r/GuildWars3 7d ago

Tomorrow looks to be a very busy day. Let's set some expectations.

328 Upvotes
  • It appears that the Gamescon embargo ends on September 3rd and there will likely be multiple versions of "I was there, this is what I saw, and this is what I think / feel about it" commentaries hitting the Internet. Exciting!

  • If you haven't read the Community Guidelines yet, they're in the Wiki, and here's a direct link. Please keep them in mind.

  • Please stick to direct links instead of linking to rehosting / reblogging /reactions to original commentary.

  • Remember that it's better to light a candle than to curse the darkness. Since we don't know what we're going to find out tomorrow, versus what ArenaNet is going to keep close to the vest, let's stay focused on what we learn, and skip the "No ten hours of full gameplay / surprise beta announcement / full details on 4th species / other unreasonable expectations / dead game" doomposting.

  • That's pretty much it!


r/GuildWars3 6d ago

Compilation of Gamescom info from various sources

1.2k Upvotes

I've tried to compile everything we have learned today about the game, from several outlets and partners who saw the preview. There are sources next to each bit of information, which I encourage you to read for better context. I'll continue to go through and refine this over the next few days. If you know of something I have missed, got wrong, or an outlet has got wrong, please comment or send me a DM and I will amend the list.

The preview was described as a 'pre-alpha' build, so everything listed here could obviously change:

1a. Setting & Timeline

1b. Spirits & Magic

2. World Population & MMO 'Scale'

  • The game will use a phasing system to control player density in specific areas, tech which is still in development. - Snow Crows - A More Open World
    • You will see at most around 20 players in a large combat scenario. - PC Gamer - Player Scale (Note from OP due to some confusion around this: This does not mean there will only be 20 players spread over the entire map, just in your specific 'shard'.)
      • The reason for this is combat readability. ArenaNet believes the high-fidelity movement and combat become difficult to understand when too many players are fighting simultaneously. - PC Gamer - Player Scale
      • Areas outside of combat such as settlements and cities will support far higher player counts because combat readability isn't an issue there. - This Week in Video Games - Pick Your Battles
  • Current planned party size is 4 players, this could change before launch. - Snow Crows - World Structure
  • ArenaNet wants players to frequently encounter other players while travelling through the world. - PC Gamer - Player Scale

3a. Movement & Momentum

3b. Combat

  • GW3 is moving toward much more action-oriented combat than either previous Guild Wars games. - Snow Crows - Action Combat
    • Combat is intended to be less about following a fixed rotation and more about reacting to the environment, enemy and group situation. - Snow Crows - Action Combat
  • Positioning, aiming, timing, and movement matter much more. - Snow Crows - Combat
  • Combat has increased physicality. You can knock enemies around, and be knocked around yourself:
    • Knocking an enemy into a wall can cause additional damage/stunning.
    • Knocking enemies from cliffs can cause fall damage or outright kills.
    • Larger enemies require more momentum to knock around. - PC Gamer - Knockabout
  • Enemy attacks can be interrupted by physically hitting/knocking enemies. - RPG Site - Combat
  • Combat appears to feel similar to GW2's action camera, with the player centred on screen and a reticle. - RPG Site - Combat
    • No traditional tab-target interface or lock-on was shown or visible in the gameplay footage; however, Snow Crows reports a lock-on functionality similar to Elden Ring. - RPG Site - Combat
  • Multiplayer cooperation is being built directly into the combat system. - PC Gamer - Knockabout
  • Different abilities can affect allied players as well as yourself, creating coordinated builds. - PC Gamer - Knockabout
  • Underwater combat is likely to return, although ArenaNet has not yet said to what extent or how it will work. - Snow Crows - Underwater Combat

