The Guild Wars 2 RPS Fanquisition

This is not Martin Kerstein. He's prettier than that.

Yesterday I posted an interview with ArenaNet community manager Martin Kerstein about how Guild War 2’s planning to do away with traditional questing and grinding, which was something we hadn’t fully documented on RPS before. But you don’t want my stupid questions, do you? You want your own stupid/excellent questions. That’s why I posed a whole bunch of them, gleaned via the Twitters, at Kerstein when I met up with him. Covered: hats, cats, crafting, pirates, centaurs, PvP, difficulty, failure and whether this is a more or less tactical game than its predecessor.

BanzaiTree: Will there be a way to replace a team-mate who quits in a five-man dungeon or would you need to start over and get a new group?

Martin Kerstein: You can still finish a dungeon if you’re good with less team-mates, but that’s one of the mechanics I don’t know myself.

KTBFFH: What are you doing to prevent the game being too easy, like GW1 is now since PVE and consumables?

Martin Kerstein: I think ‘easy’ is always a subjective question. Obviously you will always have players who are super min/maxers, they always try to find the best way to handle every situation, they go to every Wiki, they have calculators to work out the best combination of skills and items to make max damage… For those people, at some point everything will be easy, because they’re so focused and they know what to do. For the vast majority of players, the difficulty level is still fine. So it’s always a perception thing – you will always have players who think the game is too easy and others who think it’s fine or too hard. I, for example, have heard a lot of players who say Guild Wars is way too hard in many places, and then other people on the same thread jump in and say ‘are you kidding, the game is too easy’. Then other people say ‘it’s completely fine, actually.’ So we just try to provide content for all the different types.

So we will have dynamic events which are rather challenging – we showed one at GDC which was a city that is taken over by pirates. At the demo we showed before people were saying ‘oh, those dynamic events are really easy’, but then they saw even our devs playing the pirate dynamic event with other people, and people were dying over and over. So that’s a very challenging. The dungeons we’ll have, they are meant to be really challenging – so if you think you’re the best player, the dungeons are where you can really challenge your skills. We try to provide content for all types of players, because in the end the vast majority of players want to enjoy themselves, they don’t wanna die over and over again because it’s too hard. You have to be careful how you make the difficulty of your game.

LinkofShadows: What’s the endgame looking like, what kind of raids and dungeons are we looking at?

Martin Kerstein: Eric said it and I reiterated it over the weekend, but our end game begins at level 1. What other MMOs do is basically get you to level 80 or 90 or whatever the max is, and then you have to abandon the game that you have played, because what’s the traditional endgame is a completely separate game. So you play the whole time, level your character up to a certain point, and then a new game begins. So we don’t want to force people to play something that they might not even enjoy because it’s not what they were doing before. So if you like our dynamic events, they will be there all the time, and they will still be there when you reach max level, with really challenging stuff. If you like the dungeons, great! We have challenging dungeons at the end. If you like PvP, we have world vs world PvP where you can even level the whole way up to 80 without even touching PvE. So we want to provide people endgame content that is actually catering to the style they like to play, and that’s why we say our endgame begins at level 1.

RPS: What about once you’ve hit the level cap, what are you actually pursuing then? Is it increasing tiers of loot like in other MMOs, or do you think the experience itself is going to be enough?

Martin Kerstein: It’s definitely about the experience itself. In terms of loot, can’t really answer that because I don’t know myself, we’re still toying around with drop rates and loot distribution and that kind of stuff.

Psycor: How will positional gameplay be affected for people not based where the servers are hosted? [RPS – Positional whatnow?]

Martin Kerstein: Our combat is pretty visceral and dynamic, so you can actively dodge projectiles, it’s a lot about positioning your character, and I think that question is also about PvP. People always think they have a bad ping and that makes them lose in PvP. We do the best on our end in terms of network code and infrastructure to make it possible, but unfortunately it’s the internet, which means if you sit in London and our servers are in Frankfurt, even if in theory you have a really good connection you go through like five different ISPs and one of them might have a collision issue on one of their routers, or they have a routing issue… We try the best on our end in terms of network coding an infrastructure to make your experience an awesome one regardless of where you’re based, but unfortunately there’s so many variables that are out of our hand.

