Peti
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Post by Peti on Apr 21, 2012 14:22:37 GMT -8
Is anyone else as interested in this game as I am? I've been following it for quite some time, and the first public beta will be happening next weekend. If it launches well, I and a few of my friends here will probably end up dropping any other MMOs and stick solely to it. www.guildwars2.com/en/
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Malakai
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Post by Malakai on Apr 24, 2012 13:35:15 GMT -8
Me and a friend were really interesting in GW2 a few months ago. Stopped paying attention for a bit just because it wasn't going to be released soon, but I'll probably check it out when it releases. Will probably check out the beta too assuming it is open to anybody
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Peti
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Post by Peti on Apr 24, 2012 20:08:37 GMT -8
its invitational to anyone that has the game pre-ordered. kinda a catch 22 if you arent willing to go buying before trying.
I'm pretty sure they'll be having several more betas before launch, and I'd hope they do some open to all, not just the invitational sort. They did have a huge press beta little bit ago, so I'm sure you can google and find a few articles and videos. There is no NDA during this weekend test, so I'm sure a lot of feedback type stuff will pop up around the internet. I'll probably post some of my own thoughts on it too.
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Peti
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Post by Peti on Apr 24, 2012 20:50:17 GMT -8
so, there's another blog post today related to the beta event: www.arena.net/blog/choosing-and-transferring-worlds-in-guild-wars-2guesting sounds like a cool concept, considering the way the server worlds will work, and of course not being able to participate in WvW makes sense while guesting. who wants to fight for the other team? 24 North American, and 24 European servers for the beta. I dont think I've ever seen so many servers on a beta before. Arbitrarily, I'll be testing on Fort Aspenwood
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Malakai
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Post by Malakai on Apr 25, 2012 13:16:42 GMT -8
Every time I read more about this game, I get pretty excited about it. Even if I pre-ordered I don't really have a lot of time this weekend to play anything. You'll have to let me know how the testing is!
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Peti
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Post by Peti on Apr 27, 2012 20:36:11 GMT -8
I'm having some fun so far, I've played a Gladiator to about 10, and dabbled a little on a Thief so far. The skill/weapon system is pretty interesting. Its simple enough for basic users not to get overwhelmed, but has enough complexities for an advanced player to not feel like its oversimplified. Just a note: all hotkeys are rebindableFor example, as a Gladiator, I started out with a mace, and picked up a shield pretty quickly. With the mace, I started with one skill, and as you make kills with that weapon, you get some progress to unlock the next skills with it. A one-hand weapon, like a mace, scepter, or dagger gives you three skills (hotkeys 1, 2 and 3). An off-hand item, like a shield, torch or focus, provides your next two skills (keys 4 and 5). [this gets a little more complicated on a Thief, because your 3 skill is determined by both your main and offhand see: Dual Skills] A two-handed weapon like a Greatsword or staff provides all 5 skills. The skills unlock one at a time, and take just a few kills to complete. It would take maybe 10-15 minutes of killing (which is easy to come by if you hit a nearby world event) to fully unlock something. The simplicity comes from the fact that once you've unlocked the skills for a weapon, you're done. All the way to 80. No fumbling with hotbars, trying to fit all your skills together, no macros, nothing complex. The skillful part of it comes from being able to swap weapons. After level 7, the player can equip two weapon sets to swap between when in combat. In addition, each level you gain awards 2 skill points (so far anyway) you can spend to unlock variations on your class' Heal ability (6 key) or class-based Utility skills (7, 8 and 9). There's about 24 Utility skills and you can equip any 3 you want. Some take more skill points to unlock than others, but none took more than 6. At 30, you unlock the Elite skills for your class (key 0). So with so many Utility skills, a great variety of weapon types and combinations for each class to use, you can probably go 1-80 and never play two levels with all the same skills. So away from technical stuff, its fun. Graphics arent quite fully optimized yet, so even on a good PC you cant run Ultra settings, but as long as you have enough memory to keep textures on the best setting, and shadows not on Off, the world looks fantastic. The world events are pretty cool, and seem to be balanced a bit depending on how many players are in the area. Some of them are just little one-off things like, hey this big ol' wasp horde is coming