I had a lot of fun over the weekend.
I will admit to feeling a little overwhelmed when I first got out of the Introduction/Tutorial, but simply because there was so much that I wanted to do and I couldn't decide what I wanted to do first. I tried out all of the classes that I have some interest in, and unlock a ton of weapon skills so I could at least get an overall general feel for how they play as a base level (without worrying about traits etc).
The WvW was fun, but on Friday night the Steamspur Mountain server was the whipping boy of our server trio. But we kept fighting. We flipped supply camps, did an event that saw an Ogre warband recruited for our team who then ran off to unleash some mayhem. I think my biggest mistake was going in too early and not having a very wide selection of skills to choose from, and no weapon swap unlock yet, so that left me with very few options in combat outside of the few unlocked skills that I had. It was still a lot of fun though.
I liked the crafting and the discovery aspect of it, but it would have been sweet if we had gotten sort of a 'starter bundle' of materials to help us get some stuff done at least initially. I usually came back to town with a ton of materials in my packs, but it never really felt like 'enough' and I wanted to be able to make/test some more, especially given that we were on a clock. But I can already see that crafting will be something that I definitely will be getting into once the game goes live.
The game is going to keep me busy for some time.


I had a helluva good time. My time was a bit limited so I tried out most of the classes, unlocked most of their weapon skills, and got to see a couple utility skills for each. I really enjoyed the questiing structure...there were a number of times where I was in a area (like Sheremore Farms) and I kept intending to move on but was getting sucked into saving one farm from bandits, one from a giant wurm, etc. I was also pleasantly surprised at how smoothly the game ran for being a beta test. I know they had issues with server stability under heavy load and some people couldn't log in, but I was thinking to myself that I would have paid for and ejoyed the game in the state it was in.
And now that I have a good feeling for most classes (except for ranger, engineer, and thief), I will be able to focus one one profession and do PvP and crafting for the next beta test.
"He has all of the virtues I dislike and none of the vices I admire" --Winston Churchill
Wait, someone actually didn't like thieves? They managed to steal my soul from necromancers
I spent most of the beta trying different classes in structured PvP. It's surprising how different the classes really are, for example people speculated that mesmers and thieves would be too similar. When I tried the thief I instantly fell in love with it. I could defeat almost anyone in 1v1 and get away from larger groups. Then I tried mesmer and I couldn't do a thing. I didn't have the speed I was used to and i couldn't use my illusions properly. The funny thing is that I never learned to use them in gw1 either. The same goes for other classes as well, for example with necromancer I slaughtered everyone, but with engineer I was totally useless.
I suppose structured PvP could do with a bit more map variety. Having only two maps and no alternate game types does eventually gets slightly boring (not in one weekend though!). Players could also have more control over their games. It's probably just a beta thing, but it would be nice to be able to choose which map you play in and who you have in your team for example.
Are you a guardian? Let me introduce you to my Flesh Golem, he's getting a bit hungry.
I misspoke..I meant "good feeling" as in "being comfortable with." I think the thief class could be really fun but I didn't get a chance to play around with it this weekend. Since you got a good bit of playtime with them, how resilient are they? In most MMOs thief-like classes are usually great damage dealers but can get taken out by a strong gust of wind.
"He has all of the virtues I dislike and none of the vices I admire" --Winston Churchill
They die quite fast if you stand still, but I died way less with my thief than with my necromancer. I could easily avoid most of the damage and if things seemed bad I could simply run away. The speed.. <3 Anyway, if you know how to use a thief you are more resilient than most other classes. I had no problems fighting a necromancer 1v1.
I'll upload some footage eventually (Windows Movie Maker is taking 15 minutes to export my video, but all I actually did to it was add end credits
), you'll probably see what I mean.
Are you a guardian? Let me introduce you to my Flesh Golem, he's getting a bit hungry.
I logged a ludicrous amount of hours with the game over the weekend (think I got about 8 hours sleep in total).
