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Old Dec 14, 2005, 04:35 PM // 16:35   #221
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Quote:
Originally Posted by Loviatar
here is the official word on the fresh 1-20 issue
Quote:
from GW

Guild Wars, in contrast, is based around your skill as a player. Our maximum level is twenty and you hit that very quickly, after about 20-30 hours of play. ,We call that 'The Point of Ascension'. Almost all of the content in the game and in the future Chapters is only available to Ascended characters, which means we don't have to worry about providing different levels of content. All the good stuff will be available to everyone. It's not our intent to force people onto the levelling up treadmill, so the level cap in Guild Wars is almost meaningless.
Hmm, I wonder what "almost all" means?

Perhaps there will be a "pre-searing" type area for the new professions, THEN they get sent to Ascalon?

The whole thing sounds kinda strange. I was looking forward to leveling up a new Character in a new area... if I have to level up an Assassin doing the usual missions one more time....

EDIT: BTW, Loviatar, thanks for being so nice about it. I noticed you posted the same quote in the beginning of this thread (different context)...

Last edited by Mordakai; Dec 14, 2005 at 04:44 PM // 16:44..
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Old Dec 14, 2005, 04:50 PM // 16:50   #222
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i think the biggest change will be in the charecter creation depo, i think you shud be able to select the weight of your char, the more small he/she is the more nimble they are, but the more big and robust the harder they hit
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Old Dec 14, 2005, 05:24 PM // 17:24   #223
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the more small he/she is the more nimble they are, but the more big and robust the harder they hit
That will introduce balancing issues. For example, heal/prot monks don't need hit hard so they wil have an advantage to stack their attributes to the nimble side.

Caster's don't hit hard, their magic does and that is dictated by the current attributes (blood, illusion, domination, etc). So again, this will give casters an advantage.

Warriors and other melee based characters are affected by the dexterity attritbute more than anybody.


I would love to have the ability to create fat/ugly looking characters, but I was looking for a more asthetic reason and not actual pragmatic one.

Last edited by crimsonfilms; Dec 14, 2005 at 05:26 PM // 17:26..
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Old Dec 14, 2005, 05:27 PM // 17:27   #224
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Quote:
Originally Posted by Mordakai
Hmm, I wonder what "almost all" means?

Perhaps there will be a "pre-searing" type area for the new professions, THEN they get sent to Ascalon?

The whole thing sounds kinda strange. I was looking forward to leveling up a new Character in a new area... if I have to level up an Assassin doing the usual missions one more time....

EDIT: BTW, Loviatar, thanks for being so nice about it. I noticed you posted the same quote in the beginning of this thread (different context)...
there may be some way to run the new profession(s) up which would be nice.

possibly even running them through the original chapter 1 with Assassin / other new profession specific quests to get skills and ascend their new profession using different skills for a new experience

that would fit in with all future chapters having only ascended content so theycan spend the time on giving the most new content to everybody without as they said spreading it out over different level content.

as they have said many people go for the highest content and only glance at all the work that went into what they did.

by capping the level there is less of the rush past all this work to get to the next highest level content.

i want multi level quests available for everybody not just your own profession quests.

if it is a monk mission with 3 parts like at the start in old Ascalon let anybody do it not just monks

Example

guard the farmer (all classes can do that)

find Pallus ( same)

tell Paullus friend of death (same)

instead of giving exp and a monk skill give exp and 1/3 SKILL POINT so when you finish all 3 quests you get a skill point.

that would open up many more quests for variety and be very easy to do.
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Old Dec 14, 2005, 05:53 PM // 17:53   #225
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Quote:
Originally Posted by Loviatar
instead of giving exp and a monk skill give exp and 1/3 SKILL POINT so when you finish all 3 quests you get a skill point.

that would open up many more quests for variety and be very easy to do.
Hmm, and then just add Assassin (or whatever) skills to be bought?

I was just thinking of this problem of acquiring new skills. In less they lower the Gold cost of skills, I can't see how adding more skill points will help. (My 20th lev. Me/E has like 30 skill points, but only 13k gold).

The goal is NOT to turn this game into a grind, correct?

Well, then the options are:

1) Start off new Professions at level 20. Not going to happen.

2) Add new skill quests to existing Chapter 1 for new Professions. Lame, IMO.

3) Being generous with the "almost all" exception, have new quests and content to get the new Profs up to level 20 (or at least level 16), then they go to desert to Ascend, then go to explore the "real" new content.

It all depends on how much new content they're adding: If Chapter 2 is going to be bigger than Chapter 1 (probable), you could still have a "pre-ascension" area that is a "small part" of the overall content.

I'm personally hoping for option 3.
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Old Dec 14, 2005, 06:04 PM // 18:04   #226
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Quote:
Originally Posted by Mordakai

It all depends on how much new content they're adding: If Chapter 2 is going to be bigger than Chapter 1 (probable), you could still have a "pre-ascension" area that is a "small part" of the overall content.