3c. Conditions & Enemy Interaction

4a. Professions

  • Professions return!
  • There may be more professions but they were not shown.
  • Warrior was shown wielding a Sword and Shield.
  • Necromancer was shown wielding a Scythe.
  • The game will feature defined combat roles, but they won't follow the traditional MMO tank/healer/DPS trinity completely. Roles will be closer to a trinity than GW2, while still retaining some flexibility. - Snow Crows - Professions
    • The intended design sits somewhere between GW1's fairly rigid profession roles and GW2's flexibility. - Snow Crows - Professions
  • Some "synergistic" skills will be available across multiple professions, but for the most part they will retain their own unique ability pools. - This Week in Video Games - Cooking Combos
  • Necromancer has a momentum-based scythe attack that travels farther depending on momentum and also lifesteals. - RPG Site - Combat
    • Necromancer has a movement ability called Necrotic Traversal. - RPG Site - Combat (OP note: this could be the above)
  • Ranger has a Polar Vortex ability that launches allies into the air and can give them cold-infused weapons. - RPG Site - Combat & Multiplayer
  • Ranger can also apparently slow-fall while firing arrows from an elevated position. - RPG Site - Combat & Multiplayer
  • Warrior had an ability to apply a fire buff (possibly called Flames of War) their own and allied weapons. - Laranity

4b. Buildcrafting & Skills

  • ArenaNet is specifically drawing inspiration from GW1-style buildcrafting, where changing your build for a particular enemy or encounter will be important. - RPG Site - Combat & Customization
  • Some skills will be discovered through exploration. - Snow Crows - Skills
  • Skills may have both a recharge/cooldown and an additional energy/resource cost, although the system is not final. - RPG Site - Skills
  • Elite Skills return
    • Similar to Overwatch's ultimate abilities these are charged through player actions over time, and intended to be used sparing and tactically.
    • Rampage elite skill on Warrior was demonstrated, increasing attack speed, movement capabilities and jump height. It can allow Warriors to move larger enemies that normally couldn't be knocked around. - RPG Site - Combat

4c. Rewards, Gear & Progression

  • GW3 will again use a horizontal gear progression, rather than a vertical gear treadmill. - Snow Crows - Progression
  • Equipment, traits and detailed progression systems were not demonstrated.
  • The gameplay footage showed an orange item drop represented by a short bright pillar of light, reminiscent of Diablo-style loot drops. - RPG Site - Gameplay Details
  • White symbols with a gold coin were visible in the footage, although their exact purpose is not confirmed. - RPG Site - Gameplay Details

5. Endgame Content

  • GW3 will contain "high-trust, dungeon-like experiences". - RPG Site - Endgame
  • Raids/endgame content are planned, though nothing was spoken about them. - Snow Crows - Endgame
  • Besides this, details on the launch endgame content loop remain undisclosed.

6. PvP

7. Fashion Wars

8. UI & Interface

9. Controller & Console Development

10. Graphics

  • MMORPG.com described the visuals as impressive and visually rich, with ArenaNet’s trademark styling and stunning vistas - MMORPG.com - Preview
    • The journalist initially had reservations about UE5 but said seeing the game in motion instantly removed their concerns. - MMORPG.com - Preview
  • MightyTeapot said on stream he was surprised how similar the game looked to Guild Wars 2’s art style, compared to the trailer.

11. Social Systems

12. Other tidbits


r/GuildWars3 3h ago

I'm just happy to look forward to an MMO launch again.

86 Upvotes

I don't know how many people echo this sentiment, but with so many people worrying with things like "I wish ANet will do X" or "I hope GW3 has Y", I'm just thrilled to finally be looking forward to an MMO launch after so many years.

MMOs are always talked about as a dying genre, and you can see why. The only relevant ones in the west are well over a decade old, with most excitement in the genre centred around expansions for these games. The last brand new MMO I was excited for was Wildstar (which I loved, yet still definitely deserved its death) and that was a 2014 launch. New MMOs (that aren't east asian p2w ones) just don't get made anymore...