at the farm, go fight it away. But there are others where it starts out with some enemies raiding the camp and taking things, so you have to stop them before they get away with the supplies. Once that event succeeds, the nearby NPC leader directs everyone to go raid the raiders, and blow up their camp, so you go along with the crowd and defend the bomb carriers from counterattack as they walk. I'd imagine that each leg in the chain could change depending on success or failure. These events happen fairly regularly around the map, and questing is fast-paced enough where you'll never seem to be in one place long enough to have to repeat an event (unless you want to). Speaking of questing, the character story idea is pretty neat. You make a few key selections during character creation, and they alter what kind of missions you do for your main story. My personal taste finds the choices kinda limiting (there's only three selections for each of 3 or 4 choices) because some of the selections I dont ever think I could take. For example, you have to pick what your character most regrets in life: Never learning who your Biological Parents were, never recovering your dead sisters remains, or.... joining the circus. let that sink in there. the circus. Moving on, The game seemed to run pretty smooth for the first few hours, and then most people started getting home from work (ha! losers with jobs <.<) and the lag began to make the game rather unplayable. This is when I started up the Thief character, and the starting area was smooth, but once past that, I kept getting disconnected, and then they took the severs down for 30min of maintenance. Maintenance that should be done about now. Is there anything you guys want me to check out specifically? How a certain class mechanic works, screenshots of anything in particular? I plan to hit up the WvW and other PvP aspects later this weekend, and I'm probably going to avoid crafting until next beta, so anything else, just ask.
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Post by O-Ren Ishii on Apr 28, 2012 22:14:15 GMT -8
Cool stuff. Keep us updated! I've had my eye on this game for quite some time now.
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Malakai
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Post by Malakai on Apr 29, 2012 18:22:40 GMT -8
How far have you progressed during the weekend? And what classes have you tried out now? I'm probably most interested in Engineer, Thief, or Warrior I think. I assume that it's just one class to a character? Mewl says "am u play the small guyz 2 LOL"
edit: mewl says "hay guyz lol" too
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Peti
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Post by Peti on Apr 29, 2012 21:07:40 GMT -8
Hay mewl. For the beta, Asura and Dryads were unavailable for play, so no small guyz. Each character can be only one class, and the story is race oriented, so its not like you'll need 3 gladiators to experience all the storylines; just need 3 Humans. I dont know if it will be the same on release, but I had 5 character slots to start, though I'm sure that you can buy more from the store.
Oh, on the character choices during character creation, it seems Humans are the oddball, having only 3 choices for their steps. One of the Charr questions actually has 6 possible selections, and the Norn never has less than 4.
I started with a Human Gladiator, got it to 9, then started up a Human Thief, and brought that up to 11. I had created a Norn Engineer, but never got around to playing it, other than peeking at all the skill you can unlock on it. I also created a Charr Elementalist, and that right there is one complex machine. Most classes get 5 skills for their weapons, but the elementalist gets 5 skills per element per weapon. So a staff has not 5, but 20 skills to learn. After reaching 7 or so on my Charr, I still had barely dented all the skills I could unlock. For comparison, I had all skills unlock on my Thief at 8. Finally, I leveled a Human Necromancer up to 8. Necro's Life Force mechanic is pretty interesting, and makes them easily the most unkillable of the classes I played so far.
I took the gladiator and thief through the first leg of thier story missions, and the thief through the first quest of the next leg.
Questing in GW2 is a lot like FFxi/xiv, where your quests are just that, and have no relation to where you should be leveling. You have to go out to the world and level your character some before you're high enough to take on the story missions. For instance, I stopped on the Thief after the first quest of that 2nd leg because the next step suggested I be level 14, and I was just 11. There's no actual restrictions, so I -could- do it anyway, but it would be difficult because the mobs inside would be lv14, and I'd probably get wrecked.
Lets see.. oh, here's the extent of information I got on crafting. There are 8 crafts, and you can pick two per character. Yay! heh Really though.. there's one for each armor class; light, medium and heavy. Then there's one for each basic weapon type; melee, ranged, and magical. And finally, there's Jeweling for accessories and runes and such, and Cooking. Thats all I cared to find out for now.
