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GWs 2 WvWvW an evolution of DAoC ? What should an evolution look like?

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  • MumboJumboMumboJumbo Member UncommonPosts: 3,219

    Originally posted by Pigozz

    Damn this thread makes me so hyped up!!!

    I just cant wait to enter W v W v W (seriously create some better name, this is so slow to type down:D ), draw my axe and shield and cry out loud "for KRYTAAA!!!!" [possible server name], charging on the enemy army while being covered by riflemans and siege weapons...damn I want that! NOW! :'(

    I so want to sneak at night hours and recapture that mine with my fellas so next day the other side yells "who the hell forgot to patrol there!!!"

    I want to defend our hold with with the other last standing shouting for help

    I want to celebrate the victory with my comrades, doing crazy emotes and throwing confety in the air!!!

    I want to have troll and flame wars on official forum about the best shard and noobs in the other ones:D

     

    Maan I got myself even more hyped!:D

    So true! xD

    They revealed in an interview there will be at least 4 Maps/Territories for WvWvW.

    Servers = "Worlds" in ArenaNet Spiel, so possibly could for "Kryta, Orr, Cantha..." etc ; )

    One key thing that evolves WvWvW from RvR is the increase in layers of battlefield objectives of different sizes: eg solo, group, army.

  • gothagotha Member UncommonPosts: 1,074

    Did they say 3 worlds is a definite?  or is this just something we are assuming because of DAOC?

  • DookzDookz Member UncommonPosts: 562

    Originally posted by gotha

    Did they say 3 worlds is a definite?  or is this just something we are assuming because of DAOC?

    It is definite. Also 3 worlds is mentioned in other interviews.

     

    From the last interview.....

    You talked a lot about camaraderie among players. Many MMOs have lost this on a wide level because of guild groups and smaller factions. How do you see players joining up on a large scale in Guild Wars 2?

    I think Dynamic Events is the thing that will do that. That is the glue in the bond that brings the players together. I think that will give you recognition when you start to build that sense of community. The other thing that I think is important and this is not a direct answer, but we have World vs. World PvP in Guild Wars 2. I think that will impact PvE as well. Which is your server shard matched up against two other servers in open world PvP. If you like Dark Age of Camelot, this is, in our minds the next evolution of that. It is something that really drove community and you care about what you are doing on a PVE and PvP side. You care about the people on the server. We think we will have those bonds because your server is matched up against two other servers. So it is just that much more important that you become friends and you bond with the players on your server. So the friends you make through PvE and Dynamic Events, those friends will carry over into World vs. World PvP. You may get out of World vs. World PvP and go back to early zones to do events with new people and help encourage them to join you in the fight for your server to take part in battles and beat the other two. We expect large strong communities on each server and I think PvP will end up affecting PvE because people will work together.

    Playing now: Cities: Skyline / Ori and the Blind Forest / Banished

  • VampyresbaneVampyresbane Member Posts: 1

    Originally posted by ragnaur23

    - heraldry not just for the guild but preset for the server, so that when an objective is taken, in the collaborated server area (where all 3 servers meet for SvSvS) it is raised to gain that sense fo server pride as a visual que of accomplishment.

     

     

    This idea is absolutely fantastic.  I concur.  Or even a blend of the specific guild claiming the keep and the server it's from?

    No matter what the keep should display the server controlling it somehow.  And server heraldrys are a fantastic idea just by themselves.

  • deadhopedeadhope Member Posts: 52

    I like to compare games to other games because god knows creativity is dead.

  • sonoggisonoggi Member Posts: 1,119

    in DAOC were u able to raid convoys, target towers and resources nodes? in GW2, there's pvp content for soloers, small groups and guilds. maybe this is what he meant by evolution....there's gonna be more..stuff..to do.

  • caremuchlesscaremuchless Member Posts: 603

    Originally posted by Jetrpg

    Well daoc make maasive fight viable via massive CC , its needed simple as that. (Allows a smaller group to defeat a larger group).

    Tower / keep fights. (ladders good/ ramps bad) Keeps are good when there are places on them to attack the incoming enemies (and easily move 3 feet to be more or less safe from attack). With this if like daoc ramps up to these places make range useless and doesn't provide protection to those on top if it has destructable walls. (So choak/defencable points are good).

    I really think what made New fronteirs so weak vs old, was not its towers etc. IT was simply the fact that the area was TOO LARGE. You need your pvp open area the right size to allow some roam but be more zerg in mind and purpose. Whent he are is small one 8 man group will just get dominated (smaller area = higher chances to run into / get caught by the zerg). So small areas > large areas.

    Another thing that made daoc pvp so good what casters/ range are weak to melee , melee is weak to caster (range based) and healers are weak to everything but very strong in groups. While some poeple may agree i feel realm vs realm class blaance was very solid. (hib has so many stuns. alb just a ton of op classes, mid tons of hard hitters and best main healer).

     

    Overall, what made wit work was 3 sides. alb was most often high pop (oddly becuase they easily had the worst pve experince imho). But in pvp if you had one side with higher pop, this means they get attacked most (just by random chance more group = more chance to encounter enemies). Also the two sides may group up aginst  the larger side, (kinda like a unsaid we gonna take them out, deal). Or sometimes the two small side fight each other and avoid the large side (large side gets board after not fighting anyone for a few days and roles toons on other  realms to have more fights [get more kills]). This is the basis for daoc success, with one last thing; pvp and pve was seperate in most cases so you didn't have to be ganked 24/7 trying to level.

    I think thats the best I've seen explained why DAOC works.

     

    My 2 cents, in DAOC,  classes actually had weaknesses and counters and some classes were deemed very overpowered in given scenarios and vastly underpowered in others.

    WoW went the opposite direction with this giving everyone CC and making everyone a hybrid  = "No need for a group,  I am a group unto myself!"

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  • MeowheadMeowhead Member UncommonPosts: 3,716

    Originally posted by deviliscious

    What I really want to know is what about DAoC combat that people enjoyed and what did they dislike that would need improvement? I would expect an " evolution" to mean to take the good from the game and change the bad to make it better to create an "evolved game." So what are the pros' cons to DAoC combat? And how could it be improved to become an " evolved" system?

    This shows a basic misunderstanding of what evolved means.  :(

    Is being a dinosaur better than being a crocodile?

    Is being a human better than being a dinosaur?

    Is being a fish better than being bacteria?

    Evolved does not inherently mean better, especially not in a 'all ways' sort of way.  Sure, we may be really good at walking around and talking, but we're much worse swimmers than fish, for example.

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