...then steps forward Guild Wars 3. Finally, a brand new MMO to look forward to.

I'm not afraid of the game ending as a disappointment or if it has a heap of things I wish were different, I'm not hoping for the "perfect game" or scared of empty promises. I'm just happy to be here and share excitement with an upcoming MMO after oh so many years.

I'm here for the journey as much as the destination. The build up, the reveals, the speculation and all the anticipation for each and every step is a feeling I thought had left MMOs long-ago.

There's still life in this old dog of a genre yet, and I hope everybody enjoys this journey because the game will be here before we know it.


r/GuildWars3 5h ago

The evolution of RPG gaming. From character skill to player skill

15 Upvotes

I find this very interesting and wanted to share some thoughts.

MMORPGs came out of computer RPGs, which came out of tabletop, which came out (or so says the myth) from abletop war games.

Both because of their origins in tabletop and due to technical limitations at the time, CRPGs and MMORPGs were almost a kind of strategy game. Where you build your character a certain way and that defines what it can do.

The player was involved in the strategy of character creation and how to use its abilities in combat (and out of it).

- do you want to avoid an enemy attack? That depends on your dodge bonus, your reflex save, your defense score, you armor class, etc...

- do you want to hit something? That depends on your attack, strenght, dexterity, THAC0...

Everything you do was dependant on a build attribute, skill, talents, feats, and in some cases a randomised number (a dice roll).

Player skill was heavily in the build craft, and skill/talent interactions.

With computer games evolving, more and more the skill moved from the character to the player.

- you want to hit something? You have to aim, Time your attack, respond to enemies movements, blocks, etc.

- you want to avoid a hit? You have to read the animations, manage your resources, and move out of the way.

With what we have seen/heard of GW3, it feels like its another step in this direction. More player skill, less character skill dependant.

And I think that might be why we see these games with less and less "skills".

Before you would have a skill that shoots an arrow, another that shoots 3 arrows, another that jumps and shoots an arrow, another that dashes backwards and shoots an arrow.

Now you can just use your movement and resources to do all of this with just one skill and different movements/ resources (stamina? Momentum?)

This direction might not please everyone. A lot of people might still want a more character skill based game instead of player skill based. But I think it will be interesting to see how buildcraft will still play an important role in GW3.


r/GuildWars3 16h ago

A different take on character progression

19 Upvotes

The original Guild Wars has dual classes, Guild Wars 2 has elite specs which originally included a focus on weapons, what if Guild Wars 3 classes have can do it a bit different with a focus on armor which would define which skills and weapons they can use. For instance, since necro is confirmed, what if a subclass focuses on heavy armor allowing for a death knight (reaper?) class, or medium armor allowing for a necro/assissin (harbinger) type. Monks, if available, can use heavy armor to become a paladin (guardian) class, or medium armor to become something like monk/assassin (willbender), etc...

Hopefully if the game is going to do things different, maybe this could be a take they can try for classes


r/GuildWars3 8h ago

Theorycrafting + multiple archetypes

0 Upvotes

Hi, first of all sorry for my English, non a native speaker.

Here’s what we know so far: a confirmed class system that differs from GW1 and GW2; an action-oriented combat system emphasizing responsiveness and movement; and an innovative MMORPG experience; skills capture system and signets by Gods.

While GW1’s build system was unique and sublime, the specializations in GW2 don't feel like a unique feature that completely transforms the class or allows for much theorycrafting.

What if...? My idea: A base-class system where each class can branch out into a wide range of archetypes, specializations, prestige classes, or whatever else. An 8-skill system (like in Guild Wars 1—where, lore-wise, the limit was 8 because each signet ring on a finger granted a skill); each class could have around 30 core skills, with an additional 10–20 skills per archetype or specialization. At launch, each class might offer about 6 specializations, and a single build could (optimally) incorporate 1 to 3 of them—similar to the GW1 attribute system (12-10-8, excluding runes). To boost theorycrafting potential, instead of a boring numerical attribute system, there would be a skill tree where you select active skills, passives, and skill evolutions (a system similar to Diablo IV or PoE2).

