The big, over world will be persistent ...
Vandal2k6
... but when you go into missions and dungeons it will be instanced.
That is a recent quote from Anet about GW2. I was wondering how this is going to work, and what exactly it could mean. GW1 kinda works like this already, so what ideas do you think they have in store?
One thing I've though of is maybe you'll now have to travel from place to place, rather than map travel (mounts maybe?). Then once you arrive you jump into an instanced game. This is the only way I can think it can differ from GW1.
Any other ideas?
That is a recent quote from Anet about GW2. I was wondering how this is going to work, and what exactly it could mean. GW1 kinda works like this already, so what ideas do you think they have in store?
One thing I've though of is maybe you'll now have to travel from place to place, rather than map travel (mounts maybe?). Then once you arrive you jump into an instanced game. This is the only way I can think it can differ from GW1.
Any other ideas?
Mr. G
hm sounds good actually...so basically one big ass town with a few monsters/quest/events spotted about
but some good ol dungons to crawl anf (hopefuly) far....I lke farming, no so much the cash but the more casual gamplay
but some good ol dungons to crawl anf (hopefuly) far....I lke farming, no so much the cash but the more casual gamplay
King's Spectre
I think that's about it. If you were at Lion's Arch and had to get to the temple of ages, you would walk right out the front door (without zoning) and start fighting your way there.
Along the way, you'll likely bump into other folks doing their thing, and may even hook up with others making the same trip.
What I'm looking foward to is getting word on the forums / general chat that LA has come under attack by a massive horde of undead and then rushing in to join the fight already in progress. Fun stuff.
Even more fun is you zone in to "World Zone 3" and see that Lion's Arch is a wreck because folks in that zone messed up and let the town get sacked.
Along the way, you'll likely bump into other folks doing their thing, and may even hook up with others making the same trip.
What I'm looking foward to is getting word on the forums / general chat that LA has come under attack by a massive horde of undead and then rushing in to join the fight already in progress. Fun stuff.
Even more fun is you zone in to "World Zone 3" and see that Lion's Arch is a wreck because folks in that zone messed up and let the town get sacked.
Vandal2k6
I gotta say, one of the things I loved about WoW (and there wasn't many) was travelling from one area to another on the back of a bird and seeing the world "living" below you as you went along. If this statement would mean something like this then I can't wait.
Vandal2k6
Quote:
Originally Posted by King's Spectre
I think that's about it. If you were at Lion's Arch and had to get to the temple of ages, you would walk right out the front door (without zoning) and start fighting your way there.
Along the way, you'll likely bump into other folks doing their thing, and may even hook up with others making the same trip. What I'm looking foward to is getting word on the forums / general chat that LA has come under attack by a massive horde of undead and then rushing in to join the fight already in progress. Fun stuff. Even more fun is you zone in to "World Zone 3" and see that Lion's Arch is a wreck because folks in that zone messed up and let the town get sacked. |
Bryant Again
A nice little half-and-half. Sounds like it'll get the best of both worlds.
And world events, like King's Spectre has pointed it, would be sooooooooo fun.
And world events, like King's Spectre has pointed it, would be sooooooooo fun.
Traveller
I'm just wondering how they're gonna handle that kind of world where you can still find mobs to kill and bosses without having some other groups slaughter everything and leaving just an empty world for you. Some kind of respawn maybe, but will it go to a point where there are a huge number of players all fighting for a small number of mobs?
The "living world" concept does seem promising, though, and I'm keen to see what they will come up with.
The "living world" concept does seem promising, though, and I'm keen to see what they will come up with.
Theus
All Aboard The Mob Train!chugga Chugga Chugga Chugga Chooo Chooooooo
Giga Strike
ya, i'd like to be able to randomly meet up with ppl in dangerous areas, but i don't really want them killing off everything before i get there. so far i don't see any way that boss spawn camping could be countered.