There's about an hour until the beta ends so I'm going to hop on and take some screenshots. I'll post again later.
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Peti
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Post by Peti on Apr 30, 2012 0:58:21 GMT -8
31 images, long post. Begin! Character select screenThe Account Medals are for completion achievements.. getting 100% on one character, PvP progress and such like that. GuildsAs in GW1, guilds are account-based. New to GW2, your account can be in multiple guilds. Each character can then choose which to represent, or not represent one, on a whim. I'm not sure how guild chat works though, as no one in iPk was talking, heh. I created DF just to scope out all the mechanics behind guilds. A guild can earn Influence points to spend on upgrades, such as a Guild Bank, or guild weapons and armor (which will show your guild emblem, also an upgrade). Influence is earned in a lot of ways, from simply logging on, to completing quests or PvP with guild members. The guild roster (I'm showing one for a random guild invite I had received) actually shows quite a bit of information, including a character's class and level, crafting skills and levels, and achievement points. The lists also shows people from other Worlds (servers) but I have absolutely no idea how that works.. I assume you can meet while "guesting", or in PvP. QuestingAs I touched on earlier, questing and story arent really related in this game.. Not like WoW, or SWTOR, or Aion, etc.. Typical MMOs that have your main story take you through the areas you should be doing side quests in to level up. For the characters I'd played the most of so far, a majority of the story missions and battles actually takes place right in the main city, in instanced sections (which are very dynamic, not zone-portal type instances typically seen in MMOs, though these still exist in places) For leveling a character, you just need to open up your world map to see where to go. Talk to a Scout NPC in an area, and they'll place Heart icons on your map telling you about locals that need your help. The hollow hearts are quest areas you havent completed yet, filled ones you have. You can see on the tooltip for that hollow heart in the top right that it shows a recommended level for the area (15). World EventsAs you are roaming about, events may begin at random in your area. In this example, I was passing by from one Heart quest to another when some honey farmer cried for help protecting their hives from hungry bears. I mean this literally. I was running through a field, and an NPC came running at me and said aloud, "Help, there's some bears attacking! Farmer Hastings needs your help!" The events will start with or without you. The bears would come charging in out of the woods, and anyone capable in the area has to pitch in and fend em off. You can see on the minimap an orange circle outlining the Events.. the other one going on near me is to kill a Champion monster, that one takes place underwater in the lake, killing an enormous Barracuda. Upon completion, you're given your reward on the spot, exp, karma, and money. The amount given is based on level, and your participation, Gold, Silver or Bronze. Its kinda hard not to get Gold, unless there's a bajillion people and you dont even get one skill off before a mob dies. More players in an area makes an event tougher, either by strengthening the targets, or increasing their numbers. For example, that Barracuda would be a lot stronger, or the bears would come in greater numbers. Also note that some events dont really impact much.. like that fish in the lake. He doesnt change anything, he's just a big target worth some good exp. But other events may change things. There's one that takes place at a mill where kobold-type things will come in and try to steal a bunch of tools. If the players succeed in stopping them, the NPCs will rally and bring a bomb to the kobold's caves, and finish em off (for a while). Another on a cow pasture involves bandits that come to scare off the cattle. If the players fail, the bandits take over, and the entire area becomes packed with the baddies, starting another event to retake the pasture. The Karma you earn from Heart quests and World Events can be spent at the NPC who has the Heart (the one the Scout directed you to). These NPCs usually cary one or two pieces of equipment, some crafting materials, or salvage items. The best part of questing so far: there is no running back and forth. The only NPC you really need to talk to is the Scout, to put the icons on your map (and even then, if you're familiar with the area from a previous character already, you could skip him and just go on your own). The heart quests and world events are placed on your tracker just by being in the area, and your reward is given to you the moment its complete, no matter where you are. The World MapIts a big place. Silly me didnt take screenshots while I was playing, and waited until the last hour to take em all, so I dont have screenies of the WvW maps, or anything really awesome from that aspect of the game (which is beyond awesome, imo). Next beta, promise. The Gem StoreThis is the place to spend