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Old Aug 19, 2006, 06:25 AM // 06:25   #121
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Why do people keep discussing this.. it can't be done in the game-engine, so just forget it.
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Old Aug 19, 2006, 09:06 AM // 09:06   #122
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Anything is possible. This could be done. Will it be done? Very unlikely.

Now, my opinion is that none of these things are really needed. Yes, it can add more immersion and realism, which is always good. So I'm not saying any of this is a bad idea, or a bad thing, just unnecessary.

Now, if these things were to be implemented, one of two things would happen: 1) the mechanics of Jumping, Climbing, and Swimming would introduce entirely new aspects to the combat system and gameplay, so as to cause a major shift in balance and potentially a long, destructive process of trying to fix bugs, balance skills, etc. or 2) the new mechanics are simply aesthetic and offer no changes in combat or skills, which defeats the point and all that hard work of coding it just for visual flavor.

Honestly, neither sounds very good, especially with all the current bugs and other things I'd rather see in the game (auction house!!). What I would like to see, however, is more maleable pathways. In other words, more freedom with where our characters can walk. Certain, gentle inclines that should be easily treaded (like in the Crystal Desert/Jade Sea) aren't, whereas other seemingly impossible 90-degree angle inclines (like in Maguuma with the large Vines) are easily walked on.

Maybe they could allow us to go up certain areas (almost climbing) that aren't completely a wall blocking the path, but cause a decrease in run speed as if your hiking up? I think that would suffice, and give us all a little more freedom off the beaten path.
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Old Aug 19, 2006, 03:24 PM // 15:24   #123
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/jump any1?
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Old Aug 19, 2006, 03:49 PM // 15:49   #124
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Quote:
Originally Posted by Caelib
It's a GAME ... if you want real life, get out of your chair and go outside.
Yup your right.

Mate dont stay on computer to long i think.

Get a life to all who sit on guildwars 5hours +
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Old Aug 19, 2006, 03:51 PM // 15:51   #125
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No offense tho but it is true
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Old Aug 19, 2006, 03:56 PM // 15:56   #126
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One of they resons given when asked about the "bussines plan" of GW was that due to certain restrictions, like the Z-axis not being used in the game, they could keep the bandwith down and there for the financial costs of maintaining the game without monthly fee's
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Old Aug 19, 2006, 07:45 PM // 19:45   #127
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Adding Z axis recognition does not increase network transmission any more than slamming dozens of skills does, thanks for the non-exsistant insight though.

This isn't the only game with free online service, the company makes finacial investments in order to cover the cost of new hardware and bandwidth for the game, and the only thing that increases the hardware and bandwidth costs are more players and more content. There will be more players and more content, and if they want to make more money, from even more players, they will add features which will attract more players. They certainly arn't giving away chapters for free.

As if the moderator didn't just post a link to an Anet interview which said they would likely add jumping features, it is still more than possible.

And swimming doesn't automaticly mean swimming underwater and submarine adventures. It can very well be a 2 dimentional plain which actually takes up less programming to visualize a aquadic surface, some skills and techniques can be added to allow characters to swim underwater briefly, but I don't really see the adventure on walking on an underwater surface than there is on a normal surface, it is a liquid plain that makes it different.

A working Z axis is hardly as difficult as developing a game from scratch, we are paying enough for an entirely new game for each of these chapters, the least Anet can do is improve the mechanics.

The cost of online service is precisely free, if it was part of the retail cost then they couldn't say that they offer "free" online service. It is a service Anet provides to make GW more appealing and make more sales of their game. It is a plan which has been used by many online games in the past, of which few needed to put out several expansions or constant repeat sequels to cover costs. Anet is releasing chapters every 6 months, if current funds arn't enough to cover bandwidth, increased revinue from already exsisting players certainly will, and if they really want that revinue, they will add new features worth the cost of each chapter. You can't seriously think that Anet is going to get by on repeated mechanics for several years, they need to make significant improvements to the game in order to keep players buying.

Last edited by BahamutKaiser; Aug 19, 2006 at 07:51 PM // 19:51..
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Old Aug 19, 2006, 07:51 PM // 19:51   #128
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I believe (sorry if this has already been posted) GW is no free-movement engine. It is simply like "this area is walkable, and let us put some invisible blockers against the steep hills so they can't go up there". Incorporating jumping would require an entirely new engine.
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Old Aug 19, 2006, 08:16 PM // 20:16   #129
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For reference, the quote I linked in the thread that I closed is here. It was published last April. Here is the quote exactly:
Quote:
Originally Posted by ArenaNet
(laughs) I think jumping is something in especially a corollary to that which is the ability to have a little more free form roaming and not be stymied by hills. It’s something that-- if we had to go back to do it all over again we probably would address that a little bit differently than we did because you do lose that visceral feel when interacting with your character. And I can guarantee you that that’s something we will address in the future.
Now what they said was "we will address in the future." Does that mean jumping or does that simply mean improving the way you traverse the terrain so you aren't so bogged down?