Aliceandstuff: Are there hats? I do so hope there are hats.

Martin Kerstein: Why do I feel that this is coming from a Team Fortress player? I don’t know if we have particular hats, but I do know we will have like town clothing and costumes and stuff, so I’m pretty sure that some of them will definitely have hats.

Icarus_Tyler: Can we again choose between several cats as companions?

Martin Kerstein: Several cats? Well… we have no companions like that in Guild Wars 1, so, um… I’m not sure that’s Guild Wars-related. What I do know is that the rangers have animal companions, and yes you can pick different animals. You can have a tiger or something like that, so feline creatures are there, I guess.

FOH: What have they done to make me not fall asleep during combat?

Martin Kerstein: I don’t actually think that’s a rude question – often in MMOs what you do is basically press 1,2,1,2,1,4 and while doing this you’re static, you eat a sandwich or smoke or drink a beer at the same time. Again, our combat is made in a way that it’s better. Everything is visual on the screen, it’s not just in the UI, so for example our monsters, if they have a special attack, if you pay attention you can tell when they’re about to unleash that on you. And then you can either stand there and take it, which is not a wise decision because that’s meant to bring your hitbar down really fast, or you can dodge out of the way actively, try to position yourself. So our combat, you need both hands (or one hand if you’re configured your mouse that way). It’s made that you pay attention to the actual visuals, and so you move around: it’s way more visceral and active than like traditional MMO combat.

RPS: Will a more casual player definitely pick up on those cues and prompts?

Martin Kerstein: Yes, you can really see it. The people we watched at conventions, because we changed so much from the traditional MMO thing it normally takes them about five minutes, and after that it comes really natural to them. I think even for casual players it may even be easier, because they’re not so indoctrinated by MMO conventions.

KBKarma – What’s going to happen to Guild Wars 1 and the characters you have there?

Martin Kerstein: As long as people are playing Guild Wars 1, the servers will be there and your characters will be there. No-one plans on shutting down the servers. If the question is can you transfer your characters to Guild Wars 2, the answer is no. It’s set 250 years later…

RPS: Will there be more events in GW1 to set up and mesh the timelines?

Martin Kerstein: Kinda. The one thing that you can do with your old Guild Wars character is something called the Hall of Monuments. All the achievements you get in GW1, all your special armours, the minipets you have, the titles you get, the heroes you have – they all have a point value. You can transfer that point value to Guild Wars 2, and all the point values earn special items that are purely visual. So they don’t change the gameplay, but you can get stuff that nobody else would be able to get unless they played GW1. And to answer the other question about tying in, we have something which we call Guild Wars Beyond. At the time of Guild Wars 2, Kryta is the last human stronghold and we already played the even in Guild Wars 1 where there’s a revolution and a war, and at the end of that the queen is established. From her line comes the queen in Guild Wars 2. And there will be an update to tell people what happened to Cantha, because Cantha is our Asia-inspired Factions campaign. In Guild Wars 2, Cantha is cut off and we tried to tell a story about why this is the case, and our live team also has some really crazy ideas which we’re not sure yet are even technically possible. But they have great ideas to further tell the story of what happened between Guild Wars 1 and Guild Wars 2.

Teemak10: What is the main focus in GvG and PvP? Is it just team deathmatch or is there a bigger objective a team has to reach?

