Sep 18, 2006, 07:08 PM // 19:08
|
#21
|
Wilds Pathfinder
Join Date: Apr 2006
Location: Cute And Fluffy in My Tummy
Guild: Cult Classic [CC]
Profession: R/
|
WTF they have infused Armour, Why not make Somehting Simmilar for the badlands?
|
|
|
Sep 18, 2006, 07:10 PM // 19:10
|
#22
|
Desert Nomad
Join Date: Jun 2006
Guild: The Cult of Doom
Profession: P/
|
yeah for one, id like to say that there must be someone of importance at ANet who is a hardcore GWAR fan... add this to the list of pop culture references in GW.
The article also mentions that we will control the wurm, not only directionally, but its very skills to boot.
|
|
|
Sep 18, 2006, 07:25 PM // 19:25
|
#24
|
Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
|
What, riding "onside" wurms?
No, it's not a typo, the wurm swallows you whole (putting you a a special "cockpit" I'm imagining )
Otherwise, it wouldn't offer much protection if you were sitting on top, being exposed to dangerous chemicals and such. (as opposed to be sitting inside the specially designed "cockpit", with wurm leather seats and wurm juice for refreshment....)
ewww.
|
|
|
Sep 18, 2006, 07:44 PM // 19:44
|
#25
|
Jungle Guide
Join Date: Jun 2006
Profession: W/N
|
I'll give a rough overview...
The first page is mostly useless and uninteresting chit chat about the weather in germany and seattle and that the magazine wasn't idle but instead spend time with A-Net, having a look at Nightfall.
The second page offers a few look into the mood an scenery of Nightfall. The kingdom of Elona was mostly left alone by the chaos that was raging in Cantha and Tyria but that is about to change as tentacles sprawl all over the kingdom. An invincible enemy approaches and turns the sky dark, threating the people, the gods, everything.
The all too soon realisisation is that to beat this foe, he must be killed at its root. And that is where we are going.
The next part on page 2 is about the stronger focus of Nightfall towards PVE as opposed to the PVP oriented Factions.
The third page gives a rough overview of the game itself. Starting with a description of the areas we are about to face. The tutorial is once again placed on an island. Once we have beaten the tutorial the game leads us onto the mainland were we first start in a peaceful looking riverside province. On the sandy ground are north african looking housings.
The next part will be in a savannah, still looking somewhat like the province before but will shine with insane viewing distances. We'll often stumble upon temples of the gods, also looking epic and monumental.
The next part will be the highlands. The look is now mostly dominated by an oriental look with playful decorations and detail.
The next part yet again wil be the badlands. Scarred lands with traces of brimstone everywhere - dangereous enough that a few steps within will mean certain death. That's basically why you're travelling these lands inside of a wurm who is immune to the brimstone (greetings to dune :P). The wurm will have a total of 3000 hitpoints and sport totally different skills from your character.
This wurm is the mini variant of the wurms that we have in the crystal desert by the way. So similarities are wanted.
The last part will be the realm of torment. This is were the threat lives and you'll have to face literately nightmares. Hills made out of insects and corpses, eyes staring at you, bloodstreams flowing down a mountain.
And a speciality of these areas is that the minimap allway recovers itself once you restart a mission.
Nice sidefact:
During the gameplay you will revisit earlier visited places and notice changes upon the landscape as the threat emerges even while playing and fighting it and changes the landscape the more you advance into the game.
Fourth page:
Nightfall will have it's own intro animation, unlike factions which did throw us straight into the game. Our role in fighting the evil will be clear from the beginning. The characters will look more realistic with lip synch and emotions on their face during cutscenes.
Plus there is a lot less to read but much more to hear for us. Most parrts will now be told instead of forcing us to read through lengthy text passages.
Fifth page:
New heroes. Yes, there will be new heroes. Early in the game for example you'll meet a warrior called Koss that will accompany us in the later missions. Each henchmen will have his/her own history and motivation to fight, a-net even hints a romance.
You're allowed to bring up to 3 heroes into the instance. The nice thing about these heroes, you can control them. You can give them orders for example telling the monk to purely heal or telling the elementalist to rather stay back instead of playing Alesia.
So this is how a real party in Nightfall might look like. 4 Players and 2 heroes each, or maybe 2 players and 3 heroes each. The heroes of the other teams will by the way be named neutral as not to have 4 different Koss in your team.
And don't panic, who gives a f*** about micro management can still command them the old way - strg and space.
Six Page:
Interface Rework. Basically. Most parts will be merged with others and controlled via drop down menus. The whole interface gets another facelift. Your secondary class is changable everytime - right where you are standing and you can switch to your heroes menus everytime (the other heroes, not the other players).
Plus there will be a new PVP Battle, the Hero versus Hero battle. 1 Player, X Heroes, Fight.
Seventh Page:
The last is mainly about the new classes with no new news.
Last edited by Amity and Truth; Sep 18, 2006 at 07:50 PM // 19:50..
|
|
|
Sep 18, 2006, 08:11 PM // 20:11
|
#26
|
Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
|
thanks for the overview.
"Plus there is a lot less to read but much more to hear for us. Most parts will now be told instead of forcing us to read through lengthy text passages."
I like this. Those pop-up conversations in Factions were, perhaps, the worst thing I've ever encountered in Guild Wars. They went on way too long, and you'd invariably end up in a battle, furiously clicking to dismiss the things so you could fight!
I like the more details on the Heros, including "hints of romance"? I wonder if we're talking about having to "attract" our heros... that would be cool, but maybe not the direction Anet wants to go.
Any more info on the Hero's professions?
So far, we know that:
Koss is a male warrior.
