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Old Aug 14, 2007, 09:20 PM // 21:20   #2141
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Any chance for a more interactive mode of combat, where the user can click for each strike, for example? If Age of Conan does it right next year, players will no longer be satisfied with click-and-watch.
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Old Aug 14, 2007, 09:36 PM // 21:36   #2142
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Quote:
Originally Posted by unsaved
Any chance for a more interactive mode of combat, where the user can click for each strike, for example? If Age of Conan does it right next year, players will no longer be satisfied with click-and-watch.
So if your using a fast attack profession like a sin you want to click for each strike?

/Notsigned

How about we keep the click to attack feature but allow you to click to centre the next attack to a certain area on the foe's body? Blows to the Body, head, etc
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Old Aug 14, 2007, 09:43 PM // 21:43   #2143
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Quote:
Originally Posted by unsaved
Any chance for a more interactive mode of combat, where the user can click for each strike, for example? If Age of Conan does it right next year, players will no longer be satisfied with click-and-watch.
I have been dying for this since I got into RPGs.


I have never been a fan of turn-based combat or "auto-attack combat". I don't think that belongs in gaming. To me, computer gaming is about real time. Turn based is for table games like Chess.

I think GW has always been bearable though, since the combat is rather fast paced, and if you play a Warrior, and you spam the attack keys, it "almost" feels like your on a real time frenzy.


But I agree with you sir. What Age of Conan, tries to do, is nothing short of incredible. The sword fighting looks poetic, beautiful and inspiring. Like a soul calibur online. Like it was designed by masters of Kendo and then translated into a game engine and snatched online.


Thats why I am waiting for Hellgate London. Its completely real time. Its much more PvE than PvP, but I cant wait for it. It's gonna rock.
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Old Aug 14, 2007, 09:56 PM // 21:56   #2144
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[QUOTE]
Quote:
Originally Posted by Lawnmower
I have been dying for this since I got into RPGs.
I have never been a fan of turn-based combat or "auto-attack combat". I don't think that belongs in gaming. To me, computer gaming is about real time. Turn based is for table games like Chess.

what you are asking for is a twitch shooter in a fantasy setting

go play a twitch every shot shooter and stop complaning here
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Old Aug 14, 2007, 10:00 PM // 22:00   #2145
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Quote:
Originally Posted by lucifer_uk
So if your using a fast attack profession like a sin you want to click for each strike?

/Notsigned

How about we keep the click to attack feature but allow you to click to centre the next attack to a certain area on the foe's body? Blows to the Body, head, etc
Good point. I would definitely like a game where I could aim at a throat and cause a throat injury if successful (though this would obviously involve much more work than just enhanced combat control). There are obviously many details to be taken care of to satisfy fairness, reflect attributes of the character as opposed to the player, mask out mouse and network performance differences, etc. I'm just saying that I would like combat to be more interactive than click-and-watch. Age of Conan is proving that these impediments can be overcome. I don't know how much this feature accounts for AoC's ungodly release delays.
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Old Aug 14, 2007, 10:26 PM // 22:26   #2146
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Originally Posted by unsaved
Good point. I would definitely like a game where I could aim at a throat and cause a throat injury if successful (though this would obviously involve much more work than just enhanced combat control). There are obviously many details to be taken care of to satisfy fairness, reflect attributes of the character as opposed to the player, mask out mouse and network performance differences, etc. I'm just saying that I would like combat to be more interactive than click-and-watch. Age of Conan is proving that these impediments can be overcome. I don't know how much this feature accounts for AoC's ungodly release delays.
If it is possible to code, it would be a cool feature for those who are looking for a more interactive battle system. Skills could auto map to attack certain areas, e.g. "A Body blow" Upper torso attack, "A Crippling attack" lower body attack, "A Concussion attack" head attack, etc
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Old Aug 15, 2007, 05:13 AM // 05:13   #2147
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Like many others, not happy with this information at all. Prolly won't buy GW2 because of this. I loved guild wars because of the level cap, and the campaigns. In my opinion it was like two games; A game with a campaign you can fully beat, and then a 2ndary game where u can play for a long time getting better items, better skills, and better eq. The level cap was also a great thing. Many people who play other games say that it limits the players capabilities; wrong. It balances the game, people focus on making better builds than getting the higher level. 100+ level cap, or no level cap? I'm looking to still keep a life, and with this new addition, I doubt you will be able to play competitively unless you match everyone elses levels.