Martin Kerstein: So we have two different forms of PvP. One is what we call our Competitive PvP, and yes there will be different objectives, like capture the flag our escort a golem. We’re working on different formats; in this competitive PvP everyone will be in an equal playground, so everybody will be max level, have access to the same items, all skills. It’s really just about how good you are as a player, and it will also be more shooter-style: we will have hot-joinable matches as well. The other thing is World vs World vs World PvP, where three servers are fighting against each other, and you bring your normal character in. It’s this massive realm war where each server has its own start map with resources on it, and then there’s a central map and all sorts of things where everybody can participate. If you’re high level you probably want to be at the vanguard or in the fortress siege; if you’re lower level you might just want to disrupt supply lines for the other team. These are the other two types of PvP that we have for the game.

Petuko: Will GW2 still keep the strategic-game spirit of GW1 in any form? Seems more and more like just an RPG at this point.

Martin Kerstein: So Guild Wars 1, one of the unique things was you had eight skills you could put on your bar from a selection of thousands. What we do in Guild Wars 2 is all the first five skills that you have… you will have ten skills in general, the first five are determined by the weapons you carry. You can weapon switch. So I’ve seen people say ‘that means I’m way more restricted’, but actually no – so you can have different combinations of weapons which give you different skill combinations. Then you have the other five skills, and just one is a self-heal – and even then you can pick what you want and it gives you certain strategic things. And there are utility skills and an elite skill. On top of that you have traits. So on the surface it looks like we have less skills and therefore less customisability, which probably then turns into ‘oh, it’s no longer strategic’, but under the hood it’s actually quite daunting how many possible combinations you have. It’s actually a system that’s very easy to learn, but it’s actually hard to master, which is how it should be. So if you want to go all out and come up with the best possible combination and pimp your character, you still have so many opportunities to do that. There are so many strategic decisions to make to keep it interesting.

Sunkzero: Will the locations be massive explorable expansive cities and landscapes, or just blocked off pretty scenery?

Martin Kerstein: No, the game is a persistent world, everything is explorable, you can go into buildings, our cities are really massive. Divinity’s Reach, for example, the human capital – I think it takes like 15 minutes running from one end to another, and even then you’d only just have gone across. So all our environments are explorable, and it’s an open world – it’s not like Guild Wars 1 where everything is instanced. We will have instancing, but that’s mostly for the dungeons and you’re personal story. Everything else is an open, persistent world, and yes the cities are open and massive.

Dominictarason: Do you have plans for actual game content DLC, or will it be game length expansions as before?

Martin Kerstein: I can’t really answer that… We want to get this game out and then we’ll talk about that. Let’s talk Guild Wars 2 first and then we can talk about expansion models.

VexingVision: I hear a lot about dynamic events in Guild Wars 2. How likely is it that players will actually fail these for branching?

Martin Kerstein: So yeah, because of the nature of these dynamic events you can actually fail them and that triggers something else. So, for example, if the Centaurs attack the village and you fail to defend it, then obviously they move in and take it over, so it pushes you in the other direction, for example. If it’s too hard and you don’t find anyone to help take it back, go around it – it’s a living, breathing world. And there’s always other dynamic events you could do, they’re all over the world. I think Eric said that the chance to fail something is not as high as the chance of players succeeding, because normally you will very likely have enough skilled players to beat any challenge you throw at them. But yes, there is a chance to fail and that will trigger something else.

Mogglewump: Have they changed the crafting experience be more in depth and rewarding in GW2?

Martin Kerstein: Yes. I mean, the first game did not really have proper crafting – you were handing materials to a crafter and he was doing it. We will have proper crafting in this game, with materials and levelling your crafting… Proper crafting.

Squidinabox: Will we be able to jump?

Martin Kerstein: [Emphatically] Yes. Indeed you will. It’s kind of surprising people are still asking, I thought by now we had it out there – you can jump, swim, you can fall of cliffs and die horribly…

ErikRobson: I’m interested in hearing about their changes to the class trinity…

Martin Kerstein: So the traditional MMO trinity is tank, healer, DPS – we don’t do that. We don’t have dedicated healers in the game, we don’t have dedicated tanks in the game. Every profession we do is supposed to be self-sufficient, and you should be able to play even the hardest content with any combination of professions. So, for example, we’ve tested it, played a dungeon just with warriors. The way the characters are designed are that with your utility skills you can even spec a warrior to be more supportive than he normally would be, by having shouts or basically buffs and debuffs.

