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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  Guild Wars 2  |  Topic: Guild Wars 2 0 Members and 2 Guests are viewing this topic.
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Author Topic: Guild Wars 2  (Read 713114 times)
PalmTrees
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Reply #280 on: April 30, 2010, 02:43:49 PM

Is it just me of does her belly button look too far up? Other than that looks nice.

I never played GW, can you expect alot of clothing options or is it one of those every lvl 20 mage wears the same robe type of games?
pxib
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Reply #281 on: April 30, 2010, 03:45:16 PM

I never played GW, can you expect alot of clothing options or is it one of those every lvl 20 mage wears the same robe type of games?
In the final iterations of the original GW, armor was almost entirely cosmetic with unusual costumes being rewards for challenging tasks or discovered by accessing new areas. Then the costume parts could be mixed, matched, and dyed to whatever your tastes required. My monk had tattoos (a clothing option) on his head, lower arms, and lower legs... and then wore torso and upper leg pieces from different sets that I thought looked good together. Stat and ability enhancements (as well as protective wards) came from "runes" and "glyphs" attached to the clothing items separately.

Generally no two players looked exactly the same.

if at last you do succeed, never try again
Merusk
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Reply #282 on: April 30, 2010, 03:53:56 PM

Is it just me of does her belly button look too far up? Other than that looks nice.

It only looks that way because with a waistline that low you know they're going the full Brazilian.

The past cannot be changed. The future is yet within your power.
Azazel
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Reply #283 on: April 30, 2010, 04:38:12 PM

As another left-handed person, you people are crazy. Just use a right handed mouse with your right hand, it isn't hard! It isn't like it is a pair of scissors!  Oh ho ho ho. Reallllly?

I'm a leftie. I use scissors with my right hand, mouse with my right hand, scalpel with either, depending on the task. Harden the fuck up!

 awesome, for real

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Megrim
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Reply #284 on: May 02, 2010, 06:53:41 AM

Am i right in reading the skill system when i understand it as - five abilities keyed to weapon, five left to customize, with one being reserved for a healing ability and one reserved for shiny magical explodey things. That leaves only three for actual 'customization'? Isn't that a little low?

One must bow to offer aid to a fallen man - The Tao of Shinsei.
Lantyssa
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Reply #285 on: May 02, 2010, 07:36:54 AM

You can choose which weapons to use!

Yeah, it is to me unless you can customize those weapon-specific slots, too.  I'd much rather two or three weapon-specific while it lets me pick the rest.  As-is, depending upon key mapping, I'll make as many of those as I can passives or rarely-used utility skills.

Hahahaha!  I'm really good at this!
Modern Angel
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Reply #286 on: May 02, 2010, 07:52:18 AM

It sounds to me like you'll be able to choose from a pretty decent list of weapon specific skills. So you'd have a list of Warrior Sword skills, of which five can be active, and a list of Monk Sword skills, of which five can be active, etc. I *really* don't get the impression that it's like five skills permalocked to your hotbar.
pxib
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Reply #287 on: May 02, 2010, 08:25:27 AM

Am i right in reading the skill system when i understand it as - five abilities keyed to weapon, five left to customize, with one being reserved for a healing ability and one reserved for shiny magical explodey things. That leaves only three for actual 'customization'? Isn't that a little low?
There will be multiple "healing" abilities with different effects and purposes. Ditto elites and, I wouldn't be surprised if there are a lot more skills available with any particular weapon/profession combo than you can slot at one time.

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DLRiley
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Reply #288 on: May 02, 2010, 12:26:51 PM

My guess is that the weapon skills are un-customizable, the idea is that the player can not make a dumb decision even if he tries hard. All classes will be able to equip 2 types of mains while some classes came equip multiple mains. Your offhand weapons account for 2 slots out of the 5 weapon slots. They have posted before that guild wars 2 will have signicantly less skills to choose from than guild wars 1.
Megrim
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Reply #289 on: May 02, 2010, 05:29:36 PM

You can choose which weapons to use!

Yeah, it is to me unless you can customize those weapon-specific slots, too.  I'd much rather two or three weapon-specific while it lets me pick the rest.  As-is, depending upon key mapping, I'll make as many of those as I can passives or rarely-used utility skills.

Am i right in reading the skill system when i understand it as - five abilities keyed to weapon, five left to customize, with one being reserved for a healing ability and one reserved for shiny magical explodey things. That leaves only three for actual 'customization'? Isn't that a little low?
There will be multiple "healing" abilities with different effects and purposes. Ditto elites and, I wouldn't be surprised if there are a lot more skills available with any particular weapon/profession combo than you can slot at one time.

Hm, we'll see how it works out i guess. I _hope_ that it's not a permalocked thing though.