Mordakai
Quote:
Originally Posted by Giga Strike
ya, i'd like to be able to randomly meet up with ppl in dangerous areas, but i don't really want them killing off everything before i get there. so far i don't see any way that boss spawn camping could be countered.
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In any case, having Monsters spawn continuously in persistant areas would certainly beat having to re-zone for farming.
Onarik Amrak
No bosses in open non-instanced areas would solve that problem.
It would also solve that "too many greens issue" raise in another thread if there were only one or two bosses in each section of an instanced area.
It would also solve that "too many greens issue" raise in another thread if there were only one or two bosses in each section of an instanced area.
lyra_song
Does that mean no more map teleporting?
EternalTempest
Gaile has already came about how unfun monster camping is and it won't be the case. I suspect elite mob / cap sig is similar or "green drops" they will be located in instanced zones.
RPGmaniac
Quote:
Originally Posted by Vandal2k6
I gotta say, one of the things I loved about WoW (and there wasn't many) was travelling from one area to another on the back of a bird and seeing the world "living" below you as you went along. If this statement would mean something like this then I can't wait.
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Quote:
Originally Posted by lyra_song
Does that mean no more map teleporting?
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Also, the world events idea is great, I would like to see that implemented in GW2 and I'm really looking forward to a persistant world too. The only thing I could see being a problem is how groups would be handled. Right now, the monster mobs function in their own groups as well and players are encouraged to group as well (not counting the soloers). I wonder how Anet will handle this in GW2. If they go the more traditional route, the monsters will all be one profession and very easy to solo. If Anet sticks true to the group aspect of the game, perhaps there could be an exp penalty or drop penalty for killing a mob without a group or without a group member close by.
Knightsaber Sith
Quote:
Originally Posted by Vandal2k6
GW1 kinda works like this already, so what ideas do you think they have in store?
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Mordakai
Quote:
Originally Posted by lyra_song
Does that mean no more map teleporting?
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IMO, Persistant areas should be optional, not mandatory, for you to visit.
Baelasina NightSong
To all the folks posting about how the world events would be a great idea, and "ANet Please do this!!":
ANet has already said that there will be things like this... I haven't got the PC Gamer yet but i've seen it quoted where they talked specifically about things like this...
ANet has already said that there will be things like this... I haven't got the PC Gamer yet but i've seen it quoted where they talked specifically about things like this...
Kityn
There are differant ways that this can be accomplished.
Have the whole world persistant Which would mean no zones except for missions(which would be instanced). Problem with this. Lots and Lots of lag issues.
Have zones.(which we have now in GW) This would cut down on the lag quite a bit. Also would allow Town porting. Only problems would be the same we have now in GW each time we zone.
Have zones but have towns in the same explorable zone. This would allow mobs to attack towns and let players defend those towns. Problem would be more lag.
There are more I am sure but I wanted to get to the ones most likely would be implimented. Concerning lag issues about the above. One thing that could minimize lag would to create Districts. Very simular to what we have now. But of course none of us will know for sure what Anet will do. As long as it is done right Anet will be sitting pretty with a very large player base. I think Anet will do well with GW2.
Have the whole world persistant Which would mean no zones except for missions(which would be instanced). Problem with this. Lots and Lots of lag issues.
Have zones.(which we have now in GW) This would cut down on the lag quite a bit. Also would allow Town porting. Only problems would be the same we have now in GW each time we zone.
Have zones but have towns in the same explorable zone. This would allow mobs to attack towns and let players defend those towns. Problem would be more lag.
There are more I am sure but I wanted to get to the ones most likely would be implimented. Concerning lag issues about the above. One thing that could minimize lag would to create Districts. Very simular to what we have now. But of course none of us will know for sure what Anet will do. As long as it is done right Anet will be sitting pretty with a very large player base. I think Anet will do well with GW2.
Vermilion
Quote:
Originally Posted by Mordakai
I don't see why they'd have to remove that.
