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The Guild Wars 2 Thread

Shannow

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Tycn said:
Shannow said:
(trivia: attacking from behind with melee gives bonuses in GW1, too.)
Not true. Attacking a moving target gives automatic criticals but that's about it.
If they didn't change anything attacking from behind removed the targets armor bonus from shields and extra armor giving staffs etc. At least, perhaps with an added chance for criticals.
But it's very long since I read that (and noticed it in PvP when playing my warrior)... and I cannot find confirmation online :/
So I might be wrong. (But I don't think so ;))
 

Angthoron

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PaX 2011 footage (low quality): http://www.youtube.com/watch?v=uTJn1C0jSg4 - second video linked to it.

Some of the things mentioned, vidya 1:

- staying underwater will be indefinite, no breath bar being drained.
- every enemy in the game will have one or more items Thief will be able to steal and use against them in combat
- three factions to join, mutually exclusive, changing the storyline the player will experience.
 

Mystary!

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Beeing underwater, sounds fun, but atleast it could require a aqualung potion or something before being able to breath underwater.

Are the players tweaked? They seem to kill things in a matter of seconds or maybe its just the thief being overpowered...
Anyway, the guardian game plays looks really good in these vids. Reminds me a little of the mesmer, shield of deflection hurting whoever is shooting at it etc.
 

Angthoron

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I didn't feel it was a matter of seconds personally, some fights in previous videos actually take way too long. Vid 3 in my link has 3 or 4 players actively ganking everything, so health pools are bound to deplete faster, and when they go for the elite (veteran), it takes a fairly long time to take down.

Some of the mobs in Vid 3 are low on health, too, when the Thief opens fire on them. The cannon went down too fast though, but it's a matter of some tweaking.


I have to say though that I wonder if the thief will be able to use sword/sword setup. I know this is close to the "Can we walk?" question, but I rather happen to like swords and Thief gameplay could really permit for some spectacular swordplay.
 

Angthoron

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Oh, I intend to. Warrior is neat, just that they've not been shown off much recently.
 

made

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Just had a look at that wiki. Some of the stuff they've planned for the professions sound pretty interesting, I wonder how much of it will make it into the actual game. Might even end up playing this. A MMO without some of the usual trappings of MMOs could be sweet.
 

Angthoron

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The claim of "GW2 won't have quests" made me wonder if the presenter mis-spoke. Did he mean that there won't be quests at all, or that they'll call them "missions" instead, or that the quests won't be implemented in the usual manner?

Annie, could you clarify this for us? Are there quests? The Norn intro suggests that there are.
 

Shannow

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He meant: You don't click !s, accept the quest, follow the quest-marker, kill stuuf, return to claim your reward. Everything is via encounters in the environment. Rewards are automatic + special guys where you can turn in karma.

What I think he forgot, is to mention the story quest. Pretty sure you'll have to talk to npcs for that.
 

Angthoron

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Shannow said:
He meant: You don't click !s, accept the quest, follow the quest-marker, kill stuuf, return to claim your reward. Everything is via encounters in the environment. Rewards are automatic + special guys where you can turn in karma.

What I think he forgot, is to mention the story quest. Pretty sure you'll have to talk to npcs for that.

Yeah, that was more or less what I thought the case was, the guy really should've expanded more on that. Still, would be nice to hear more on the way questing, story and open events are structured and things of that nature.
 

Mangoose

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made said:
A MMO without some of the usual trappings of MMOs could be sweet.
Honestly I was thinking a lot of these mechanics are not only interesting MMO mechanics, but would be good in a single player (sandbox) game too. Environmental weapons, cross-profession combos, NPCs invading cities procedurally, to name my favorites.
 

Shannow

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I'm not quite sure about the scaling of events. I don't mind "scale by number" (in contrast to scale by level, which I hate) but the implementation needs to be balanced.
What if two guys went through most of the event, are on the last boss and a group of 3 enters the event area? Does the boss instantly get buffed? What if the 3 new players don't really know what to do/don't engage for various reasons? The buffed boss might be too much for the two first players to manage.
What if the 3 new players simply help finishing off the las 20% of the bosses health? Do they get the same karma reward?
Noob areas need to be very easy and perhaps scale less than high level areas. Noobs won't play well. Won't play well together. An experienced group might use all cross-class synergies and combos. Focussing on the same target and use positioning to its maximum effect. While noobs just attack the nearest enemy...
 

