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Old Mar 28, 2007, 12:40 PM // 12:40   #21
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Ok, so GW2's level cap will not matter in GvG at least because everyone there will start with max level and all skills.

As for PvE, after thinking about the high level cap system for a bit, I realized there are actually very few downfalls. Gameplay should remain balanced:
  • More attribute points will keep skills useful.
    I doubt we'll see the system in WoW with the same skill duplicated with just different ranks.
  • Hopefully energy(mana) remains persistent.
    This is a key to skill balance in GW1, regardless of level.
  • Think about each level in GW2 as 1/5th of a level in GW1.
    GW1 wasn't so skill based that a lvl 2 could solo a lvl 20 mob.

The only downfall I see is that the higher level cap is intended to lengthen character development, this will make getting to high level content more difficult and also lessen profession experimentation.

Quote:
Originally Posted by Inde in PC Gamer May 2007 Information - "Guild Wars Reborn"
Sidekicks simlar to CoH, allowing powers to seep from a high level character to a friendly lower level char.
I hope the sidekick system will work both ways, so high levels can help low levels, as was implemented in City of Heroes.



I wonder how the limited skill bar system will adapt to a persistent world. If people will be forming teams in explorable areas, perhaps there will be a way to change your skills and attributes outside town. Perhaps you will be required to have been out of combat for a set time. What I would hate is being able to use any skill at anytime, that would clutter my screen with grids of tiny icons like in WoW.




I hope travel to and between towns will remain instantaneous and free, I think Anet knows how tedious and fustrating waiting for your character to autorun through mobs to towns is.

Last edited by Sol Solus; Mar 28, 2007 at 12:48 PM // 12:48..
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Old Mar 28, 2007, 01:52 PM // 13:52   #22
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As long as the loot system supports the levelling rules I am all for it.
Make armor and weapons level requirements would also be benificial.

I was/am a huge fan and player of PSO...that system works very well. A blend of PSO to GW content and story, WOW
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Old Mar 28, 2007, 02:21 PM // 14:21   #23
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I miss the skill based system SWG had pre CU. Hell I just miss SWG pre CU. It worked for SWG but I dont know how it would work out in the Guild Wars "realm" I cant wait to see what they come up with for GW 2. Im sure the dev team working on it has something up there sleeves to keep it interesting and inovative.
On a side note I dont want to grind my ass off either I did that once in SWG. I unlocked Jedi 2 weeks before the CU hit. Then I took like a 4 or 5 month break came back and grinded my ass off again trying to hit lvl 80 before the NGE ......played about 10 mins worth of that craptastic "upgrade" and quit.
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Old Mar 28, 2007, 03:12 PM // 15:12   #24
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Hi all,

i would recommend a limited level cap with lvl 100 max.
WHY?
I have 2 points that i would like to bring up
>>---|>
1) a 100 lvl character would be good but how long you have to grind[level up] until you can play pvp?
i would prefer that pvp chars could enter the "arena" after lvl 20 or 30 with fully pvp capable stats/items.
After this lvl you could just lvl on with small bonuses or access to not so special areas still most of the world should be available to characters with lower lvl .
A lvl 50 should not be much different from a lvl 99 except from the xp earned and some pve bonuses.

2) if ppl level up looong they mostly go after 1 character/class they forget about the other proffesions from that follows the allround skill and class knowledge of most players. Guildwars PVP wouldn't benefit from this.

a LVL 100 could have special PVE items unlockable or some reward system.

Still i like to grind my assasin in 17hours to Survivor.
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Old Mar 28, 2007, 03:29 PM // 15:29   #25
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Not sure if this is what's being asked but I have a few ideas that I would just like to throw out there.

Keep a fairly low attribute cap to help insure no grinding and a more balanced field, but greatly increase level cap. Increase level cap to level 100, but cap attributes at 30 though to help give a little more importance to leveling up and give it a little more length, without a huge change.

Increases past thirty don't increase health, energy, attributee, etc., but grant people special bonus's. This helps to promote continual play and leveling, while reducing the need to grind to level 100 to get better (somewhat similar to what lynxi said). For instance, lvl 50's could get 5% discount on max armor and access to a special dungeon, and things like this would increase the higher level you got., without them actually getting more powerful.

Just some thoughts.
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Old Mar 28, 2007, 04:10 PM // 16:10   #26
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Quote:
Originally Posted by Wildi
watching your character grow isn't grind and it sucks if you reach max lvl in six hours
I means just that you finished tutorial ... nothing more ... not that you are done with game.