all your hard earned cash. You can buy everything from the useful Exp boosts, convenient Bank Portals, to cosmetic armor skins. Trinket pets can even be bought here, too. Though for these, and dyes, you buy a pack of three and the selection you actually get is random. To get Gems, its just a simple matter of selecting how many you want, and handing over your credit card information. I didnt follow through with this.. even though all beta participants were given 2000 free gems to play with for testing, you still had to complete the normal process to get them, and I didnt feel like entering my CC info on a beta test. Of course, if spending real money isnt your cup of tea, you can trade your in-game gold for Gems, and the rate is controlled by player demand. As you can see here, I would get 70 Gems for the 8s48c that my level 8 charr had on him at the moment. This rate doesnt seem too bad, but it is just a beta, which means players are a lot more willing to part with currencies, so rates may vary greatly on Live, and of course, from day-to-day. Trading can even go both ways, so if you have extra real money laying around, buy some gems and convert it to gold for use on the Trading Post. Or anywhere else in the game for that matter. Some items can be pretty expensive, like earning the right to be a commander in WvW. The Trading Post....is accessible ANYWHERE. Seriously, its not an NPC you need to find (though these still exist), just another interface window, attached to the Gem Store. The top screen for it shows columns for the most popular items, so if you have a common thing to buy or sell, you dont have to enter in search parameters first, just click. Searching is a little weird: it looks over-simplified, but you really can search for whatever you want with such a small input. Same view as above, but with the "Show Filters" thing hidden, so this is the results of the search. When buying things off the Trading Post, you can either buy items listed, or place a custom order. A seller can then either list the items for auction, or fill an order directly. This is great for crafting diversity, as one crafter can put an order up for X of Y, and another crafter could come along, see that order up, go make the stuff and fill the order, all without moving away from the crafting tables! (oh yeah, there's crafting tables. So far the only thing that really requires you to go to one spot, besides the Bank) Just as another note, Mail has similarities, in that you can access it anywhere.. send or receive, its all just a UI element. This kind of thing is great for spreading people out.. the world appears much more fluid and real when players are in their own little corners of the world, rather than 90% of the populace stacked on top of an Auction House or Mailbox. I'm gonna split the post here, and go in detail on the Hero Panel of the UI on its own. (edit: grammar, punctuation, awesomeness)
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Peti
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Post by Peti on Apr 30, 2012 2:59:32 GMT -8
The Hero Panel is where you really get to do all your character customization. In the beginning..Here's where you select what gear to wear.. shown is my lv16 Thief. Yes, I know I said I leveled it to only 11. Its true. I did PvE stuff to level the character to 11. Then one of the days after playing around for a while, I decided to hop onto the WvW stuff and check it out before going to bed. Hours later, I was almost 17, and about to pass out on my keyboard. I promise, I'll post more on it with screenshots after next Beta Event Weekend. Worth noting in that image is the fact that it tells me the character is level 16 but effectively 15. I assume this is because my gear sucked, so I had low stats. This image shows what I was describing in a previous post about matching weapons for skills on the Thief. The Shortbow is a two-handed weapon, so proved 5 skills. The Dagger can be main- or off-handed, and the third skill varies determined by what is in your off-hand. Scrolled down some now to show how you can use the same two weapons, but if swapped hands gives a completely different set of skills. Bringing attention to the hotbar at the bottom, you'll notice thre's a set of arrows outlining the 1 hotkey slot. Your first skill is always an auto-attack. Press once to start, or activate any other attack skill, and the first skill will continuously be performed. Some weapons for certain classes have more complex auto-attacks. For example, a Necromancer's Axe attack has 3 swings, the first bleeds the target, the second does bonus damage, and the third poisons. These attacks are cycled automatically, but timing with other skills can make a difference. As a necro, you may have a skill that does bonus damage depending on how many conditions the target has, so you'll want to wait for that third swing to apply poison before using it. This is what the weapon skill list looks like for an elementalist. Each row under the weapon type is for separate elements; fire, water, air and earth. Darkened skills are not yet unlocked, and the yellow highlight on some shows progress towards its unlocking. Your weapon's 1 skill is always