Guild Wars 2

Woot new profession reveal... Interesting character... Sort of like a protection-monk-ritualist-warrior...

And I have internets again!!!
xD
 
Blog entry : Jon Peters talks about combat

We know this already, but just to read it again, for me personally makes me very very happy about the combat system!
That is why we want to eliminate things that we felt were burdens on the game such as:

* Group LF Healer/Tank…
* Party wipes when you lose the wrong person.
* Watching the interface instead of the world.
* Playing with people because you have to, not because you want to.
* Being stuck in the same combat patterns over and over again.
 
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i like that, i want to be able to solo when i want and group when i want and not be forced to anything i don't like.
 
All of them pretty relevant points for me ... grouping up is fine from time to time, but I love playing solo.

i like that, i want to be able to solo when i want and group when i want and not be forced to anything i don't like.

That was always the biggest improvement GW had over any other MMO...it'll be interesting to see how they manage that without instancing though ;)

Separate quests for solo/group or scaling mobs depending on the group size?
 
based on what i saw in vids at RAGE, mobs scale depending on how many players are active for that specific area.

More players = more enemies and less npc support

Less players = less enemies and more supporting npc's
 
That was always the biggest improvement GW had over any other MMO...it'll be interesting to see how they manage that without instancing though ;)

Separate quests for solo/group or scaling mobs depending on the group size?

They've always been touting the scaling of encounters in the game as one of the major points of the game - even in instanced areas. The programming must be ferociously complicated - the scaling has to be dynamic - for instance, what would happened if they scaled combat for the 10 people in the area (random number) and another 20 entered the combat area to come help out?

Well ... I'm sure they've given it some thought already :)
 
New Guild Wars 2 Demo at PAX East March 11 - 13 2011!!!

Anyone else smelling another profession reveal? That will put the total at 6 professions and 2 to go. Guild Wars 2 will be released at the end of the year.

The 3rd book will be done in June/July 2011 the last few bridging campaigns in Guild Wars should finish in October I think. Next is the Factions story, then the 6th birthday then the next book should be out and then I think it should be the Nightfall story.

The rest of the info we need like WvW and PvP will be released after the last 2 professions. then the game should probably be released in November or December. Should make a good Xmas present...

I CANT WAIT!!!
 
I don't want it to be released in November, the new Elder Scrolls: Skyrim is coming out in November and I WILL be playing it.

I'll probably loose another 2 weeks of my life with that game...
 
They've always been touting the scaling of encounters in the game as one of the major points of the game - even in instanced areas. The programming must be ferociously complicated - the scaling has to be dynamic - for instance, what would happened if they scaled combat for the 10 people in the area (random number) and another 20 entered the combat area to come help out?

Well ... I'm sure they've given it some thought already :)

Yep, and add to that, 15 more people rushing to your area where the 10+20 new people just came from, however these 15 arent interested in these foes, they are just passing through to rush to something else. According to what they said these guys wont get any rewards [they didnt participate in helping the objectives / killing], but how Arenanet is going to determine how to scale mobs in the sense of some people not participating in battle, that is going to post a big problem in scaling... if they have created a fool-proof method of doing that then wow!

Would it be scaled for 10+20+the new 15 that passing through .. ie 'standing close enough around doing nothing'....
 
Yep, and add to that, 15 more people rushing to your area where the 10+20 new people just came from, however these 15 arent interested in these foes, they are just passing through to rush to something else. According to what they said these guys wont get any rewards [they didnt participate in helping the objectives / killing], but how Arenanet is going to determine how to scale mobs in the sense of some people not participating in battle, that is going to post a big problem in scaling... if they have created a fool-proof method of doing that then wow!

Would it be scaled for 10+20+the new 15 that passing through .. ie 'standing close enough around doing nothing'....

Possibly it will go like that:

Code:
If party attacks monster, then calculate monster's health and damage (players * default).

If solo player attacks monster, then calculate monster's health and damage (dafault)

If party does X damage, calculate average damage. If player's damage is certain_percentage of average, then give_no_loot.

