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Guild Wars 2 Feature Pack

NCSOFT and ArenaNet now offer the April 2014 Feature Pack, for Guild Wars 2, an imaginatively titled add-on that's free for all owners of the MMORPG sequel. Here's the story on this:

NCSOFT and ArenaNet have just released the “April 2014 Feature Pack”, the first-ever Guild Wars 2 update dedicated exclusively to adding and enhancing game features for the award-winning MMO. Going forward, these packs will be separate from the studio’s living world releases, which have primarily been the vehicle for introducing new storylines and story-driven game play. Just as with living world, feature packs and all new content added to Guild Wars 2 are available to players free of charge and without a subscription fee.

One of the biggest updates in ArenaNet’s highly anticipated inaugural “Feature Pack” is the introduction of a megaserver system. The system makes it easy for people to find game maps populated with friends, guild members and similar players. Other major new features in the pack include a new wardrobe system, dozens of new traits, and upgrades to PvP. The new content touches on game play, quality of life and social play, meaning what’s being implemented today promises to enhance the experience of every player in Guild Wars 2.

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35. Re: Guild Wars 2 Feature Pack Apr 17, 2014, 17:21 Veterator
 
Not really on content. They have postponed more living world stuff for quality of life patches. Only thing going on right now is a WvW tournament similar to the one in the Fall.

Beyond that a couple boss fights might be all you're looking at and I don't consider them much of a content addition.

I do think they've said something about some content, but since they rarely give dates unless it's close I don't think it's on the horizon.

sauron wrote on Apr 17, 2014, 11:57:
I've been going through some personal stuff and haven't been on this site recently, just came back this morning. I loved GW2 but after I got all my ascended stuff and legendary shield I had nothing to do except WvWvW, so moved on to FFXIV (which I also haven't played recently due to aforementioned personal stuff).

Is GW2 any more content-heavy now, or is it still the same? If they add a huge new expansion I'll play it like a shot, but until then I don't have anything to do.
 
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34. Re: Guild Wars 2 Feature Pack Apr 17, 2014, 11:57 sauron
 
I've been going through some personal stuff and haven't been on this site recently, just came back this morning. I loved GW2 but after I got all my ascended stuff and legendary shield I had nothing to do except WvWvW, so moved on to FFXIV (which I also haven't played recently due to aforementioned personal stuff).

Is GW2 any more content-heavy now, or is it still the same? If they add a huge new expansion I'll play it like a shot, but until then I don't have anything to do.
 
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Kittens!
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33. Re: Guild Wars 2 Feature Pack Apr 17, 2014, 07:59 El Pit
 
I've just watched some Archeage videos, it doesn't impress me. Looks VERY Anime/Hentai and meant for the MMO market in the far east.

And WildStar? $15 per month? No, thanks. Only if I don't have to pay for the game. I either pay once for the game OR per month, but definitely not both. Milk some other cows, farmer!
 
Consoles? I owned two: a Pong clone and an Atari 2600. And that's it.
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32. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 22:18 Fion
 
MMOG players are the 3rd most entitled people in the world. What are the other two?

2: Older White Men
1: Teenagers
 
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31. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 21:46 HorrorScope
 
Yep the best thing about GW is I have a Icon to start it. I can click it at any point, update and I'm in playing. Now is there something I want to do in there? Well I'm not sure. Sounds like they moved a bunch of things around but overall nothing that gets people to stand up and cheer. Why if your going to do this massive change, not make it something that people will go gaga over and comeback in droves? It's like a redo a GW 2 2.0 and it comes out with controversy at best. Stupid.  
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30. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 20:11 ColoradoHoudini
 
Oh I get the free to play aspect, but from a content perspective, I just couldnt fathom seeing everything that WS has to offer and thinking "nah, I'll stick to GW2"

Besides, $15 a month is nothing at all..but I get it.

I hope they NEVER go F2P.. good lord I hate that model. I want WS to stay 15 a month...and keep out all the negatives that come with F2P games.. no gracias senor!
 
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29. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 20:08 Veterator
 
Wildstar is a subscription game, GW2 is not. That's one major difference.

Although I thought Wildstar had some funny bits for the one weekend I was allowed into beta, but it's combat seemed less interactive than GW2. Which can probably be blamed on it being beta and not perfected yet...we'll see. Hopefully they changed to non-subbed.

Personally I see Archeage being the real threat to GW2.
 
