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Thread: Destination: Embark Beach (major content update now live)   

  1. #1

    Destination: Embark Beach (major content update now live)

    The Guild Wars site has not been updated with information on the new update. The update features:

    - A new outpost: Embark Beach
    - Seven-Hero Parties
    - Mercenary Heroes (recruit any of the characters on your account as heroes in your party)
    - Daily Quests in Pre-Searing (for your Legendary Defender of Ascalon title)
    - Kimmes the Historian in Pre-Searing (you don't have to leave Pre-Searing to dedicate a title)
    - Skills Vendor in Pre-Searing (yes, your Pre-Searing characters can now have all skills!)
    - Daily Zaishen Vanquishes (from Embark Beach outpost)
    - Drunkard Title Change (now point based, no longer time based)
    - Survivor Title Change (you can restart the title when you have died)
    - Updated Minion UI
    - Login As (at login you can already specify your online status: "Online," "Away," "Do Not Disturb," or "Offline")
    - Updated Party Formation UI with Ready Checks

    As of now the new content is available in-game, and the Mercenary Heroes packs can now be purchased at the in-game store or the NCSoft store (€8.99/$9.99/£6.99 for one slot, €14.99/$19.99/£12.99 for three slots, €34.99/$44.99 for 8 slots)

    See also the Mercenary Heroes FAQ and the Developer Update Notes for additional details.
    Last edited by Centaur; 03-03-2011 at 04:35 PM.

  2. #2
    ComplexNuber's Avatar
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    Kinda pricey if you ask me. I'm not 100% on the mechanics of merc heroes, but apparantly armor can't be changed? I hope runes can. I *might* buy it if they can use PvE skills, but it's still kinda expensive...

  3. #3
    I thought this might interest people:

    Stéphane Lo Presti on gw2g:

    I've asked the Live Team and they confirmed that you can create a mercenary hero based on a PvP character. You can also reroll this PvP character and create a new mercenary hero, as long as the new character has a different name.
    In combination with the statement that deleting a character does not delete the mercenary hero, this is definitely an easy way to fill up your Mercenary Hero slots with the professions you want. So you do not have to create 7 pve characters and level them all the way to 20 just to make them available as heroes. And if you really want to create a 7-necromancer-hero team... go for it!


    From John Stumme's wiki page:

    * Mercenary Heroes will not delete the character you used to make them. It is creating a copy of that character, and making them available as a Hero to the other characters on your account. One of the big points of this feature is to have a compelling reason to invest time in alts - we wouldn't ask you to then throw that hard work away.
    * You can set your runes and insignias as you would any other Hero.
    * Having a one slot means that you can have one Mercenary Hero - you can update that slot to be another character if you wish, the slot can be used repeatedly. It isn't a one-time use, that'd just be mean.
    * Mercenary Heroes won't use PvE skills, just like normal Heroes.
    Some additions:
    - You can't change the armor of the Mercenary Hero.
    - You can't use a Mercenary Hero in a team with a player character with the same name.
    - You can't have 2 Mercenary Heroes with identical names (neither in 2 different slots, nor in your team).
    - Dyeing and costumes don't appear to work yet, but the team is looking into that.
    - Deleting a MH from its slot works just like deleting a character (you have to type the name). Also, you get a warning that all items on that hero will be deleted.

    So ComplexNuber, that should answer your questions - armor cannot be changed, runes and insignias can, and pve skills are not available. In other words... they play just like ordinary heroes.
    Last edited by Centaur; 03-07-2011 at 06:19 AM.

  4. #4
    Winterbay's Avatar
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    So, I can now get a team full of Necromancer heroes that uses discord... I wonder if that is a good idea or not...

  5. #5
    Probably not... I read a post somewhere on another forum from someone who tried a team of 7 necros, and who eventually ended up with 3 necromancers, 2 ritualists and 2 mesmers, as that was apparently more efficient (and which is also possible without Mercenary Heroes)

    But it could definitely be fun to look at!

  6. #6
    PvE skills will be allowed on merc heroes only if they get allowed on other heroes. Anet keeps up with the ''no game advantage to those who pay'' policy and that's why I love them.

  7. #7
    Speaking of "no gameplay advantage to those who pay"... on a couple of forums a number of users were complaining that they believe Mercenary Heroes offers such a gameplay advantage... as they believe having 7 heroes of whatever type you want offers you a 'significant' advantage compared to those who only have the standard heroes.

    On his blog John Stumme has posted a response to this:

    "Selling gameplay advantage for money," seems to be a popular topic right now, so allow me to talk about that a little. As many people on the forums have commented, Mercenary Heroes are, by and large, a cosmetic feature. There's two primary intentions behind this feature: first, for the person that has heavily invested time into their alts, it allows them to use those characters they've got an attachment to in their party. Second, it's a compelling reason to make people want to work on alts. You may have noticed that some titles have become more sane, and as a result, more obtainable. Some people choose to interpret this as "dumbing down" the game, and depending on how you wish to look at it, that can be a valid opinion. However, my stance on it is this: I would rather that players have a plethora of achievable goals on any given character, so that finishing titles on one and replaying the game with another character is less of an overwhelming investment.

    Having said that, people that purchase Mercenary Heroes are able to set their party lineup as they wish. That is true, regardless of how advantageous that is in actual execution. However, advantages like these are nothing new: it's just the feature that is new, and thus the current song for a dance done many times before. The player that purchases Storage Slots has an advantage: most of the "true" wealth in our economy is held in items (ectos, Zaishen Keys, etc.) and thus being able to hold more means that, technically, you can amass more wealth than another player. Likewise, the person that buys additional campaigns enjoys numerous advantages: new professions, skills, and content. The person that owns only Prophecies is at a distinct technical disadvantage in the competitive game against someone that owns all campaigns. This, however, does not mean the person with all campaigns automatically wins, it only means they have access to more options than the Prophecies player. And yes, these are options that they paid for.

