Jul 02, 2006, 08:28 PM // 20:28
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#101
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Pre-Searing Cadet
Join Date: Jun 2006
Guild: Blood of the Stone
Profession: W/Mo
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i havent taken dancing daggers nor the daggers on the sin armor as an example , with throwing a polearm/halberd whutever , i meant it like the assasin skill nine tail strike(you do throw your equipped daggers with this skill) just stand next to the enemy and throw the polearm and take it back <:
^@ azaril dunno how Anet is going to do that, let's just wait till nightfall and see if the sin's and rit will have new armor/weapons/skills or wont
Last edited by Zinraii; Jul 02, 2006 at 08:32 PM // 20:32..
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Jul 02, 2006, 08:31 PM // 20:31
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#102
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Following of Xanthar
Profession: Me/N
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I think it's a cinche there will be a horseman profession. 1) It's be asked for for some time. 2) It would be cool and introduce a whole new aspect to game play (which is what it seems they want to do with new classes). 3) North Africa and the Middle East are famed for Arabian Horses. A calvary character fits in perfectly with Chapter 3's theme. Keep in mind Assassins and Ritualists were taken from Asian culture. Look for the class to be called "Dervish".
I'm still holding out for pirates though (ala the Berber pirates in Morocco).
Last edited by Tobias Funke; Jul 02, 2006 at 08:37 PM // 20:37..
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Jul 02, 2006, 08:31 PM // 20:31
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#103
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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If you can go in Tyria with your Assassin and Ritualist, why not Cantha to Nightfall. I think Guardsman Chienpo and Sergio will have the quests to go to others Regions and go on in other Chapters.
Edit:
Thinking about Ch3, I hope the map will be bigger and no close gate or anything like this.
Last edited by Francis Demeules; Jul 02, 2006 at 09:20 PM // 21:20..
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Jul 02, 2006, 09:43 PM // 21:43
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#104
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Frost Gate Guardian
Join Date: Apr 2006
Guild: The Fellowship Of The King [King]
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Quote:
Originally Posted by Zinraii
just stand next to the enemy and throw the polearm and take it back
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whats the diffrence between throwing or not throwing when u have to stand next to enemy to do it? it doesnt count as ranged attack anyway
To be ranged or not to be ranged! thats the question
Last edited by Reza; Jul 02, 2006 at 09:46 PM // 21:46..
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Jul 02, 2006, 10:51 PM // 22:51
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#105
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Jungle Guide
Join Date: Mar 2006
Location: CT
Guild: NITE
Profession: R/
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Before I go on reading through any other of these links... I havent read through the topic, so I dont know if anybody has pasted this yet but: (from the 2nd link):
"NCSoft told us that the 110 person Guild Wars team has been divided up into two separate campaign teams. That allows them to release an entirely new campaign every six months. Each one is intended to offer a unique visual style based either on real world geography and culture or some sort of mythological setting. Each campaign will also support an entirely new tournament event."
Sheer... brilliance [/sarcasm] give us half the content, half the playtime, and drain us of more money as they progress into shorter intervals of fresh-off-the press,untested, unpatched/fixed/approved content which we have to buy if we want to keep on playing a game that gets continually updated. ANET has already stated that they were not planning on supporting anything other than core classes throughout every expansion, backed up by their core-only skill trainer in the guild hall and lack of in-depth developments for the proffesions when many people claim they need some.
I'll buy chapter 3, because I'm nice like that, but if I don't happen to like it, then I'll probably quit for WoW. I don't think that ANET yet realizes that even tyria still had flaws after 1 year, Cantha still has many, and they only have half a team to develop on it in half the time, making it (I think...) 75% less efficient then the original Prophecies standpoint. Not only does dividing their team seem to throw a rift in the middle of their "small but dedicated" group, how will the teams work together to transition the core classes between all the groups? And if I happen to really like the Ritualist and the Assassin, or one of the professions (I hate spelling that word) from Ch3 and it doesn't get supported, where is the incentive for the next installment?
It all seems kinda weird to me. >.>
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Jul 02, 2006, 11:17 PM // 23:17
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#106
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Lion's Arch Merchant
Join Date: Jun 2006
Guild: ♥ Aurelio Furor ♥
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Nice, thanks for the info
I am ready to pre-order my CE already
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Jul 02, 2006, 11:59 PM // 23:59
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#107
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Desert Nomad
Join Date: Feb 2006
Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
Guild: [acid]members of the KAWS alliance
Profession: A/
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Sidra you don't have to buy the dang new chapters to keep playing, people can just buy Proph and be playing in tyria till either GW servers stop working or their brains melt
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Jul 03, 2006, 04:57 AM // 04:57
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#108
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Desert Nomad
Join Date: May 2005
Location: Singapore
Guild: Seers of Serpents [SoS]
Profession: R/
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All i can say is that i seriously hope that C3 is done by the team that did GWP and am not looking forward to C4 (faction wannabes) unless they buck up.
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Jul 03, 2006, 05:25 AM // 05:25
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#109
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Ascalonian Squire
Join Date: Jul 2006
Guild: Elite Brasil
Profession: Me/Mo
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A polearm warrior seems to be a class that most probably will appear in chapter 3 or later, since it's pretty obvious, we don't have such weapon in the game yet. It could be a melee class devoted to disabling enemy targets, his skills could cause crippling, knockdown, or even reduce the enemies armor capabilities. It should cause less damage than a warrior and focus more in trashing the enemy targets with conditions and such.