If there healer/prot, then calculate percentage of damage negated/healed, if that percentage is below some_percentage, then give_no_loot. If this person gives buffs, then effect from buffs given to damage or heal/prot meter.

If there is YY players, increase monster density by some_constant * YY. Spawn more monsters.

To avoid sudden spawn in middle of party, spawn monsters out player's view. If there is few players in sector ZZ, don't add monsters. If more players enters sector ZZ, spawn more enemies.

If party A and B hits monster, then calculate damage done. if damage done by one of parties is larger by certain percentage than other's, then one team with most percentage gets all loot, other team get nothing. If both team's percentage equal, give or take, then both parties get loot.

For case with separate players, it will be joined automatically to pseudo party, it will not be visible to players, but it will work like party with damage calculation. If players within radius_constant for duration_time seconds, then join party.

If player in party not active, attacking or buffing not done for certain time, then kick from pseudo party or don't count towards monster buff in real party.

So, in above case, we get that those 30 people will be joined to pseudo party if they were separate. According to code, people passing by will not be joined to pseudo party, because they are not within their radius for fixed amount of time. If they standing by close enough, they will not get loot and will be kicked from pseudo party.
 
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Possibly it will go like that:

If party attacks monster, then calculate monster's health and damage (players * default).

If solo player attacks monster, then calculate monster's health and damage (dafault)

If party does X damage, calculate average damage. If player's damage is certain_percentage of average, then give_no_loot.

If there healer/prot, then calculate percentage of damage negated/healed, if that percentage is below some_percentage, then give_no_loot. If this person gives buffs, then effect from buffs given to damage or heal/prot meter.

If there is YY players, increase monster density by some_constant * YY. Spawn more monsters.

To avoid sudden spawn in middle of party, spawn monsters out player's view. If there is few players in sector ZZ, don't add monsters. If more players enters sector ZZ, spawn more enemies.

If party A and B hits monster, then calculate damage done. if damage done by one of parties is larger by certain percentage than other's, then one team with most percentage gets all loot, other team get nothing. If both team's percentage equal, give or take, then both parties get loot.

They've already said that all participating players will get equal rewards - and participating doesn't necessarily mean hitting whatever is in the area. So if I come along, for example, and start healing and reviving other players that are attacking, then I am actively participating, hence I will get some reward.

I don't think they'll go the party vs party route, because this will work against their philosophy of encouraging individual styles of play -> by going that route they'll be forcing you to join a party and trying to out-dps the other, which encourages competition rather than a spirit of co-operation ... and co-operation is their stated goal.

This avoids the sort of situation I've seen in Aion where a party attacking a hero boss suddenly needs to compete with another higher-dps party who dashes in and steals the kill ... for the second party there is less risk involved since the first party has built up a fair amount of aggro already. And then the first party, which carried most of the risk, ends up, most of the time losing out on the kill and the loot.
 
They've already said that all participating players will get equal rewards - and participating doesn't necessarily mean hitting whatever is in the area. So if I come along, for example, and start healing and reviving other players that are attacking, then I am actively participating, hence I will get some reward.

I don't think they'll go the party vs party route, because this will work against their philosophy of encouraging individual styles of play -> by going that route they'll be forcing you to join a party and trying to out-dps the other, which encourages competition rather than a spirit of co-operation ... and co-operation is their stated goal.

This avoids the sort of situation I've seen in Aion where a party attacking a hero boss suddenly needs to compete with another higher-dps party who dashes in and steals the kill ... for the second party there is less risk involved since the first party has built up a fair amount of aggro already. And then the first party, which carried most of the risk, ends up, most of the time losing out on the kill and the loot.

Then it will be other way, but I wrote above in 10min, wasn't thinking about that much.

I knew one online (rather multiplayer of one RPG) game of 1999, where you have one instance, you are free. Kill monsters, kill players, and you may join up on to others killing monsters. All xp received depends on damage done. Loot is unshared: first come to loot bag, first receive contents of loot bag...
 