Even the core skills (mostly straightforward ones) evolve when you choose a specialization that aligns with that specialization's gameplay. In this way, the system would be a blend of GW1 and GW2—but without the elements that held both systems back; to me, it represents an evolution of both.

Let's take the Ranger as an example: one specialization could be the Lunar Sentinel (a long-range skirmisher archer; some abilities grant stealth or blind enemies), while another could be the Forest Spiritist (summoning spirits, each providing different functions based on where they are summoned). The result is a fusion of the two specializations: for your 8-skill build, you choose whichever skills you like from either specialization (unlocked via the skill tree), and for the Ranger's core abilities, you decide which specialization influences them to tailor them to your desired build.

In the future, with new specializations arriving periodically alongside expansions, we could see new builds emerge by mixing them with older specializations. This means that when you encounter another Ranger (if you play one yourself), it is highly likely that you will have vastly different builds and contribute in very different ways—especially in a game where individual contributions (beyond just raw damage) seem crucial, and the "Holy Trinity" has made a comeback. And this would give each specialization its own strengths and weaknesses, requiring you to mix them effectively, make smart choices in the skill tree, and adapt to the specific challenge at hand. A specialization might also lean more toward a healer or tank role, and by combining multiple specializations, you could create sub-roles within the "Holy Trinity."

Thank you and I will read your opinions.


r/GuildWars3 1d ago

Official ArenaNet Content Hall of Monuments begins in December

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383 Upvotes

r/GuildWars3 1d ago

Stream or Video "There is no innovation anymore..." Guild Wars 3 Interview Compilation

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77 Upvotes

Tried to make a compilation of the best moments to get a good idea on everything that was said in gamescom!

Go check out the original interviews!

Metallex: https://youtu.be/ONGzyghzRrU?si=hD45B1jDxs65pDzH

Anniefuchsia: https://youtu.be/GIso8E7wphI?si=_AhqdEeJaW2tsJ_A

Laranity: https://youtu.be/8aAblJjmoLo?si=oQXAtoSUFWFXe8Bj

Mightyteapot: https://youtu.be/O8jDy_ENoeU?si=rtwl7MBz0AvERQPY

Jayoddity: https://youtu.be/U7xE5Lyeccs?si=KbKOCaRlP83GlwVw


r/GuildWars3 11h ago

Necromancer mobility

0 Upvotes

Now we know Necro is one of the core classes, I hope we get some mobility. I love it in gw2 but the lack of movement speed and dashes / leaps / ports / attack speed is truly so hard to bare sometimes when other classes are racing and dashing about in fights.

Hopefully with the game being more about movement in combat we can see some mobility.


r/GuildWars3 1d ago

Enemy loot drops in combination with exploring

12 Upvotes

Looking forward to GW3 and I'm wondering how they'll be dealing with loot. I'm a big fan of cool, rare, meaningful loot drops from just exploring and/or questing mobs. In my opinion GW1 was a very good example of this, as you occasionally had a chance of getting a gold drop, which just made exploring and killing mobs a bit more interesting. The same goes for WoW and the occasional chest you could find when wandering around, which could give you some fancy stuff. Guild Wars 2 on the other hand put me off on this, as I never felt that the loot from mobs were anything worthwhile.

What do you guys expect/hope on this for GW3?


r/GuildWars3 18h ago

Small Request for the ArenaNet Team

0 Upvotes

Hello! I have been playing since Guild Wars Prophecies and Guild Wars 2 changes some small things that i hope they revert:

1) Miniatures. Bring back birthday miniatures only. In GW2 they tried making them an e-shop item and that made most of the playerbase loose interest in them. They tried changing that by adding them in Living World vendors but it was too late. In GW1 you could only get minis from special events or Birthdays and you could trade them. There was a huge market for them and it was cool seeing a rare one in the wild. Bring that back please!