Once the initial login/server problems were sorted out, I didn't have much in the way of technical problems. The only issue I encountered was horrible FPS issues if I ran around Black Citadel for a few minutes on high settings (high res character textures seemed to be the main culprit, although even with it off it still happened, it just took longer). Even after leaving the area the problem would persist until I restarted the client, and this is with a GTX580 Direct CUII so it's no slouch in the power department. But since the engine isn't optimised yet I imagine this will be sorted out during future events.
I probably spent the most time with my mesmer and necro over the weekend. I started with the mesmer and played to about level 6, but I just wasn't getting it. So I switched to the necro and found it much easier to get the hang of. I went with Axe/Dagger for general mob killing with Staff as my swap for large groups during events, which seemed to work out really well. I was constantly dipping in and out of death shroud and seemed to be very resilient. I went back to the mesmer several times over the weekend and felt like each time I played it I understood it a little bit better. Similar to the necro setup I had Sword/Pistol for general mob killing with the staff for taking on multiples. I eventually got it up to around the same level as my necro, which was around 12, and I'm honestly torn between the two professions. The only major concern I have about the mesmer was that in PvE the mobs just seemed to lock onto me and completely ignore my illusions. I was constantly running/strafing/dodging to try and keep myself alive, which while fun, leaves me somewhat concerned as to how it will play out in PvP. If someone spots the real me and I have to use all those tricks to stay alive, not to mention using my other abilities to do damage, it's going to be very obvious who the real mesmer is. Maybe I'll give that a go next weekend and see how it turns out
I had a lot of fun just exploring the 3 different starter areas and to my immense surprise I ended up enjoying the Charr area the most. I think this was a combination of nostalgia from running around what was pre-searing and the fact that I really enjoyed my Ash Legion story. It was also helped by the fact that on my way to one of my story quests I stumbled upon some players escorting an NPC so decided to tag along. Once she'd gotten to her destination she built a small camp and some more NPCs arrived and I decided to hang around and see what happened. This triggered another event where we escorted some NPCs into a graveyard to destroy some stones and fight Ascalonian ghosts. This evidently annoyed the ghosts somewhat, as afterwards we had another event where we had to defend the camp for about 10 minutes against massive waves of ghosts attacking. It was a fairly simple event chain, but it was really enjoyable to see things in the world change based on my actions and really drove home the potential of the dynamic events system.
I also went to check out Lion's Arch near the end of the weekend (can't believe I almost forgot about it with everything else going on!) and was absolutely amazed. It was just jaw-droppingly gorgeous. And having a chat with Dougal Keane about the Claw of the Khan-Ur and then swimming through the ruins of the old LA in the bay were just the icing on the cake. The team responsible for the world building in Guild Wars 2 deserve whatever the industry's equivalent of an Oscar is for their work!
That's not to say that I thought everything was perfect. I did come across some annoyances, but most of them were minor. Not being able to use modifiers in keybinds was a bit irksome. I can, and did, work around it but I really prefer to have my main skills on 1-5 with my secondary skills on Alt+1-5. I ended up using Q, E, Z, X and C for my secondary skills but it's hard to re-train 10 years of muscle memory in a single weekend. The only major annoyance I came across over the weekend was the issue of overflow instances and trying to group up with my friends. There needs to be some way to either move to another player's instance (I'm unsure if there was just a single overflow instance or multiples) or else automatically move everyone to the instance the group leader is in. And area looting (thank you Rift!) would be a really welcome addition. With the amount of loot to pick up after some of the larger events, I'll be needing a new F key after a month!
And finally, a special mention to two awesome features I didn't discover until the weekend was almost over. First, being able to send crafting materials to your bank no matter where you are in the world. And second, being able to list items on the trading post in the same manner. The trading post interface itself is also very impressive and probably one of the best I've ever seen in an MMO.
