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Topic: Guild Wars 2 (Read 713314 times)
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PalmTrees
Terracotta Army
Posts: 394
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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?
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pxib
Terracotta Army
Posts: 4701
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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.
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if at last you do succeed, never try again
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Merusk
Terracotta Army
Posts: 27449
Badge Whore
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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.
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The past cannot be changed. The future is yet within your power.
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Azazel
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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!  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! 
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Megrim
Terracotta Army
Posts: 2512
Whenever an opponent discards a card, Megrim deals 2 damage to that player.
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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?
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One must bow to offer aid to a fallen man - The Tao of Shinsei.
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Lantyssa
Terracotta Army
Posts: 20848
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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.
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Hahahaha! I'm really good at this!
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Modern Angel
Terracotta Army
Posts: 3553
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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.
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pxib
Terracotta Army
Posts: 4701
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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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if at last you do succeed, never try again
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DLRiley
Terracotta Army
Posts: 1982
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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.
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Megrim
Terracotta Army
Posts: 2512
Whenever an opponent discards a card, Megrim deals 2 damage to that player.
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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.
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One must bow to offer aid to a fallen man - The Tao of Shinsei.
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ezrast
Terracotta Army
Posts: 2125
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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.
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DLRiley
Terracotta Army
Posts: 1982
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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.
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Zzulo
Terracotta Army
Posts: 290
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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: 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.(
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« Last Edit: May 03, 2010, 07:23:06 AM by Zzulo »
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Nebu
Terracotta Army
Posts: 17613
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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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"Always do what is right. It will gratify half of mankind and astound the other."
- Mark Twain
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UnSub
Contributor
Posts: 8064
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I think it was revealed on the last page that there will be jumping.
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Draegan
Terracotta Army
Posts: 10043
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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.
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Ingmar
Terracotta Army
Posts: 19280
Auto Assault Affectionado
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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!  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.
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The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
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Zzulo
Terracotta Army
Posts: 290
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I like the new races. First time I've seen cat people that don't look too ridiculous
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Lantyssa
Terracotta Army
Posts: 20848
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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.
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Hahahaha! I'm really good at this!
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Megrim
Terracotta Army
Posts: 2512
Whenever an opponent discards a card, Megrim deals 2 damage to that player.
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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.
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One must bow to offer aid to a fallen man - The Tao of Shinsei.
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Ingmar
Terracotta Army
Posts: 19280
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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  dwarves, but I find them a little out of context there honestly.
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The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
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Zzulo
Terracotta Army
Posts: 290
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More models! Now, monsters:
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Furiously
Terracotta Army
Posts: 7199
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And was that Vrex from Mass Effect?
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Stormwaltz
Terracotta Army
Posts: 2918
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And was that Vrex from Mass Effect? Mordin's the amphibian. Wrex is a lizard.
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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
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Threash
Terracotta Army
Posts: 9171
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There was jumping on the first video posted in like the first page of the thread :P
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I am the .00000001428%
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Zzulo
Terracotta Army
Posts: 290
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Draegan
Terracotta Army
Posts: 10043
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That sounds sexy. I hope they're right and it doesn't come off hokey and contrived.
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Slayerik
Terracotta Army
Posts: 4868
Victim: Sirius Maximus
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Well, I like the direction they are going. Hope they pull it off, this is a rare title that I have hope for.
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"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
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Malakili
Terracotta Army
Posts: 10596
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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.
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Zzulo
Terracotta Army
Posts: 290
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« Last Edit: May 12, 2010, 12:55:46 PM by Zzulo »
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Jamiko
Terracotta Army
Posts: 364
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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.
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Stormwaltz
Terracotta Army
Posts: 2918
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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.
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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
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HaemishM
Staff Emeritus
Posts: 42666
the Confederate flag underneath the stone in my class ring
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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.
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Ingmar
Terracotta Army
Posts: 19280
Auto Assault Affectionado
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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.
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The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
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