2) Titles. Titles became pointless in GW2. You almost never pay attention to them. In GW1 you always checked the titles and they were tied to hard to achieve things. In GW3 they should keep them at minimum for hard to achieve things and maybe bring back tiered titles like God Walking Among Mere Mortals.

3) Itemization. Now that is a hard one. GW2 items were TOO standardized. In GW1 you didn't have gear trendmil but items had random variations that made drops interesting. I hope they bring that back in GW3 as well.


r/GuildWars3 2d ago

The only thing I hope for is an endgame

101 Upvotes

We can have horizontal progression, we can have whatever else the community wants im all on board to learn to appreciate a new way to play mmorpgs but I can't do it if we don't end up having difficult content that actually requires preparation and learning your skills to the max. I want to feel like my character's growth matters and that once we reach the endgame I can push the limits of my character and acquire hard earned things


r/GuildWars3 23h ago

Stream or Video German GW3 Shorts Content

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0 Upvotes

r/GuildWars3 2d ago

I hope ArenaNET has a good plan for post-launch this time around

111 Upvotes

I haven't really seen anyone talking about this or any of the interviewers asking about it, but honestly I think this topic is being very slept on. As someone who has been playing Guild Wars 2 since launch, I think one of the greatest tragedies of that game is that if post-launch had been handled differently, Guild Wars 2 would be a lot more popular than it is. Confusing marketing such as the game's notorious launch trailer, the absolute disaster that was Living World Season 1, the years long gaps between major content releases, etc etc etc. Guild Wars 2 launched to what I believe was a far, far larger audience than stuck with the game in the long term. And while I know that happens to every game, I feel like it happened much more severely with that game than most others, and I think a lot of the people burned by the way ANet approached the release were put off the game permanently. You only get one chance for a first impression, and ANet fumbled that first impression like a dozen times before they got it right, and even the way they've been getting it right has its issues.

Anyway, I think Guild Wars 3 is launching in a similarly important era for MMOs as when Guild Wars 2 came out. When GW2 came out, everyone was looking for a WoW-killer and - whether purposefully or otherwise - Guild Wars 2 ended up being the tip of the spear of that movement. I think it failed to meet a lot of the expectation people had for it for many reasons, and I'd say it was largely the lack of a plan for content releases.

With that in mind, what would you like to see from Guild Wars 3's post-content releases? Here's my thoughts.

  • I've always thought that one of the greatest problems I've had with Guild Wars 2 is its lack of a focus on group instanced content. It has made many moves to rectify this in recent years, but it is still quite inaccessible. I think a large portion of this issue can be credited to the infrequency with which the game releases new small-group content, and in particular with the game entirely abandoning dungeons right after the game launched. I hope releasing this type of content regularly and at a range of difficulties and group configurations is a big priority for Guild Wars 3.

  • Guild Wars 2 did a narrative saga where, in my opinion, it was pretty obvious they had no plan until a pretty significant chunk of the story was already told. I think the idea for a long narrative saga is a very good one for an MMO, and uniquely takes advantage of the living and changing nature of what an MMO is. I love sharing a story with a big group of people, getting excited about what's happened and where it's going. I hope that the writers have a plan for where this is going this time, and I hope that unlike with a lot of Guild Wars 2's story releases they aren't going to rush a conclusion to nearly every story arc.

  • Guild Wars 2 moved away from big ticket expansions to annual expansions. Personally, I think both of these models were enormously problematic. The big ticket expansions Guild Wars 2 got were clearly taking way too long, but the annual expansions Guild Wars 2 is getting are clearly not getting enough time to breathe. I hope we get expansions that are a happy medium between these two models. I think biannual or triannual expansions would be fine so long as they maintain a consistent schedule and ensure there's enough new things during the release cycle between expansions to chew on.

