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Old Apr 02, 2007, 01:51 PM // 13:51   #2021
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Guild Wars 2 & EotN both look & sound very promising so far.
What I'm hoping for from the sequel is that there would be roleplaying districts/servers for those (like me ) who love to maintain character persona, use names that fit for fantasy (no more MyMommyEatsKidsforBreakfast type of nicks), have little bit stricter social rules i.e forbid spamming, any kind of harassment and such.
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Old Apr 02, 2007, 01:55 PM // 13:55   #2022
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^ i like the role playing idea
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Old Apr 02, 2007, 02:04 PM // 14:04   #2023
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I don't like it, GW 2 is moving away from GW and becoming more like WoW...
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Old Apr 02, 2007, 02:20 PM // 14:20   #2024
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Quote:
Originally Posted by Qual
I don't like it, GW 2 is moving away from GW and becoming more like WoW...
That's what the reports sound like, at some points. Agreed.
But maybe it's just the inability to explain something yet unknown without comparing it to stuff that already exists. I, for once, trust Strain and the rest of them that they mean what they say:
"Guild Wars has always had its own unique flavor of play, and we certainly don't intend to make it more like traditional MMORPGs." (Jeff Strain, in an about.com interview)
"We don't see persistence as a tool to allow us to introduce a lot of that kind of... problematic components of traditional MMORPGs, like spawn camping and loot stealing and endless regeneration of monsters in the area in you're in. We're going to use it as tool to develop a Guild Wars style of gameplay, so no, I don't think it's going to be closer to a traditional MMORPG." (Jeff Strain, same interview, same question (about persistence))
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Old Apr 02, 2007, 02:52 PM // 14:52   #2025
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"Becoming wow..."

"moving closer to wow..."

People, stop.

In GW1, Anet tried to solve some of the problems with traditional MMOs by designing a non-persistence world. It was unique in it's own way and did eliminate some of the issues. However this time around, unlike avoiding the issue like in GW1, Anet is going to try and face the problem heads on. Just b/c GW2 is offering a persistence world, it does not mean its going to work just like the persistence world in other MMOs, for example wow.
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Old Apr 02, 2007, 03:44 PM // 15:44   #2026
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I don't even know what people mean by this Persistence World, so if someone could elaborate this non-gamer, I'd enjoy it!
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Old Apr 02, 2007, 04:08 PM // 16:08   #2027
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persistant = many players in the region between towns... with spawing mobs to keep players busy

instanced = the region between towns is all yours
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Old Apr 02, 2007, 04:16 PM // 16:16   #2028
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Quote:
Originally Posted by Neriandal Freit
I don't even know what people mean by this Persistence World, so if someone could elaborate this non-gamer, I'd enjoy it!
"Persistant worlds" exist even when you aren't playing them.

Right now, the only areas considered "persistent" in Guild Wars are the towns and outposts where you meet other people. Trading, talking, etc, goes on whether you or there or not.

"Instances" are the adventurable parts of Guild Wars. They only exist (for you), when you enter them. No one else can enter "your" instance without joining your group at the start. People can leave, but they can't enter once the Instance has started.

It sounds like GW2 will try to have "adventurable" areas that are persistant, ie, that anyone can join at any time. This will be a bold new area for ArenaNet, and it will be interesting to see if they can continue to find creative ways to play MMORPGs.
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Old Apr 02, 2007, 04:34 PM // 16:34   #2029
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<3 The idea of more races + higher/no level cap
Keep it coming
+ Persistant worlds rock

Last edited by J3mo; Apr 02, 2007 at 04:38 PM // 16:38..
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Old Apr 02, 2007, 04:45 PM // 16:45   #2030
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Quote:
Originally Posted by arcanemacabre
If they have models that can stretch and mold to various shapes, it would be a lot easier to produce multiple pieces of armors for every race. .

um... thats not how it works... they would take a race model (char for instance) and create the armour from 'that' model. I'm not an expert..but I'm familiar enough with maya and 3ds max to know that.

charr legs for instance need more bending points in ther legs for the armour to render properly.

the textures they could use from race to race though... but regardless of the modeling techniques and details.... my point is... more races ALWAYS means more work to get the 'same' amount of customization... thats it... thats my point... more work... and while I am confidant anet wont let us down... I just wanted to point that out.

Last edited by clawofcrimson; Apr 02, 2007 at 04:48 PM // 16:48..
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Old Apr 02, 2007, 05:25 PM // 17:25   #2031
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Claw - we have NO IDEA how customizable the Characters will be.

