With the introduction of Factions and the addition of the Assassin and the Ritualist, will changes be made to existing skills to "make room & balance" for the new professions or have you found balance without having to make changes to what has already been released?
We will not be substantially changing existing skills in order to add the Assassin and Ritualist to the character choices. At one point, I wondered about that, as well, and considered whether we might decide to shift even a whole attribute tree to a new profession. However, that's really not in the cards, nor is it necessary. The Ritualist and the Assassin compliment the core professions, and yet their skills and spells are uniquely their own. That’s not to say we won’t continuously examine the game for any imbalances, and adjustment accordingly. And naturally we will engage in the refreshing process that rebalances and skill tweaks and adjustments bring to the PvP scene, in particular. But major shifts to accommodate these new professions have not been designed.
As new classes are introduced with new chapters—such as the Ritualist and the Assassin—will those classes be allowed to play the previous chapters in PvE? In PvP? If they can play previous chapters in PvP, what steps will be taken to ensure teams and guilds which don't have access to later chapters still are on a level playing field with the people who have the 2nd Chapter?
Yes, those who own both campaigns—Guild Wars (original Prophecies campaign) and Guild Wars Factions—can create Assassins and Ritualists who are able to play in both cooperative and PvP modes in Tyria and Cantha. They then can create a character with a birthplace in either land. That is, you may choose to start on the continent of Tyria, or on the continent of Cantha. Once a character is ascended, he or she can travel between the continents via boat. And existing characters can be recast, for those with both campaigns, to have as a secondary the Ritualist or Assassin profession.
As to balance, as we have often said in the past, new professions will not create an imbalance in the game. Right now, we are looking at three types of "customers:" Those who own only Guild Wars (original Prophecies campaign), those who own only Guild Wars Factions; and those who own both. No matter the number of professions, and no matter the number of skills, spells, and attributes, you will be able to create and play a viable character! Whether you are drawing from 2 characters, from 6 characters, or from the full 8 that will be present upon release of Guild Wars Factions, your character will be able to compete at the highest levels and attain the greater rewards. That is a commitment that we have made and will continue to honor with each subsequent campaign of Guild Wars.
There are skeptics and there are those who believe it is not possible to accomplish this. There is no denying that it becomes increasingly difficult with the addition of more professions. But with a experienced and dedicated team that focuses on character development, on skills, on attributes, and on the way in which they mesh with one another, I’m sure we can achieve that goal and meet that commitment.
With the release of Factions, what will happen to Tyria? Will it get an update on release of Factions, will it still get periodic content updates, or will it be left as is? There is a lot of area left on the map
The continent of Tyria has been explored as fully as it will be in the foreseeable future. Yes, there is a lot of area left on the map, but that does give us delightful options for the future. At the current time, our focus looks "across the water and far to the south of Tyria" at Cantha, and that is where the majority of our development time is being spent.
Periodic content updates will apply to the world as a whole. They may take place in Cantha, in Tyria, or in both. In the future, I imagine we may do more localized updates, as well. For instance, fans have suggested that with the many new cultures being revealed, we might have certain holiday celebrations closely tied to one continent, instead of to all lands. We’ll have to see how that works out in the future.
What would be some of the bonuses, if any, in the plans for someone who bought/buys both Guild Wars and Guild Wars Factions?
The major benefit of buying Factions is getting access to both continents and to the entire story of the events that take place in the game world. The benefits would be a larger number of professions, more skills, more spells, more items, armors, missions, monsters, quests, and, well, more more, I guess. A minor benefit is that all characters on a Guild Wars/Guild Wars Factions account can access shared storage. And a significant bonus in all this is that every item and skill unlock that you have earned on your account will carry over to Factions. This gives you a great start on the second campaign.
If you don't mind, this might be a good time to address a question that is asked surprisingly often: "If I have two copies of Guild Wars, why do I need to buy two copies of Guild Wars Factions?" The answer is easy: You need to buy two copies of any game if you want to own two copies of the game. I own three copies of a popular RTS. I bought three copies of the expansion pack. I couldn't install that single XP across all my copies of the main game; I wasn't offered a discount to buy my second or third copy; I didn't receive a special bonus for buying additional copies.
Now, Guild Wars Factions isn't an expansion pack but instead is a standalone product. However, there is a point to be made nonetheless: Purchasing Factions is entirely voluntary. You may continue to play Guild Wars (original Prophecies campaign) as long as you like, without an additional purchase and with no monthly fee. But if you want to have that "more" I mentioned, then naturally you would want to purchase Factions. If you have two copies of Guild Wars and you want both accounts to have full access to the new content, then yes, you need to purchase it. I am, frankly, baffled that anyone would think differently.
With the versatility of Guild Wars, and the possibility to change builds on a whim, are there any plans to include something like a "quick build change," where you can set and store several skill and attribute set-ups and are able to change between them easily?
I have found, when talking to players in the game, that there are a few common requests, and you’ve hit the nail on the head with this one. A quick build swap system of some kind would be very popular, to be sure. Other popular requests are swaps for skill sets (including skills and attributes) and for armor sets, as well.
