Feb 16, 2006, 10:56 PM // 22:56
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#41
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Frost Gate Guardian
Join Date: Dec 2005
Guild: PS
Profession: Mo/W
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Looking forward to playing as an aatxe!
Pwnage easy runs with 1K HP.
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Feb 16, 2006, 11:08 PM // 23:08
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#42
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Forge Runner
Join Date: Nov 2005
Location: Spiral of The Red Rose, Kryta (Columbus, IN)
Guild: Heros of Titans Realm [HotR]
Profession: E/
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Quote:
Originally Posted by HDS
Looking forward to playing as an aatxe!
Pwnage easy runs with 1K HP.
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Naw Glass, Factions IS NOT Chapter 2 (I thought, and was told severeal times over) - If I'm wrong, please correct me.
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Feb 16, 2006, 11:16 PM // 23:16
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#43
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Frost Gate Guardian
Join Date: Dec 2005
Guild: PS
Profession: Mo/W
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Quote:
Originally Posted by Neriandal Freit
Naw Glass, Factions IS NOT Chapter 2 (I thought, and was told severeal times over) - If I'm wrong, please correct me.
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Um... to my knowledge Factions IS chapter 2.
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Feb 16, 2006, 11:27 PM // 23:27
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#44
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Forge Runner
Join Date: Nov 2005
Location: Spiral of The Red Rose, Kryta (Columbus, IN)
Guild: Heros of Titans Realm [HotR]
Profession: E/
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Quote:
Originally Posted by HDS
Um... to my knowledge Factions IS chapter 2.
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Bah! damanation lol.
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Feb 17, 2006, 01:10 AM // 01:10
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#45
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Even GWF is chapter 2, it stills a stand alone.
If its a stand alone, then you dont need the core.
If you dont need the core, then the storyline has maybe no link.
The idea is good for another race......
Agree) The story of Faction is a war between 2 nations (see no link with the flame seeker prophecy). You choose one of them and fight against the other side. Is it a human survival like the Prophecies campaign? No! So why not to put another race to save your nation?
......But I see some problems too.
Disagree) Like for Ritualist and Assassin, they will be new. If they put another race in a expansion, alot of people will take it. So we will see Humans, because for those who dont buy the expansion, at the old continent and the other race will be mostly on Cantha. Off course, dont forget the lvl max for a human is 20. I dont want to see an Avicara (for exemple) lvl 23 max to fight against the ''Little Lichy Lord'' or have an undead W/Mo lvl 16 max.
In my opinion, for short, If Anet can make it in a expansion, I will glad to see another race in game. But in the same way, I dont really care. Off course I will use at least one slot to create this new race. But I will still dont care because it will be like a human with the same skills and all.
If you want to play as another race now, create a warrior, take an ascalon helm and say you're a charr or a mesmer (Male or Female) Put the Animal mask to be a dog or cat .... joke.
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Feb 17, 2006, 01:26 AM // 01:26
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#46
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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There are no new races because they did something right.
(races are annoying, plus in GW they would be just like the humans because giving them a bonus would upset balance...that and races are boring)
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Feb 18, 2006, 10:25 PM // 22:25
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#47
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Lion's Arch Merchant
Join Date: Nov 2005
Profession: N/
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I have no problem whatsoever with players staying human. In fact I prefer it this way. This is not a MMORPG.
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Feb 18, 2006, 10:33 PM // 22:33
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#48
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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So stay human. Me, I wouldn't mind seeing new races in Guild Wars, with minor tweaks to performance. The Enchant/Hex thing mentioned by Glasswalker is a prime example. Or, say, a character race with a natural...10% HP boost for being physically bigger and tougher than others, but with an attendant 10% reduction in moving speed. Or other things that would be balanced, but offer some variety in life and may even change up the whole Flavor of the Month thing. I know I'm ready for a paradigm shift, anyways.
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Feb 18, 2006, 10:54 PM // 22:54
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#49
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Desert Nomad
Join Date: Nov 2005
Profession: N/
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I wouldn't mind, different nationalities, for instance a ranger in Kyta has different armor than one from Ascalon.
Even with all the different charateristics, go to any town and at least one other person will look the same.
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Feb 18, 2006, 11:22 PM // 23:22
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#50
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Forge Runner
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
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look for this in future chapters.... I know they played with Charr and Dwarf race options in the past... but it didnt make it into the next chapter. simply because it didnt fit the story line as yet... But I would be surprised if we did not see a race option in the one of the future chapters... Check Galie and froggy logs for this leak of testing info... But as of yet... There is not much reason for a new race to advance the story... So it makes since it has not happened yet.
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Feb 19, 2006, 01:12 AM // 01:12
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#51
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Frost Gate Guardian
Join Date: Oct 2005
Guild: hex
Profession: R/Me
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Quote:
Originally Posted by fiery
This has been answered, Guild Wars is realistic to its not fantasy. Not a fantasy game.
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Yeah tell me about it, I often walk down my street and get sprit blocked when I try to get in to my local shop and god the trek to the Pub is really to hard with all the freaking monsters I have to fight through.
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Feb 19, 2006, 01:45 AM // 01:45
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#52
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Krytan Explorer
Join Date: Oct 2005
Guild: The Last Sacrens
Profession: N/Me
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leave it to gaile to not answer questions ever?
The reason I never go to LA Internat. 1 because all they do is tell you worthless filler and waste your time to hear one sentence about something new
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Feb 19, 2006, 07:11 PM // 19:11
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#53
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Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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I say, if someone wants to play another race, go for it.
Have fun playing with three or four skills!
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Feb 19, 2006, 07:26 PM // 19:26
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#54
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Krytan Explorer
Join Date: Mar 2005
Guild: Sisters of Mercy
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Quote:
Originally Posted by Fox Reeveheart
I swear on my life when I saw I remember reading up on one of those interviews with guild wars before it released, one question they asked was about new races.