Right, I think this wall-o-text has grown large enough so I'll shut up now. Suffice it to say, I had a mostly positive experience this weekend and I'm really looking forward to the next one to see what changes and improvements ANet make in the meantime.
Once I found the crafting stations I spent most of my time crafting. I tell you the crafting system in this game is going to keep me busy for a VERY long time!
Tried out a Necro Charr but I felt generally "meh" with the class. Probably because all I did was use a 2h staff and misplace a LOT of my abilities. Tried a female human guardian and just felt generally overpowered as I could take on a fair few enemies and keep myself topped up with hp.
Noticed a fair few spelling mistakes in some of the story chat scenes (yes I noticed the big "WORK IN PROGRESS" up in the top right) but reported them all anyway in the feedback boxes afterwards.
Out of the two classes I tried I generally liked the guardian more. I love to PvE as a melee character yet when it comes to PvP I always get roflstomped in what always turns out into a Ranged vs Ranged game.
Quite so, and perhaps surprised by a few things.
I think one of the best things to experience is the dream MMORPG moment: where a bunch of random strangers from all around you gather around and focus on one objective, like a huge boss or defending an area. Defining moments.
Structured PvP is very polished and it's obvious that a lot of thought has been put into PvP preparations (Just go explore PvP lobby to see what I mean). New standard for me to expect from any MMORPG PvP. However, there could be a few things to change that I believe will polish it even further.
Deadpan snarking isn't.
Yes, and no.
The biggest shock will be to the GW1 crowd, many of whom eschew any other mmo's and like its instanced style. For all that GW2 is trying to break mmo conventions, the irony is is that it resembles them somewhat more.
Taking the statement "either one or one hundred" in regards to content scaling, I tried to spend as much time soloing content as possible. No mean feat considering the rather crowded starter zones. The spawn rate of foes when soloing is stupid and a big problem in tight areas.You might spent a few moments killing a foe and then move to the next one only to have the same thing you just killed respawn behind you or at yr feet and gank you from behind. The small cave containing a burning charr effigy (skill point challenge) and 2 supports, guarded with a bat at either side of the entrance was impossible solo due to respawn rates, not to mention luring only works to the edge of the effigys 'zone' before it runs back to the cave healing all the way up again.
All in all a good weekend, nothing broken that cannot be fixed and looking forward to not feeling like I'm in a pie eating contest and playing at a more leisurely pace upon release.
PS: Voice acting - I hated the fem voice in GW1 and looks like she is back for more, voicing what seems to be a huge part of the content. Jennifer Hale she is not, pls anet - for the love of everything holy, stop using her!
As long as they don't bring back Danika I'll be happy. Her voice was like nails on a blackboard
IDK about the combat mechanic. Nothing seemed to flow or feel smooth in the combat progression. Maybe its because I didn't play GQ and am used to WAR, WoW, SWG, etc etc. but it just felt awkward. I ended up dropping my Caster and Thief.... which both felt awkward... and created a Warrior... but didn't get enough of a feel for the warrior to comment
The combat is where my wife initially struggled. She was still very much in the 'point and click' mode of game play and was getting pounded a lot. I think she eventually tired of my ranting and began to start dodging and just being more mobile during combat, after she starting doing that she was definitely taking less damage.
I didn't really get to play too much, because I had to work that weekend. But I got roughly 12 hours of time in.
I went into the beta with one sole purpose: Determining which class I will be playing when the game launches. I had my focus on 3 classes: Necro, Ranger and Thief. And I hoped I could come out of the beta knowing my favorite class or at least discard one.