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Jagtiger, like shadowfox already said, loot will be party-wide, so party vs party DPS battles will be avoided by all means necessary.

Jagtiger said:
For case with separate players, it will be joined automatically to pseudo party, it will not be visible to players, but it will work like party with damage calculation. If players within radius_constant for duration_time seconds, then join party.

If player in party not active, attacking or buffing not done for certain time, then kick from pseudo party or don't count towards monster buff in real party.
Your idea of the pseudo party in background : nice way to explain that, this I agree with; then after

if [joined_party_time + time_to_set_active = active_player_time]
{
active_players++;
list_players[active_players] = character;
active_players_level_average = calcAverageLevel[list_players];
buffMonsters[monster_mob_array, active_players, active_players_level_average];
}

I dont know that quick way I thought up would create alot of constant CPU power to calculate every single second.... GL to them for creating 10*******s of arrays haha!
Interesting problem they had to solve, which I think they have long ago.
 
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They've already said that all participating players will get equal rewards - and participating doesn't necessarily mean hitting whatever is in the area. So if I come along, for example, and start healing and reviving other players that are attacking, then I am actively participating, hence I will get some reward.

I don't think they'll go the party vs party route, because this will work against their philosophy of encouraging individual styles of play -> by going that route they'll be forcing you to join a party and trying to out-dps the other, which encourages competition rather than a spirit of co-operation ... and co-operation is their stated goal.

This avoids the sort of situation I've seen in Aion where a party attacking a hero boss suddenly needs to compete with another higher-dps party who dashes in and steals the kill ... for the second party there is less risk involved since the first party has built up a fair amount of aggro already. And then the first party, which carried most of the risk, ends up, most of the time losing out on the kill and the loot.

WAR did something similar with their zone public quests...although that was silly, hit a mob thats being attacked, hit another mob thats also being attacked - get +2/10 mobs needed for the quest = get loot at the end of the quest
 
Jagtiger, like shadowfox already said, loot will be party-wide, so party vs party DPS battles will be avoided by all means necessary.


Your idea of the pseudo party in background : nice way to explain that, this I agree with; then after

if [joined_party_time + time_to_set_active = active_player_time]
{
active_players++;
list_players[active_players] = character;
active_players_level_average = calcAverageLevel
[list_players];
buffMonsters[monster_mob_array, active_players, active_players_level_average];
}

I dont know that quick way I thought up would create alot of constant CPU power to calculate every single second.... GL to them for creating 10*******s of arrays haha!
Interesting problem they had to solve, which I think they have long ago.
Time may be reduced to 10-30second increments with some generic name "tick" or so. No need to calculate every second. It just renews every "tick". To eliminate load on monsters array, monsters will be buffed upon player's approach when they get within radar range or so, that only required enemies are buffed.

You remember: "Software become more slower and expensive. Hardware becomes more faster and cheaper."?
 
Time may be reduced to 10-30second increments with some generic name "tick" or so. No need to calculate every second. It just renews every "tick". To eliminate load on monsters array, monsters will be buffed upon player's approach when they get within radar range or so, that only required enemies are buffed.

I suppose checking every 'tick'; but for everything to be effective : 1)giving loot to CORRECT PARTICIPATING people in 'pseudo' group the tick should be small enough [ie. hence I called it a continuous loop] to eliminate 2A) the 15 people that is in radius just trying to get loot-share without doing anything and 2B) buff monsters to APPROPRIATE SIZE and not 3) buff monsters to INVINCIBLE SIZE [ie: 30 in group + 20 idlers]. The 'tick' should be a time check that can process everything to satisfy all those points similtaneously...

But, yeah whatever, they have their way that they have solved this; just for me the concept feels very interesting; on the scale of 5 million players in the world playing [lets say split into 100000 per server]; very interesting indeed how scaling will be done.

Anyway, GW2 out yet?
 
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