Jun 15, 2006, 04:29 PM // 16:29
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#61
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Desert Nomad
Join Date: Apr 2005
Location: Northeast USA
Guild: Guilded Rose
Profession: Me/
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Factions is called Chapter 2 for a reason
I think ANET has used appropiate terminology
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Jun 15, 2006, 04:31 PM // 16:31
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#62
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Frost Gate Guardian
Join Date: May 2006
Guild: Sardelac Sanitarium Society
Profession: W/
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Why don't we make history and find a new terminology for this "stand-alone" yet "not so stand-alone" kind of game. Something like an Integrated Stand-Alone Expansion or ISE. That way we can all stop fussing about whether chapters are stand alone or not.
By the way, this is the definition of integrated.
1. To make into a whole by bringing all parts together; unify.
2. (a)To join with something else; unite. (b)To make part of a larger unit.
It makes sense doesn't it?
Last edited by Halc yon; Jun 15, 2006 at 04:33 PM // 16:33..
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Jun 15, 2006, 04:39 PM // 16:39
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#63
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Darkness Within
Profession: Mo/Me
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Quote:
Originally Posted by Halc yon
Why don't we make history and find a new terminology for this "stand-alone" yet "not so stand-alone" kind of game. Something like an Integrated Stand-Alone Expansion or ISE. That way we can all stop fussing about whether chapters are stand alone or not.
By the way, this is the definition of integrated.
1. To make into a whole by bringing all parts together; unify.
2. (a)To join with something else; unite. (b)To make part of a larger unit.
It makes sense doesn't it?
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They already did (Gaile or someone said it somewhere). Stand-along.
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Jun 16, 2006, 06:06 PM // 18:06
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#64
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Academy Page
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Quote:
Originally Posted by Rent
They already did (Gaile or someone said it somewhere). Stand-along.
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I guess that was what I was after. Sorry, didn't mean to drag out a pointless argument.
I kind of like ISE though.
Last edited by GUE Tech; Jun 16, 2006 at 06:08 PM // 18:08..
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Jun 16, 2006, 07:16 PM // 19:16
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#65
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Krytan Explorer
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I was thinking, if the people who make different games for gw are split up into seperate "teams", wouldn't it be possible that the team making this next game could be better... or possibly worse than those who made factions?
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Jun 16, 2006, 07:30 PM // 19:30
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#66
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Krytan Explorer
Join Date: Nov 2005
Profession: Mo/
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there is absolutely no need for mounts
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Jun 18, 2006, 12:11 AM // 00:11
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#67
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Academy Page
Join Date: Jan 2006
Location: Argentina
Guild: Acolitos del Tango [AR]
Profession: N/Me
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Speaking of mounts, only 3 words:
"monkeys riding lizards"
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Jun 18, 2006, 12:36 AM // 00:36
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#68
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Wilds Pathfinder
Join Date: Apr 2006
Location: Wisconsin
Profession: Rt/Mo
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i need chapter 3 already i'm bored... even new leaks of content to hold me over pah lease. Or new areas to explore.. i'm not a fan of this having to hunt down green weapons.
Seriously though I hope they add something in the future for something else to do. Like.. i don't know.. thow in a card game or a weird gw game with marbles or whatever... or the ability to like create foods that will give a small effect to a player who eats it like Ale or more along the lines of FFXI food crafting.. whatever... anyway... that was more of suggestions to get directly on topic.. i'm looking forward to chapter 3...
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Jun 18, 2006, 01:48 AM // 01:48
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#69
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Forge Runner
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Quote:
Originally Posted by Markaedw
The game is not so much of a stand alone as a sequel. Factions can be played alone, but the story is part of Prophecies
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Mehnlo is in Factions, but the story has nothing to do with the story in Prophecies.
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Jun 18, 2006, 02:56 AM // 02:56
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#70
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by Vahn Roi
I don't see why they would release two melee classes. The unarmed man has to be some sort of spell caster.
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Well, it's not like we need any more caster classes...
Another melee class that doesn't have armor made of cardboard (i.e. isn't an Assassin) would be welcome, imo...
Also, there's always the possibility that since Assassins and Ritualists will be able to travel to the Chapter 3 area, there'll be new skills and such for them there...
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Jun 18, 2006, 03:06 AM // 03:06
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#71
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Banned
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Quote:
Originally Posted by Charqus
there is absolutely no need for mounts
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Yes there is. It is called cool factor. Cool factor attracts money. Arena Net likes money above all things.
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Jun 23, 2006, 03:50 AM // 03:50
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#72
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Desert Nomad
Join Date: Dec 2005
Location: Hawaii
Guild: ----- 15^50[Rare] ---- Alliance: ----- [SMS] -----
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Quote:
Originally Posted by dreamhunk
I am a 3d artist it takes time to make a lip sink. anet might not have enough time to make them.
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... MULTI LINGUAL ...
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Jun 23, 2006, 04:31 AM // 04:31
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#73
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Pre-Searing Cadet
Join Date: Jun 2006
Guild: N/A
Profession: E/Me
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Quote:
Originally Posted by Markaedw
The game is not so much of a stand alone as a sequel. Factions can be played alone, but the story is part of Prophecies, there is a Playstaion and Gameboy Advance that is the same way, yes you don't need the origional, but things carry over into the second game (bonus points if you know which ones).
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Kingdom Hearts I, II, and Chain of Memories!