Unfortunately I'm more confused after this first beta weekend than I was before going in :(
Necromancer
This was my first class of choice. And I enjoyed several parts of it while playing. My focus was on doing some early level PvE to get some feeling for the style of the class and some competetive PvP to get the hang of the feel of the class in end game. I went into the beta weekend with the necro being on top of my list of favorite classes. During the beta there were parts that disappointed me about the necro. Best example would be how bad the minions actually are in various circumstances, the fact I was trying to cap Windmill and most of my minions were off chasing some ranger pet around the Mansion was one of many grudges. On the other hand I was pleasently surprised how much I liked various factors. I'm generally not much of a caster player, but the necromancer (as it was in GW1) is the exception to that rule. I quite liked playing Conditionmancer (even though I only got very little time in as this) and hope to explore this aspect a bit more come BWE.
Overall I think the necromancer is still roughly in the same spot it was before going into this BWE.
Thief
The thief was a long time competitor with the necromancer for favorite class. Mostly because this kind of archetype is often my go-to style for RPGs, with a small remark I will come back on with the ranger. During this BWE event I, as with the other classes, found aspects I really enjoyed as well as parts I didn't like as much.
First of all, I found thief to be quite versatile. But my biggest disappointment was how dull some of the combat was. At certain points I found that just spamming a single ability would get the most bang-for-buck out of my ability bar. And I truely think that the initiative system is, for me, more of a turn off than a cool feature. I very much enjoy the cooldown system. At the same time I found stealth to be lacking at points. Stealth never really felt like a safe haven to me as much as it is in many other games, which I found remarkable. But again I could only put in so few hours that I can't get a good image of how the class truely plays like. I do have to say that the thief felt the most efficient in PvE, I quickly had a solid rotation going that made me feel like I could predict the outcome and felt in control; which was good.
All in all, I think the Thief actually dropped some points on my list. Mostly due to the abilities feeling more dull than the diversity that both the necromancer and ranger offered.
Ranger
Now many mentioned this class as being grossely OP. I didn't really notice too much of this, but I didn't use the greatsword. Archers are also a favorite archetype of mine. And when I said I would come back on it, usually archer and being stealthy go hand in hand in many a games.
The ranger wasn't really on my list at first. Which is odd seeing as how I played a ranger for quite a while in GW1 and a Hunter in WoW. The first thing I noticed is how (mostly in PvE) how extremely well the bow gameplay flows. This is EXACTLY the kind of archer I always hoped to find in many other MMOs. The ability to rain death while staying extremely mobile; with many diverse skills that both make sense and are among the best animated in the game IMO. I didn't get enough PvP time in to judge how much I like this class; although it felt pretty solid in the time I played.
Which brings me to the downsides of a ranger that still have me hanging a bit. Pets are not always a turnoff for me, but in this game I found the pets to be somewhat lackluster. Maybe I just need to get more used to it though. The second issue I often have with this archetype is that it starts to get somewhat monotonous after a while. I had this issue with my hunter in WoW. While I don't think it'll be that bad in this game. You're a bit more locked in the same style.
----
In the end I'm more confused than I was before though. I feel like I really need more game time to really get a feel for it; but I'll probably end up going with one of them on launch and rolling the other 2 shortly afterwards for alts and then drop the ones I don't like shortly after.
Just to give you a picture, before I was like: Necro 50 / Thief 30 / Ranger 20..... now I'm roughly: Necro 45 / Thief 25 / Ranger 30
Pro's
Con's/Nitpicking
WvWvW:
Structured PvP:
Classes I played:
Surprises:
Summary:
Please sir, I want some more...
Racial elites aren't allowed in structured PvP, I'm not sure about WvW.
I really had no idea what to expect coming into it and it was very different. I didn't like it at first because it played so differently from what I was used to, but the more I played the more I really started to enjoy how the game plays. Unfortunately I didn't get to try out WvW which is one of the things I am most excited about. I definitely want to try it next beta.
I think many people I spoke to felt that way. I think it takes many people quite some time to get used to as it is so drastically different to every other MMOG out there. But, given a little time things soon fall quickly in to place and you wonder how you ever played the games of old. I know I find returning to Guild Wars 1 difficult now :(
I was so happy to finally get to play this game myself. I've been following it extensively for about two years. Lemme see if I can put some structure to my thoughts...
