MapMan said:Tombs of Primeval Kings(What is it called now?).
I suspect you mean Heroes' Ascent.
It's been supershit for a longer while now.
MapMan said:Tombs of Primeval Kings(What is it called now?).
Tycn said:No secondary professions, no body blocking, 10 skill bar, mandatory skills (every build has to have a healing skill? eat a dick please), a gazillion different weapon types, no deep wound. PvP already sounds more than fucked and they've openly admitted they aim to pander to casuals.
SerratedBiz said:Tycn said:No secondary professions, no body blocking, 10 skill bar, mandatory skills (every build has to have a healing skill? eat a dick please), a gazillion different weapon types, no deep wound. PvP already sounds more than fucked and they've openly admitted they aim to pander to casuals.
wut? Where'd you read all this?
Because of many issues with collision in a persistent world, players will not be able to collide with one another in Guild Wars 2
Q: Given how you want to encourage build experimentation, will there be an easy way to save and load build information in Guild Wars 2?
Eric: This is an issue that we’re looking at, but it isn’t as simple as it might seem. We don’t want to encourage people to feel that the way they need to play is to constantly switch their builds. That’s a pretty advanced sort of mentality and we can’t balance our game around it.
A character will have a total of 10 skill slots, five of which are weapon and profession dependent and can only be changed by switching to a different type of weapon. The other five are dependent on profession and race and can be changed by the player whenever out of combat, with one skill being reserved for healing, and one for an elite. The goal of this change is to give more options for truly viable builds than Guild Wars allowed while at the same time decreasing the potential for less useful skill combinations (like bringing Gash without a skill that causes Bleeding).
I don't think it will be a problem IF they implement the classes well. Hopefully not everybody gets a superawesome heal spell and you end up with tank-mages. They do have a point that you NEED a healer for a team, and thus a monk, whereas for the other roles there are many classes that can fill them, not just one for each role.MapMan said:I'm really trying to stay optimistic. For now, the thing that bothers me the most is the lack of dedicated healing class. But maybe thats what they mean by a class that can heal and do damage as well, like Monk in GW1? I wan't GvG and always ongoing tournament like Heroes Ascent. Those 4v4 arenas were nice as well. Damn it.
Energy regenerates slowly on its own, however, all players have a potion button attached to their energy bar. Drinking a potion returns energy and puts this button into recharge. Out of combat, this recharge is short. During combat, the potions recharge slower, allowing us to reward skilled play and balance difficult encounters against a finite resource pool, so that challenging bosses can’t simply be defeated by bringing more defensive and healing skills. Energy potions are the only kind of consumable that is usable in combat.
Since I know it is the first follow up question, we aren’t talking about PvP yet, but there will be interesting energy dynamics in PvP, but we will not force players to buy and pound potions to be competitive. Potions are not very expensive, they refill a significant portion of your energy pool and they will also drop off of mobs.
Also the second question, what about energy management and energy denial skills? Energy as a long term resource does mean that energy management is no longer a direct mechanic in the game. However, we recognize the strategy implications of this decision and there are other mechanics in the game that replace these elements and play style in a way that makes sense for the new game we are making.
"Very easy" compared to other mmos. Too lazy to find the link, too, but IIRC they wanted the same playtime invested for levelling from 1 to 2 as for 79 to 80. But that doesn't say how long it takes from 1 to 2 on average. And keep in mind that levelling was very fast in the GW1 expansions, too. You'd typically be level 16 - 20 when leaving the noob-areas.Mangoose said:Edit: Okay, really sleepy so I'm too lazy to find the link again, but I just read in an interview that they're making it very easy to get to level cap. Which... I don't know about that. They are assuming that people will want to replay with a bunch of alts to try out the personal instancing C&C stuff, but this seems to be quite opposite of their goal to make a populated, more "immersive" persistent world.
Sure you can. But it's "Sylvan" and "leaf-mail bikini"But can I be a sexy elf in a hot chain-mail bikini!?!?!?
I agree, ArenaNet made a mmo which was great from the very beginning and I see why they couldn't do it again. It's only logical that something we like will be removed, it's good as long they make something even better to replace that.I think it's still viable to take a wait-and-see approach, and not dismiss it yet.
No, it's a different interview I'm talking about, from yesterday:Shannow said:"Very easy" compared to other mmos. Too lazy to find the link, too, but IIRC they wanted the same playtime invested for levelling from 1 to 2 as for 79 to 80.
So the biggest thing is that we don't want the experience part to be the driving force on how long it's going to take to play the game. The content that is around should be enjoyable, so however long it takes you to play it to have an enjoyable time is probably how we're thinking it should be like. It's going to take quite a short time to reach the cap.
Also it's going to have a lot of re-playability value. Even now in just this demo you can play the same character, the same race and experience several different stories each time, including quests by playing it over and over.
And it's also something against our grinding philosophy for it to take a really long time to level a character to it's max level. We want you to level up a character in a reasonable amount of time and we want you to play more characters and experience the story over and over again if you want to. And we can have you play the endgame content and different things like that. Those are the things that you should be able to do. We want you to enjoy the game as you play through it and not be stuck in some long leveling treadmill.
Sorry, I meant just having a non-instanced world that everybody plays in, with some persistent elements. If everybody hits level cap quickly and then rerolls then it's kinda blah.And "persistent" worlds are the very opposite of immersive. "Dynamic" worlds are immersive. And that's what they are going for. Although I still don't see how that can work.
That wasn't "against" you. I know they call it persistent world. It's still stupid As for levelling, it's GW. Since after Prophesies you hit the cap quickly. But there was still quite a lot to do and to "gain" after capping.Mangoose said:Sorry, I meant just having a non-instanced world that everybody plays in, with some persistent elements. If everybody hits level cap quickly and then rerolls then it's kinda blah.And "persistent" worlds are the very opposite of immersive. "Dynamic" worlds are immersive. And that's what they are going for. Although I still don't see how that can work.
I agree and I always saw the fast levelling as a weakness in GW, but as I mentioned above, it's not as if the game is suddenly over after reaching the cap.What I mean is, I don't mind having a long leveling process as long as the journey is fun. I want to be able to have fun with the same character and keep improving him, rather than just hit the level cap and then restart.
I think that's good. No holy trinity/tank 'n spank/nuker, healer, tank. And like all classes in GW1, classes in GW2 will have support skills and self-heal.MapMan said:I'm really trying to stay optimistic.