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28. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 19:38 ColoradoHoudini
 
I'll be very interested in how GW2 survives after Wildstar releases. Offering everything GW2 does and a LOT more, I just don't see how anyone who plays GW2 and then the WS beta would stick around to play GW2.

 
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27. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 18:16 Creston
 
Fion wrote on Apr 16, 2014, 16:53:
I don't think I agree with the trait push-back being a bad thing. After all one of the biggest complaints I hear is 'there's nothing to achieve after you unlock all your skills and traits'. Well.. now there is.

Though I do think the levels at which you unlock them now is wonky. Right now it's 1 every 6 levels starting at 30 and 2 every 6 levels after lvl 66. That is convoluted and a lot of people won't understand when they get traits and why. It should have been 1 every 5 levels starting at 20 and 2 at level 80. It's still 14 traits total and much.. much more simple to figure out.

It's even more stupid when you take their explanation for it, that people did not understand that an 11 and 14 traited character wasn't as effective as a 10 and 15 one. Because apparently there were absolute mouthbreathing morons who didn't get that putting one point more into that one trait so it unlocked the next shield was a Smart Thing(tm).

Anyway, according to Vlo, my warrior is now fucked to the tune of 20 levels. THANKS ANET.
 
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26. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 18:00 Vio
 
jacobvandy wrote on Apr 16, 2014, 17:56:
Keep in mind that it's not all about pleasing the current player base... One of their goals in updating the game is to improve the new user experience. Some people will bitch about anything that's different, but especially if they feel they've been wronged somehow. Well, you only feel that way because you knew what it was like before. What if the way it was before wasn't right?

New players seem pretty anoyed to me. Basically they get less than half the traits they used to have before at lvl 51.

Old players also annoyed actually quite the fire going on on the forums there right now.
 
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25. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 17:56 jacobvandy
 
Keep in mind that it's not all about pleasing the current player base... One of their goals in updating the game is to improve the new user experience. Some people will bitch about anything that's different, but especially if they feel they've been wronged somehow. Well, you only feel that way because you knew what it was like before. What if the way it was before wasn't right?  
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24. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 17:39 Vio
 
Fion wrote on Apr 16, 2014, 16:53:
I don't think I agree with the trait push-back being a bad thing. After all one of the biggest complaints I hear is 'there's nothing to achieve after you unlock all your skills and traits'. Well.. now there is.

Though I do think the levels at which you unlock them now is wonky. Right now it's 1 every 6 levels starting at 30 and 2 every 6 levels after lvl 66. That is convoluted and a lot of people won't understand when they get traits and why. It should have been 1 every 5 levels starting at 20 and 2 at level 80. It's still 14 traits total and much.. much more simple to figure out.

I don't think pushing the trait accessibility from 11 to 30, 40 to 60, and 60 to 80 etc is going to solve 'nothing to do'. Traits after all are only 'something to do' if you are experimenting with new builds, and honestly that isn't going to happen till you have full access.

In short what they have done is they have made everyone below 80 weaker, and the game before level 30 extremely boring. It could be argued they just made the game more boring for longer because it takes longer to access your traits.

Yea but other than this change it is a nice patch.

 
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23. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 17:31 Vio
 
I agree with that one. I have a lvl 51 warrior, it'll be interesting to see what's happened to him when I log in. My cynical side says they'll have taken his 40 trait points and turned them into the equivalent of 20 trait points
Thats basically what happened just went in with my 75, no access to grandmastery tier; and it seems i can access less than before. Really I don't know why they did this; its seriously dumb.
 
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22. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 16:53 Fion
 
I don't think I agree with the trait push-back being a bad thing. After all one of the biggest complaints I hear is 'there's nothing to achieve after you unlock all your skills and traits'. Well.. now there is.

Though I do think the levels at which you unlock them now is wonky. Right now it's 1 every 6 levels starting at 30 and 2 every 6 levels after lvl 66. That is convoluted and a lot of people won't understand when they get traits and why. It should have been 1 every 5 levels starting at 20 and 2 at level 80. It's still 14 traits total and much.. much more simple to figure out.
 
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21. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 16:40 Creston
 
Marvin T. Martian wrote on Apr 16, 2014, 16:36:
Actually it came out last night and I played well into the early morning hrs over all my characters. The patch nerfed builds, trait system, buffed bosses, EU is complaining about multi languages in chat, where before they had seprate servers before, all changes point to make a point of improving gem store purchases and gold sinks, it goes on and on. Just go to the forums and read.There really is so much that is negative about the patch being echo'd on the forums and of course it is being ignored,deleted, and infracted. It's not going over well.