Berekän

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I think it has been said that rewards in events scale to the participation of the players involved in it, so if you come in the last second you will likely get nothing. I couldn't point you where I read this, though.

EDIT: The answer's in the wiki
 
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Shannow said:
http://www.tentonhammer.com/gw2/features/ten-pax-east-details

Some interesting stuff. Answers some of the questions about event scaling. Also seems to suggest a max lvl of 80.
Damn. 1000 different events and you also have to break them up to individual stages to see just how much questing there is to do. I read stuff they post on blog/news and quite frankly I'm very impressed so far. First MMO I'm looking forward to. Even if it's going to be action combat oriented I'm actually quite happy with that direction since I think it simply will fit online game like this better. Surely it will be more entertaining than wowlike standing in place and spamming skills. I also like that every class will be able to fill every role, will give players much more options, unlike (again) wowlikes where system is designed in such way that players are forced into one tactic, or should I say that it's handed to them on silver plate so they won't have to strain their brains? Anyway, looks promising, probably first day buy for me, well unless shit hits the fan along the way.
 

Mangoose

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Thanks for the article, Shannow.

This weekend I also learned that the attribute system is going to be changing again in the very near future. The core list of 4 attributes will remain intact (in other words, they won’t be adding in any new attributes to the current list), but the differences between them will represent a much more meaningful choice for players than the recently described iteration.
 

Shannow

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Mangoose said:
This weekend I also learned that the attribute system is going to be changing again in the very near future. The core list of 4 attributes will remain intact (in other words, they won’t be adding in any new attributes to the current list), but the differences between them will represent a much more meaningful choice for players than the recently described iteration.
Yeah, didn't really get that. Seems some people didn't like the attribute system in the other article. But to me every attribute already did something different and every attribute seemed interesting for every class.
Without reading the criticism (and knowing how the system will change again) I cannot understand the decision.

Oh, and necroes have been nerfed. Even before the game is released *g*
 

made

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JohnTheRevelator said:
wowlike standing in place and spamming skills
Eh, it's not quite that simple, at least if you play competitively. WoW already gave me CTS, now I hear GW2 is supposed to have more actiony and interactive combat - has me a bit worried. Maybe it'll be like AoC where you have dodging and active shields and whatnot but don't really have to use any of it in PvE.
 

Berekän

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Shannow said:
Mangoose said:
This weekend I also learned that the attribute system is going to be changing again in the very near future. The core list of 4 attributes will remain intact (in other words, they won’t be adding in any new attributes to the current list), but the differences between them will represent a much more meaningful choice for players than the recently described iteration.
Yeah, didn't really get that. Seems some people didn't like the attribute system in the other article. But to me every attribute already did something different and every attribute seemed interesting for every class.
Without reading the criticism (and knowing how the system will change again) I cannot understand the decision.

Oh, and necroes have been nerfed. Even before the game is released *g*

Well, it's always nice to see they're making major changes on the game listening to their gamerbase while the game is being developed, most of the developers wouldn't even care to change their schedule even with the beta testers feedback.
 

Mystary!

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If you look at the profession screen here, http://www.guildwars2.com/en/the-game/professions/ you can see the silouhettes from the two classes not yet revealed.
The left one looks like he's holding a three barrelled rifle. but maybe it's only my imagination, I've suspected that they would add a technological version of the ranger, heavy rifles, grenades and mechanized turrets maybe. Similar to the warhammer online engineer.
The other one i can't even begin to speculate about.
 

Mangoose

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Shannow said:
Mangoose said:
This weekend I also learned that the attribute system is going to be changing again in the very near future. The core list of 4 attributes will remain intact (in other words, they won’t be adding in any new attributes to the current list), but the differences between them will represent a much more meaningful choice for players than the recently described iteration.
Yeah, didn't really get that. Seems some people didn't like the attribute system in the other article. But to me every attribute already did something different and every attribute seemed interesting for every class.
Without reading the criticism (and knowing how the system will change again) I cannot understand the decision.
I'm assuming they simply have a better idea in mind.

The other class is very most probably the Mesmer. And hopefully it is true to speculation that it has a viable sword spec, which means that I can finally play the spellsword that I've been wanting to play in any fantasy game in forever.
 

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