Even if they didn't actually add jumping, adding some kind of z-axis would improve the game enormously. Notice how out of all the locations we've been to, none of them were, say, a wizard tower or a spiraling column. The reason is obvious. When you stand on a bridge, the enemies below can attack you. No z-axis means the game can't tell the difference between you being right beside an enemy and being several meters above it. If they added a z-axis, that means they can have locations that stack on itself. Crazy worlds consisting of disorienting bridges everywhere and spiraling staircases and towers and CASTLES.

Now I used to be on the Neverwinter Nights forums and one thing they kept saying would never make it in was robes and cloaks; putting in the wavy fabric required rewriting parts of the game engine, which is a daunting task. People kept on requesting it and later on they kept saying "no cloaks" but stopped saying "no robes." That's because secretly someone there went ahead and did all the work and in the very next expansion, BAM: robes. Such changes are possible, if difficult. Will ANet do it? I can't say.
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Old Aug 19, 2006, 09:27 PM // 21:27   #130
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Hmmm, enter Sanctum Cay and /climb-up deliver sceptor then /climb-down and deliver restless spirit. The Mission/Bonus would be done in under 5 minutes. And there are a lot of other problems that would be associated with doing this as well.

/notsigned
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Old Aug 20, 2006, 01:35 AM // 01:35   #131
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Quote:
Originally Posted by Aki Soyokaze
Hmmm, enter Sanctum Cay and /climb-up deliver sceptor then /climb-down and deliver restless spirit. The Mission/Bonus would be done in under 5 minutes. And there are a lot of other problems that would be associated with doing this as well.

/notsigned
If you read some of the posts here, such as mine and at least one other, we specifically mention gentle slopes. I even mentioned in mine that it would probably be easier to go around changing only certain spots to make travel less of a hassle, instead of going the long way around you can just walk five feet.

I don't think anybody wants to be able to climb cliffs or any such thing; as you stated with your example it would bypass a part of a mission. Nobody is saying to put such drastic changes that they have to completely revamp missions to avoid incidents such as that. But it would be nice if I could walk up a slightly angled slope no higher than my characters head. It annoys me sometimes that a guy that can do one handed handstand pushups can't put forth enough effort to scurry up that tiny slope to talk to an npc. I'm not asking for realism either, I just think it would make tiny, everyday tasks a little bit more enjoyable.
But until Anet makes an announcement about this one way or the other, I'll just keep on making that long trudge around the block...
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Old Sep 19, 2006, 07:04 AM // 07:04   #132
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/signed
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Old Sep 19, 2006, 08:07 PM // 20:07   #133
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mm... i would see this as a good thing to have but i think this would change the game a bit too much, as if u can jump then there would be places where u have to... not necessarily a bad thing but it does change the way this game is played

and as swimming... try doing it with 50 kg platemail and u get an idea why we cannot in gw ^^
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Old Sep 19, 2006, 08:18 PM // 20:18   #134
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Your missing the concept of the game.

It's about having fun, not living an alternate life.
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Old Sep 19, 2006, 10:14 PM // 22:14   #135
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Quote:
Originally Posted by Zai
To be fair, it is a hack and slash game, and I can't name one that did have jumping or swimming. Diablo, Dungeon Seige, NWN, Sacred, etc. always rooted to the ground.
D2 Barbarians had a skill that allowed them to jump.
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Old Sep 19, 2006, 10:21 PM // 22:21   #136
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I was talking to a game dev here in where i live the wants t hire me for the ideas I have for a mmorpg.

he said there is no mmo right now that has climbing hope I get the job

I have major ideas for a superheros mmo the fisrt game comics LOL

any way the more freedom the bette the more fun.
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Old Sep 19, 2006, 10:52 PM // 22:52   #137
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AJM:

Leap and Leap Attack, were both bugged, and didn't work too well either
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Old Sep 19, 2006, 11:51 PM // 23:51   #138
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It's improbable that this will ever happen, but I'd love to see jumping, climbing, and swimming in the game. Next to an auction house these are probably my most-wanted features.

Climbing would probably not be all that difficult -- The main issue would be, I think, creating climbing animations for all of the skeletons. It wouldn't be all that difficult to create "ladder volumes" that would allow characters to climb in specified areas.

Jumping would be more difficult to do, and would more likely have to involve serious work with blocking volumes on older maps, but it would add a lot to the immersiveness of the game.

Swimming, again, would probably be fairly simple, primarily involving the creation of new animations and "swimming/liquid volumes" to allow characters to traverse the terrain.
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Old Sep 20, 2006, 12:14 AM // 00:14   #139
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Quote:
Quote:
Originally Posted by Undivine
For reference, the quote I linked in the thread that I closed is here. It was published last April. Here is the quote exactly:

Now what they said was "we will address in the future." Does that mean jumping or does that simply mean improving the way you traverse the terrain so you aren't so bogged down?

.
since the game engine does not handle a z axes jumping is impossible without redoing the engine.

better pathing through better designed territory to probably eliminate seeing those small tempting to use shortcuts cut off by invisible walls.

you dont see a little gentle slope you should be able to climb but instead a likely looking steep something
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Old Sep 20, 2006, 12:22 AM // 00:22   #140
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Quote:
Originally Posted by Volume II
It's an RPG. I'll bet you can't name more than 5 RPGs where you can swim.

I'll help:

Morrowind
um...

Alright, I'm stumped.
Oblivion
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