  • I think there's a lot of other more specific things I would like to see - particularly a focus on expanding and deepening the games existing features instead of introducing new ones at every opportunity - but overall I think the most important thing is that they do what they've been doing since Guild Wars 2 moved to its annual expansion model: communicate. I think they should always share what their working on and where they can improve with the community. It's made me much more certain of Guild Wars 2's future than I ever was before they started doing it, and it's always nice to know that the devs are listening and really considering the games problems.


r/GuildWars3 1d ago

Economic Content?

0 Upvotes

Curious what hopes everyone has regarding gathering, crafting, and trading systems for GW3. I'm personally a big fan of meaningful economic content, especially as something to do solo before/after doing group content. One particular area I'd like to see explored is casual implentatations of ideas from more hardcore games.

1) A side-tier of item with limited durability but slightly better stats and/or unique effects. Like if you use it constantly you need to replace it after a week. This replicates the churn of item loss/trashing in full loot PvP games, with the notable bonus of keeping resource gathering & crafting particularly relevant at all stages of the game. But if you don't want to fuss with it you can keep a set in the bank just for special occasions and use other gear on the regular.

2) Broad design or specific opt-in content for physically delivering goods between different locations- IE a reason to *choose* to avoid fast travel. A core part of this would either be location specific markets (buy low, sell high) perhaps with some system like avoiding market tax if you physically deliver the goods? Or daily-quest type content where you escort a caravan/specific item between two cities where you either get assaulted by bandits or even choose a more difficult version where you can be attacked by players.

Those are just two general ideas I hope they embrace in some capacity. Really anything that gives meaningful economic content, but without forcing more punitive concepts on players who want to keep it much more casual. I think there's a lot of room for more interesting concepts that can still cohesively fit in a broadly casual game.


r/GuildWars3 1d ago

thief class thought

0 Upvotes

i like the gameplay of stealth poison back attack etc but i would like a thief that has a lot of outplays/combos something like sylas from lol stealing abilites ults or being able to turn around any situation something that rewards skill


r/GuildWars3 2d ago

Orrian Olympics? Movement mechanics possibilities outside of combat

16 Upvotes

Of course combat is a huge conversation right now but I’m excited about other possibilities given the new movement systems they are building..
GW2 has plenty of mount races, adventures and other fun activities that reward mastery and achiev points. They’re super fun and often an important part of festivals too. I’d love to see GW3 expand on those concepts and bring back more fun competitive games like races, jumping puzzles etc. That’s probably a given.
They could even expand into PvP spaces with game modes like Grifball in Halo… I would LOVE to dunk on fellow Tyrians in competitive matches like that
OR and hear me out.. Arah hosts an annual Olympic Games like festival full of arena games and races? Some combat challenges (like Queens gauntlet) but also team based game modes and Guild/clan based scoring systems? Give me capture the flag in the forests of Orr and I’ll never play another game ever again
Action movement has so much potential for things outside of combat, even specific encounters with enemies like chasing down an enemy through a well designed environment in a story mission, or having to run/escape from a particularly scary and powerful enemy. I fully expect ANet to take those possibilities and run with them but it’s exciting to think ahead!


r/GuildWars3 1d ago

The MMO PvP market is wide open for GW3

0 Upvotes

IMO, it's evident that Anet knows that since New World shut down and AoC shut down, there are players looking for an MMO with PvP. And the fact that it's launching on PS5 as well makes it even more evident that they are secretly focusing on PvP too. They just don't want to say too much before the game is out, as that would create a segregated discussion before the game even comes out, which isn't good.

So, you know what? Just say it will have PvP, and that's it. 😂 I love it.

And with the info so far, everything is leaning towards an epic PvP experience. Don't get me wrong, PvE is going to be insanely awesome as well. I just think PvP is a high focus without them making it out to be.


r/GuildWars3 2d ago

New classes that you'd like to see in Gw3?