That’s the same design we have for every class; someone classes will be better for support than others, obviously a warrior would never be as good for support as, say, a guardian. But the concept is we don’t want you to be waiting and saying ‘hey, we need a healer, or we can’t play this content’ or ‘hey, we need a tank or we can’t do this.’ We want it to be ‘here’s your bunch of friends and you want to play this: go.’ Then it comes down to player skill – and that’s where that tactical depth comes into play. If you have two rangers, two warriors and one guardian, how do you set it up so you will be awesome? Then you can talk to each other and say ‘ok, you go a little bit more support, and I’ll go full damage’ – so there’s still a lot of variety you can do.


  1. The Army of None says:

    But… is there a hat guild to fight for?

    • Out Reach says:

      Need details on hat drop rates. Also hat crafting. When can we trade hats?

    • Ignorant Texan says:

      FWIW- Cosmetic hats abound in GW1. I’m surprised Mr Kerstein didn’t mention that. They are rewards during the various events(Wintersday, Canthan New Year, etc…). Only game I’ve ever played that has a dedicated NPC hat crafter.

    • sassy says:

      I heard about the strong possibility of being able to put hats on top of hats, any comment on that? Or how about being able to put your old hats on trees, npc’s and random monsters?

      This game needs more hats!

  2. McDan says:

    Everybody expects the RPS fanquisition, it makes too much noise and you can see Horace for miles off anyway.

    • President Weasel says:

      Ah, but you can’t see where he ends. Plus he’s fairly low to the ground, so if you’re in an area of high grass or bamboo he’s suprisingly stealthy.

    • McDan says:

      True about the grass, but that’s why you can see him for miles away. Because he’s basically a mobile, endless, brown great wall of china.

    • pakoito says:

      Nobody expects the #spanishrevolution

    • Squirrelfanatic says:


    • Zanchito says:

      @pakoito Yes, brother! #yeswecamp !!!

      “Aliceandstuff: Are there hats? I do so hope there are hats.
      Martin Kerstein: […]

      Icarus_Tyler: Can we again choose between several cats as companions?
      Martin Kerstein: Several cats? ”

      HAHAHAHAHAHAH!!! Oh I love this place! You can almost see his befuddled look.

    • Jeremy says:

      In the grass you can see Horace’s body without knowing where his terrible maw lurks.

  3. Alfius says:

    This is looking like it might be pretty cool, I’m tempted to dust off GW1 in the meantime, never did get into Factions properly.

    • 4026 says:

      I was thinking exactly that while reading this. Factions is just sitting there on my shelf, unplayed.

      Cool. Now we need the rest of a group.

    • Alfius says:

      I demand a pre S-LAN LAN

    • McDan says:

      I think there was talk about a GW RPS group at on point, don’t know what happened to it though.

  4. gorgol says:

    Wow, great answers! This is already on my future to try list, but I’m looking forward to it even more now.

  5. Suibriel says:

    Bit miffed the question about positional lag being dodged. It’s make or break for me.

    If they can work out client side detection without looking silly server side, day 1 buy. He doesn’t sound confident in that area, though.

    • Faceless says:

      It’s mainly to do with him being a community manager, not one of the developers. Mind, that doesn’t mean the lag is not a potential issue; I am just as worried by that, to be honest.

      Still, it’s dodged because he genuinely does not know.

    • Rii says:

      Translation: “yeah, you’re screwed.”

    • Squirrelfanatic says:

      Think about it. If WoW managed to do it, then GW2 will do it even better. If WoW failed at it, then GW2 will do it even way more better good super.

    • Nick says:

      It works in GW 1, in which you can dodge projectiles.

    • Rii says:

      But does it work with 500 ping in Guild Wars 1? That’s the question.

