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Gilozard: Yeah, getting to 20 means you barely finished the tutorial zone. You never saw most class skills or even touched traits. Levels go to 80.

Listening to NPCs scattered around or going off the beaten track really helps the worldbuilding. Temp content is annoying, but I'd rather have that than what happened to Kessex Hills.

Zones don't reset, so I'm not sure what the issue is - are you talking about mobs in an event being pulled back to the event center, a heart, being asked to move to another instance of the megaserver?

It sounds to me like you really never did get the hang of GW2 combat - it's very different from typical MMO combat and emphasizes positioning a lot more than many other games I've played, even SP games. At 20 you would barely be functional in combat after the NPE changes which delayed leveling a lot.

Scaling is heavily impacted by your armor vs character level. Players are penalized if there's a big gap just due to how combat is calculated. Going to lower level zones doesn't make combat harder, but not having near-level gear or low-tier gear would.

GW2 doesn't do a great job of introducing players to all the reasons to stick around, especially after the NPE. If you want to try playing with someone else I'd be happy to meet up in game, or there are guilds like Legion of Honor / Operation: Union and events like Mapping Mondays to help people get involved and make friends.

I haven't played for the past few months - how did the trait system fix shake out?
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CrashNBrn: Zones Reset, otherwise they would remain empty when everything dies. And when the zone resets everything is restored to its default state. Perhaps the zone reset time-limit has been changed, but it used to be 5-10 mins for small-mid sized areas.
Zones in GW2 can't be cleared (you can't kill all the mobs, they respawn individually on a random timer) and don't reset. That's part of the basic design. GW2 simply doesn't work the way you're describing. Unless you mean something else by zone - in GW2 it's the map area you can cross without going through a loading screen.

Events can reset if players are too far from the event location. Mobs can reset for various reasons - aggro is very different in GW2 and I know people who played other MMOs heavily had a hard time with it sometimes. Heart progress is always saved so you can't be talking about that. Sometimes if there are too few players on a map they get the option to move to more populated instance, but you should get a popup when that happens telling you what's going on.

I'm really not sure what you're referring to with 'zone reset'. What you're describing has nothing to do with how GW2 actually functions. Could you explain a bit more about what you meant?
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CrashNBrn: Zones Reset, otherwise they would remain empty when everything dies. And when the zone resets everything is restored to its default state. Perhaps the zone reset time-limit has been changed, but it used to be 5-10 mins for small-mid sized areas.
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Gilozard: Zones in GW2 can't be cleared (you can't kill all the mobs, they respawn individually on a random timer) and don't reset. That's part of the basic design. GW2 simply doesn't work the way you're describing. Unless you mean something else by zone - in GW2 it's the map area you can cross without going through a loading screen.

Events can reset if players are too far from the event location. Mobs can reset for various reasons - aggro is very different in GW2 and I know people who played other MMOs heavily had a hard time with it sometimes. Heart progress is always saved so you can't be talking about that. Sometimes if there are too few players on a map they get the option to move to more populated instance, but you should get a popup when that happens telling you what's going on.

I'm really not sure what you're referring to with 'zone reset'. What you're describing has nothing to do with how GW2 actually functions. Could you explain a bit more about what you meant?
Zones reset individually on a timer. You may be thinking of a whole city|whole level-range-area as a zone. That is not. For instance, there is a alcove in the frozen area (level 20ish, near the 'giant-race' home-town). It is quite small - you can see most|all of it by standing in the middle and looking around. There is|was maybe 10 mobs there. When the timer "clicks" all the mobs in that zone will reset, including the one(s) you are fighting. Mobs do not reset "individually" based on some internal clock. There is another zone earlier before that, with about 20+ Orcs. When the zone resets, all of the orcs are returned to their starting positions.

When a town|large zone event ends - it immediately restarts, and anything that was "changed" during the event is reset. I've cleared some cave zones in the Frozen Area, but it reset on my way out, and I was surrounded by about 20+ of the life-stealing|acid-throwing beasties --- no matter where you turned.

