Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Mar 22, 2007, 04:10 PM // 16:10   #21
Desert Nomad
 
Byron's Avatar
 
Join Date: Feb 2006
Location: USA: liberating you since 1918.
Advertisement

Disable Ads
Default

Quote:
Originally Posted by Patrick Smit
Call me a nub, but what does UAX stand for ( literally i mean)
Ultima Online.

Quote:
Originally Posted by Suedars
Gaile Gray has posted that there won't be a monthly fee.

So of course there will be one.
It would be a huge mistake to charge monthly. That's the only real advantage GW has for casual gamers. Lets not forget that World of Starcraft is threatening to develop (all the grind of WoW, in space!).

Quote:
Originally Posted by Bastian
although I will take you up on the chess thing
Pm me, IGN: Byron Germanicus. I use Chesslive.
Byron is offline   Reply With Quote
Old Mar 22, 2007, 08:27 PM // 20:27   #22
Academy Page
 
Join Date: Sep 2005
Guild: XoO
Profession: Me/E
Default

Quote:
Originally Posted by Byron
If you are looking for perfect balance, move on to chess. (I'm accepting challenges, btw)
White needs a nerf imho.
Clamatius is offline   Reply With Quote
Old Mar 22, 2007, 10:07 PM // 22:07   #23
Frost Gate Guardian
 
Join Date: Dec 2006
Default

Quote:
Originally Posted by Elrodien
I want to know if they will continue to use the 8 skill slots mechanic for GW2. I'm sure they will stick with it, but if they don't its going to be one hell of a different game.
There's no way they'd want to corner themselves in like that again, while wanting to refresh the game. So I'd say a firm "hey, no" assumption on a 8 available at a time cap again.
BryanM is offline   Reply With Quote
Old Mar 23, 2007, 04:12 AM // 04:12   #24
Frost Gate Guardian
 
Operations's Avatar
 
Join Date: Feb 2007
Location: Saint Louis, MI (yes, it exists)
Guild: Pylons of Bastet [PofB]
Profession: E/
Default

Quote:
Originally Posted by BryanM
There's no way they'd want to corner themselves in like that again, while wanting to refresh the game. So I'd say a firm "hey, no" assumption on a 8 available at a time cap again.
I agree here. While GW was balanced arond 8 skills per player, 64 per GvG team, I always wondered what to do with those other two empty numbers.

I would not be surprised if there was either 10 slots for skills in GW2, or if the 9 and 0 key got used in a new and interesting way. (My geek mind is going to some kind of combo system like in the Pen and Paper RPG Exalted.)
Operations is offline   Reply With Quote
Old Mar 27, 2007, 02:27 PM // 14:27   #25
Wilds Pathfinder
 
Join Date: Apr 2006
Default

Quote:
Originally Posted by Byron
Quote:
Originally Posted by Patrick Smit
Call me a nub, but what does UAX stand for ( literally i mean)
Ultima Online.
lol

Unlocked All X (UAS = Unlocked All Skills, so UAX would be "unlocked all of everything", including weapon upgrades, runes etc)
qvtkc is offline   Reply With Quote
Old Mar 27, 2007, 07:02 PM // 19:02   #26
Frost Gate Guardian
 
Join Date: Apr 2006
Default

some quotes from the new articles linked to from the GW website.

The Wired article has this

"It's meant to be a learn-by-doing sort of situation--rather than have overly complex skills that take an excessive amount of brain matter to understand, players will learn less complicated skills that they will be encouraged to test out in any situation they can think of. What happens if you use this skill while jumping, or that one while surrounded by monsters? Who knows? Give it a whirl and find out! Strain referred to it as "emergent complexity," and if it works the way they say it will, I shall personally send them each a fruit basket. Having a wide variety of skills in a game is great, but the amount of reading and memorizing you usually have to do to have even the most functional ability in an MMO is enough to drop me into a deep state of catatonia."

could be good or bad. I would rather have a full skill descript, but testing skills is fun.

from the article on Kotaku

"In Guild Wars 2, the same character you use in-game will be used for player-versus-player conflicts that will take place in the Mists"
+
"By achieving victories in these battles there will be benefits to your world," Strain said. "Bonuses, advantages, maybe everyone gets increased energy regeneration or healing rate or enhanced loot drop rate."
+
Guild Wars 2 is trying to deal with that issue by using a system with a high level cap once that could be set to 100 or even boundless.

gives me nightmares.