    • skalpadda says:

      So what do you mean exactly by “positional lag”? How well the server/client can keep track of where players/NPCs are in the game world? If so I agree that it’s important, one of the things I hate the most in online games is being told I’m out of range when I’m on top of something on my screen, or the other way around, being meleed by someone 20 yards away.

    • felix6 says:

      The rubberbanding in GW1 was horrible sometimes and I hope to not experience it in GW2 !

  6. paterah says:

    Great interview.

  7. Chalky says:

    Awesome interview, great work guys. Quite a few typos though, including this one that I don’t even understand what it could mean:

    “everybody will be max level, have access to the same question, all skills.”

    Access to the same question? I would say perhaps it meant quest, but that wouldn’t make any sense in context and “quest” is a dirty word in the world of GW2 anyway.

    I assume maybe “items” but yeah…. that’s an impressive mistype!

    • Zanchito says:

      No, everybody will have access to the same question: What is the meaning of life, the universe and everything?

    • Tacroy says:

      Chuh, why does everyone get that wrong? It’s the question itself that was unknown, we only know what the answer is. If everyone has access to the question, someone might actually figure it out, and if both the question and the answer are known at the same time the universe might end.

      This is a dangerous game they’re playing :(

  8. MajorTomG says:

    This game has a huge amount of potential. I really like the focus on player skill over grinding. GW1 started in the right direction for this but it sounds like they are being quite creative in pushing it further.

    If some bell hadn’t hijacked my GW account and sold/destroyed all my kit, I’d still be playing it now but i was too disheartened to continue after loosing all my good stuff :(

    Sad times. Will be all over GW2 though.

    • paterah says:

      Consider yourself lucky. I quite GW and recently wanted to come back only to find out that the login process required you to remember a character name of your account (which btw has to be two words).

    • jealouspirate says:


      Just yesterday I decided to play Guild Wars for the first time in years. I went to login and had no idea what my character’s name was. I e-mailed Guild Wars support about it and they responded literally 15 minutes later with my character name for me. Give it a try!

    • paterah says:

      Alright, will do that.

    • Squirrelfanatic says:

      @MajorTomG: If you need anything, just drop me a PM and I’ll help you out with weapons and such. And in the game!

    • DrGonzo says:

      Similar problem here. My account was hacked, but I can’t unlock my account as the details they want are unreasonable. They want me to provide proof of purchase which is impossible as I bought the game such a long time ago. To be honest that’s put me off MMOs in general.

    • felix6 says:

      DrGonzo: My account was hacked, and they stole/sold everything to and Anet banned my account.
      When I wanted to play and contacted Anet support I just gave them my CD keys basically, maybe some other info to, but no “prove of purchase”(other than CD keys). so if I wanna play and still got your CD keys you should be able to get your account back :)

      Though I played like an hour after I got my account back and realized it wasn’t fun anymore :/ Only one character with armor(50hp monk), and basically no gear what so ever, no one I knew playing anymore and the mission areas where dead so. Playing with only henchmen and no equipment don’t really appeal to me.

      But I’m excited as hell for GW2. been following the development since they announced it a few years ago :P

  9. Vexing Vision says:

    Okay, so “not very likely”.

    Cheers for asking my question. :)

  10. Olero says:

    “We don’t have dedicated healers in the game”

    Great news for John I think!

    I must say though, this game has got me intrigued. But I’m very careful not to fall in the timetrap called MMO again (*cough* Runescape *cough*). And yet…

  11. mowglie says:

    But… When are they revealing the next profession?!

    • jealouspirate says:

      Rumor is later today, actually.

    • Ignorant Texan says:

      Engineer –
      link to

      EDIT: This was posted on the 17th, so I guess this qualifies as ‘old’ news. Still waiting for the announcement of the final profession. I’ll go with Dominic White’s guess that it will be the Mesmer.

    • Hellraiserzlo says:

      Oh man not again, I am a junior mechanical engineer, why wasn’t I ever taught how to build cool malicious devices?

