In higher level zones the events become more complex in nature, until, in the level 70 through 80 areas, you get zone-wide stories culminating in thrilling climactic encounters in ominous coral-lined battlegrounds. Instead, when something happens, you just show up and play. There’s no waiting around for a group that’s already engaged the enemy to finish up so you can beat up the mob when it respawns. You don’t have to group up and make sure everyone’s on the same step. There are no hoops to jump through to participate in an event. While the initial event goals may not be especially memorable, they effectively bind your cause to everyone else’s and set the tone for the rest of the experience. They activate in every zone regularly, and at low levels involve kill, escort or collection tasks. These events serve as Guild Wars 2’s primary form of quests. Events are often linked, so what begins as a simple kill quest could eventually turn into a full-on centaur invasion of an otherwise peaceful township, making each task more exciting because it could be lead to some sinister and undiscovered threat. More than serving as simply another bit of busywork, the events fill out the fiction of each zone, requiring those present to do things like aid Asuran scientists in a fight against colossal fiery destroyers in a volcano’s superheated stomach or defend a drowsy mountainside shack from rampaging steam-powered creatures. There are no long lines to wait in, no cliques of high level players lording their seniority over the rest, no wristbands required to see the most interesting stuff, everyone can easily take part in the cyclical, world-spanning party.Īnyone who’s played Warhammer Online: Age of Reckoning and Rift should be familiar with the idea of public questing, which ArenaNet utilizes to achieve spectacular effects in Guild Wars 2. Like Turbine’s The Lord of the Rings Online, Guild Wars 2 establishes a friendly, inviting atmosphere by setting everyone on the same path to vanquish a seemingly invincible evil, and effectively removes many of the genre’s tedious restrictions on cooperation. There’s no global player versus player combat in main zones where you’ll level up to the 80 cap. In Guild Wars 2, ArenaNet builds these events into every single zone, teasing you to explore by instilling a sense that despite Tyria’s colossal size, another surprise isn’t far away. You join in, and though all possibility for any real coordination is lost in the frenzy, a sense of community, of belonging, solidifies as everyone strives to destroy a shared target. Crowds crush together, jumping around and blasting spells and swinging huge weapons. (Although some people might want to do that.You expect to see only fields of grazing deer and idle monsters but when you turn the corner, there’s chaos.
#Guild wars 2 free restricitons upgrade#
So you can either use the account key to create a new account with the base game + the expansion/s you purchased, or you can use it to upgrade a free account which also means you're not starting over from scratch.
It might be possible to find an old copy of the base game sold somewhere, but it will probably cost the same as PoF/HoT or maybe even more (I know there's some very optimistic Amazon sellers out there).īasically a paid version of the base game comes bundled with each expansion.
Not only does it work, this is the only practical way to remove the f2p restrictions. Let's say if you decide to play gw2 on a f2p account and you decide you really really like the game and buy either hot or PoF does your f2p account for core gw2 also get upgraded to the non f2p account with all functions a core gw2 account has? (way back when gw2 was buy to play and doesnt have the restrictions that f2p have.) thanks, really curious about this. Said:I have a question since you guys and gals bring up all these differences between f2p and non f2p core gw2 account.