GW2 was not getting new players ( into its 2nd year I think). Almost all the regulars (that started during or just after the beta) had all moved on to the 40-80+ level areas. Except for a "few" stragglers, and the odd alt - the level 1-30 areas were ghost-towns. Yet still everything would reset like clockwork.
Post edited July 23, 2015 by CrashNBrn
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Gilozard: Zones in GW2 can't be cleared (you can't kill all the mobs, they respawn individually on a random timer) and don't reset. That's part of the basic design. GW2 simply doesn't work the way you're describing. Unless you mean something else by zone - in GW2 it's the map area you can cross without going through a loading screen.

Events can reset if players are too far from the event location. Mobs can reset for various reasons - aggro is very different in GW2 and I know people who played other MMOs heavily had a hard time with it sometimes. Heart progress is always saved so you can't be talking about that. Sometimes if there are too few players on a map they get the option to move to more populated instance, but you should get a popup when that happens telling you what's going on.

I'm really not sure what you're referring to with 'zone reset'. What you're describing has nothing to do with how GW2 actually functions. Could you explain a bit more about what you meant?
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CrashNBrn: Zones reset individually on a timer. You may be thinking of a whole city|whole level-range-area as a zone. That is not. For instance, there is a alcove in the frozen area (level 20ish, near the 'giant-race' home-town). It is quite small - you can see most|all of it by standing in the middle and looking around. There is|was maybe 10 mobs there. When the timer "clicks" all the mobs in that zone will reset, including the one(s) you are fighting. Mobs do not reset "individually" based on some internal clock. There is another zone earlier before that, with about 20+ Orcs. When the zone resets, all of the orcs are returned to their starting positions.

When a town|large zone event ends - it immediately restarts, and anything that was "changed" during the event is reset. I've cleared some cave zones in the Frozen Area, but it reset on my way out, and I was surrounded by about 20+ of the life-stealing|acid-throwing beasties --- no matter where you turned.

GW2 was not getting new players ( into its 2nd year I think). Almost all the regulars (that started during or just after the beta) had all moved on to the 40-80+ level areas. Except for a "few" stragglers, and the odd alt - the level 1-30 areas were ghost-towns. Yet still everything would reset like clockwork.
I was right, you were thinking of something different. Zones in GW2 refer to the areas that players can be in without loading screens (http://wiki.guildwars2.com/wiki/Zone).

As for mob respawns, I know that some are on individual timers. Perhaps loners are individual and ones grouped closely together are on a group timer? GW2 mob respawns are very quick though, quicker than in other games, and you can watch mobs pop individually into existence in many places.

Yeah, the events in starter zones repeat quickly so that new players can see all / most of the events. Getting out of the beginning zones and you'll see longer lead time between events unless the map is packed. The events are supposed to keep going on without player input so players can join in or not as they feel like it, instead of the static quest hub model.

The megaserver changes made it a lot easier to group up since now all GW2 players are funneled to the same map instances. Home server only matters for WvW now. If you mostly liked the game and just had trouble finding people to play, maybe see if the megaservers have made a difference in population for you? East Coast and West Coast evenings are the best times to play in the NA servers. :)
Post edited July 23, 2015 by Gilozard
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Gilozard: The megaserver changes made it a lot easier to group up since now all GW2 players are funneled to the same map instances. Home server only matters for WvW now. If you mostly liked the game and just had trouble finding people to play, maybe see if the megaservers have made a difference in population for you? East Coast and West Coast evenings are the best times to play in the NA servers. :)
Yeah the megaserver changes were huge to the game, it's rare thing that any zone is empty now. And if it is empty, the game will offer to move you to a populated instance of the zone.
Expansion release date confirmed: Oct 23

The expansion will also include 10-person raids: https://www.guildwars2.com/en/news/raids-in-guild-wars-2/

Last but not least, the base game is going F2P. https://www.guildwars2.com/en/news/play-for-free-today/

Free accounts can't map chat, can't whisper or mail non-friends, can't send items/gold, can't PvP or WvW until certain levels - basically, they're restricted from doing trolly or spammy things. Some players are worried about WvW spying opportunities but free accounts can't WvW until level 60 which hopefully mitigates that. Seems like a thoughtful and user-friendly way to let people try the game, but who knows how it'll play out in practice.