Preorders begin April 10th and can be bought here. Pre-orders will be available at major retailers as well, but I'm not 100% sure if they follow that same date. There are three versions for the pre-order, priced at $60/$80/$150 USD. All versions come with beta access, a "Hero's Band" item, and a three day headstart.
The beta events are scheduled to begin late April, but no exact date for when they will begin or end has been released. This also means Headstart access and the release date itself are unknown. It is confirmed that during headstart access, any character/guild name you use will carry over to live, so you can reserve names then. However since it's a headstart access to the full game, that is really to be expected. A 1-day headstart has also been announced, but as far as I know it hasn't been said how you get into it, as all beta copies unlock the 3-day headstart.
Pre-purchasing specifically gives you a code you can use on Arenanet's GW2 Site that gives you Beta access. If you purchased from a conventional store (gamestop, GAME, whatever) you will need to return there on release of the game to get your boxed copy of the full game. Aka: keep your receipt!
The "Hero's Band" is given to every character on your GW2 account (assuming any character you ever make), and gives the following bonuses: +2 Power, +2 Precision, +2 Toughness, +2 Vitality, +2 Condition Damage, +2% Critical Damage, +2 Healing
The game, after release, will feature microtransations. Now don't flee in terror just yet, the payment method isn't evil, it's just...misused a lot. Arenanet has given us a little re-assurance in that department:
quote arenanet
Here’s our philosophy on microtransactions: We think players should have the opportunity to spend money on items that provide visual distinction and offer more ways to express themselves. They should also be able to spend money on account services and on time-saving convenience items. But it’s never OK for players to buy a game and not be able to enjoy what they paid for without additional purchases, and it’s never OK for players who spend money to have an unfair advantage over players who don’t.
Quests: Quests in GW2 do not follow the usual "Collect X carcasses for lazy NPC Y" formula. The quests will actually reflect the area and situation around you. If you happen across some troll beating up stuff, you'll get a quest to save them, things like that. Here's an example that's thrown around a lot on what these quests will look like:
Town A is being attacked by marauding pirates! Kill them!
Fail to kill fast enough: Town's burning down, put out the fires! Once complete, back to #1 you go!
The mayor of the town tells you about their hideout, time to go find it!
So this is their hideout, time to kill some pirates!
Find the boss pirate, kill the boss pirate!
After killing boss pirate, Town A gets to relax in peace for many a mont-WHELP MORE PIRATES back to #1!
You can happen upon the town at any point, it's not a scripted event linked to any specific quest. It's a part of the world. Players could find that town in any of it's peaceful/burning/sieged states, and work from there. If another player's already there, the difficulty will scale up, so that the content is still challenging. It's all designed to make the player feel as if the world is alive and working, rather than something you proc by quest items. Thus, why Arenanet refers to these as "Dynamic Events".
Dungeons: Dungeons are 5man and all have two versions. A story-linked version, and an "explorable" version. The first time a player runs a dungeon, there will be a story there, something interesting to run through. If you enter it again, a harder version will await you. One that might make a little more sense as to why you're going back. Instead of "you've defeated the evil dragon lord and saved the town!" *re-enter* "Oh no! He's still alive and we were mysteriously never saved in the first place!".
Raiding: There is no end-game raiding content for large organized groups of players. Aka, "conventional raiding". Dynamic Events can hit a large amount of people, and are also public content, not private/instanced. Dungeons are 5man. Some of the reasoning behind this decision was no doubt the combat system and how to effectively make the most use out of it with game mechanics, but Arenanet has also stated that they didn't want to follow the usual trend with MMO's and raiding as it made no sense. Aka: Grind to max level using quests/dungeons/whatever, then after that only this newfangled "raiding" thing matters. It's like you're playing a different game the second you hit that raiding tier, whereas with GW2, they're keeping it the same game. The difficulty just goes up with your level.
Characters
All classes in GW2 do not have a set "role". There is no Tank, Healer, or DPS. The combat is designed to be much more fluid and free-flowing. Since the entire game is designed around balancing this combat effectively, battles designed to be difficult, will still be difficult. There's also no "Auto-attack", everything you do is a skill. There's a spam skill on a low cooldown, but it still functions differently than normal MMO AA's.
The #1 tip from Press-Beta attendees: Dodge! DODGE! DOOOOOOOODGE! Skills in GW2, including those used by enemies, generally come in the form of AoE or projectiles. You can dodge these. You should dodge these. You need to dodge these. If you don't, you will generally die and be a floormat. All characters have a baseline dodgeroll thing and a "stamina/recharge" bar attached to it's use. Utilizing this dodge effectively will be incredibly important, both for PvE and PvP. Arrows fired from other people using a bow? Can dodge 'em. If you fire your bow at an enemy who's moving perpendicular to you, be it player, boss, or even mostly-harmless rabbit, you can expect to miss.
These are the races of GW2: Human, Charr, Norn, Asura, Sylvari. There is a ton of information available about the races on the GW2 site
Guild membership is account wide, and you can add as many guilds as you like. You will be able to choose, at any time and on any character, which guild chat you are viewing and what guilds you are currently affiliated with.
PvP
This is coming mainly in the form of "World vs World vs World" (this is not to say conventional PvP will not exist). Three servers/worlds/shards/whatever all fight it out on an open-join battleground full of chokepoints, checkpoints, castles, rivers, etc. And these points don't just kind of "exist", they can be captured for the benefit of your server. These matches are made to be ridiculously huge. How huge? Huge. Yes, those extra zones you see are still all part of the same instance. Those portals in the first screenshot? Bam. There's bound to be a lot of videos up on Youtube of it already, (thus easy to search for). If you want to watch some gameplay just kind of happen, there's twenty minutes of it going on in the background of this podcast.