Farewell GW, because after GW:EN, you are dead to me.
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Old Aug 15, 2007, 05:25 AM // 05:25   #2148
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Originally Posted by Lawnmower
I have been dying for this since I got into RPGs.
It's called Elder Scrolls and it's been around for years.

I personally like GW meshing of action and turn based, I hope they don't mess around with it too much for GW2.
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Old Aug 15, 2007, 05:28 AM // 05:28   #2149
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Ohhh. I totally forgot about this thread.
BTW, that magazine cover....that's why my friend quit Guild Wars.
He saw the cover and assumed Guild Wars 1 was cancelled and quit to play another game.
PC gamer should have reworded that cover.
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Old Aug 15, 2007, 05:34 AM // 05:34   #2150
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Originally Posted by Redfeather1975
Ohhh. I totally forgot about this thread.
BTW, that magazine cover....that's why my friend quit Guild Wars.
He saw the cover and assumed Guild Wars 1 was cancelled and quit to play another game.
PC gamer should have reworded that cover.
But they have to grab the reader's attention some how since the whole point of the cover is to spark someones interest in buying it.

On a side note I love how this thread keeps coming up ever couple of weeks now lol.
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Old Aug 15, 2007, 05:59 PM // 17:59   #2151
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Quote:
Originally Posted by lucifer_uk
If it is possible to code, it would be a cool feature for those who are looking for a more interactive battle system. Skills could auto map to attack certain areas, e.g. "A Body blow" Upper torso attack, "A Crippling attack" lower body attack, "A Concussion attack" head attack, etc
I hope I read this right because it is a great idea, always thought it was a bit strange that for [skill]crippling slash[/skill] to hit the oppenent in the head. If I use crippling slash it should actually hamstring them, and to cause dazed to hit them in the head etc.
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Old Aug 15, 2007, 06:33 PM // 18:33   #2152
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Umm I haven't been on GW/The boards in a few months (just started playing again a week ago) and was going through my GWG Bookmarked threads and stumbled onto this.

Anyways, excuse my laziness (from not reading the first 100 pages...) and I'm sure someone has asked this or something similar already, I HAVE tried to search for this also...

Well here's my question: Will GW1 still be running when and after GW2 goes live? Seeing as how GW1 can be linked to GW2 through monuments and such, I was wondering if GW1 will remain playable so we can work on those titles and such to bring over to GW2. Well basically, will the GW1 servers still be open?

Thanks in advance, whether it be someone flaming me or not =p

EDIT: Umm I just read a few posts up... I take it, based on Redfeather's comment that GW1 will NOT be dropped right?

Quote:
Originally Posted by Redfeather1975
Ohhh. I totally forgot about this thread.
BTW, that magazine cover....that's why my friend quit Guild Wars.
He saw the cover and assumed Guild Wars 1 was cancelled and quit to play another game.
PC gamer should have reworded that cover.
Quote:
Originally Posted by Master Ketsu
Their are two main kinds of people playing guild wars. THose who like to make their own build and see GUild wars as a way to be unique ( Johnnie players ) And those who simply play whatever is most expected and used cookie cutter ( Spike players ). Although most people are a combination of the two.

The skillbar you have their is a good example of newbie johnny. Has no idea what makes a build good, and has no comprehension of efficiency.

That being said I think the main problem people have with pinging their bars is n00bs on the spike side. Spike n00bs, like johnny n00bs, have absolutly no idea what makes a build good. The differance is spike n00bs will immediately see a non-cookie-cutter build and go ballistic until the so called "Horrible player" changes his skillbar to an "accepted build" Even if it already is close to being a cookie cutter with just a few unique touches.