  12. Rii says:

    I’m skeptical of the wisdom of making the cities as large as they apparently are.

    • TillEulenspiegel says:

      I don’t know. The critical question is whether there’s anything to do in cities besides stand around and craft and buy stuff. Of all the interesting features that have been announced for GW2, I certainly haven’t seen anything like, say, the ability to rob houses or even just to beat up random groups of bandits lurking in a city.

      If they’re just big, pretty places void of meaningful interaction, that’s a failure. But there’s also a lot of potential for intra-city questing (read some Lankhmar D&D books for ideas) if they want to go down that route.

    • Rii says:

      Even if there’s lots to do there’s still the issue of getting from one place to another in a reasonable span of time (and if you’re encouraged to use teleports or other shortcuts for that purpose, then why bother having the various locations as part of the one coherent city in the first place?) and also player density issues. Because, y’know, I can stand around with NPCs in any old game.

      Even if you could make a life-size city with content to match you wouldn’t do it. Because you sure as hell can’t fit the hundreds of thousands of players in it that you’d need to make it feel alive, and nobody wants to spend as long getting from home to work in-game as it takes them in real life in any case.

    • TillEulenspiegel says:

      If you’re just looking for an adventuring hub, I expect there will be a ton of small towns (hopefully not overrun by the obligatory minotaurs) which will serve just as well.

      You may be concerned about specialized trainers and the like which are only in cities, but I’ll bet they dump all that stuff in a smallish area near the entrance. There’s no sense in making players run around; convenience was a major feature in nearly every aspect of GW1.

    • Faceless says:

      Don’t be. You can jump between the districts with the aid of waypoints (as in, instatravel).

    • Rii says:

      As I suggested before, I think that’s a lame solution. So essentially, nothing such as ‘Divinity’s Reach’ actually exists for the player, rather it’s merely the name given to collection of waypoints. Zero immersion.

    • Dominic White says:

      Cities are big. Divinity’s Reach is pretty huge – they’ve done walkthroughs of it during press events, and just some setpiece areas like the Grand Orrery are massive. However, one small district of the city is instanced to each player, which is the hub from which your personal quest arc (which is apparently heavily branching) launches.

    • Nick says:

      Its not lame if they are optional if you don’t want to run around.

    • Rii says:

      I like what I’ve heard regarding the instanced, personal section of the city.

      I dunno. I’m coming from the perspective of a former WoW player here, but a relatively unusual one in that I think many of the pro-convenience post-release evolutions of that game were in fact steps backward, and for all the good I’m hearing re: GW2 it sounds like they’re taking that stuff to 11. Insta-teleport everywhere robs the world of any sense of place. If that’s how you’re meant to get around the city, then the city has no meaningful existence. City Hotspots A and B could be anywhere within the game fiction and it wouldn’t make a lick of difference.

    • John P says:

      I dunno, I would find it hard to ‘believe’ a city that’s supposed to have a thousand residents but has a grand total of three houses.

      Wait and see, I think. The video’s I’ve seen of Divinity’s Reach are absolutely amazing, and I’m not a bit concerned that they won’t have a sense of place.

      I suspect most people will be awe-struck when they first reach the big cities and spend plenty of time just moving around exploring. But then when they’ve grown familiar with a place, the ability to fast travel around will be very welcome.

  13. _Jackalope_ says:

    I recently reinstalled and it took me about 6 hours to get back into the game. i can’t rmemeber what random name I picked out of a hat 3 or 4 years ago! Still, at least it hadn’t been hacked. My brother’s account had, after WoW tempted him away. They must have been a benevolent hacker though as they had just kept playing the game and he had all sorts of fancy equipment and also joined a bunch of Guilds.

  14. Deccan says:

    The first thing people see when they go to the GW2 site should be a banner that says:

    Guild Wars 2: You Can Jump.