Star Wars Galaxies had a great system, you could stretch them out, do almost whatever you wanted to seveal alien races...

Now, I didn't play Galaxies past the character creation screen, so I have no idea if you got "armor" or new clothes or how that looked on your obese Hammerhead. But, since lack of customization as been a complaint about Guild Wars, I have to think Anet will do something to make in more on par with City of Heroes, or Galaxies.
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Old Apr 02, 2007, 05:47 PM // 17:47   #2032
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Quote:
Originally Posted by Mordakai
Claw - we have NO IDEA how customizable the Characters will be.

Star Wars Galaxies had a great system, you could stretch them out, do almost whatever you wanted to seveal alien races...

Now, I didn't play Galaxies past the character creation screen, so I have no idea if you got "armor" or new clothes or how that looked on your obese Hammerhead. But, since lack of customization as been a complaint about Guild Wars, I have to think Anet will do something to make in more on par with City of Heroes, or Galaxies.
I am simply stating that more options = more work for the modelers/design team... thats all. I didn't say I knew how much customization would be available... just ...making a simple comment...

most gamers dont understand how much work goes into a visually stunning game like GW. I just wanted to state the opinion that just because we have more races doesnt mean we want less customization.

Last edited by clawofcrimson; Apr 02, 2007 at 06:03 PM // 18:03..
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Old Apr 03, 2007, 02:18 PM // 14:18   #2033
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Quote:
Originally Posted by Lepht
"Becoming wow..."
"moving closer to wow..."
People, stop.
I've tried the 10 days tried from WoW, loved it, then bought GW, and loved it way more. So I understand the fear.

Quote:
Originally Posted by Lepht
In GW1, Anet tried to solve some of the problems with traditional MMOs by designing a non-persistence world. It was unique in it's own way and did eliminate some of the issues. However this time around, unlike avoiding the issue like in GW1, Anet is going to try and face the problem heads on. Just b/c GW2 is offering a persistence world, it does not mean its going to work just like the persistence world in other MMOs, for example wow.
In the GW article (for those who don't have it), there were several sections saying how instancing was proposed as a solution to many problems, e.g. loot / kill stealing, camping, etc. The form of persistent world they intend to create will not suffer from these problems.

The bonus with persistent world is the opportunity to bump into people, which really is something that WoW had that I'd like to see in GW. This can be done without the frustrating aspects of persistent worlds, it all depends on how ANet solves the inherent problems.

I also believe that instancing will remain for many areas. The idea, like the new forms of PvP, is to allow players to play how they want to play (as they say in the article). Provide some casual PvP, some competitive PvP, instancing, persistent PvE, etc.
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Old Apr 03, 2007, 02:19 PM // 14:19   #2034
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Quote:
Originally Posted by Lepht
"Becoming wow..."
"moving closer to wow..."
People, stop.
I've tried the 10 days tried from WoW, loved it, then bought GW, and loved it way more. GW removed all annoying aspects of WoW - grind, quest stealing, etc. So I understand the fear.

Quote:
Originally Posted by Lepht
In GW1, Anet tried to solve some of the problems with traditional MMOs by designing a non-persistence world. It was unique in it's own way and did eliminate some of the issues. However this time around, unlike avoiding the issue like in GW1, Anet is going to try and face the problem heads on. Just b/c GW2 is offering a persistence world, it does not mean its going to work just like the persistence world in other MMOs, for example wow.
In the GW article (for those who don't have it), there were several sections saying how instancing was proposed as a solution to many problems, e.g. loot / kill stealing, camping, etc. The form of persistent world they intend to create will not suffer from these problems.

The bonus with persistent world is the opportunity to bump into people, which really is something that WoW had that I'd like to see in GW. This can be done without the frustrating aspects of persistent worlds, it all depends on how ANet solves the inherent problems.

I also believe that instancing will remain for many areas. The idea, like the new forms of PvP, is to allow players to play how they want to play (as they say in the article). Provide some casual PvP, some competitive PvP, instancing, persistent PvE, etc.
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Old Apr 03, 2007, 03:28 PM // 15:28   #2035
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Early Xmas wishes!

1) That we still get 2 new char slots in GW:EN
2) That we can transfer char slots from GW to GW2
3) That the titles that make sense to carry on be carried on (e.g. some PvP titles like fame)
4) That we get a choice of rewards we get through the hall of monuments (when trading in titles) - a credit system would be great
5) That incomplete titles also get rewards, only lesser ones / credits towards greater rewards.
6) That both the party system and the companion system be kept in GW2, in different areas. Lookin' forward to the new system, but I also enjoy the current party system with henchs and heroes.