Bad Stuff First:
1) The forums were disappointing. Of course, this isn't a reflection on the game itself, but I need to vent. I was devastated to see how negative people were on the forums. I thought this game invited a more enlightened crowd, but then there were some hundreds of thousands of players (I believe) in this event, and of course stupid people are the loudest. For example, someone posted the suggestion of a faster turn speed for keyboards in the options menu, because he preferred to play without the mouse, and people went crazy. Most of the responders just said things to the effect of 'keyboard-turning is for noobs' and nothing else. Even the people that tried to imply that mouse-turning is 'just more efficient' had a sarcastic or derisive tone. This elitist attitude gamers have is really starting to wear on me. Not everyone is trying to be the PvP champion of the world. A lot good posts were bogged down by this kind of hate-mongering.
2) Leveling felt a little slow. My understanding is that the leveling curve is based on four areas: heart events, dynamic events, exploration, and crafting. With one of my human characters, I did all the heart events in the level 1-5ish area of Shaemoor, participated in a few dynamic events, explored most of the area, and crafted as much as I could with the ingredients I found (which were a bit lacking too), and I was still barely level 4. Heart events can't be repeated as far as I can tell, and I think when the game launches dynamic events will be less frequent, so some grinding was necessary before moving on to a more advanced part of the zone. You can travel to the other starting zones easily enough, but I feel like you shouldn't have to. I'm hoping launch will bring more content per zone (maybe the stuff in the beta was just a preview) and the ability to focus on only one or two of those experience-awarding areas.
EDIT: I was wrong. The fourth area for the leveling curve is Personal Story, which I skipped to avoid spoilers. So that might have been why I was underleveled, but still, I would hope you don't have to do all four areas all the time to maintain a good rate of growth.
3) Too much Karma. I only played a few characters up to level 10 even, because I wanted to spend a few hours on each class to get a feel for them, and on one character I had about 600 karma points and no idea what to spend them on. I really like the karma system. I think it's cool that heart event NPCs turn into karma shops after you help them, but those rewards were a bit lackluster. They were usually a toy item or two (like an egg you can throw at mobs), one accessory (except you only have two slots for them), some consumables (which I probably should have used more), and maybe a cooking recipe. Maybe there was a place in town to spend karma on decent equipment that I missed, but if completing a heart event only gets you copper coins as a material reward (which was nice, cause they just mail it to you; no turning quests in) I'd like to see those NPCs sell more than just trinkets.
4) Of course, it was beta. And there were a few things that weren't working as intended, such as the overflow system. I think the overflow system is a novel idea, taking out those pesky server queues, but I wonder if they wouldn't be better off with an instanced server system, a la Champions Online. Also, I heard the game wasn't supporting multi-core processing for some reason, so there were a lot of frame rate issues. But that's why they let us all play, and I'm sure most of those things will get ironed out even before the next beta event.
Yay, Good Stuff!
1) The World. Oh my glob, it was beautiful, even on my crappy system (Core 2 Duo, GeForce 9800 GT, 2 GB RAM). The scenery in the distance really did have a painted look and foreground details were lovely. Everything looked handcrafted: I couldn't find any sections of even the big cities that looked like they just copied and pasted some generic model or texture. NPCs were walking around and having conversations, going about their daily lives. The big cities were large, multi-leveled, and fun to explore. If you didn't see it, there's a walkthrough aquarium in Divinity's Reach. I think it was on the uppermost level, just outside of the atrium in the center of the city. So cool.
2) The event system really delivered. Yes, it's still a fantasy MMO. Yes, you still have to do 'quests' to level up. Yes, it's still focused on fighting things. But HOW they take you through this is really the breakthrough I've been waiting for. The heart events are easy to find, but you're not lead to them from some quest hub. You really can stumble into some fun fights and challenges. (I had a drake broodmother spawn right behind me on my way to help the workers at the dam in Shaemoor; yikes!) There's no paragraphs of text explaining why you're helping someone. You already know those bandits are attacking this lady's farm, because that's what bandits. You didn't have to talk to her before you could help; you just jump into the action.