given to you.. without it, you cant do anything, heh. Elementalists dont get to swap weapons in combat like most oother classes, but they can change elements at will, just with short cooldowns, and they really still end up with more skills available at once because of this. Shown here are the Thief's Slot Skills, for Healing, Utility, and Elite skills. Most Utility skills are class-based, but I think 2 or three come from your race choice. I didnt play around with this enough to find out for sure. Would just need to create another of the same class on a different race to confirm. And here are your traits. Every level after 10 you get one trait point (your first is at lv11, so you have 70 when you reach the lv80 cap). Traits in defferent categories give you passive bonuses, in my image, I've placed points into Critical Strikes, which gives me 60 precision (crit rating) and 6 bonus crit damage. Achievements! there's a lot of em, and following GW tradition, most of em have multiple tiers along the way. Some give titles you can display under your name as well. The Hall of Monuments thing allows you to import some achievements from GW1 into the new game. [ Hall of Monuments Reward calculator: if you've never played GW1, just enter Klutzy Charlatan to see mine] ..and at 80Going to The Mists (PvP central) brings your character up to 80 (its not permanent, as when you go back to the normal PvE world, you're back to where you were). In the lobby area, you're equipped with a full set of PvP armor and weapons, all your skills are unlocked, and you have all 70 trait points to spend. Didnt mention this before, and you dont have to be 80 to do it (I waited because the image has the lv80 PvP gear protrayed), but there's a Dye Mode when equipping your armor. Unlocking a dye allows you to use that color as many times as you like on that character. GW1 required you to purchase dyes for each and every piece of equipment, and could get costly as the market prices for popular colors was bound to be high. This frees up character customization some, so you arent limited by your ability to make money. Transmutation Stones bought from the Gem Store allow you to combine items, taking the appearance of one, and the stats of another. There's also a set of armor you can equip called Town Gear. you cant put armor into these slots, only apparel type items. I suppose this is mostly for RP purposes, but the clothing skins can be pretty cool. The crossed swords or hat & cane icons at the top swap between sets. Here's the slot skills again, this time shown fully accessible at 80. Each hotkey for slot skills is unlocked at milestone levels.. the first at lv5. Elite skills are available after lv30, and are usually pretty powerful abilities on long cooldowns, though some may be short cooldown, but very gameplay altering. Traits at 80 can get pretty complex. After placing 5, 15 or 25 points into a row, you get a minor preset effect. Placing 5 into Acrobatics, for example, makes your evades return half their endurance cost. After 10, 20 and 30 points, you unlock a Greater Trait Slot. Each row has its own set of 12 Traits to choose from, as you can see in the image, where I'm in the process of selecting the third for Critical Strikes. All three Major Traits in each row picks from the same pool; in the image, you'll see I have traits I and III selected for the first two slots, and they're outlined in yellow on the selection pop-out to indicate this. One of the Majors under Trickery makes it so every time I evade, I drop a field of Caltrops that cripple and bleed enemies near me (such an awesome escape mechanic in PvP). Respecing is incredible easy. Get out of combat, and click the little loopy arrow at the top of the window. No charge. The only problem with this interface right now, is that there are only + buttons. If you miss-click, you need to start over. Not a huge deal with no cost, but a little bit of a pain when there's 70 points and several Major Traits to reselect each time.
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Peti
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Post by Peti on May 1, 2012 23:07:22 GMT -8
So, I realize its only been 2 days since the Beta Weekend Event ended..
but uhh..
I'm so freakin' incredibly bored.
I've had a small taste of this game, and now nothing else will do. There's even a thread dedicated to all the things people have stopped doing since the BWE (unsubbing from other games and such) over on the official forums. I got onto SWTOR for our weekly Operations a few hours ago, and we made decent progress, but I just couldnt get into it.. I felt like I had a hard time caring about success or failure there. And this doesnt just apply to MMOs.. I tried playing some Dungeon Defenders, but got bored very quickly, and I cant bring myself to play Skyrim (though I probably will after another day or so, because Skyrim is still awesome).
GLaDOS would love me, because all I want to do is go back to testing. GW2 is far from a complete game, but there's just such an incredible amount of polish on the stuff that's there that I've not seen in a beta before. In some ways, it seems like GW2 is more complete of a game that SWTOR is right now.
