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Guild Wars 2 Launches announces the official launch of Guild Wars 2, following a few days of early access to ArenaNet's MMORPG sequel. For those getting underway, this post has links to the game's Online Manual and a tutorial video to help you out. Word is:

Enter the ever-changing fantasy world of Tyria, where you control the story and your actions shape the world around you! With action-oriented combat, deep personal storylines, epic dynamic events, world-class PvP, and no subscription fees, Guild Wars 2 defines the future of online roleplaying games.

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55. Re: Guild Wars 2 Launches Aug 28, 2012, 13:37 Flatline
Darks wrote on Aug 28, 2012, 10:54:
Anyone else finding crafting a bit frustrating?

Copper ore being one of them, the conversion ratio for ore per bar for one. Then trying to make weapons requires a lot of bars. Iím finding that per weapon, the amount of bars required seems a bit high. Plus finding copper isnít exactly and easy chore either.

I find that I have out leveled the areas where Copper ore is at and now mining Iron and Silver. Before I have even leveled up and past Copper usage. I donít mind looking for the Ore, but the returns seem far too low. And I really donít want to spend all of my time just searching for Ore and going back and running around just looking for it. And lets not talk about the low drop rate of the Blood Viles.

Anyone else seeing this issue too?

Not really. I go out and adventure and resource collect as I roll. It's pretty easy. Each copper node gives you usually 2-4 copper, and 10 makes a bar (yeah that's a high ratio), but you're also getting leveling experience each time you mine, and each time you craft. In fact, it's entirely possible with an alt to hit level 80 purely by crafting.

I'm a Norn and the first two major areas are lousy with copper deposits. I can make a mining run and easily get 100 copper in a relatively short period of time. Not to mention backtracking is legitimate in this game: You level cap and your HP drops, but the XP rewards and loot stay more or less appropriate to your level. Which means going back and escorting a friend who is 10 levels behind is actually a viable option for you.

There's a *lot* of great ideas in the game that make it fun to play. Some frustrating areas too (Ascalon plains I think it is, the artillery/trebuchet/ghost bastion is a BITCH), but overall it's stupid amounts of fun.

My biggest complaint is that I usually have to grind group events to level up in the late teens. The XP rewards need a little tweaking it feels like. And group events happen pretty frequently, which takes the uniqueness of stumbling into one away a little. But they're major XP sources.

My second biggest complaint is the respawn time. I'll kill a mob or two, and by the time I'm done killing the second mob, the first mob has respawned and aggro'd me. Moving through one area literally took like 20 minutes because it was lousy with mobs and I couldn't kill them faster than they respawned. That's frustrating.

Also, for the person concerned about local events occurring later on with no people around, during the very early hours of the first launch day I got into two or three of those literally by myself. They scale thankfully and most if not all are soloable.

Still, it's pretty sweet to start a fight with someone and suddenly be surrounded by a murderball. They have bullshit cheese attacks usually and you'll end up with a sub-group of people running around reviving folks. It's an interesting dynamic. The murder throng gets a little old though when it's individual mobs that pop up in twos or threes and you have 20 PCs laying smackdown: it's hard to feel relevant, but you stick it out because it's a grip of xp.

Oh... AND FIX THE AUCTION HOUSE. It's impossible to make real money in game without the AH.
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