Guild Wars 2:Be open to a dynamic world

Posted: Sep 17, 2010 |Comments: 0 |

Five years ago, Guild Wars has shown that it can successfully compete with World of Warcraft - Bulldozer MMORPG market, giving up the monthly fee for a one-off payment.The game has found its niche, putting on a very powerful aspect of the rivalry between the players (which was called CORPG - competitive online role-playing game), offering plenty of forms of PvP - from the team fights in the arena after the title of the war between the guilds. The title also won great popularity in our country, which led to the first MMO location in Poland.

In 2007, together with the presentation of both the third and last addition to the Guild Wars ArenaNet announced work on a sequel. Since then, three years have passed, but only now appeared on the network specifics about GW 2 What is waiting for Guild Wars fans - revolution or evolution?
Be open to a dynamic world

The first important piece of information refers to the break with a permanent division of the world instances. The Guild Warsjedynym gathering place for all players were of the city, and during a mission the company assured us the only members of the team. And of course the opponents. Tyria in Guild Wars 2 gold will be open, but it will not be lacking in the site closed. Does this mean that the title is moving toward the classical formula for an MMO? Quite the contrary. ArenaNet team every step of the highlights a fundamental break with networking standards, which is an excellent example of the approach to tasks.

Anyone who has spent little time MMORPG games, knows that everything revolves around them running from the NPC and the NPC and the subsequent quests. Every time we attacked the wall of text that can read from 2 people in the world. We accept the task, we make them, pick up an award and we race the next. In Guild Wars 2 will be completely different - no exclamation points and question marks over the heads of customers. Everything is done dynamically, and the player rather than a dry description of the problem, just go see it. If a settlement is attacked, then found himself near it, you'll see it, and the guards will call for help. Only the player decides whether to start in this direction, or perhaps go further. Linked to this is another extremely important aspect, namely the impact of these events on the world game. Not instantaneous and permanent. Thus, when the said village is destroyed, it will remain so. More importantly, the whole will be combined into sequences of cause and effect. For example, encountering the sensitivity of the army, you are asked to gather support and overcome.If it does, you will be able to go forward and attack the enemy base, kill the commander, and for example, to rescue the captives. Lest there be too easy, your opponent will surely receive the meals and you will need to repel a counterattack. However, if we fail to win against the advancing troops, they devastate the countryside, and perhaps will build a fortress and would harass us, including the killing of people (including dealers) in the nearby neighborhoods. Developers announce thousands of such incidents and I wonder how living Tyria check in practice, because it sounds at least interesting.

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