I love gw and hope gw2 is sweet, but the early talk is scary.
just rude is offline   Reply With Quote
Old Mar 27, 2007, 10:02 PM // 22:02   #27
Frost Gate Guardian
 
Lodurr's Avatar
 
Join Date: Jul 2005
Guild: Our Other Name Was Funnier [BaN]
Profession: W/E
Default

Not to be callous, but judging by the recent expansions and the skills and classes they introduced, I don't have high hopes for the current dev team at Anet. The amazing balance of skills like Healing Signet, Diversion, Apply Poison, Distracting Shot, etc isn't likely to happen again. Instead we'll have YAAs and Mending Touches and Melandru Dervishes.
Lodurr is offline   Reply With Quote
Old Mar 28, 2007, 06:40 AM // 06:40   #28
Wilds Pathfinder
 
Join Date: Jan 2005
Default

I feel fewer, "deeper" skills is preferred to trying to balance a greater number of simple skills. How many slight variations of a condition removal do we need? For all the beautifully simplistic skills (those Lodurr mentioned) there were truely aweful simple skills (Orison, Power strike) and skills which were normally horrible but situationally good (Healing Breeze, Ob-flame). Instead of giving new players bad skills or skills with long descriptions, they will give players deeper (complex) skills without telling them all the details up front. This is more fun for the PvE experience and gives PvPers more interesting tools. I figure that we'll have fairly complete skill descriptions on this website fairly soon after release.

This is if Guild Wars continues its desire to be a competitive game. I believe that high level PvP balance is a good basis for PvE and lower level PvP. The new model provides hope for a new approach to balance and continuity. Guild Wars did a number of things right and I hope they keep most of that. There were also a number of shortcomings in how the game was developed. I think starting over maybe necessary.

Two more Nightfall like expansions would have been quite overwhelming and may have killed Guild Wars PvP. I believe the change was welcome.
Thom is offline   Reply With Quote
Old Mar 28, 2007, 08:34 AM // 08:34   #29
Wilds Pathfinder
 
Shmanka's Avatar
 
Join Date: Oct 2006
Location: In Your Head
Guild: The Brave Will Fall [Nion]
Profession: Me/
Default

I just hope GW2 GvG doesn't end up being completely DotA.
Shmanka is offline   Reply With Quote
Old Mar 28, 2007, 03:01 PM // 15:01   #30
Wilds Pathfinder
 
Patccmoi's Avatar
 
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
Default

Quote:
Originally Posted by Thom
I feel fewer, "deeper" skills is preferred to trying to balance a greater number of simple skills. How many slight variations of a condition removal do we need? For all the beautifully simplistic skills (those Lodurr mentioned) there were truely aweful simple skills (Orison, Power strike) and skills which were normally horrible but situationally good (Healing Breeze, Ob-flame). Instead of giving new players bad skills or skills with long descriptions, they will give players deeper (complex) skills without telling them all the details up front. This is more fun for the PvE experience and gives PvPers more interesting tools. I figure that we'll have fairly complete skill descriptions on this website fairly soon after release.

This is if Guild Wars continues its desire to be a competitive game. I believe that high level PvP balance is a good basis for PvE and lower level PvP. The new model provides hope for a new approach to balance and continuity. Guild Wars did a number of things right and I hope they keep most of that. There were also a number of shortcomings in how the game was developed. I think starting over maybe necessary.

Two more Nightfall like expansions would have been quite overwhelming and may have killed Guild Wars PvP. I believe the change was welcome.
I agree with this. Especially if they keep the 8 skill slots system (or limited skill slot anyway, number could vary depending on a lot of things), fewer skills with more depth are far more interesting. As for not having complete skill description, it's just a nice thing imo. Adds some fun of experimenting, and if you want to use any skill say in PvP and you want to know all it can do, all skills will likely have a complete description on guildwiki or other fansites at most 1 week after release...

I actually like seeing ideas like this. Seems like it could add more depth to the game and encourages a PvP based on player skill. Ofc it's really early to make complete judgement on anything and betas are still a long way.
Patccmoi is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:52 PM // 16:52.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("