Mar 30, 2007, 09:26 PM // 21:26
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#21
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Krytan Explorer
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They could still continue to allow map jumping. Perhaps we will only be able to jump to the larger towns (having to walk, fly, ride, etc... to smaller outposts). Or it might be the same as it has been. One thing I loved about GW, actually, that I hadn't had before, was the ability to map jump.
Everything I read about GW2 so far is extremely exciting, though.
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Mar 30, 2007, 09:37 PM // 21:37
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#22
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Furnace Stoker
Join Date: Jun 2005
Location: California
Guild: 15 over 50 [Rare]
Profession: W/Mo
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The bigger the world, the more I get lost!
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Mar 30, 2007, 09:42 PM // 21:42
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#23
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Pre-Searing Cadet
Join Date: Oct 2006
Guild: Spirits of the Rift [SotR]
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Quote:
Originally Posted by Sir Skullcrasher
The bigger the world, the more I get lost!
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Then I suggest you stay away from 'Eve' as there is a whole galaxy to get lost in there...
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Mar 31, 2007, 01:48 AM // 01:48
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#24
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Frost Gate Guardian
Join Date: Jul 2006
Location: Las Vegas
Profession: N/
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I think the persistent world will be like this. All towns and outposts will now be and as big as explorable areas. Remember Jeff said that they will add about a hundred of mini events which may occur hourly, daily or dependent on a players action/s? Every persistent area has its limits like a town or outposts. And explorable areas as we know now will remain instant
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Mar 31, 2007, 02:29 AM // 02:29
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#25
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Krytan Explorer
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Of course I could be completely wrong, but I anticipate that the Towns and "Explorable areas" will be persistent without zoning. So far, they've said that Missions and Dungeons will be Instances. Upon speculation, I use this to support my belief, but the lack of information is certainly not yet evidence.
If this theoretical "Over World" will be completely persistent, has anyone considered that the occurrence and passing of time may be implemented into GW2? Some might snub this as a WoW copy (since WoW includes passage from day into night), but I could care less; I'd really like to see day to night transitions in GW2. It really adds to the realism of a game. Also, if such transitions were applied, I imagine it would provide more interesting options and variety for the persistent events that will take place.
I don't know how the World Zones are planned to work, but this might contradict the idea of everyone playing at once (from different Time-Zones, worldwide). It would suck for Australian players (for example) who play during the day to always be playing at "Night" within the game world (if the in-game time was based on the servers in PST).
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Mar 31, 2007, 03:52 AM // 03:52
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#26
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Lion's Arch Merchant
Join Date: Jul 2005
Location: In the middle of WWIII
Guild: Airreon Grievers[AG]
Profession: R/Mo
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Quote:
Originally Posted by aaje vhanli
Of course I could be completely wrong, but I anticipate that the Towns and "Explorable areas" will be persistent without zoning. So far, they've said that Missions and Dungeons will be Instances. Upon speculation, I use this to support my belief, but the lack of information is certainly not yet evidence.
If this theoretical "Over World" will be completely persistent, has anyone considered that the occurrence and passing of time may be implemented into GW2? Some might snub this as a WoW copy (since WoW includes passage from day into night), but I could care less; I'd really like to see day to night transitions in GW2. It really adds to the realism of a game. Also, if such transitions were applied, I imagine it would provide more interesting options and variety for the persistent events that will take place.
I don't know how the World Zones are planned to work, but this might contradict the idea of everyone playing at once (from different Time-Zones, worldwide). It would suck for Australian players (for example) who play during the day to always be playing at "Night" within the game world (if the in-game time was based on the servers in PST).
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i think if they were to implement day and night, it probably wouldnt really be based on PST. It would probably be like 3 hours day and 3 hours night sorta thing.
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Mar 31, 2007, 04:14 AM // 04:14
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#27
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by aaje vhanli
They could still continue to allow map jumping. Perhaps we will only be able to jump to the larger towns (having to walk, fly, ride, etc... to smaller outposts).
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That's exactly how I'm picturing it. Perhaps some NPC that will allow you to "Mist-travel" instantly to other major cities like Ascalon, LA, Kaineng, Shing Jea, Kamadan, etc. Whereas towns/outposts will require some more physical means of transportation, like mounts, boats, etc.