Quote:
Originally Posted by Wildi
finding better equipment is fun, it adds diversity to the game, you can't find better weapons in gw, everything is cosmetical and all items have the same boring stats
And this is ... good thing.

And frankly, you can find better items in GW. They are called "rare skins", and are huge achievemnt.

Of course, they dont make you über, but you should get over that little munchkin thing.

Quote:
Originally Posted by Wildi
no lvl = you can't even reach lvl 1. how many skill points you have with lvl 0, how many possibilities do you have to develop your character ? not many, the lvl cap prevents anything. I know games without lvls exist but they have something common.. they don't work well nor are they popular
You should get over Leve thing before discussing no level system.

Fist, having no level in no way means that your character will be weak.

You skill points argument is flawed - you can easily get skill points equivament on non-level system by finishign quests of slaying boss monsters, for example. Or you can get skills themselves as quest rewards... Youi can be very creative with gameplay rewards.

Pupular games without levels:

* Doom, And hordes of its folowers.
* Adventure games (i am talking monkey island thingies in here)
* Pretty much any strategy or arcade.

You see, gamers dotn need that leveliung drug to get high.

Of course, you want RPG's without levels:

Betrayal At Krondor. one of finest rpgs ever with great story, etc. (yes, graphics sucks, i dont care, if you need graphics to make good story, its not good story.)

Ultima Online - thousands of addicts want to say hi.

Not succesfull ... blah. Not working - um?
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Old Mar 28, 2007, 04:18 PM // 16:18   #27
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Quote:
Originally Posted by zwei2stein
I means just that you finished tutorial ... nothing more ... not that you are done with game.
Once you reach max lvl you can't improve your character can you ? The only thing you can do is get better weapon skins. You finish the game, do other quests and play around with skills thats it.


"everything is cosmetical and all items have the same boring stats "
Quote:
Originally Posted by zwei2stein
And this is ... good thing.

And frankly, you can find better items in GW. They are called "rare skins", and are huge achievemnt.
I disagree, items with identical and boring stats isn't a good thing...........
No one wants overpowered weapons, people want items which actually do something useful or give synergies to a skill, not another shiny weaponskin with a nice shader effect, soon or later every game will have nice graphics what you want is weapon mod diversity instead of shiny pictures on your screen.

Last edited by Wildi; Mar 28, 2007 at 04:41 PM // 16:41..
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Old Mar 28, 2007, 05:30 PM // 17:30   #28
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Quote:
Originally Posted by Wildi
Once you reach max lvl you can't improve your character can you ? The only thing you can do is get better weapon skins. You finish the game, do other quests and play around with skills thats it.
What do you want? Hamster wheel to keep you playing even if you already did everything? Why not just take break after that. There is nothing wrong with that.

Also, what about capping elites and learning skills is it not development? Or visiting new town and unlocking it for map travel. Or learning new seocndary ... Yes, it does not make you überer. Nothing does. Nothig should.

Playing around with skills is kinda point of this game. Its actually what makes it fun, figuring out new stuff while getting aways from estabilised old stuff.

Quote:
Originally Posted by Wildi
"everything is cosmetical and all items have the same boring stats "

I disagree, items with identical and boring stats isn't a good thing...........
No one wants overpowered weapons, people want items which actually do something useful or give synergies to a skill, not another shiny weaponskin with a nice shader effect, soon or later every game will have nice graphics what you want is weapon mod diversity instead of shiny pictures on your screen.
Well, if you follow good-old 20/20, 15^50, 30hp pattern you will see little of varied weapons.

I would hardly call weapon mods not diverse - check out priest of balthazar for complehensive listing, the fact you dont use most of em is not games fault.

And yes, there are mods that nechance your skills or synergize with skills. All of them do.

For fine example, check out bow collections of some rangers ... every bow havin gdifferent stats and each being actually used in apropriate situations.

My warrior has bags full of weapons, each differenlty moddead, each getting use.
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Old Mar 28, 2007, 06:39 PM // 18:39   #29
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There is a huge problem with the discussion of the GW2 level system since we don't know how it works.. They really haven't explained much.

I like & dislike aspects of the GW & Traditional level systems. If they can fuse constant progression & a Fair PvE system (not having to be level 10000000 to fight the Red Dragon of Doom or get access to the Totally Awesome Axe of Uberness) then I'll be amazed & happy.

But as it is, we don't know what they are doing.
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