To be fair, the forums are always negative.

And it was a big patch, I'd expect some pretty big issues with it at first. The big thing you're mentioning, multiple languages in chat, is kinda the thing I was most worried about: The megaserver.

*****

Vio wrote on Apr 16, 2014, 16:39:
Negatives in the pack are the pushing back of traits from 11/40/60 to 30/60/80, and for some it will be a negative having to unlock major traits now, there is of course the option to just buy them; but honestly its taking away the ability to experiment with what you like in early levels to get to know your profession.

I agree with that one. I have a lvl 51 warrior, it'll be interesting to see what's happened to him when I log in. My cynical side says they'll have taken his 40 trait points and turned them into the equivalent of 20 trait points

*****

Fion wrote on Apr 16, 2014, 16:37:
FYI guys, in the previous systems Overflow wasn't server specific. When you entered an overflow you entered a zone populated with people from many different servers at once. Next time your in an overflow in a zone that doesn't have the new system implemented, ask what server everyone is from. You'll see. :)


So my first comment, that megaserver is just a fancy word for overflow is true then. Once the first map is full, you're essentially just back in overflow again. So the ONLY thing megaserver (hopefully) fixes is to get empty mid-level maps a bit fuller. (and we can't judge that yet, because this has only been rolled out on the newb maps, all of which were basically full on TC anyway...)
 
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20. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 16:39 Vio
 
Negatives in the pack are the pushing back of traits from 11/40/60 to 30/60/80, and for some it will be a negative having to unlock major traits now, there is of course the option to just buy them; but honestly its taking away the ability to experiment with what you like in early levels to get to know your profession.

Other than those two I believe all the changes are positive; at least they are for me.
 
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19. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 16:37 Fion
 
FYI guys, in the previous systems Overflow wasn't server specific. When you entered an overflow you entered a zone populated with people from many different servers at once. Next time your in an overflow in a zone that doesn't have the new system implemented, ask what server everyone is from. You'll see.

And Marvin, MMOG forums are notoriously negative because it's a vocal minority that ever visits them. Most the people I've talked about it in game today (my guild and non-guild friends) the complaints are few and far between. EU servers having multiple languages in chat is HARDLY a new thing in MMOGs.
 
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18. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 16:36 Marvin T. Martian
 
BitWraith wrote on Apr 16, 2014, 11:20:
Parias wrote on Apr 16, 2014, 10:51:
Marvin T. Martian wrote on Apr 16, 2014, 09:01:
I have been playing this game from release and this feature pack, although ambitious,has made too much of a negative impact of the game.Through all the devs positive double speak, it will have a negative impact on many. It's a game breaker for many.

Your post is pretty unclear - what exactly is "negative" and a "game breaker" with this release?

And, since it came out this morning, how have you had time to form this opinion?

Actually it came out last night and I played well into the early morning hrs over all my characters. The patch nerfed builds, trait system, buffed bosses, EU is complaining about multi languages in chat, where before they had seprate servers before, all changes point to make a point of improving gem store purchases and gold sinks, it goes on and on. Just go to the forums and read.There really is so much that is negative about the patch being echo'd on the forums and of course it is being ignored,deleted, and infracted. It's not going over well.
 
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17. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 16:34 Creston
 
Keilun wrote on Apr 16, 2014, 13:51:
Yes and no. Imagine for a second that we have per-homeworld overflows and all the overflows were only 1/4 full. What the megaserver allows now is that all of those overflows that were previously 1/4 full can be combined thereby reducing the number of empty overflows. Removing the artificial restriction of only people from a given homeworld can populate this overflow should allow for more populated overflows. At least that's how I understand it.

In your given scenario, yes. But that's assuming that the numbers luckily add up to where each world has a mostly empty overflow. If it's a scenario where two worlds (just for ease of math) each had one full overflow, and one 3/4 full overflow, and they combine those, they'll have the two full overflows, one more full overflow from the combination, and then one half full overflow. And if you're the guy stuck in the half full overflow, it's still gonna look just as terrible if you're trying to do whatever the next steel barbie / clockwork knight will be.

The entire problem with their system is that it's linear and never, ever rescales. It just fills 200 people (I think) into a map, and then plonks #201 into his own overflow. As opposed to going "I have 201 players, I need two maps, so one map with 101 people and one map with 100" which is how it SHOULD be done.