Spike n00bs can be incredibly annoying because they refuse to reason. Any attempts to tell them why the build works is futile because spike n00bs dont actually know why cookie cutter's tend to be good build's, they only know that good players use that build occasionally and thus believe that if everyone else runs the same thing it will make them just as good. Eventually the spike n00b rages and you have to find a replacement, or you have to trick the temper-tantrumer by switching to cookie cutter and then changing you bar back to the way it was right before entering the mission. Not exactly fun.
^ Lol, that happened to me just yesterday... I was helping a Guildie with Nahpui Quarter and we had to joina PuG. There were 3 assassins including me so I offered to bring my MM hero (He doesn't even have Flesh Golem and was running a minion-bombing build, put Order of the Vampire on him for an elite because Heroes like to spam skills... might as well make it something I can benefit from since I usually play melee on my assassin... anyways I told the party before hand that my MM sucked and I pinged them the build) decided to play (I don't really enjoy crit/barraging but was needed back when factions came out because of all the PUG-assassin-hate) Crit/Barrage as to not scare away the 2 monks.. half-way through the mission one of the monk says,

"wow, your MM sucks... mine pwns yours", I promptly agreed that mine sucked and asked why he didn't offer to bring his since mine sucked?
"I would've brought mine if I knew yours sucked so much...", the spike n00b said. I then replied "but I explained and pinged my MMs build before we started the mission...", with no rebuttle and a few moments later,
"OMG I HOPE YOU HAVE BARRAGE, 'CAUSE IF YOU DON'T, YOU SUCK TOO".

After we failed the mission because of the spike n00b monk's shitty protting due to him being busy with criticizing the and bossing everyone around (the other monk had her hands full with the healing of the 2 shitty assassins that kept dying, 1 of which NO REZ, 2 running skills, 2 self heals, 2 shadow steps and a 2 skill attack chain... I suggested a few things to improve her build allowing her to keep 1 of each stance,heal and shadow step but she brushed me off and left -.- and no I didn't suggest a cookie cutter build, I suggested according to how she wanted to play) we just left for pure henchies/heroes.

Well there's my story and I apologize for the incoherent-ness and long parenthesis

EDIT: Was just wondering why I would bring a MM to the Nahpui... and remembered that I mistook that for Vizunah square.

Quote:
Originally Posted by CR3AT0R
Thanks Anet if i wanted huge player gvg id go play wow.
Seeing now that this is more or less my only choice now i WILL go over to WoW for the main reason is that they implemented it first and im willing to pay to play WoW just because they came up with this idea and didnt steal it.

Cya guys its been fun
/leaveGW
^I don't think you realize that WoW wasn't the first MMO to have "huge player gvg" implemented. I don't know which was the first MMO out there to implement Mass-PvP but I'm pretty confident that Gravity's Ragnarok Online (I don't think there's even a limit to how many people are allowed to GvG on each side...) had that wayyyyy before WoW was even in production.

Last edited by silv3rr; Aug 16, 2007 at 10:46 PM // 22:46..
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Old Sep 01, 2007, 04:56 PM // 16:56   #2153
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Quote:
Originally Posted by unsaved
Any chance for a more interactive mode of combat, where the user can click for each strike, for example? If Age of Conan does it right next year, players will no longer be satisfied with click-and-watch.
Quote:
Originally Posted by Lawnmower
I have been dying for this since I got into RPGs.


I have never been a fan of turn-based combat or "auto-attack combat".
City of Heroes / Villains. By default there is no auto attack. If you don't click or keystroke your command, you sit there like a fool as the NPCs beat you down into the ground.

Drove me nuts first time I encountered it. You can click fast enough to keep up with the slow reset of your skills if you play a class with very slow recharges, like perhaps a Ritualist that only did spirit summoning would be...

But play something quick, and you lose.

First thing I did was read the manual and figure out how to set up auto attacking of at least my 'primary' attack for any given encounter.
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Old Sep 01, 2007, 05:03 PM // 17:03   #2154
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Is this one single thread the only place online discussing GW:2?

I expected to see an entire sub-forum on the site here devoted to hype and paranoia.

The only thing in the official announcements on the official wiki that bothered me was 'removing click to move'.

I normally move by holding down both mouse buttons, or by pressing 'r', but I also like to say to myself 'oh, look at that over there' and click on or near it... Being able to do that is pretty much universal to every game I play.