    In creating new features that go into the store, we look for things that we, as players of the game, would find compelling. The trick is to find something that is a cool addition to the game, that does not cross into the territory of being "mandatory" or "sinister." Trust me when I say that I have seen many games that go this route with their microtransactions, some even going so far as to reward players with unique items for being the person that spends the most money in the store for that day. The definition of bad is a very subjective one, sometimes gated on exposure.

    I've seen terms like "slippery slope" get thrown around. We are not going to suddenly start charging people for items like "+25% damage vs. Humans, OK to use in PvP" weapons. When looking at the types of things I want to see going in the store, I am looking for things that add options to the player's game experience. I feel like things that would have been a selling point feature in a campaign are fair game, because we're following precedent for how the game has already operated. In other words, I would say something like a new profession is fair game - so long as it's not empirically better than any other one that you could be. It's just an option to be something new. By the same token, I would say things like "Increased stat cap" or anything else that makes you explicitly better in an unbalancing fashion is out of the question.

    At the end of the day, we are a business. It is our goal to make money. I enjoy getting paid, and being able to prove the worth of the Live Team. I think we have genuinely made this game better than what it was before we started - with fixes, new features, and new content. The overwhelming majority of what we put out has been, and will remain, free updates. Just because we want to make money doesn't mean we need to be jerks about it. Unlike other games, we do not charge a monthly fee + fee for expansions + microtransaction fees. When I see people on the forums posting things like "I'll buy this because I want to support ArenaNet," (and there have been a number of you I've seen) I feel a bit of pride, because it tells me that we've done things right.

    That's basically where we're at. We're not trying to break the game, we're just trying to offer something compelling that people might want to have. I know that we'll never please everyone, and some people's opinions won't be swayed regardless, but at least now you know where we stand on things.

  8. #8
    Speaking of "no gameplay advantage to those who pay"... on a couple of forums a number of users were complaining that they believe Mercenary Heroes offers such a gameplay advantage... as they believe having 7 heroes of whatever type you want offers you a 'significant' advantage compared to those who only have the standard heroes.

    On his blog John Stumme has posted a response to this:

    "Selling gameplay advantage for money," seems to be a popular topic right now, so allow me to talk about that a little. As many people on the forums have commented, Mercenary Heroes are, by and large, a cosmetic feature. There's two primary intentions behind this feature: first, for the person that has heavily invested time into their alts, it allows them to use those characters they've got an attachment to in their party. Second, it's a compelling reason to make people want to work on alts. You may have noticed that some titles have become more sane, and as a result, more obtainable. Some people choose to interpret this as "dumbing down" the game, and depending on how you wish to look at it, that can be a valid opinion. However, my stance on it is this: I would rather that players have a plethora of achievable goals on any given character, so that finishing titles on one and replaying the game with another character is less of an overwhelming investment.

    Having said that, people that purchase Mercenary Heroes are able to set their party lineup as they wish. That is true, regardless of how advantageous that is in actual execution. However, advantages like these are nothing new: it's just the feature that is new, and thus the current song for a dance done many times before. The player that purchases Storage Slots has an advantage: most of the "true" wealth in our economy is held in items (ectos, Zaishen Keys, etc.) and thus being able to hold more means that, technically, you can amass more wealth than another player. Likewise, the person that buys additional campaigns enjoys numerous advantages: new professions, skills, and content. The person that owns only Prophecies is at a distinct technical disadvantage in the competitive game against someone that owns all campaigns. This, however, does not mean the person with all campaigns automatically wins, it only means they have access to more options than the Prophecies player. And yes, these are options that they paid for.

    In creating new features that go into the store, we look for things that we, as players of the game, would find compelling. The trick is to find something that is a cool addition to the game, that does not cross into the territory of being "mandatory" or "sinister." Trust me when I say that I have seen many games that go this route with their microtransactions, some even going so far as to reward players with unique items for being the person that spends the most money in the store for that day. The definition of bad is a very subjective one, sometimes gated on exposure.

    I've seen terms like "slippery slope" get thrown around. We are not going to suddenly start charging people for items like "+25% damage vs. Humans, OK to use in PvP" weapons. When looking at the types of things I want to see going in the store, I am looking for things that add options to the player's game experience. I feel like things that would have been a selling point feature in a campaign are fair game, because we're following precedent for how the game has already operated. In other words, I would say something like a new profession is fair game - so long as it's not empirically better than any other one that you could be. It's just an option to be something new. By the same token, I would say things like "Increased stat cap" or anything else that makes you explicitly better in an unbalancing fashion is out of the question.

    At the end of the day, we are a business. It is our goal to make money. I enjoy getting paid, and being able to prove the worth of the Live Team. I think we have genuinely made this game better than what it was before we started - with fixes, new features, and new content. The overwhelming majority of what we put out has been, and will remain, free updates. Just because we want to make money doesn't mean we need to be jerks about it. Unlike other games, we do not charge a monthly fee + fee for expansions + microtransaction fees. When I see people on the forums posting things like "I'll buy this because I want to support ArenaNet," (and there have been a number of you I've seen) I feel a bit of pride, because it tells me that we've done things right.

    That's basically where we're at. We're not trying to break the game, we're just trying to offer something compelling that people might want to have. I know that we'll never please everyone, and some people's opinions won't be swayed regardless, but at least now you know where we stand on things.

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