3) The classes felt diverse and fulfilling. Like I said, I made sure to try each class for a few levels just to see how it plays, even the classes I wasn't so hot on. What I'd seen of mesmers suggested that they were hard to manage, and pets don't usually do it for me so I was reluctant to play ranger or necromancer. But I warmed up to those classes after trying them out because the combat and skills systems are so fluid and direct. It wasn't hard to figure out how to use each of my skills, but I can see mastering any one build will be a challenge. And not having the Holy Trinity putting each class into this or that exclusive role meant anyone could contribute in a group however they wanted to, and soloing was more about how you approach a challenge and adapt and not just 'you're not the right class for it.'
Each class has a 'feel and flavor' to it, but they're all very self-reliant and can all do at least a bit of damage, a bit of crowd control, a bit of support. So picking a class, weapons, and utilities is more about your play style than filling one of three molds. For example, if you like having a pet companion, play a ranger. Then you can decide if you want to be more offensive or more defensive, more melee or more ranged; picking a class doesn't automatically make you this, this, and this other thing too. I plan on making a tanky warrior after launch, because I like being on the front lines sometimes, introducing mobs to my big-ass hammer. I call him tanky because I have the option to build him that way: high health and armor, lots of crowd control skills, plus the hammer can hit multiple foes, so they'll usually have to get through me to get at my squishy caster friends. The trick to this build will be mastering the dodge mechanic, cause even the best armor won't save you from some attacks, and letting other players take some of the hits if I need a reprieve.
'Don't say tank! This isn't WoW! There is no Holy Trinity!' That's the kind of response I'd anticipate on the GW2 forums from my experience, and maybe some of you are thinking the same thing. But again, I'm calling that warrior tanky because I enjoyed being a tank in other MMOs and that's the play style I look forward to replicating in this system. Being up on the front line so the casters can do their thing appeals to me, and I know I can make an effective build for it. 'Surely the guardian is better at this role than the warrior.' Honestly, I don't like the 'holy knight' flavor of the guardian. I'd much rather play the rough-and-tumble, hurting-things-is-what-I-do warrior.
4) The UI was accessible and delicious. Small, persistent things are what usually make or break a game for me. In WoW, I hardly took a character past level 30 because I hated cluttering my screen with so many hotbars full of skills that I only used because I had them. I am a little worried that just having the same five skills for any particular weapon might get dull after 80 levels, but I really appreciate the approach ArenaNet is taking in this area. It's more about using a few skills effectively than memorizing and spamming two dozen small-effect abilities, or maximizing your DPS, or watching other players' health bars. Make a build that sounds fun and get intimate with it. If it gets old, make a new one. It's a good system; just run with it. The minimalist, brushstroke-style of the UI also made it easy to forget about the numbers and the cooldowns and immerse msyelf in the gameplay.
So my impression from the beta is that this game rocks. I didn't do any PvP cause that's not my bag (I'm sure I'll play it here and there after launch, a lot of other people said it really held up), and I avoided spoiling the personal stories, but what I did see of the game was awe-inspiring. The events were challenging but not insurmountable, the environments and cities were fun to just soak in, and although the game mechanics need some tweaking (activation times were a big laggy, and melee combat needs some love), they really did feel different and exciting while still being easy to pick up. This is the sort of big world, high adventure MMO I've been waiting for for some time.
I bought the game for one main reason WvW.I have to say I was pleasantly surprised.I liked my Norn Ranger. I had flashbacks of playing UO.Yes...way back then(lol) we would walk out into the land....just to see what was there.There were no ? over npc's head.....just a world to play in.I felt the same way starting GW2.Heck part of the time, I just walked in the snow and ice...purposefully straying off the path to my quest objective...just to see what was around that corner or over the hill.I just let the world pull me in...and I said thank you.