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Mar 31, 2007, 04:50 AM // 04:50
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#28
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Wilds Pathfinder
Join Date: May 2005
Location: You ever have to clean up after a Moa bird?
Guild: True Solunastra [SLA] Profession: Moa Wrangler
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Nobody here has ever played City of Heroes?
What's been hinted at so far sounds a LOT like the system there.
There are big, "persistent" zones, some parts of which are safe and "town-like", while other parts are crawling with bad guys and "wilderness-like".
If you accept an actual mission, though, you travel through these zones to an instanced "dungeon", and do the actual mission with only your party.
For fast travel, there are monorail stations that instantly transport you somewhere else.
I honestly can't say how much I'd like such a system in GW, because the zones, gameplay, enemies, and missions in CoH were so boring to me that I can't judge how well the basic system works.
In general, the less I'm forced to co-exist with other players whether I want to or not, the happier I am, but the other people were never really annoying to me in CoH. I only played for a few days, though, before I quit.
Really, everyone's going nuts comparing GW2 to WoW, but it sounds a lot more like CoH, so far.
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Mar 31, 2007, 04:56 AM // 04:56
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#29
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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I agree with the comparison to CoH, Rhedd. I also agree with how unbelievably boring CoH/CoV is. Good lord. It's not really grind, it's just plain boring. Now, if they can implement a lot of the good features from CoH/CoV, but keep the GW style and make it actually interesting and fun, I'm all there.
CoH/CoV is pretty balanced, as far as combat goes, and like I said, not really any grind, nor is it equipment-based, but rather skill-based. These are all good things to us GW-players, and I think features that we'd all like to see carry over. One of the main differences is GW's instanced missions are actually fun/interesting, whereas CoH/CoV's aren't... at all. If they keep the missions as they are now, and make some more unique quests like in Nightfall, it could be really well done, I think.
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Mar 31, 2007, 05:10 AM // 05:10
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#30
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Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
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I never really played CoH since i was more into villainy, but if you guys think CoV is boring-you're insane. But anyway, I think one other feature from there that would be nice for GW would be if the instanced dungeons/missions scaled to you. The more players in your party the more enemies there are and you can turn up the difficulty setting to make the enemies stronger.
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Mar 31, 2007, 05:37 AM // 05:37
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#31
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Honor Warriors
Profession: E/
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Quote:
Originally Posted by Knightsaber Sith
I never really played CoH since i was more into villainy, but if you guys think CoV is boring-you're insane. But anyway, I think one other feature from there that would be nice for GW would be if the instanced dungeons/missions scaled to you. The more players in your party the more enemies there are and you can turn up the difficulty setting to make the enemies stronger.
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i remember reading that the parties will be smaller then what we have now.
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Mar 31, 2007, 05:40 AM // 05:40
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#32
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Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
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Awww, well I think it would still be a good feature.
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Mar 31, 2007, 05:54 AM // 05:54
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#33
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by Exoudeous
i remember reading that the parties will be smaller then what we have now.
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However, I think it was said that there will be henchmen-like "companions" that you can bring along, and they don't count toward your total party. So, let's say the party size limit is like, 4. If you are also able to bring along 4 "companions", the total in the party could go up to 20. Oh yeah, an army, baby!
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Mar 31, 2007, 06:10 AM // 06:10
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#34
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Desert Nomad
Join Date: Jan 2006
Location: ManitobaShipyards Refit and Repair Station
Guild: (SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi
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Quote:
Originally Posted by Baelasina NightSong
Then I suggest you stay away from 'Eve' as there is a whole galaxy to get lost in there...
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hehe yea and some of those places are really really un friendly lol
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Apr 02, 2007, 05:10 PM // 17:10
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#35
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Site Contributor
Join Date: Jun 2005
Profession: R/
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Quote:
Originally Posted by Exoudeous
i remember reading that the parties will be smaller then what we have now.
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What I remember reading is that there won't be a limit to party size. This could be because you can all walk out to the area together and really won't need to put a party together.
I don't like the idea of most of GW2 being persistent at all because it will be like being in town now......all the leet speak, wtb, wts, you're a nub and on and on. I have always like the instanced areas because it was a way to get away from all that crap.
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