Acolyte Sousake is an Elementalist. (according to PC gamer)
Morgahn is a female Dervish (according to preview videos we've seen)
Anyone else confirmed?
Last edited by Mordakai; Sep 18, 2006 at 08:23 PM // 20:23..
|
|
|
Sep 18, 2006, 08:18 PM // 20:18
|
#27
|
Desert Nomad
Join Date: Jun 2006
Guild: The Cult of Doom
Profession: P/
|
i think its interesting that the heros (and players) are the ones who dont want to convert to Dhuum-ism. You wont be able to just see the land darken and become twisted, you will also see the people become infected with darkness too.
|
|
|
Sep 18, 2006, 08:27 PM // 20:27
|
#28
|
Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
|
It would be really cool if you could decide to join Dhuum (or whoever this outcast god is).
I know that will never happen, but maybe a future Guild Wars product will really let us push our characters to the "dark side." (ala KOTOR, or Fable)
|
|
|
Sep 18, 2006, 08:30 PM // 20:30
|
#29
|
Wilds Pathfinder
Join Date: Apr 2006
Location: Cute And Fluffy in My Tummy
Guild: Cult Classic [CC]
Profession: R/
|
Ridding Inside wrums? Its Just corny. Seriously, CORNY. Hopefully they'll just change it... if its even true.
You can't ride Above Ground, So What Exactly? You'll miss part of the decore? How Will you be able to farm? Hopefully this is just for a quest untill you get a Dune - Like Armour.
|
|
|
Sep 18, 2006, 08:44 PM // 20:44
|
#30
|
Ninja Unveiler
Join Date: Jun 2005
Location: Louisiana, USA
Guild: Boston Guild[BG]
Profession: W/Me
|
Quote:
The final of Nightfall takes place in the” Realm OF Torment “. There the threat lives. And there you must fight yourselves in the wahrsten sense of the word by nightmares: The designers have for instance from corpse and insect parts of mountains to create, bloodstreams run black rock down there, eyes stare to you from cliffs afterwards. A further characteristic of the instances in this area: Their map is never durably uncovered. As soon as you tackle a mission again, again fog lies above it.
|
For people who wanted randomly generated areas, there you go. The Land of Torment.
|
|
|
Sep 18, 2006, 08:58 PM // 20:58
|
#31
|
Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
|
Quote:
Originally Posted by KoalaMeatPie
Ridding Inside wrums? Its Just corny. Seriously, CORNY. Hopefully they'll just change it... if its even true.
You can't ride Above Ground, So What Exactly? You'll miss part of the decore? How Will you be able to farm? Hopefully this is just for a quest untill you get a Dune - Like Armour.
|
Sure you can farm. The wurm eats the equipment, which you then pick up.
Yes, it's a quest reward, and it's only useful for exploring the sulfur/brimstone pits (depending on the translation you prefer).
I don't think you'll get armor... that would defeat the purpose of the wurm, now wouldn't it?
Anyway, I think this sounds cool, and I hope they didn't ruin the neatness of it by revealing it.
|
|
|
Sep 18, 2006, 09:00 PM // 21:00
|
#32
|
Krytan Explorer
Join Date: Jul 2005
Location: Syracuse, NY, USA
Guild: The Amazon Basin (AB)
Profession: W/
|
Quote:
Originally Posted by Horseman Of War
i think its interesting that the heros (and players) are the ones who dont want to convert to Dhuum-ism. You wont be able to just see the land darken and become twisted, you will also see the people become infected with darkness too.
|
I can see it now. Look at THOSE Dhuumies!!
|
|
|
Sep 18, 2006, 10:50 PM // 22:50
|
#33
|
Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
|
Quote:
Originally Posted by Mordakai
Sure you can farm. The wurm eats the equipment, which you then pick up.
Yes, it's a quest reward, and it's only useful for exploring the sulfur/brimstone pits (depending on the translation you prefer).
I don't think you'll get armor... that would defeat the purpose of the wurm, now wouldn't it?
Anyway, I think this sounds cool, and I hope they didn't ruin the neatness of it by revealing it.
|
Can't wait to do my wurmy quest >_<
|
|
|
Sep 18, 2006, 11:37 PM // 23:37
|
#34
|
Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
|
I hope one of the wurm skills is "pop up and make that creepy noise"...
|
|
|
Sep 19, 2006, 01:23 AM // 01:23
|
#35
|
Frost Gate Guardian
Join Date: Apr 2006
Guild: The Fellowship Of The King [King]
|
Quote:
Originally Posted by lyra_song
Mending shall protect you!
|
you can use a sunddering 20/20 with +30 health weapon for additional protection :P
|
|
|
Sep 19, 2006, 02:49 AM // 02:49
|
#36
|
Furnace Stoker
|
I don't think you actually see the worm guts... Think of it as a vehicle, you become the worm and control it.
|
|
|
Sep 19, 2006, 10:39 AM // 10:39
|
#38
|
Academy Page
Join Date: Apr 2005
Location: Europe->Poland->Łódź
Guild: Alea Iacta Est [AIE]
Profession: Mo/
|
I just hope to once go under water for a mission or smth [we all know that our chars don't drawn "/sit in the water "], not just land, land, land ;D
|
|
|
Sep 19, 2006, 11:51 AM // 11:51
|
#39
|
Jungle Guide
Join Date: May 2005
Profession: W/Mo
|
Lets just hope that there is going to be a gargantuan monster out there to fight while inside said Wurms.
|
|
|
Sep 19, 2006, 12:11 PM // 12:11
|
#40
|
Ascalonian Squire
|
Lets extend the concept to the Shiverpeaks - I quite fancy taking a trip through Dreadnaught's whilst controlling Maw The Mountainheart.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 08:09 PM // 20:09.
|