One must bow to offer aid to a fallen man - The Tao of Shinsei.
ezrast
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Reply #290 on: May 02, 2010, 06:02:33 PM

It's worth noting that the restrictions may well serve to increase the skill required to play, not lower it. Forcing everybody to take exactly one healing skill (for example) will force people to coordinate their healing, rather than one person playing health bar whack-a-mole while the rest faceroll their ten different variants of fireball.
DLRiley
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Reply #291 on: May 02, 2010, 10:15:46 PM

It's worth noting that the restrictions may well serve to increase the skill required to play, not lower it. Forcing everybody to take exactly one healing skill (for example) will force people to coordinate their healing, rather than one person playing health bar whack-a-mole while the rest faceroll their ten different variants of fireball.

I see someone hasn't made it past Random Arena's.
Zzulo
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Reply #292 on: May 03, 2010, 05:20:04 AM

Tentonhammer comes out with some new info They address some of the issues you guys discussed concerning the new supposed simplicity of the combat.


Summary for the lazy:
Quote
Eric Flannum addresses the new skill system, particularly concerns about it limiting creativity. Says it will be easier to maintain balance, will act as a safety net for new players, but allows for a lot of flexibility at the higher end of play. Low end builds should always at least be functional.

He also described a scenario where Izzy leapt behind someone and pushed them off a cliff with a skill called 'Stomp', illustrating how fast paced and interesting the combat is. There's still a lot of strategy for players to learn, despite the supposedly simplified system.

Hammers home the point by saying there are literally millions of possible elementalist builds in GW2.

Moves on to classes. Mentions that the warrior class has already been confirmed in other interviews, but may have some changes/upgrades. They want the same reaction that the Elementalist received when it was unveiled.

Moves on again to talking about the non-traditional tank system in Guild Wars, where it's not limited to heavily armored classes or even encouraged as a strategy at all. "Holy Trinity" builds were not a feature of GW1, and will not be a feature of GW2.

Chris Lye fields some questions about marketing, says they are ready to 'take the gloves off'. If you're going to conventions this summer they might have something for you... very cryptic.(
« Last Edit: May 03, 2010, 07:23:06 AM by Zzulo »
Nebu
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Reply #293 on: May 03, 2010, 08:00:55 AM

Quote
Eric Flannum addresses the new skill system, particularly concerns about it limiting creativity. Says it will be easier to maintain balance, will act as a safety net for new players, but allows for a lot of flexibility at the higher end of play. Low end builds should always at least be functional.

He also described a scenario where Izzy leapt behind someone and pushed them off a cliff with a skill called 'Stomp', illustrating how fast paced and interesting the combat is. There's still a lot of strategy for players to learn, despite the supposedly simplified system.

Holy crap... does this mean we'll be able to jump in GW 2?  That alone might get me to buy the box.

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UnSub
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Reply #294 on: May 03, 2010, 08:07:28 AM

I think it was revealed on the last page that there will be jumping.

Draegan
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Reply #295 on: May 03, 2010, 08:10:37 AM

The jumping thing has actually been known for a while I think.  This is the one game I'm pretty excited about to learn more of.  I'll have a long wait though to finally get my hands on it.
Ingmar
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Reply #296 on: May 03, 2010, 11:47:44 AM

Quote
Eric Flannum addresses the new skill system, particularly concerns about it limiting creativity. Says it will be easier to maintain balance, will act as a safety net for new players, but allows for a lot of flexibility at the higher end of play. Low end builds should always at least be functional.

He also described a scenario where Izzy leapt behind someone and pushed them off a cliff with a skill called 'Stomp', illustrating how fast paced and interesting the combat is. There's still a lot of strategy for players to learn, despite the supposedly simplified system.

Holy crap... does this mean we'll be able to jump in GW 2?  That alone might get me to buy the box.

I like how you read that and got excited about jumping with out the Tor Anroc danger klaxons going off in your head!  why so serious?

Very excited for this game, the only thing I'm unthrilled about personally is the new races. I liked it better when everyone was human.

The Transcendent One: AH... THE ROGUE CONSTRUCT.
Nordom: Sense of closure: imminent.
Zzulo
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Reply #297 on: May 03, 2010, 11:52:48 AM

I like the new races. First time I've seen cat people that don't look too ridiculous
Lantyssa
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Reply #298 on: May 03, 2010, 12:51:26 PM

Very excited for this game, the only thing I'm unthrilled about personally is the new races. I liked it better when everyone was human.
If it makes you feel better, I'm just a nine foot tall human.  And a human that likes to cosplay as a plant.  And a nine foot tall human in a cat suit.

Also I think you'd play a dwarf if it were an option.

Hahahaha!  I'm really good at this!
Megrim
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Reply #299 on: May 03, 2010, 04:20:35 PM

Very excited for this game, the only thing I'm unthrilled about personally is the new races. I liked it better when everyone was human.
If it makes you feel better, I'm just a nine foot tall human.  And a human that likes to cosplay as a plant.  And a nine foot tall human in a cat suit.

Also I think you'd play a dwarf if it were an option.

ANGRY cat suit.