  15. Choca says:

    One of the very few future MMOs that I actually had fun playing (instead of the “it’s not bad but I’ve already done that five millions times” feeling I usually get). Looking forward to it.

  16. MattieTK says:

    You guys want a copywriter intern over summer? I could use the experience :)

    “and you’re personal story” – is possessive ‘your’


    “or one hand if you’re configured your mouse that way” – should abbreviate to you’ve as you are configured your mouse doesn’t make grammatical sense.

    • Nick says:

      I don’t think you need to explain it, they are typos rather than ignorance of correct grammar.

  17. Hoaxfish says:

    I’ve got an itch.

    And I need a new computer, when windows 8 comes out, and Guild Wars 2, in order to scratch it.

  18. Gnoupi says:

    Congratulations to the one who talked about hats for his vision, we are obviously on the way to TF2!

    link to

    • Hoaxfish says:

      I was okay with rifles being added… but portable mechanised turret guns seems a bit like “oh lol, why not!” in a bad way.

      The function seem similar to GW1’s ritualists, with the general “1 per type” and “pick them up and move around”… but with a more obvious mechanical design.

    • Gnoupi says:

      While the turret/station system was indeed a bit done by the ritualist, I’m quite speechless to the “jump shot”, which seems to be a gold old “rocket jump”.

      That’s really one of the last things I would have expected in a mmorpg set in a fantasy setting.

    • paterah says:

      Indeed, I believe this removes every need for a ritualist profession, next up: MESMER

    • Squirrelfanatic says:

      ANET could just as well remove all the other professions from the game. Now, there will only be engineers.

    • TsunamiWombat says:

      I’d say GW2 is officially Steampunk at this point, and man those video’s gave me a nerderection.

    • Vinraith says:

      That’s a leftover April Fool’s joke, surely?

    • Wulf says:


      Actually it’s totally fitting with the charr.

      The charr have a factory city, they provide the alliance with cars, siege buggies, tanks, turrets, mortars, big/small arms, and various other sorts of things. That and it looks like the charr will have helicopters, too. They’re actually not too far behind us, really, so yeah.

      It does fit. If you look at Divinity’s Reach and that being in the Renaissance period, it doesn’t, but the other races have been left in the dust of the charr when it comes to technological progression. It’s one of the things I like about the game.

    • DeepSleeper says:

      I was half-hoping you’d show up, Wulf. You’d know:

      Have they said anything about those vehicles being drivable/pilotable?

    • Hoaxfish says:

      Actually it’s totally fitting with the charr.

      Cars, maybe, but fully automated self-targetting turrets seem a little bit more. Even modern technology has difficulty with that, let alone a steampunk era wind-up turret.

      “It’s Magic” not withstanding.

  19. Jumwa says:

    I like their response about difficulty. I enjoy some challenge as much as the next person, but challenge doesn’t need to mean dying a lot and hitting a brick wall in regards to progress.

    There are many ways to bring challenge to a game, and death and punishment is just one way of approaching it.

    • DK says:

      Also, claiming that Guild Wars 1 is “easy” is insane. It’s “easy” if you read an online walkthrough and have a fully kitted out fully human party who also have read the walkthrough. If you’re a casual player doing it alone with bots or with one other human + bots without reading exactly what you have to do it’s bonkers hard, with a giant brick wall when you get to the mountains (in Prophecy) and another one when you’re over the mountains.

    • Jumwa says:

      I’m amazed by just how difficult the game is. It’s been years since my partner and I played, but she suggested we brush up on it again in preparation for GW2. Yeesh, almost right away we were dying immediately. It turned us right off from continuing.

  20. mondomau says:

    Apart from a couple of the early questions from people that still fail to understand that GW2 is trying to be anything BUT Warcraft, these were interesting questions with useful answers – I am now convinced I will buy this and make it my MMO of choice (after giving up on DCUO after about 25-30 hours).

