Don't know much about the first guild wars but the second has some interesting ideas regarding RvR and guild/community. Some of this information addresses some concerns about good versus a bad side, unequal mirrors and guild and social building. Like Old Republic this game *might* be out in six months to a year. Public quests also seem to feature in the game interestingly enough.
"World vs World, WvW, World PvP or Casual PvP, is a mode of Player versus Player combat which takes place in the Mists. Worlds, or servers, are randomly matched up against two other worlds. Those match-ups will be rotated every week to match worlds against those of similar strength. The combat is open and features many objectives and roles which players can do; "players may decide to fight alone against a supply caravan, join a single group and capture a mine or create a large alliance to assault one of the numerous fortress that could give an advantage in the zone." The battle is on a large scale, where hundreds of people can fight on each side in week-long battles.
Each opposing world starts out with castles, mercenary camps, mines, lumber mills and villages. Separating the starting zones are neutral zones controlled by no one, also containing fortresses, mines, and villages.
The resources gained from mines and lumber mills are used to rebuild walls, create siege engines, and generally defend the team's fortress.
These territories and control points will confer benefits to the world that controls them; "maybe everyone gets increased energy regeneration or healing rate or enhanced loot drop rate." Players can gain experience and level their character in World PvP. Guilds will be able to take and hold keeps.[1]
Players are free to come and go from the battle as they please and there is no limit to the number of players entering. Players enter with a character of any level and use skills they have available to that character. Characters can enter as a sidekick which will allow them to play as a higher level character.
World PvP is intended as a casual form of PvP, designed to be a more relaxed bridging point between PvE and the tactics and pressure of structured PvP. It is hoped that players of any level or PvP experience can participate and be useful. "
The word "Guild" in the Guild Wars franchise has always suggested the central role guilds would play in the game. As you have stated, Guild Wars 2 will in many ways be improvements to what you wished you could have done in GW1. In this regard, could you tell us what lessons you have learned from GW1? How will guild-related features be different from GW1?
Curtis Johnson: When we made GW1 we knew that guilds and community were essential parts of the online role play experience, so we made it easy to start a guild very early in the game and for players to keep those relationships going by including all their characters in the same guilds.
For Guild Wars 2 we’re keeping that same focus on early connections. We’re making it easy to keep all your characters in one guild, but for GW2 we decided that more friends means more fun, so it will be possible to have different characters in different guilds. We also wanted to give guilds more common purpose, so we’re including guild achievements, and placement in the world including guilds holding keeps in World vs World. We also want to make it easier to stay connected with your guild mates, so we’re introducing features like a guild calendar to make meeting and coordinating across time zones easier, and participating in guild chat from any web browser so you can stay in touch even when you can’t play.


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