Un interviu cu
Izzy:
Citat:
1. The frequency of tournaments, both MLG (if that's going to happen), and otherwise.
the frequency should be higher than Guild Wars 1's automated tournaments, there will be different types with different frequencies
2. Seeding structure for tournaments. As in, do team ladder positions play a large role in tournament seeding?
not yet
3. Will there perhaps be any aesthetic/ornamental prizes for your char for placing well from season to season? =P
yes
4. Racial Height collision detection for targeting ?
every player character has the same collision hitbox
5. Are there timed limitations on joining, swapping or changing to a new guild before you can GvG?
he couldn't give a specific answer and pointed at the artice, but in general there will be less limitations in those regards than in GW1
6. Is there guesting for guilds and will a minimum number of guild members be required to GvG?
doesn't apply
7. Is there Automated match making ?
not in a traditional way, it will be more like FPS servers
8. Is there Challenge match making system?
no comment
9. Are there any support mechanics for external Tourneys ?
Planned
10. What mechanics have been carried from GW1 GvG or dropped ?
a. NPC’s ?
not on GamesCom/PAX map, but probably
b. Guild Lord ?
no
c. Moral Flag/capture locations?
no morale, but capture points and secondary objectives
d. Respawn locations and timers?
20s currently, team-wide, probably on the 0/20/40 of each minute
e. Siege weapons?
yes, the article mentions trebuchets and dragons
f. VoD ?
no
g. Win/loss points system ?
yes, e.g. capture objectives until you got 500pts or time runs out
11. Is there cross server/continent play or is it localised to regional servers and do guilds have selective choice ? (we all remember lag filled games playing guilds from over the giant pond or further) Reconnection during matches?
it's in the works. the goal is to have as many people as possible to be able to play with/against each other
12. Are any abilities disabled in PvP (eg. racials)? If so, which?
yes, racials are disabled in competitive play, they might get enabled in casual play
13. How many different maps will there be for structured PvP, do they differ in size and/or structure?
multiple, similar in size, different objectives
14. Will there be FPS-like play modes, such as team deathmatch and Capture the Flag?
mainly capture points + secondary objectives
15. Do PUGs have an option to prevent being teamed up against a premade?
no, it's like a hot join FPS server
16. (Structured) Map drawing?
yes
17. Body blocking?
no
18. Significance of the Z-axis in current office meta? (i.e. fighting for high ground, favoring ranged weapons for damage boost on certain maps)
yes, range increases, but not damage
19. Underwater maps/portions of maps?
underwater mechanics are too new to be imported into pvp yet
20. Is it sufficient to bring an opponent to the downed state in order to rally from downed, or do you have to completely defeat them?
you have to defeat them, you or a buddy, before they die you have to tag them
21. Is there still the "strong finishing move" in place in PvP? (see: Healing and Death blog post on guildwars2.com)
yes, press F for a slow animation that defeats a downed player in one hit, currently placeholder animation
on another note, when downed, you get rezzed quickly, when defeated, you get rezzed slowly
multiple people can res the same person at the same time in order to multiply the speed
22. Is there an "out of combat" state? (for weapon set switching, accelerated health and energy regeneration)
yes, no cooldown on weapon switch, run faster, increased regeneration, you can switch the utility skills
23. Example objectives? (beyond death match, killing a single key NPC, and other standard stuff, is there any deeper complexity?)
read the article
24. (WvW) What communication systems (player->player or game->player) are in place to direct people in the direction of areas that are being attacked?
yes!
25. Party size adamantly 5, still?
yes
about party/raid effects of skills: a skill works e.g. on X people, it will work on allies around you, but your group gets prioritized
26. How extensive is the observer mode this time?
no info
27. Is there a replay system that will be available at launch and if not, does Anet plan to add one in the future?
no info
28. If there's a replay system, how easily will it be to record your own matches or will it be only available for top players?
-
29. Can you replay other players replays?
-
30. How will you control the meta-game? Will you let the meta-develop a little before making major balance changes and only squash major imbalances at launch or will you nerf any build that becomes too popular?
the goal is a self-adjusting system that allows for multiple ways to counter dominant strategies, so that less often changes are needed
31. Will you be able to save match replays (not talking about observer mode)?
-
32. We've been told that a stealthed character is partly revealed for a short time when damaged, how does this work with DoT conditions/hexes. Is the stealthed character blinking? DoT - damage over time.
no reveal anymore
currently, stealth durations are short, stealth breaks when the stealthed person is attacking, you can damage a stealthed person but not reveal the player
33. Stealth is said to break upon "attacking", does this mean we can safely use non-damaging skills without breaking stealth?
yes, even stealing
34. Does the necromancer skill "Wave of fear" affect even stealthed characters?
yes
35. You've surely noticed the leaked WvWvW map, is Fog of War official, if it is, how does it work?
O.O
36. Since WvWvW is two weeks long, if there is any server maintainence or patches, how will this effect the current state of dynamic events?
when a patch takes place, the state will be preserved
37. Considering ranged combat: Wont dodging forward be an overly strong 'strategy' to close the distance? Especially now that Dodging is the only thing that uses energy, and as i've read about 10% of your energy bar per dodge. Being able to dodge ten times in a row could prove very crippling to ranged, especially when fighting without a group behind you.
when you dodge, in whatever direction, you lose dodge meter
you can choose to use it to charge, but that means your dodge meter is depleted, and your target can use theirs to dodge away from you now
now it's more like 50% per dodge