One must bow to offer aid to a fallen man - The Tao of Shinsei.
Ingmar
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Reply #300 on: May 03, 2010, 04:40:14 PM

Very excited for this game, the only thing I'm unthrilled about personally is the new races. I liked it better when everyone was human.
If it makes you feel better, I'm just a nine foot tall human.  And a human that likes to cosplay as a plant.  And a nine foot tall human in a cat suit.

Also I think you'd play a dwarf if it were an option.

Actually probably not in that game. I actually found it pretty jarring that in a game that spends so much effort on unique creature design in almost every other area, that there were standard fantasy issue dwarves sitting right in the middle of it. I do  Heart dwarves, but I find them a little out of context there honestly.

The Transcendent One: AH... THE ROGUE CONSTRUCT.
Nordom: Sense of closure: imminent.
Zzulo
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Reply #301 on: May 05, 2010, 03:52:59 AM

More models! Now, monsters:




Tearofsoul
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Reply #302 on: May 05, 2010, 03:55:46 AM

Guk ?  awesome, for real
Furiously
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Reply #303 on: May 05, 2010, 06:25:49 PM

And was that Vrex from Mass Effect?

Stormwaltz
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Reply #304 on: May 05, 2010, 10:09:44 PM

And was that Vrex from Mass Effect?

Mordin's the amphibian. Wrex is a lizard.

Nothing in this post represents the views of my current or previous employers.

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Threash
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Reply #305 on: May 06, 2010, 03:01:43 PM

There was jumping on the first video posted in like the first page of the thread :P

I am the .00000001428%
Zzulo
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Reply #306 on: May 12, 2010, 11:07:19 AM

New info released today, with some neat screenshots:


Article on the Dynamic Event system:
http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/

Screens:
Draegan
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Reply #307 on: May 12, 2010, 11:30:21 AM

That sounds sexy.  I hope they're right and it doesn't come off hokey and contrived.
Slayerik
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Reply #308 on: May 12, 2010, 11:45:40 AM

Well, I like the direction they are going. Hope they pull it off, this is a rare title that I have hope for.

"I have more qualifications than Jesus and earn more than this whole board put together.  My ego is huge and my modesty non-existant." -Ironwood
Malakili
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Reply #309 on: May 12, 2010, 12:29:12 PM

New info released today, with some neat screenshots:


Article on the Dynamic Event system:
http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/


They talk a good game, but they are setting the bar pretty high.  Though, if they pull it off, it really might change the genre, which isn't something I thought I'd be saying about Guild Wars 2.
Zzulo
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Reply #310 on: May 12, 2010, 12:32:53 PM

Honestly, it sounds  too good to be true. So it probably is.

Can't help to look forward to it, though.

[€dit] More articles on the subject of dynamic content:

http://www.eurogamer.net/articles/guild-wars-2-dynamic-events-interview?page=1
http://pc.ign.com/articles/108/1089082p1.html
« Last Edit: May 12, 2010, 12:55:46 PM by Zzulo »
Jamiko
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Reply #311 on: May 12, 2010, 01:12:24 PM

I'm expecting that the players will still drill it down to finding out which series of "dynamic" events gives the most bang for the buck reward and spend all their time gaming the system and ruining any sort of dynamic feel that may be intended. It sounds great but I can still see a lot of possible problems. Hopefully they are planning for these sorts of things and have some solutions in store.
Stormwaltz
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Reply #312 on: May 12, 2010, 01:16:43 PM


This is essentially what I wanted to do for Ninth Domain back in 2002, with the addition of having procedurally-generated worlds/zones that would periodically open and close (endless new frontiers for the explorers). We didn't have the resources to do it - we were small, poor startup. Arena Net has the resources and ambition, though I predict the events will either not be as spectacular as their examples, or will be rife with exploitable/griefable edge cases.

Nothing in this post represents the views of my current or previous employers.

"Isn't that just like an elf? Brings a spell to a gun fight."

"Sci-Fi writers don't invent the future, they market it."
- Henry Cobb
HaemishM
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Reply #313 on: May 12, 2010, 01:27:38 PM

Wish had something similar in the early parts of its alpha. The dragon would come out periodically to attack the village, and fly around breathing fire. It just didn't actually effect anything. It was cool as hell to watch before I went back to taming my 15th goat.

Ingmar
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Reply #314 on: May 12, 2010, 01:35:22 PM


This is essentially what I wanted to do for Ninth Domain back in 2002, with the addition of having procedurally-generated worlds/zones that would periodically open and close (endless new frontiers for the explorers). We didn't have the resources to do it - we were small, poor startup. Arena Net has the resources and ambition, though I predict the events will either not be as spectacular as their examples, or will be rife with exploitable/griefable edge cases.

The bit about letting out the cosmic terror that then runs around attacking shipping lanes definitely set off my potential-griefing radar.

The Transcendent One: AH... THE ROGUE CONSTRUCT.
Nordom: Sense of closure: imminent.
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