I can’t say where these requests are on the development list. There is a longer list than can possibly be achieved in a single game development cycle. But as we’ve said before, the Dev Team has always listened to the players and the members believe that incorporating player ideas and requests into future development is key to making the future campaigns a success, so I imagine you could see the features and you and I have mentioned in the future.
Guild Wars has been out for a little over 10 months now, and at the time of release, there was talk about possibly making the game compatible with Mac's and/or Linux based computers. Is that project still in the works, or has that been scratched?
We won’t scratch the idea from our list, but there are no immediate plans to release on additional operating systems or platforms. At the current time, PCs and Windows are where we want to be. In part this is focus, and in part it’s utilizing the system and OS that has been chosen by an overwhelming percentage of players.
Much has been said about an auction system for PvE trading. Would it be possible to implement a similar "message board" type system for PvP, where group leaders would post a description of the build they were running and the slots they needed filled (and restrictions on said slots i.e. rank, class), and players could then apply for the slots? If so, is this at all likely to be implemented at some point in the life of GuildWars?
I’m not sure if this question relates to a static message board for long-term team building, or a short-term means of setting up a party. I am going to imagine it’s more aimed towards the immediate formation of a party during the actual time of getting a group of players together to head out for combat. I can see such an idea working quite well, and it would certainly cut down on the “LFG” chatter in the outposts. We’re keenly aware that the group formation process is cumbersome, and we’re looking at many ways in which we can make it better. Remember: We play, too. And we agree that the objective for all of us is getting the party formed and moving on to the fun part—the mission or quest or explorable area—as quickly as possible. So any means by which we can ease the process and get people into a group and out the portal or into the mission is something we’ll consider.
We all know that there are Role Playing players in the GW community, but it seems that they have problems of actually RP'ing at times. Is there anything in the plans (like a "Tavern" or an RP District) for RP'ers and/or RP'ing in the near future?
We’ve talked about this many times because we very much want to find ways to fulfill the desires of the roleplaying community. We feel that there are a variety of ways—both large and small—in which we can do this. One way is enabling the larger RP guilds to manage their numbers, and to derive real benefit from the success of their guild both through accomplishments of the group as a whole and through the achievements of its individual members. Leaders of these large guilds have shared their concerns with us about the guild ceiling, saying that the limit was simply too low. We responded by doubling that ceiling. But the guilds continued to have understandable issues; in a way they were almost burdened by their own success. Our answer to that—or at least one of our answers among what will be many—was to create the option for guild alliances.
Guild alliances allow up to 10 guilds to come together and interact within the game in new and exciting ways. Some of the benefits include alliance chat and the ability to invite guild members from your allied guilds into your guild hall. Think about how fun it would be if members of the different groups—those who prefer PvP gameplay; those who prefer cooperative gameplay—were to benefit from the participation of others. What if those who enjoyed the cooperative missions were able to receive rewards from the victories of their PvP alliance members? Consider how great it would be if the PvP players received an equally significant benefit from the support of their cooperative playing counterparts. And so it shall be!
Beyond the alliance options we are considering other means to address the needs of RPers. I am unsure if we will set aside a district exclusively for roleplaying but I’m sure it’s something we’ll consider, just as we’ll look into other ways to address the unique needs of this significant and valued player group.
Lack of interest in PvE can become an issue after playing through the story so many times. Perhaps a variety in environment and time would add more variation to PvE. Can players look forward to weather effects, different times of day and affected visibility based on weather conditions?
As a gamer, I don’t know that surface changes, like day or night, would make a significant change in a my interest in redoing a mission. I’m puzzling here – it might add some fun, but would it increase replayability? Not sure! Then, changing environments, if that means placing the missions in a different setting or on a different map, may have bad effects on a game that is as story-driven as Guild Wars. However, what if successfully completing a mission caused a significant change to future missions? What if missions become much more interesting, and what if they gained a higher level of replayability, because the way in which you undertook them and the manner in which you completed them? I know the designers are looking at many ways to explore dynamic missions, and I’m excited to see how that pans out over the course of Factions and of Campaign Three and beyond.
There has been interest from some of the community members about the possibility of an "explorable PvP area," where teams would be sent into a vast area and have the possibility of running into other parties and fight against them. Almost like a PvE/PvP mixed area. Is that something we can expect to see in the future?
Yes, this idea has been rather nicely explored in Factions, and we look forward to showing that off in the very near future. We call this experience a “Competitive Mission,” and we think you’ll love the concept! We hope that everyone will stop by and try out Factions during the Factions Preview Event, which begins on March 24th. During the event, players can experience the two new professions as well as play through a few of the high-level missions in the game. This will give players a real feel for how cooperative gameplay will function in Factions, and may just foretell even greater developments in the future.
Thanks to the community at GWOnline for the excellent questions and an opportunity to talk about Guild Wars and Guild Wars Factions!
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