So yes there will still be some overflows that appear empty, but it should be a lot less than it was before when overflows were homeworld specific.

I hope so, but on the flipside, it might also create more overflows because maps will get fuller much easier now. And again, if you're the poor schlep who gets stuck in overflow #last, you're still shit out of luck.


I think this is better than merging former homeworlds because of that fact that you have a larger pool of players to select to merge into the same zone. The whole concept of a homeworld is an artificial limitation that doesn't lead to the best load balancing strategy.

I'd agree with that if they did, in fact, do any kind of load balancing, but they don't. They just fill tank #1 until it's full, and if they have gas left, they start filling tank #2, then tank #3 etc. And if you're the guy in car #6 who gets 0.01 gallons of gas, you're not going to get very far.


Other scenarios are a zone that's generally dead world-wide. At the very least the few players that do play in that zone will have more company than before rather than multiple copies of that same zone with barely anyone in them.

Right, which is what I said, that that at least seems like a good deal. But on the maps where that emptiness is an issue, the reason they're empty is mostly because there's nothing there that anyone wants to do, and there's just a few people there who are quickly leveling to move on to other, more interesting zones.

I think that table on this page was a good example of how it should generally increase population throughout all zones simply because of the fact that the number of empty duplicates is reduced.

Sure, but I'd point out that those percentages mean nothing without knowing what they're measured against. Are they measured against the emptiest map, or against the fullest? A 220% increase seems incredible, but if it means it went from 5 people to 11 people, it's not that earth shaking.

In any case, I don't want to make it seem as if I think it's a terribly bad idea or anything, I applaud the fact that they're at least trying to do something, and setting all the world bosses to a simple 24 hour routine means my entire guild no longer has to pester the one guildie who knows what's up at all times.

It'll probably take a while to see if it really does work out that way as they're still rolling it out to all the zones. I'm hopeful anyway. It was pretty depressing to see so many empty zones when leveling.

Yeah, we'll what happens. As for the empty zones, if there was something there that interested people, maybe they would be questing there. As it is right now, there's just nothing that competes drop wise against the Frostgorge train or simply zerging the temples in Orr.

I don't understand why drops aren't simply character leveled rather than mostly zone leveled. If my lvl 70 mostly gets lvl-equivalent gear in any map, I'd be all over the place. But despite them saying that it is so, it's still mostly just low level shit that doesn't even give mats from salvaging.

*****

Fion wrote on Apr 16, 2014, 16:25:
Creston the only thing you're missing here in the Megaserver system is that, yes you could end up in just another empty 'overflow' but the new system prioritizes your placement, to help automatically put you in zones were your guild or friends are.

Sure. Unless it's full. Which is exactly how it is now. If five of my guildies are in a map and I'm in overflow, I can join them with the click of a button. Unless it's full. So there's really not that much difference.

As for the whole "Yeah, but it will be prioritized to put you in zones with your guildies and friends and people from your server!"
Great. I already play with guildies and friends and people from my server. You know... on my server.

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jacobvandy wrote on Apr 16, 2014, 15:04:
Overflow was never restricted to people from one server, though, as far as I know. It's apparently some kind of myth that people have spread for as long as the game's been out, but I always saw the chat in overflow consisting of at least half "what server is this? It's ____ stupid! No it's not, i'm from ____. Well I'm from ____... It's overflow, duh!" Then they all start arguing over what server is the best, etc.


? I've never seen that before, to be honest, but that doesn't mean it's not true. You sure these weren't people that were just guesting, though?
 
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16. Re: Guild Wars 2 Feature Pack Apr 16, 2014, 16:25 Fion
 
Creston the only thing you're missing here in the Megaserver system is that, yes you could end up in just another empty 'overflow' but the new system prioritizes your placement, to help automatically put you in zones were your guild or friends are. That, along with mid-lvl zones being more populated as server populations seamlessly merge is a huge boon to the game's lower-pop servers and multi-server guilds. The only real concern I have with the system is how it may impact server identity in WvW. But the new system is being rolled out slowly, atm only working in starter zones.

Oh and wtf_man, there are now a great many alternatives to leveling in the game at high level. I have barely touched Orr in months, and then it was only to get the Temple reward skins (which are beautiful). I don't even wear them any more lol.

This comment was edited on Apr 16, 2014, 16:35.
 
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