Change the way basic camera and movement work too much and you get a dead game. The only reason I never played my copy of Never Winter Nights 2 was that the 'GUI' was completely alien to the way things work in all my other games... They flipped which 'keys / clicks' control camera and which movement and as far as I could figure, you can change it, so I shelved the game and considered it like 50 bucks lost down a sewer grate... May have amazing graphics and customization of the world, but if I can't walk from A to B, it goes in the trash.
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Old Sep 23, 2007, 06:42 PM // 18:42   #2155
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Am I the only one who thinks that the Asura are the ugliest most unbearably horrific looking of the new races?

I suppose it is too late to ask for the Asura to be redesigned, hm? To what, I don't know. But I think anything would be better looking than that, but for some reason, a race of sentient insectoids strikes me as interesting... You don't see insects get that much love anymore.
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Old Oct 07, 2007, 03:44 PM // 15:44   #2156
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Maybe it will be a thing where at the beginning like guild wars now u get alot of health upgrades really quick but kind of levels off to almost nothing as u get higher and higher to the point where u are onl;y get 1 health point every 10 lvls and it takes like 8 hours of killing to get the much experience
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Old Oct 24, 2007, 11:31 PM // 23:31   #2157
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Quote:
Originally Posted by Master Ketsu
Their are two main kinds of people playing guild wars. THose who like to make their own build and see GUild wars as a way to be unique ( Johnnie players ) And those who simply play whatever is most expected and used cookie cutter ( Spike players ). Although most people are a combination of the two.

The skillbar you have their is a good example of newbie johnny. Has no idea what makes a build good, and has no comprehension of efficiency.

That being said I think the main problem people have with pinging their bars is n00bs on the spike side. Spike n00bs, like johnny n00bs, have absolutly no idea what makes a build good. The differance is spike n00bs will immediately see a non-cookie-cutter build and go ballistic until the so called "Horrible player" changes his skillbar to an "accepted build" Even if it already is close to being a cookie cutter with just a few unique touches.

Spike n00bs can be incredibly annoying because they refuse to reason. Any attempts to tell them why the build works is futile because spike n00bs dont actually know why cookie cutter's tend to be good build's, they only know that good players use that build occasionally and thus believe that if everyone else runs the same thing it will make them just as good. Eventually the spike n00b rages and you have to find a replacement, or you have to trick the temper-tantrumer by switching to cookie cutter and then changing you bar back to the way it was right before entering the mission. Not exactly fun.
Hehe, too true. Probably the main reason why I have reverted to only playing together with people I know these days. As for Spike noobs, I simply have no patience for them. If someone tries to lecture me on a build that has resulted from months of continuous build tweaking without a damn good reason, I just leave. Besides, asking someone to change a decent enough build that has worked for them for a long time, a build that they have grown accustomed to, where they know within a flash of a second which skill to use at what moment (thoughts of several monking builds passing by)...it's like asking them to replace their perfectly good right hand with a new one that isn't as fast or maneuverable. I'd rather have someone at my side with a good build who knows exactly how to use it ,than someone with an uber-build who is still trying to remember which skill goes where.

As for the noob-Johnny's...you don't want to overdo it and force them to use cookie-cutter builds or they end up turning into spike-noobs themselves. So when I see someone using a really bad build, I do suggest improvements, basic things like "having only 2 soul reaping on a lvl 20 minion master isn't a good idea", or "don't you think you may need some energy managment to pull off all those 15 energy skills?". But in the end it's best if they just learn which kinds of things work and which don't and then figure out by themselves how to build on that. Because imho someone who has learned to make his own builds through trial and error will be a much more versatile and adaptable player in the long run. They will be the kind of players I enjoy teaming up with, who know how to use their heroes and who won't take a month to figure out why their 3 SF Ele's didn't make much of a dent against the destroyers. (PS: to preempt any questions, A. destroyers don't burn and B. they are 50% resistant to fire damage)
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Old Oct 24, 2007, 11:42 PM // 23:42   #2158
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I dunno but it sounds like guild wars is turning into an ordinary rpg, i know i might be wrong, we will see :\
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Old Nov 15, 2007, 11:58 PM // 23:58   #2159
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is there still a way to obtain a copy of this PC Gamer?
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Old Nov 16, 2007, 01:00 AM // 01:00   #2160
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