IMO, Persistant areas should be optional, not mandatory, for you to visit. |

creelie
My guess is that the persistent zones will be a lot like really stretched-out towns, except that you'll be able to carry your weapons and use your skills, and there will be things to use skills on.
aaje vhanli
They could still continue to allow map jumping. Perhaps we will only be able to jump to the larger towns (having to walk, fly, ride, etc... to smaller outposts). Or it might be the same as it has been. One thing I loved about GW, actually, that I hadn't had before, was the ability to map jump.
Everything I read about GW2 so far is extremely exciting, though.
Everything I read about GW2 so far is extremely exciting, though.
Sir Skullcrasher
The bigger the world, the more I get lost!
Baelasina NightSong
Quote:
Originally Posted by Sir Skullcrasher
The bigger the world, the more I get lost!
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Zaganher Deathbane
I think the persistent world will be like this. All towns and outposts will now be and as big as explorable areas. Remember Jeff said that they will add about a hundred of mini events which may occur hourly, daily or dependent on a players action/s? Every persistent area has its limits like a town or outposts. And explorable areas as we know now will remain instant
aaje vhanli
Of course I could be completely wrong, but I anticipate that the Towns and "Explorable areas" will be persistent without zoning. So far, they've said that Missions and Dungeons will be Instances. Upon speculation, I use this to support my belief, but the lack of information is certainly not yet evidence.
If this theoretical "Over World" will be completely persistent, has anyone considered that the occurrence and passing of time may be implemented into GW2? Some might snub this as a WoW copy (since WoW includes passage from day into night), but I could care less; I'd really like to see day to night transitions in GW2. It really adds to the realism of a game. Also, if such transitions were applied, I imagine it would provide more interesting options and variety for the persistent events that will take place.
I don't know how the World Zones are planned to work, but this might contradict the idea of everyone playing at once (from different Time-Zones, worldwide). It would suck for Australian players (for example) who play during the day to always be playing at "Night" within the game world (if the in-game time was based on the servers in PST).
If this theoretical "Over World" will be completely persistent, has anyone considered that the occurrence and passing of time may be implemented into GW2? Some might snub this as a WoW copy (since WoW includes passage from day into night), but I could care less; I'd really like to see day to night transitions in GW2. It really adds to the realism of a game. Also, if such transitions were applied, I imagine it would provide more interesting options and variety for the persistent events that will take place.
I don't know how the World Zones are planned to work, but this might contradict the idea of everyone playing at once (from different Time-Zones, worldwide). It would suck for Australian players (for example) who play during the day to always be playing at "Night" within the game world (if the in-game time was based on the servers in PST).
FeuerFrei
Quote:
Originally Posted by aaje vhanli
Of course I could be completely wrong, but I anticipate that the Towns and "Explorable areas" will be persistent without zoning. So far, they've said that Missions and Dungeons will be Instances. Upon speculation, I use this to support my belief, but the lack of information is certainly not yet evidence.
If this theoretical "Over World" will be completely persistent, has anyone considered that the occurrence and passing of time may be implemented into GW2? Some might snub this as a WoW copy (since WoW includes passage from day into night), but I could care less; I'd really like to see day to night transitions in GW2. It really adds to the realism of a game. Also, if such transitions were applied, I imagine it would provide more interesting options and variety for the persistent events that will take place. I don't know how the World Zones are planned to work, but this might contradict the idea of everyone playing at once (from different Time-Zones, worldwide). It would suck for Australian players (for example) who play during the day to always be playing at "Night" within the game world (if the in-game time was based on the servers in PST). |
arcanemacabre
Quote:
Originally Posted by aaje vhanli
They could still continue to allow map jumping. Perhaps we will only be able to jump to the larger towns (having to walk, fly, ride, etc... to smaller outposts).
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Rhedd
Nobody here has ever played City of Heroes?
What's been hinted at so far sounds a LOT like the system there.