These WvWvW matches won't just end after fifteen minutes of arena gameplay. These are consistent, long wars between three servers. After a set period of time (not minutes/hours probably, I'm thinking like, days/weeks?) the matchups will change and new sets of servers will fight it out.
quote arenanet
While inside the organized PvP area, all characters will be the same power level and will have access to the same equipment.
Underwater Breathing Mechanics are for Wusses
Okay so this I'm pretty hyped for after seeing the footage. Was skeptical at first, because really, how often is the underwater content for RPG's absolutely horrible and/or annoying? So, firstly I should mention there is no breathing mechanic or anything that makes underwater combat a chore. That stuff nobody likes about underwater levels in any game forever? Arenanet figured we didn't want it. Which is good, since we all loathe that stuff. That's not to say there aren't any new challenges however.
So when you go underwater, some foam and bubbles will hit your screen and your skillset will completely change. Ranged weapons turn into things like Harpoon guns, magical weapons into Tridents. Skills that may have just rooted or slowed enemies on the ground, may do something completely different if they're even there at all. Skills that are able to be used underwater are designed specifically for use there, you won't be trying to make a round peg fit in a square hole.
This is a look at underwater combat, as well as a "peek" at an underwater dungeon. Yes, those exist. There's even a boss fight and a weapon that SUMMONS SHARKS TO DO YOUR BIDDING.
Need I say again, SHARKS!
Platformers, in my MMO?
It's more likely than you think.
Rift did this to an extent, but GW2 is just taking this into a way awesome direction. 3D Platforming, complete with instant death. These are not something you're really led to by anything (or are required to do), Arenanet labels them as "Secrets". Things you have to go out of your way to find, go out an explore, etc etc. While they are not required for anything because of this, they are really fun, and I'm sure exploring to try and find these will also be pretty interesting for people who fancy themselves explorers.
I was planning on pre-ordering anyway, but when I heard about the headstart and beta access I let out a girl-ish squeal of delight.
Hardest thing about playing the beta for me, will definitely be getting not attached to my character or trying for progression. Since there's a defined headstart (and it's a beta), I doubt anything will carry over to live servers. And I'd like to have that special kind of "Day 1 fun" when the game does come out.
Wouldn't Gamestop give you a Beta code come April 10th? Seems like they would fall under "select retailers".
From the game's FAQ:
quote
How does physical Pre-Purchase work?
Physical Pre-Purchase for Guild Wars 2 is only available at select retailers. The details of how this will work will differ slightly depending on which edition customers purchase and where they purchase it.
Standard Edition (North America)—Customers will buy the Standard Edition Pre-Purchase box and receive a Pre-Purchase serial code. They will then go to https://register.guildwars2.com and follow the on-screen instructions to create a Guild Wars 2 account and apply the serial code, which will give them access to Beta Weekend Events, the Hero's Band digital item, and three-day Headstart Access to the final game. When Guild Wars 2 launches, customers will need to return to the retailer with proof of purchase to receive the full Standard Edition box and retail serial code. They will need to apply this retail serial code to their Guild Wars 2 account within five days to continue playing without interruption. Standard Edition (Europe)—Customers will buy the Standard Edition Pre-Purchase box and receive their serial code. This is the only serial code customers will receive and will grant access to the Beta Weekend Events, three-day Headstart Access, the Hero's Band digital item, and full access to the final live game. Customers will not need to return to retail to receive another serial code. Collector's Edition (North America and Europe)—Customers will buy the Collector's Edition Pre-Purchase box and receive a Pre-Purchase serial code. They will then go to https://register.guildwars2.com and follow the on-screen instructions to create a Guild Wars 2 account and apply the serial code, which will give them access to Beta Weekend Events and three-day Headstart Access to the final game. When Guild Wars 2 launches, customers will need to return to their retailer with proof of purchase to receive the full Collector's Edition box with physical items and retail serial code. They will need to apply this retail serial code to their Guild Wars 2 account within five days to continue playing without interruption.
Oh, hmmm. I suppose I blew past that portion, lol. Thought it would digital-purchase only. Oh well. I'd rather not have to go wait to get my copy, anyway. I am perfectly fine not having to leave my house in the middle of the night, I think.
Yes. To play from North America you must purchase a North American copy of the game. To play from Europe you must purchase a European copy of the game. Note that this restriction impacts where you can play from, not which game worlds you can choose to play on.
By purchasing the correct copy of the game, you're supporting the game in your country, and you'll be connecting to your local data center, using your local customer support team, and downloading the correct language support for your country.
~RB2
quote
Here are some answers and clarifications for you! First, if you purchase the game from https://buy.guildwars2.com/ you'll automatically be sorted into the right region.
And don't worry -- we want you to play with your friends wherever you are. This policy only affects where you can login from -- not which worlds you can access. People from NA will be able to play with people from EU at launch. We've got two datacenters -- one in NA and one in EU. Those who do not fall into either of those two regions will default to the NA datacenter.
Finally, we are aware that a lot of our players travel, and we are looking into a solution for you.
This picture (is huge) displays the controls for the game, as well as what classes can use what weapons. It's already available, but I figure it isn't here yet, so might as well.
Does anyone know where I can find some more in depth pvp information about this game? I've searched around a bit but I haven't been able to find some solid information other than 5v5 and world vs world.