, run and not get the kill, or go for the second guy and most likely have the first revive and still be at a disadvantage.
The first character only revives if A) His friend helps him up (which leaves him open to your attacks), or B) If he manages to kill you from the downed state. Otherwise, he basically bleeds out and dies.

If you're solo, and you run up against two enemies and down one, all you need to do is drag the fight out until the downed player dies for good, and you're dealing with a regular one-on-one fight (albeit likely with lower health, expended cooldowns, etc). Or you can continue to fight the second guy, in which case the fight is more like "1 versus 1.2" or something, with the downed enemy assisting the live one. Neither of those sound impossible, even if both require you to be able to outplay your opponent significantly.
 
That MMOGamer W^3 video!!!

So damned happy to see armor colors NOT based around server/realm. I HATE seeing the Red/Blue armor in instanced PvP.

Asura Thief 100% W^3 inc!
 
The first character only revives if A) His friend helps him up (which leaves him open to your attacks), or B) If he manages to kill you from the downed state. Otherwise, he basically bleeds out and dies.

If you're solo, and you run up against two enemies and down one, all you need to do is drag the fight out until the downed player dies for good, and you're dealing with a regular one-on-one fight (albeit likely with lower health, expended cooldowns, etc). Or you can continue to fight the second guy, in which case the fight is more like "1 versus 1.2" or something, with the downed enemy assisting the live one. Neither of those sound impossible, even if both require you to be able to outplay your opponent significantly.

The only problem with this is they have already said they are changing one of the spells while down to heal yourself so you dont just get left there to die if there is nothing around you. So the second player can keep going after you and to keep the other guy from healing you have to use aoe or attack him every great once in a while. So instead of the guy being down and you focusing on the one person left or possibly running away, you now have to either run and let him revive or still worry about both players.

I just think they were thinking too much about pve when they implemented this and not enough about pvp. Hopefully something is done with it, cause this is my only real problem with what I have seen so far.
 
Thanks. I am not really a fan of mounts. But I am also not a fan of fast travel teleport system ethier. Just sayin.

I've always wanted to see an MMO where the fast travel options are all caravans, coaches, wagons, etc. that you just hitch a ride on for a fee. These transports can be affected by the world and events around them, so if the Ogres or whatever have set up a roadblock, the transport has to stop and you have to go kick their asses to clear the path.

It would make certain areas feel dangerous to travel through ("Oh dear, our path will take us through Darkwood Forest!") and you'd have a sense that enemies are actually occupying territory and sealing their borders.

I know Age of Conan had events that would happen during travel, but they were all instanced if I remember right.

Fast travel should be a city-to-city thing only. I would also probably have any well-maintained roads give a passive speed bonus when you're on them, so that you can actually get places relatively quickly if the path is nice and level. Obviously the roads would go to shit or flat out stop when you get into dangerous territory.

In regards to actual mounts, if I remember correctly ANet said that they'll put ground mounts in down the line, but only if they get mounted combat working. They don't want to just put mounts in and that be it, they have to do something different just like everything else in the game. Oh and they said absolutely no flying mounts, ever.

Mounted combat might be interesting, so long as it doesn't turn into the vapid chore that WoW's jousting was. I would love to see actual Jousting tournaments and stuff, and they've already established that there's lots of little mini-games and activities in the cities (archery, kegball, etc.) so that'd fit in there nicely. It also wouldn't require actual mounts if they're confined to the tilting grounds.

I was thinking this morning that with all the weapons in GW2, the absence of Spears / Lances / Halberds is a little surprising. I would have thought they'd be in considering the advantage range gives with pole arms. Might be interesting to balance them around mounted combat;

To balance their reach, they'd have one less skill than comparable weapons normally would. So if you have a one-hand polearm (light spear or javelin), you'd have 2 attacks instead of three, while a two-hand polearm (halberd, etc.) would have 4. The missing attack would be replaced by a 'plant' option which temporarily drops the weapon and switches you to your alternative set, placing the spear on the ground. If an enemy charges into it (mounted or not) it can cause massive damage. The weapon would be automatically re-equipped after a set amount of time / distance or after impailing some schmuck.

Oh, and flying mounts were the worst fucking thing ever. Let's build a huge fantastical world populated with dangerous enemies and then let everyone fly over and ignore it.

Player housing (separate from your Personal Story instance) and guild halls will be after launch.

I'm one of those people who will adamantly defend the need for Player Housing and am absolutely sick of the "LOL, go play simz" argument. When they mentioned that you take your Dye Seeds back to your neighborhood to grow them, my heart leapt a little at the prospect of having a house with little crafting areas for growing cooking ingredients. I don't need a Sims-level housing system, but I'd love to see something comparable to Vanguard (or at least LotRO).

Hopefully that's something they'll have soon. The Guild interface already has an Architecture tab under rewards, so far all it does is enable bigger banks.
 
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