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Peti
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Post by Peti on May 16, 2012 9:46:23 GMT -8
Arenanet held a Stress Test yesterday, so I got to play again for at least a few hours. I grabbed a few screenies of WvW, but I tended to get so caught up in the most fun parts that I forgot to take more good ones. For this test, I set the Thief aside, and tried out my Guardian in WvW. I had to spend the first two hours or so getting the character up to lv11 (so I could unlock my Traits before I left town) and skilling up a variety of weapons. The WvW MapWvW is huge! World versus World is set up with three servers, each competing for control. Each server, or world, has its own Borderlands section of the main map. Each borderland is a clone of the others, so there's no terrain advantages that another team doesn't also have. Each borderland contains an Orb which is owned by that world at the start of a match. Each orb gives a passive +5% hp bonus to the team that owns it while in WvW. If a team invades an enemy borderland, they can steal the orb from the home team, and bring it to a keep in that borderland they've also taken, bringing the orb's bonus to their team. The scoreboard shows how many contested areas each team controls. Each item controlled contributes to the amount of points you get at next tally, and the team with the highest total score at the end of the week wins the match. I'm not exactly sure how the World bonuses are obtained, but they apply to the entire server (not just the WvW zones), and the more things your team controls, the faster they get earned. Some of the bonuses include extra gold from mob drops, better crafting, extra gathering results, etc.. Combat!Offense~ Here's a crowd of players attacking the gate of a keep owned by Red. We had a pretty good numbers advantage here, so you don't see the defenders. In the second image, there's a bunch of necromancer runes up on the walls, and the first image shows a hail of arrows from an arrow cart (a piece of siege equipment) that's preventing them from getting close to the edge to retaliate. Defense~ Green's invasion party here was actually pretty sizable, but we managed to push em away before they broke both of the gates (they got the outer one, you can see its remains in the first image). I was having too much fun to take screenshots while the bulk were still there I don't think we had that fort very long before Green came along, because we didn't have any defensive equipment ready. I took a few screens of the equipment that can be built on structures while at one of the stronger forts that hadn't seen combat in a while, but there are also offensive blueprints you can purchase to use on gates or even tear down walls. (I didn't take screenshots of those ._.) Burning Oil can be poured on top of attackers beating on the gate.. keeps enemies from using rams or meleeing the gate. Mortar is cool, you can turn the unit left and right, then as you fire there's a bar that fills up for power, which determines distance and impact damage. Cannons are shorter range, and have several different shot types. There's a standard cannon balls (anti-siege), grapeshot (anti-personnel), and hi-impact shots (for knockback). Cannons fire by way of a targeting reticule. Select your shot type and the cursor turns into a big circle you can place as your target. Siege all has its own hp bar, and can be destroyed. building each of these requires the use of Supply (seen on the right side of the screen in most shots). A player can carry 10 supply at a time and can pick it up from any cache, as long as some is available. Each contested area maintains a supply cache, but that stock is maintained by caravans from depots, which can be killed off if not defended. Depots in turn are where supply is actually generated. Fun~ Towards the very end of the Stress Test, my server ended up owning about 95% of the areas, and had over 60k points. I spent a good deal of my time helping keep Green off the center map. Their ingress to the center is from the bottom left, Red's from the top, and my team came originally from the bottom right. The center map (Eternal Battlegrounds) contains an enormous castle in the center that's worth a sizable amount of points. There are also a few camps of NPC factions that can be coerced to join your cause. These groups will occasionally send off pretty tough packs that will help take or defend contested areas. Here's some of the battle near Green's insertion point, keeping them held off the map. There were so many players here that most of the enemy team wasn't being rendered unless I got in much closer. In the center of the second image here, you can see a Norn guy kneeling to help someone who had been downed. Other players were then helping protect that guy with shield effects. On the left of the first image, there's a small group helping a fallen teammate up. More people helping means they get up faster. The inset in the second image shows a close up of the stairs that lead to Green's initial spawn. The outlined figure is an NPC called Legendary Defender, who has a buff making them immune to all damage and effects, and they wield a bow that deals 30,000 damage per shot. This prevents a team from actually spawn camping the enemies. Green wasn't just tossing themselves at us here.. this fight actually moved up and down the road between our nearest fort and their spawn several times. A few Green squads just ran past this battle entirely and would capture depots or other small targets behind us.
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