I'm personally hoping for option 3.
the only confirmed statement is at least the size of chapter 1.

also they will be dedicating the time (1 year?) to new content only instead of the game engine and creating everything new.

they have a huge library of content to work with now which will only get bigger as more chapters come out.

in the words of ALEX WEEKS *chapter 2 will knock your socks off*

allowing 50 % for puffery and a +1 for hype it still looks good
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Old Dec 14, 2005, 06:30 PM // 18:30   #227
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Interesting theory.

Let's just wait and see. Anet are clever people

Ash.
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Old Dec 14, 2005, 06:36 PM // 18:36   #228
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Ash long time no see!


As for what A-Net should do, i think if they implement the way i said it (check on post on this board) and add in different part from everyone's suggestion than Chapter 2 will truly be a great game to play. Either way, there so many variables and changes that need to be made in order to make chapter 2 sucessful. So lets just wait and see.
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Old Dec 14, 2005, 07:35 PM // 19:35   #229
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Some opinions and experiences in response to ideas in this thread:

I fit into the category of 'players who got more than their money's worth out of chapter 1, and have moved on to other things until chapter 2'. I like that ArenaNet tries new design ideas and will keep coming back to see what they have up their sleeve. Beyond the end of the PvE campaign I barely 'ground' at all, preferring to try another character if I was going to repeat anything. Most of my hrs were spent on PvE but I'd probably PvP more if there more casual options and in game matching systems.

I like the fashion show and it's enjoyable to create characters in terms of both playstyle/skillsets AND appearance). This certainly the case with my gf, who has bought a SECOND account so she can have four more dolls to play with in Tyria (she agonizes over armor crafting fashion decisions). In WoW people look like clowns because they just wear whatever pieces have the best prescribed stats. Almost every caster in the mid levels is holding the SAME green crystal staff that drops in the monastery because its hands down the best at that point in the grind.

Exploring the 'world' of a game this pretty is a big draw for me, and once I've experienced all the missions I generally lose interest. Having some randomized/dynamic missions and more variety of maps and objectives in the CA would keep me around longer once I've seen it all. I played a character in WoW to 60 with 16 days logged, and it was fun but the raidgame and their lackluster PvP held no appeal after that. Their expansion is going to be extend the level cap to 70 - now with LONGER raids and MORE dragons (frankly, I would have been more entertained if Glint turned out to be a giant rat - dragons are about the most predictable uninspired lategame cliche ever). I played 2 chars into GW to the end, with ~450 hours logged. Now playing and experiencing other things. But I will be buying chapter 2, and I won't be buying WoW:X. Are there enough people like me to create a viable market for ArenaNet so that they can ignore what everyone else is doing? I believe so.

Sorry if this isn't as coherent as it could be, but I just wanted to vote with more than my dollars (at least until chapter 2 comes out).
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Old Dec 14, 2005, 07:52 PM // 19:52   #230
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Day and Night system would improve Guild Wars dramatically ( i don't know why) and the implement of different enemies within this Day and Night system would make things interesting on how to acquire certain skills from different boss.

Also a customize weapon system where you can actually change the look and design for your current weapon would be nice.
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Old Dec 14, 2005, 08:22 PM // 20:22   #231
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Quote:
Originally Posted by sir skulkcrasher
Day and Night system would improve Guild Wars dramatically ( i don't know why) and the implement of different enemies within this Day and Night system would make things interesting on how to acquire certain skills from different boss.

Also a customize weapon system where you can actually change the look and design for your current weapon would be nice.
That is an immersion factor issue more common to persisting worlds. If they did it and had it setup similar to the triggers with the titan quests in the old areas, then it would be interesting for a bit more than the stock game is. Although making it so that it is more dangerous to travel at night or day, depending on the area, would be a bad move. It would just cause people to wait, instead of just go out and play. It would definatly add some frustration to newer players/characters as well. Having different monsters/encounters is cool and all, but i do have a question regarding the overal purpose of it other than to do it just because they can. I have difficulty seeing how the monsters would really function differently, opposed to just having a new skin. Sure they could be in different spots and quantities, but that doesn't change that much in the game. Yeah, they could have different skill setups as well, but the sorrows furnace dwarves werent that different than what was already experienced. I did appriciate the ones that took the time to raise the fallen though.

Quote:
Originally Posted by Loviatar
to me the with indicates some missions/explorable areas and the againgt will be arena(s)
A safer bet would be the pvp areas being common to all and the place for interaction between characters in different chapters.

Last edited by Phades; Dec 14, 2005 at 08:28 PM // 20:28..
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Old Dec 14, 2005, 08:55 PM // 20:55   #232
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The only disappointment I can see is how the new class(es) fit in. Assassin sounds great but the existing classes already cover A LOT of stuff. I am not sure how they can make Assassin and maybe another Class more unique... unique enough that you want to be the primary and doesn't feel like the class is just a rid off of another one.
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Old Dec 14, 2005, 09:02 PM // 21:02   #233
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Quote:
Originally Posted by jibikao
I am not sure how they can make Assassin and maybe another Class more unique... unique enough that you want to be the primary and doesn't feel like the class is just a rid off of another one.
that will be easy.

make her/him the hottest babe / hunk and go from there
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