  21. Zarunil says:

    Looking forward to getting rid of questing. I tried RIFT recently (free trial), and was disappointed to find the quests are all “Kill amount X of monster Y” or “Use random item Z on prop X”. After a while I didn’t even read the quest text, I didn’t have to. Just follow the map pointer and kill stuffs.

  22. MacBeth says:

    I haven’t played MMOs but this one is really tempting me – seems to have removed/fixed nearly all the things that put me off e.g. the collect-x-of-y quests, the trinity of tank-healer-DPS, the chasing of the optimum build, the meaninglessness of instanced quests that don’t affect the game world, the need for one of the trinity before a quest can be attempted, the empty and pointless cities, the button-sequence combat… plus it looks really nice.

    Now, can they arrange for me to have loads of free time to play it?

    • Zelos says:

      “the chasing of the optimum build, the meaninglessness of instanced quests that don’t affect the game world, the button-sequence combat”

      All of these things are going to be a part of GW2, I don’t know where you got the idea that it wouldn’t be. You should also realize that FPSs and Fighting games are at a very basic level, simply played with a series of repetitive button sequences. Shift-W-C-W-Mouse1-Mouse1-Mouse1 repeat.

      “the empty and pointless cities”
      I’d like to know what MMO you played that had empty cities. It’s almost an impossible thing. They’re simply too important to trade in any MMO.

  23. xGryfter says:

    So, I played Guild Wars 1 for a bit when it first came out and while I remember enjoying it for the most part I also remember feeling like there was something missing. Unfortunately I didn’t get to play for very long being as that shortly after I bought it I ended up moving and lost the jewel case containing the disc in the process (yet some how I managed to hold on to the damn box). I recently moved again and ended up finding the damn disc while unpacking! Unfortunately the box and manuals are long gone and I have no recollection of any of the info I used when activating the game so if I want to play it again I’ll have to buy a new copy.

    My question is, is it worth it at this point and how does it hold up?

    I’m not a huge fan of traditional MMOs but I do enjoy them for a short period, I was in the beta of LotRO for a couple months and played for about 4 months after release before hitting a wall. I seem to be on that same course with Rift where I’m down to playing only a few hours week do to a general lack of interest (and now The Witcher 2).

  24. gwathdring says:

    I stand firmly for the right of a player to jump off a cliff and die horribly. :)

    • Wulf says:

      Or jump off a cliff and then use jump shot right as they’re about to die to mitigate the falling damage, thus looking all sorts of awesome in the process.

      I’m going to try this, once the game is out. Hopefully they’ll allow for it.

    • Dances to Podcasts says:

      If they’re smart, they’ll make an achievement out of it.

      link to

  25. Jabberwocky says:

    Martin Kerstein gave refreshingly frank answers here. Obviously he’s trying to hype up the good parts of the game (and that’s fine), but I feel like he didn’t dodge or mislead when answering some of the tough questions.

  26. Rei Onryou says:

    Hmm…Icarus Tyler sounds familiar – I think I was in a GW guild with him. If so, awesome! ^.^

  27. Seal says:

    I am curious about one thing here.many people seem interested in the game itself, which is not bad, but what about system reqs? above it spoke of lag. are they going to allow GW2 to be played on systems with xp and vista, or is this going to be a win 7 only kind of game? are we going to have to have a massive video card bulging out the side of our towers and laptops in order to see all that they have spent this long spell of years creating? will it be the sort of game that you have to have a massive cooling system for because it takes up so much processing and you’re system screams at you and threatens to melt down? these are the things we need to know as’s not just about the game content. will john doe have to go and pay 300 dollars to upgrade just to play once he buys the game? curious….curious indeed.

  28. dec0y says:

    They’ve mentioned in the past that you could play it on a mid-to-high level pc. I assume that means as long as you don’t settle for the big sale at wal-mart you should be able to at least play the game. i’m personally going to just save up a little bit of $ and then upgrade to a nice gaming pc. we’ll see though… with the iPad apps and all that good stuff I’d almost expect for this to be compatible with macs too.