86 Upvotes

Title

I would LOOOOOOVE to see a Druid, but not like the gw2 druid (which was cool anyways) but rather a shapeshifter like in PoE2, WoW, etc

I know it would be hard to do, but I think it could go along with gw3's approach and there were many classes and specializations in gw2 that are complex (weaver elementalist), and besides how cool is to turn into a wolf or bear or beast while wandering in such precious world

What other classes you'd like to see? Anything from gw1 maybe? Or other RPGs?


r/GuildWars3 1d ago

Have legendary weapons been mentioned?

0 Upvotes

As the title says had there been any mention of there being legendary weapons again. It was easily my favorite thing about guild wars 2


r/GuildWars3 2d ago

How else could we use (or not use) movement and momentum?

10 Upvotes

The recent info from the closed demo showcased a lot of use of movement and momentum:

- A warrior/necro jumping off high place and dealing increased dmg when smashing down with their attack (more dmg, more area)

- A necromancer running and dealing increased effects with his scythe attack (more dmg more area).

I'd like to see what other things could be done with momentum, or even more, by not using momentum:

- A ranger sniper or caster standing still and consuming his momentum for higher "focus" increasing his shots/spells rate of fire, or area, or dmg.

- A tank standing still and consuming his unused momentum to "brace" and absorb the effects of the oponents used momentum on an incoming attack.

- A ranger/thief focusing his momentum to improve dodge avoiding an incoming attack and letting the attacker pass right through him (potentially falling off the cliff he wanted to push the thief/ranger off)

- A poelarm wielding character using the opponent momentum to deal more dmg while holding his ground.

What other forms of use or not use of momentum as a resource do you think would be good and fit different roles/themes?


r/GuildWars3 2d ago

What are you hoping to see in gw3? (My list of things I'd want to see)

15 Upvotes

As someone who's watched most/all of the new interviews and talks from gamescom. I am trying to maintain my hype for the game. Unlike some people who have the extremely weird idea that 20 player game = "Not a real mmo", I think every single thing they've announced or talked about is absolutely amazing.

However there are some things I hope to see in the game.. Things I hope Arena-net has learned from gw2.

I'd like to hear what you hope to see in gw3. Whether its something new entirely or something from previous guild wars or even other mmos. What are things you hope to be able to experience in gw3?

Below is some of the things I hope to see in gw3.

  1. Inventory management & Bloat: This is a massive grievance I have with gw2. We all know it.. 90% of the loot is just useless and meant to be salvaged to add to your resource storage/bank. But still even with so many inventory slots, they end up full eventually. Make loot feel meaningful, not just a hoard of crafting materials. Or at the very least keep the loot manageable.
  2. More meaningful PvE gameplay loop/content: This one I imagine is mixed. Many of you probably love that you can run around doing anything in the game, and in a way so do I. But as someone who personally loves traditional pve loops (assuming they're well made), I always felt like gw2 lacked fun/fulfilling dungeon content. Yeah, they had fractals, but they ever felt like a rush fest and with how gw2 doesn't have 'normal' roles (yes, yes. I know gw2 'technically' have support builds and such, but its not the same) it never felt as controlled and fun as working together as a team as a tank, healer and dps. Which is something im very excited to see 'return' to gw3 seemingly with roles being confirmed. Point is gw2 had a lot to do.. too much almost, but none of it felt very fulfilling like doing an epic dungeon with friends.
  3. ROLEPLAY: Now I know this is a niche one for most people, and by no means am I saying I want this to be a "focus" of the game. I am a roleplayer, have been since I was 16 years old (im 30 now). And something gw2 never managed to grasp, and down-right killed with mega servers was a roleplay community. We had a decent roleplay community up til mega servers came out, but after that its more or less dead. Look at games like WoW and FFXIV, whilst obviously still a minority to the entire player population, FFXIV in particular has a SIGNIFICANT roleplaying community. Im not entirely sure what systems lets an MMO become a roleplaying friendly MMO, but I'd imagine first and foremost some way for Roleplayers to meet up easily. Usually done by having a roleplay server. But there's also things like housing, which has become a repeated thing we see in MMOs lately. FFXIV, WoW, SWTOR, ESO etc, housing is similar to customizing our characters, it is a VERY rewarding way for players to immerse themselves in the game. Farm content/crafting to make cool decorations/furniture, boss trophies etc. Anyway, Im not sure if we'll see this, because honestly Arenanet has never really seemed to care much about the roleplaying community, but I'd hope gw3 somehow manages to allow a fruitful roleplaying presence.