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Jun 23, 2006, 05:04 AM // 05:04
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#74
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Wilds Pathfinder
Join Date: Jan 2006
Profession: W/Mo
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While I understand A.Net wanting to stay a CORE, tried and true... it wouldn't kill them to add a little of the "fluff" like player based crafting...maybe even make it a team effort or something.
It's been proven...RPGers LIKE fluff...who knows why....
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Jun 23, 2006, 08:13 AM // 08:13
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#75
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Jungle Guide
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Quote:
Originally Posted by Vahn Roi
I don't see why they would release two melee classes. The unarmed man has to be some sort of spell caster.
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There are only 2 melee classes in this game as oposed to the 6 ranged classes.
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Jun 23, 2006, 09:00 AM // 09:00
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#76
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Krytan Explorer
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Quote:
feel it would be a grave mistake if it were held to in the long run. If 'core' classes continue to grow while new classes are discarded after each chapter, new classes will begin to become heavily disfavored in PvP and PvE as well.
In PvP they will be stuck to a smaller bag of builds when they only have 75-100 skills whereas 'core' classes have 100+however many come out in each new chapter from here on. 'Core' classes will therefore end up vastly more powerful simply from being more versatile and less easy to preguess.
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The alternative is exponential growth. If they support ten classes with all-new content (armours, skills, collectors' items, greens), they have to support twelve for chapter four. The obvious consequence is that they'll eventually be able to produce no new features for a given chapter other than updates for existing classes!
I'm not convinced that marginizing Rits and 'sins in PVP is entirely a bad thing, as long as they're properly defined in their niches (arguable at the moment, some skill changes may be required!).
Having said that, I fully inted to make a [Nightfall melee class]/Assassin when Ch3 comes out, simply for the rarity value! Oh, and because it's the only way those Deadly Arts skills are ever going to get used.
(Yes, this may require my moving my character to Cantha as soon as possible and then questing my way to Senji's corner)
On a slightly different topic, I doubt we'll have mounts any time soon - the engine just doesn't feel right for it. Has it occurred to anyone that the mounted warrior mentioned in the article is probably just an NPC? A single warrior modelled directly onto his horse (recycle some centaur animations? ) would be much easier to craft than a dynamic system that plonks your character on top of a mount.
On a second different topic, I don't think we're going to see a lack of ideas for new professions - or even new skills - any time soon. Magic: The Gathering is the model they're following, and M:tG has shown over the years that you can churn out enough interesting variations on existing themes combined with some canny "reprinting" to last for years. The only real question is how long they're going to be able to sustain the skill base for existing classes (and I suspect the "core" skills list might need to be lengthened slightly).
(And before that happens they're going to have to deal with a cross-chapter fragmented player base and an ageing engine. Both of these problems will kick in hard before a lack of skill ideas becomes a real issue!)
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Jun 23, 2006, 01:12 PM // 13:12
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#77
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Desert Nomad
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Quote:
Originally Posted by natuxatu
i need chapter 3 already i'm bored... even new leaks of content to hold me over pah lease. Or new areas to explore.. i'm not a fan of this having to hunt down green weapons.
Seriously though I hope they add something in the future for something else to do. Like.. i don't know.. thow in a card game or a weird gw game with marbles or whatever... or the ability to like create foods that will give a small effect to a player who eats it like Ale or more along the lines of FFXI food crafting.. whatever... anyway... that was more of suggestions to get directly on topic.. i'm looking forward to chapter 3...
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Quote:
Originally Posted by Ken Dei
While I understand A.Net wanting to stay a CORE, tried and true... it wouldn't kill them to add a little of the "fluff" like player based crafting...maybe even make it a team effort or something.
It's been proven...RPGers LIKE fluff...who knows why....
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Yup, so many of my guildies and friends have left because there is a lack of time sinks. And instead of time sinks we keep seeing stuff like "Each campaign will also support an entirely new tournament event." /yawn - That's great for people who enjoy that, but there are so many others requesting more role playing elements. - Not the direction Anet wants to take GW? Thought Anet was in this to make more money... pulling players from other games would make more money, not letting current players get bored and then seeing them get hooked into something else.
Just my point of view anyway.
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Jun 23, 2006, 02:57 PM // 14:57
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#78
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Underworld Spelunker
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Quote:
Originally Posted by WasAGuest
Yup, so many of my guildies and friends have left because there is a lack of time sinks.
Just my point of view anyway.
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i have other time sinks that are more important starting with my cat, books, garden, ham radio, friends,etc.
this is meant to be played each game on its own with the option of bring an old friend along for the new ride.
if someone gets 50-100 hours out of chapter 5 it doesnt matter to them that chapter 1 is empty except for people who like it and go back.
each game is a new game and the old ones are there to visit just as i still *vacation* in presear for the fun of it.
GW does not need a constant inflow of people to chapter 1 to be a success what it only needs to do is get the current (with added upgrades) sold to a new group of people and carry over a certain per cent of the old.
you dont like the looks of chapter 5?..........wait for chapter 6 and maybe love it.
i await chapter 3
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Jun 24, 2006, 06:39 AM // 06:39
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#79
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Ascalonian Squire
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Quote:
Originally Posted by Halc yon
Well, we already have 6 caster classes and only 2 melee. Maybe they're trying to make up for the lack of variety in the melee classes.
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They are actually 3 fighter classed(warrior,ranger,assasin) and 5 spellcasters(mesmer,monk,elementalist,necromancer, and ritualist) Then it would make sense to add to new melee classes.
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Jun 24, 2006, 06:44 AM // 06:44
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#80
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Ascalonian Squire
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I personally think there not going to add new skills for assasin/ritualist in future expansions, but just stream them in.
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