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(This is the important stuff) |
The crafting and economy is well thought out and executed. If there're no sellers for the item(s) you wish to purchase, you can place an order to be fulfilled by other gatherers on the server. This creates a clear demand to be fulfilled at a moment's notice. Not only does this mean that you always end up getting what you want to buy, but the sellers can get their money instantly. Win-Win. It's not only how the trading post is operated, but also how its income scales with the rest of the game. The trading post, with its enthusiastic craftsmen and gatherers, is by far the best way of making money in the game. This is how it should be. For the longest time, MMO cash-acquisition was best achieved through hours of grinding the same thing for daily quests and doing the same dungeon over and over. Hopefully, this income-balancing will remain constant. I'd hate for the end-game to become another grind session.
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(ArenaNet's notion of sheep and mine differ greatly.) |
A few hours before the Beta ended, my friend and I managed to piece together a group for the Ascalonian Catacombs dungeon. The dungeon was a real challenge, and was a nice change from the fifteen-minute 'Heroic' runs in World of Warcraft's expansions. A system is in place that allows you, as the party leader, to call out a target to your party. <Ctrl-T> paints a target with a cross hair, and when the party members hit <T> the target is selected. Sure, there's merit in group members being able to pick their own targets, but it allows for a less bothersome focussing system that makes communication simpler. To our amazement, we managed to down the dungeon's hardest encounter, the famed 'Lovers' boss, first try. The success rate for the dungeon was around 30%, as we later found out from statistics. This does mean that the dungeon content will be challenging for a large proportion of the player base, but that's no bad thing. Still, the players that want to keep the challenge after the story mode can enter the explorable version, so it doesn't matter as much if they continue to reduce the difficulty of the initial run.
There have also been some U.I improvements made to the endurance bar (Dodge-rolling stamina stuff) and the feedback on skill combos. Previously, you would be notified when you made a combo, but you didn't necessarily know what it was. Now, a heart icon pops up and tells you the exact condition you inflicted as a result of this combo. This makes it much more convenient to test out combos and get some synergy with your party.
Guild Wars 2 is continuing to shape up nicely, bring on BWE#3.
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