Thanks ANet
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Old Apr 03, 2007, 03:53 PM // 15:53   #2036
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Talking More from PC Gamer May 2007 Magazine....

Yeah, I bought the magazine today and read some more up on the Hall of Monuments and new races for GW 2, I thought perhaps people would like to know more on these...

Hall of Monuments
Quote:
You won't have the option to migrate characters from Guild Wars 1 to Guild Wars 2, but you will be able to carry achievements forward via the new Hall of Monuments. Actively built via quests in the Eye of the North your Hall of Monuments acts as a record of your achievements, so if you're kind of a big deal - maybe you're an Eminent Hero, a Master Cartographer, or a Devotee of Wisdom - then your deeds will go down in history via a monument in your honor. But in addition to demonstrating your dominance, the Hall of Monuments will act like a family inheritance in Guild Wars 2, a place where your Guild Wars 1 titles and minipets, for example, are displayed and allow you access to certain Guild Wars 2 benefits. For example, special weapons you earned in Guild Wars 1 may be in a display case in your Hall of Monuments, and you Guild Wars 2 character will be able to take them out and use them.

New playable races
Quote:
Sylvari
Characteristics: Naive, curious, gifted
Words to live by: "Seize the moment"
A young race of nature spirits who have awakened with the rise of a new age in Tyria, Sylvari are beings of light, as yet uncorrupted by knowledge of sorrow, suspicion, or hatred. Sylvari are proficient in things related to magic and dexterity, with a supernatural connection to plants and an innate empathic bond to each other.

Asuras
Characteristics: Inventive, condescending
Words to live by: "We're smarter than you."
A diminutive race from the depths of Tyria, Asuras wish to expand their empire to the surface world. Exceptionally intelligent and technicically minded, they use magical skills, stone, and metalworking to create weapons. Asuras believe they are destined to rule the world, with the larger, less intelligent races as their subjects.

Charr
Characteristics: Fierce, opportunistic, proud
Words to live by: "Victory at any cost."
A savage race of sentient beasts, the Charr will use any means available to destroy their enemies: an ambush is as honorable as a fair fight, as victory is what matters. Though Charr have no concept of mercy, they can be protective of those within their tribe.

Norn
Characteristics:Individualistic, stubborn, unrefined
Words to live by: "Strength above all."
A race of shape-shifting half-giants from the north, the Norn value personal strength, victory, and purifying the soul through battle. They revere the spirits of animals and call on them like shamans. Norn can access a skill that changes them into a half-Norn/half-bear, with increased health and melee damage.
So, there it is. Wish I was able to show you the pictures of the Sylvari, but they basically look like humans, well at least in the concept art. Certainly sounds like it is going to be fun though. I can't wait, but at least until then I will enjoy my Asura mini-pet and the upcoming G.W.E.N!

Last edited by Cheyenne Jouett; Apr 03, 2007 at 03:57 PM // 15:57..
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Old Apr 03, 2007, 04:16 PM // 16:16   #2037
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Anyway this can be added to Front Page ^^^^^^ ?
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Old Apr 03, 2007, 05:21 PM // 17:21   #2038
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Just as a note about races:

Quote:
Though they won't be playable in Eye of the North, the expansion will introduce you to some of the races that will be playable in Guild Wars 2. ArenaNet is keeping the total number of playable races under wraps for now, but we did uncover some secrets about a few of them, including the fact that each race will have a primary ability that distinguishes it from other races.
I predict there are a few races A-net isn't telling us about.

Undead anyone?
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Old Apr 03, 2007, 05:32 PM // 17:32   #2039
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Quote:
Originally Posted by Domino
I predict there are a few races A-net isn't telling us about.

Undead anyone?
Ugh. I hope not. (joking?)

Besides the usual suspects of Tengu, Centaurs, Dwarves, Dredge, etc., I have no idea.

In terms of "core races": We have our "nature spirits" (Sylvari); our Goblins (Asuras); our beastmen (Charr); our half-giants (Norn).

Possible "outside the box" race: An insect race.
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Old Apr 03, 2007, 05:37 PM // 17:37   #2040
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I dunno... the Undead played a big role in Prophecies and in the Kryta area, and GW2 has already showed they have no problem letting you play as an "evil" race (Charr).

Anyway, just my speculation... My prediction is that new races will be a big selling point for GW2 expansion packs, so they won't give us all the races at once. They wanna keep people hooked.
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