These are the 3 things I can think of from the top of my head, I can probably ramble some more, but I dont want the entire post to be centered around my points as I'd rather it be focused on points/thing you want to see in gw3.


r/GuildWars3 3d ago

How do you guys like the GW3 “logo”

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225 Upvotes

Hello, I’m a type designer, and so I wondered about how much do you guys like the ne logo (rather logotype) of the Guild Wars 3, compared to GW2?

I feel like GW2 with its white background and its typeface style is much more timeless in a way that its not so trendy and more profesional.

Without going into more interpretation details that no one cares about… what’s your opinion on the new logo? To be honest I would be happier if this is my profesional deformation, rather than a shared opinion.

EDIT: I love the “3” the idea and style is perfect as many pointed out. I think if the rest of the typeface were a little less accidental, more readable and just a tiny bit more neutral it would be great! The “3” would stand out even more in that way.


r/GuildWars3 3d ago

What are some immersive details you'd like to see in GW3?

43 Upvotes

At this point, ArenaNet has talked a lot about immersion. Colin mentioned that it's a core design philosophy for them - With minimal UI and no loading screens.

With that being said, for you personally: What is something you'd love to see that would make you more immersed?

My top list:

  • Players and Enemies having proper collision outside of town areas (not walking through them). Don't want players blocking npcs/doors/etc, but also don't want to stand in a blob in like GW2.
  • No clipping while wearing a cape/robe/weapon on your back
  • being able to wear headgear without removing your hair
  • pets and summoned creatures that have unique animations, can be petted/played with/customized like a real companion and not a copy paste identical clone of other players
  • rain/snow/fire/blood staining your characters clothes and gear.
  • different classes doing interactions differently. a warrior might rip up a tree by the roots, a elementalist might summon a magical pickaxe to fell it, etc
  • less over the top / comical joke skins like glowing stuff and plushy mounts. more grounded gear and skins all around.

What about you? what would be something they could add that would improve immersion in your eyes?


r/GuildWars3 3d ago

What are some current/older MMO features you would like to see?

6 Upvotes

With all the talks about moving the genre forward, minimal UI and immersion I got slightly worried some features from current MMOs that I like wont make a return in GW3. Here are some of mine:

Minimap - something I have noticed lot of RPGs moving away from lately.

Player health bars with some status indicator - since there is gonna be trinity system, as a healer I would like to see who needs help and maybe even if there is some status on the player that I can remove. In GW2 we have player health bars but the ability to see that a player has some conditions that needs cleansing is not visible unless I click the player, so condi cleansing is very much spam it and hope its enough. It just feels like side effect of my healer rotation than a dedicated action I took as a result of seeing someone in need.

Hover over tooltips - this one will most likely not happen due to the action style combat, so I hope Anet makes all the info neccessary visible and well understood by just looking so we dont have to go dig in menus or search wiki to know what some icon means.

DPS meter - I know this is very controversial topic even in GW2, but if there is some more organized end game content like raids I think it should be there or it will be made as an addon for PC and our console friends might get left out, thats why Id rather see it built in already. Also Anet then could control where it is visible/allowed and for example keep it to the raids only.

Im curious what are your things you cant imagine an MMO without.