I do remember the answer was NOT a no. I don't forget what it was exactly...
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My recollection was that it was an encouraging "this is something we're taking a good look at," if not a "this is something we're hoping to do." There was no confirmed "yes," but there had been a fairly strong belief that there would be one new playable race with the expansion.
I can only speculate as to why this was decided against (new player meshes, re-balancing skills and health...)
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Feb 20, 2006, 10:09 AM // 10:09
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#55
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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I, for one, am against "races". Those of you who have ever played WoW will know and understand that certain "races" are underplayed (and OVERPLAYED). Start playing with "races" and you get all the BS from preconcieved ideas that comes with them. The class system in GW rocks. It avoids all the unnecessary unpleasantness that comes from a "race" system, while including all the things that are good about MMORPGS.
While I enjoy the "race" system in single player rpgs, that is where it should stay unless someone can manage to change society's notions of "typical" fantasy races.
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Feb 20, 2006, 06:46 PM // 18:46
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#56
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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Quote:
Originally Posted by Tuesg
Yeah tell me about it, I often walk down my street and get sprit blocked when I try to get in to my local shop and god the trek to the Pub is really to hard with all the freaking monsters I have to fight through.
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But the part that really chaps my hide is once you get there, having to wait for favor before getting your ale.
Quote:
Originally Posted by Lady Lozza
While I enjoy the "race" system in single player rpgs, that is where it should stay unless someone can manage to change society's notions of "typical" fantasy races.
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I think there are a few factors that would contribute to this.
1. Defying the competition by going with unfamiliar races. (No Freakin' Elves!!)
2. Creating compelling backgrounds and connections with evolving stories without making existing races (Humans) obsolete. (Balance!)
There are probably a few more, but that's my short list. Perhaps ANet are just the lads (and ladies) to pull this off...?
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Feb 20, 2006, 11:26 PM // 23:26
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#57
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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If they stayed away from the "typical" races it might work. But IMHO the class system is much better. If you had "races" you would have to give them defining characteristics, things to tempt players to use them, then "classes" would really go out the window. I love TES I really do, but implementing that in an MMORPG would NOT be a good thing. I mean it is bad enough with people going on about how ugly a certain class is etc, etc, put "race" in there and things will get worse.
LF x-race monk, must be prot.
LF warrior, no xx-race.
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Feb 21, 2006, 12:51 AM // 00:51
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#58
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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People are gonna be fussy regardless. Alternate races would indeed cause some extra friction, but really, it would be a drop in the bucket compared to what's already going on. Using the Rukkha (hope I spelled that right) example from earlier, some would often say that certain classes, such as Monks or Elementalists which often rely on self-Enchantments, should only be of that race. But in this case racial choice is as much up in the air as profession choice is, since the drawback to the class can often be crippling. I don't know about you, but 10% extra duration on Arcane Conundrum would suck. And due to this, said skill would probably gain a popularity boost due to its effectiveness against Rukkha.
In this way race shifts could really spice up the metagame. A race of powerful artificers (pulling example out of thin air here, not really advocating this) which gains a slight bonus to weapo damage due to their expertise with tools would typically be seen as awesome for Rangers and Warriors, or even Conjure Els looking to wand things up...that is, until the increased damage/duration of Conditions is applied, since a race this separated from Nature won't really have much resistance to Nature's bads. Suddenly that Artificer Warrior is looking mighty risky.
Not asking for double weapon damage in return for -30 AL here. Drastic shifts in performance like that are simply tacky. But minor shifts, tweaks really, between different races would be great. That and possibly, perhaps, male Rukkha or Artificer Warriors wouldn't weigh four hundred pounds and resemble a retired linebacker >_<. Nor would Rukkha or Artifcer male Ranger Druid's chest inclue an undyable coat that makes every single dude in the thing appear virtually identical. Walking into town and seeing seven versions of your Guild buddy is just plain annoying.
Hm hm...personal complaints aside, I'm all for minor tweaks and visual shifts. Hell, doesn't even have to be nonhuman races, though such would be nice. Call them 'Nationalities' instead. Could be great fun to see an Amazon nationality that doesn't allow for male character models XD.
But I digress. I suppose all I'm saying is that Anet's done well enough with balancing all the different professions thus far. Maybe they could pull off a racial balancing as well.
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Feb 21, 2006, 02:13 PM // 14:13
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#59
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Desert Nomad
Join Date: Apr 2005
Location: Northeast USA
Guild: Guilded Rose
Profession: Me/
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Quote:
Originally Posted by -Loki-
They said it would happen, but not in the first expansion, and unlikely in the second. But we would get new races. I wouldn't expect more classes in those expansions. Creating the art for a new race is going to be enough.
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I think Anet will support both - in a future expansion
Gamespy interview
http://pc.gamespy.com/pc/guild-wars-.../680914p1.html
Quote:
Each release will sport two new professions only available to players who own those expansions
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Feb 21, 2006, 02:19 PM // 14:19
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#60
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Forge Runner
Join Date: Nov 2005
Location: Spiral of The Red Rose, Kryta (Columbus, IN)
Guild: Heros of Titans Realm [HotR]
Profession: E/
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Quote:
Originally Posted by Ninna
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Aww! Only 2? So like Ritualist and Assiassian? Well, that make sense tho - One Spellcaster, One Melee. Tho I personally don'tconsider Monks spellcasters - I would Priests but Monks are more solitude and melee (with the bonus of Divine gifts (Thus why I don't considering them Spellcasters)), Clerics are just like Priests, get most of there powers from their god(s).
Mm...thats what we need to see. Divine stuff
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