There are big, "persistent" zones, some parts of which are safe and "town-like", while other parts are crawling with bad guys and "wilderness-like".
If you accept an actual mission, though, you travel through these zones to an instanced "dungeon", and do the actual mission with only your party.
For fast travel, there are monorail stations that instantly transport you somewhere else.
I honestly can't say how much I'd like such a system in GW, because the zones, gameplay, enemies, and missions in CoH were so boring to me that I can't judge how well the basic system works.
In general, the less I'm forced to co-exist with other players whether I want to or not, the happier I am, but the other people were never really annoying to me in CoH. I only played for a few days, though, before I quit.
Really, everyone's going nuts comparing GW2 to WoW, but it sounds a lot more like CoH, so far.
What's been hinted at so far sounds a LOT like the system there.
There are big, "persistent" zones, some parts of which are safe and "town-like", while other parts are crawling with bad guys and "wilderness-like".
If you accept an actual mission, though, you travel through these zones to an instanced "dungeon", and do the actual mission with only your party.
For fast travel, there are monorail stations that instantly transport you somewhere else.
I honestly can't say how much I'd like such a system in GW, because the zones, gameplay, enemies, and missions in CoH were so boring to me that I can't judge how well the basic system works.
In general, the less I'm forced to co-exist with other players whether I want to or not, the happier I am, but the other people were never really annoying to me in CoH. I only played for a few days, though, before I quit.
Really, everyone's going nuts comparing GW2 to WoW, but it sounds a lot more like CoH, so far.
arcanemacabre
I agree with the comparison to CoH, Rhedd. I also agree with how unbelievably boring CoH/CoV is. Good lord. It's not really grind, it's just plain boring. Now, if they can implement a lot of the good features from CoH/CoV, but keep the GW style and make it actually interesting and fun, I'm all there.
CoH/CoV is pretty balanced, as far as combat goes, and like I said, not really any grind, nor is it equipment-based, but rather skill-based. These are all good things to us GW-players, and I think features that we'd all like to see carry over. One of the main differences is GW's instanced missions are actually fun/interesting, whereas CoH/CoV's aren't... at all. If they keep the missions as they are now, and make some more unique quests like in Nightfall, it could be really well done, I think.
CoH/CoV is pretty balanced, as far as combat goes, and like I said, not really any grind, nor is it equipment-based, but rather skill-based. These are all good things to us GW-players, and I think features that we'd all like to see carry over. One of the main differences is GW's instanced missions are actually fun/interesting, whereas CoH/CoV's aren't... at all. If they keep the missions as they are now, and make some more unique quests like in Nightfall, it could be really well done, I think.
Knightsaber Sith
I never really played CoH since i was more into villainy, but if you guys think CoV is boring-you're insane. But anyway, I think one other feature from there that would be nice for GW would be if the instanced dungeons/missions scaled to you. The more players in your party the more enemies there are and you can turn up the difficulty setting to make the enemies stronger.
Exoudeous
Quote:
Originally Posted by Knightsaber Sith
I never really played CoH since i was more into villainy, but if you guys think CoV is boring-you're insane. But anyway, I think one other feature from there that would be nice for GW would be if the instanced dungeons/missions scaled to you. The more players in your party the more enemies there are and you can turn up the difficulty setting to make the enemies stronger.
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Knightsaber Sith
Awww, well I think it would still be a good feature.
arcanemacabre
Quote:
Originally Posted by Exoudeous
i remember reading that the parties will be smaller then what we have now.
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manitoba1073
Quote:
Originally Posted by Baelasina NightSong
Then I suggest you stay away from 'Eve' as there is a whole galaxy to get lost in there...
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Commander Ryker
Quote:
Originally Posted by Exoudeous
i remember reading that the parties will be smaller then what we have now.
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I don't like the idea of most of GW2 being persistent at all because it will be like being in town now......all the leet speak, wtb, wts, you're a nub and on and on. I have always like the instanced areas because it was a way to get away from all that crap.