At level 10 I jumped into WvW and was not disappointed.It was F U N even though I was far from knowing how best to play my character.
So...yes I had a great time....not all was perfect(server went down a few times etc etc..as thing are want to do.
But I think I have found my new home.I just need to confirm it.....with the next beta....sooner rather than later.
@DeathMayDie: I just wanted to speak to a couple of your bad points:
1) I, too, was a bit disappointed in the negativity of the forums...but that's just how it is with game forums. I mean you only have to spend about 2 min in the official WoW forums to see it there. Usually those with the most negative opinion make sure they are heard through forums. You hear a lot of positive remarks about GW2, but they just aren't at the same volume.
2) Two things: I think the leveling felt slow since you skipped the personal story...I did the human personal story (since I probably won't be rolling human when GW2 is live) and completing those quests gave a huge chunk of XP. Not to mention that you can jump into WvW at any time and level that way as well. There are several articles/anecdotes of people who only leveled via WvW and went from 2 to 35 in the beta weekend. Secondly, ANet has said that it will take you just as long to go from level 2 to 3 as it will from level 79 to 80. Meaning there isn't a ramp up in XP required as you are higher levels. From my experience, exploring the world, crafting, personal story, and just "adventuring" gives you the xp you need for the area you're in.
3) At the early stages that we can see in beta, we got a lot of karma for what we could purchase. However, if you were in Divinity's Reach (for humans), there are Karma vendors selling higher level gear that cost somewhere in the neighborhood of 60,000 karma per piece. So although it may seem like a lot now, by the time you get near 80 you'll need to bank that karma if you want to use it to purchase gear. Additionally, I would think that higher level heart vendors will have better stuff to sell for karma.
"He has all of the virtues I dislike and none of the vices I admire" --Winston Churchill
Yeah, the leveling graph that is floating around the internets shows that we will eventually reach a plateau where the leveling curve pretty much flattens out. The ANet team estimated that it would take around 90 minutes of game play between level once you 'hit the plateau'. Obviously your mileage will vary based on what in game activities you are partaking in.
Here is the graph I was talking about.
Also, if you only did the human level 1-5-ish area it's no wonder you're underleveled. There's nothing stopping you from going to the charr and norn lands, and only them not being in tha game yet is stopping you from playing asura and sylvari areas.
Basically if you do level 1-5 Human, sylvari, norn, asura and charr areas as well as personal story I'd imagine you're easily level 5+. You're definitely not supposed to grind. If you find you can't move forward, try going sideways
Are you a guardian? Let me introduce you to my Flesh Golem, he's getting a bit hungry.
Some people can't or wont wrap their head around the fact that they can go and adventure in other races starting zones though. I know that as a Norn the majority of my time was in the Snowden Drifts, BUT I did go adventuring with the guild through the Diessa Plateau quite a bit as well.
Amazingly it was, I was going into this past weekend figuring that something about the game would disappoint. My hype level for games always gets to high and I always come away wishing for more. But it didn't! It was everything I thought it was going to be from watching all the videos and reading the articles.
This is the first beta I have played where it totaly blew me away right off the bat and to have the 3 way pvp is my cup of tea, just like my baby DAOC. I will be spending along time with this game.
I can't wait to meet up with old school DAOC players and share old memories and make new ones with this game.
http://pluginpodcast.enjin.com/
@Tyrnan
Thanks, I had forgotten that..t'is a shame heh.
I unfortunately had to miss the entire first bwe and am a little sad and I can say that as the wife has no idea about this forum :) on a side note I am jealous of you all for getting to play but if you want a giggle and to see how I spent some of my weekend I posted in off topic off topic with a YouTube video of how clueless the new wife's dad is lol. Excuse the poor spelling or grammar as typing on a iPad with autocorrect likes to mess with game lingo.