Beta Weekend ended last week, I took the trouble to read your negative comments and positive about the game and to make them accessible to all, I have decided to resume trying to identify the crucial points that were judged more negatively by the community.
Performance Problems
This is a theme touched upon by many players, who have found themselves in difficulties especially during fights he stepped area-wide use of spells. In fact, the graphics engine is still being optimized and is being implemented a system to scale the quality of the effects in the presence of many players. The beta serves, among other things, also to test the stability of the graphics engine, so we can expect some improvement already at the next event, even if, probably, there will still be problems of this type will not complete until the optimization.
Lack of Tutorial
Players are thrown into the middle of the action without opportunity to gradually learn the game mechanics in the very early stages. This inevitably affects the difficulty of fighting, especially in the missions of Personal History. These are in fact designed for single players, but many have had the need to seek help from friends to complete them. Difficult areas will be reviewed at this early stage of development, but we hope that will be added instructions and tips on how to best use your best character and tactics of fighting all the way to smooth entry into the gaming world.
Balancing Melee-Ranged
This was a very sensitive issue, so that ArenaNet has intervened on the official forum to provide some clarification. Play melee is more difficult because there is no automatic target recognition (that there is for various abilities ranged), and suffer much more damage, and for resistance problems, both for greater difficulty in the use of avoidance when there is located a distance close. The first thing to point out, however, is that Guild Wars 2 there are only classes ranged or melee, and that, indeed, the fighting often requires to change strategy as the enemies they face and their mode of attack. In general, playing in melee you do more damage to the enemy but it is also more exposed to his assaults. In fact, ArenaNet has stated they will work to better balance the melee trying to improve the resistance of the classes.
Poor number skills
The game offers ten skills, including five contested determined from the weapon and five others chosen by the player (of these, a Cure, an Elite and three "utility"). Many players have found this approach too restrictive. In fact, especially in PvP, players find themselves having to choose between just three treatments and three Elite (since the racial abilities are not used). Definitely not a great choice. It should be noted however, that each class can switchare during the fight between two sets of weapons and then completely change his first five skills (not forgetting that each class can then use various weapons, in various combinations). Added to this are a score of utility skills are well characterized and differentiated from each other and ... traits. Indeed, there are over fifty features passive able to modify the operation of the abilities and fighting style so often decisive. Unfortunately, the features become accessible only from level 11 and many have not been able to test them thoroughly, In conclusion, a problem for which you can perhaps do something, especially with regard to care and Elite, but which in reality is less heavy quanato first impressions would suggest.
No Dungeon
It is now clear, concluded that beta weekend, as both the number and order of the dungeons you will find in the game (click here to see a post with a list of dungeons and some examples of armor that can be obtained). In fact, up to level 30-40 players will not encounter any dungeon, then got one every 5-10 levels and, finally, there are three end-game dungeons. This means that the first 30 PvE levels will be devoted to dynamic events, personal history, local activities (hearts), and exploration. Of course it is not just content, but many also believe that having dungeon areas would be a good initial value. Unfortunately, it is unlikely that ArenaNet change this situation before release, but it is not excluded that in the future can be added dungeons even for the initial zones.
Slight Influence on the World
Many were disappointed by the fact that the imaginary dynamic events seemed to leave no trace on the game world, much to compare them to the public quests of Warhammer Online, where you simply encounter various enemies to destroy in sequence and the cycle repeats endlessly. Here are the necessary details. In fact, the dynamic events of the initial zones are generally small and non-concatenated. So many events require, for example, to defend a fortress from attacks continue and nothing more.
Few events are more structured (with different phases, such as defending the fort, attacked the enemy base and destroy the backbone of the Cave is located in the base), with clear effects on the world (such as a cave that is sealed after a landslide), but few players have been noticed, often deciding to leave an area after achieving the first goal. This relative simplicity of the events is still true for the initial areas of the game (levels 1-15), in which the various phases are particularly fast to satisfy the continuing flow of new players who visit these regions. According to ArenaNet large dynamic events begin to occur in the most advanced, after level 15, and involve long chains much more structured than the ones we have tested in this Beta.
download Guild Wars 2: Collector's Edition
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