Large-scale PvP is something that the ArenaNet devs have been planning for Guild Wars 2 from the start and this week Systems Designer Mike Ferguson tells us how they plan to do it in a new developer blog.

ArenaNet is approaching the server vs server combat in a way to balance the PvP teams in such a way that one server doesn’t become too dominant. By crafting a variety of different areas, Guild Wars 2 will allow players to fight over contested areas in the Mist (Guild Wars 2’s world vs world battleground) for a number of areas and even claim them for their guild. These range from small group skirmish type areas to large-scale groups.

We dreamed of a game where players could work together to capture objectives on the battlefield, like keeps and towers, claiming them for their guilds, then fortifications before defending them against hordes of attackers. With players from three different servers fighting each other, we knew that we would need a lot of different areas for them to fight over, and we wanted to have plenty of locations for guilds of all sizes to claim as their own. With this in mind, we created a number of different objectives that are designed to be captured and contested by large groups, small groups, or even just a few players.

In a way, ArenaNet may be one of the first devs to realize that it’s not still the 1990s when planning their PvP implementation and has put together a promising goal and method of promoting cross-server PvP and rivalries from launch.

Read more about keep taking and the weapons of war in Mike Ferguson’s full dev blog.

Source: Mike Ferguson on Guild Wars 2 World vs. World

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Last Updated: Mar 14, 2016

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