A shapeshifter is also something I'd think of, instead of using pets or spirits, the fighter would turn itself into some beast form, changing temporarily his attack capabilities, and the skills in the skill bar could be global enhancers like enchantments to make the prefered forms strongers or last longer, things like that.
Another melee class I would think of is a bare-hand fighter, although it sounds like a Canthan character. He would use different types of fist weapons like knucklers and such, and could use his feet and hands to knockout the enemies. He could have some interesting capabilites like bonding himself to a target, protecting the team from it. He could have a high armor level almost like a warrior/polearm fighter, being the second choice for tankers. His specialty should be dealing with the mobs or more dangerous targets, because of his body resistance. His damage wouldn't be the best though.
The berserker is also a very known idea, to my mind it should use dual handed swords or other dual handed weapon for dealing max damage. He would be a bad damage dealer until he unleashed his anger, it could be something triggered like a warrior's adrenaline. He would then be able to use a lot of furious slashes that would be comparable to a good assassin damage, but he would get tired easily and also could become an easy target. So it would be another hard class to play like the assassin, people would think it's cool for the damage and looks, but it's not a tanker since his task was to go kamikaze on enemies and then try to save his own ass. Team work extremely needed to make the berserker useful, otherwise he would be a weak warrior waiting for the important moment of enraging himself during a boss fight or something and then collapse to the ground as a bullet capsule that was just shot. Extremely inspired in the Lodoss War anime/rpg series.
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Jul 03, 2006, 06:23 AM // 06:23
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#110
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Desert Nomad
Join Date: Feb 2006
Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
Guild: [acid]members of the KAWS alliance
Profession: A/
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I hope the barehanded monk looking dude is a shapeshifter, shapeshift into a dragon FTW, and I would love a berserker, that'd be my next melee class
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Jul 03, 2006, 06:30 AM // 06:30
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#111
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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it better b ebetter then Factions........ or im changing to something else
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Jul 03, 2006, 06:38 AM // 06:38
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#112
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Wilds Pathfinder
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Quote:
Originally Posted by Sidra
Before I go on reading through any other of these links... I havent read through the topic, so I dont know if anybody has pasted this yet but: (from the 2nd link):
"NCSoft told us that the 110 person Guild Wars team has been divided up into two separate campaign teams. That allows them to release an entirely new campaign every six months. Each one is intended to offer a unique visual style based either on real world geography and culture or some sort of mythological setting. Each campaign will also support an entirely new tournament event."
Sheer... brilliance [/sarcasm] give us half the content, half the playtime, and drain us of more money as they progress into shorter intervals of fresh-off-the press,untested, unpatched/fixed/approved content which we have to buy if we want to keep on playing a game that gets continually updated. ANET has already stated that they were not planning on supporting anything other than core classes throughout every expansion, backed up by their core-only skill trainer in the guild hall and lack of in-depth developments for the proffesions when many people claim they need some.
I'll buy chapter 3, because I'm nice like that, but if I don't happen to like it, then I'll probably quit for WoW. I don't think that ANET yet realizes that even tyria still had flaws after 1 year, Cantha still has many, and they only have half a team to develop on it in half the time, making it (I think...) 75% less efficient then the original Prophecies standpoint. Not only does dividing their team seem to throw a rift in the middle of their "small but dedicated" group, how will the teams work together to transition the core classes between all the groups? And if I happen to really like the Ritualist and the Assassin, or one of the professions (I hate spelling that word) from Ch3 and it doesn't get supported, where is the incentive for the next installment?
It all seems kinda weird to me. >.>
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Wait so does this mean no new skills fo ritualist or assassin??? That would sorta suck... If they don't update all the classes then y update at all? nvm, i would rather some update to the classes tahn none lol but still no updates for ritualist or assassin? And about the guild hall thing, why don't they just make one skill trainer for each chapter? Like the proph one has the core, then they make a cantha one taht has ritualist and assassin, and make another one for chapter 3 that has the chapter 3 classess and so on. Can't they then have the teams think up of new skills for the classess like ritualist and assassin? Otherwise, I sorta don't think we will be seeing them much once it gets to like chapter 4. It would be disapointing because i really like having assassings and rits in my group. o well nothin i can do.... I really hope your wrong or Arena Net changes their mind...
And why does everyone say factions is bad? Sure it has some problems, but overall, I like it at least 75% more than proph... THen again, all just opinion.....
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Jul 03, 2006, 06:45 AM // 06:45
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#113
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Philippines
Guild: Holy Order of the Light [HOL / Holy Order]
Profession: R/N
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Nah, I think they already said (logs or interviews) that they will continue to support all campaigns and add new skills and other stuff to existing classes. BUT exclusive classes can only be created in that campaign.
The way I understood it, Rt and A will get new stuff and skills for the next campaigns but are not available for char creation in the next campaigns.
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Jul 03, 2006, 02:36 PM // 14:36
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#114
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Desert Nomad
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Quote:
Originally Posted by Maria The Princess
it better b ebetter then Factions........ or im changing to something else
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Same here. Factions has had some fun to it, but it's fun that we (my guild and I) created out of the...umm, so called content that Factions has. Competition and PvP is not content, and luckily, that was what Jeff Strain claimed was Factions "unique game mechanic". So I am hopeful that Chapter 3 will have more real content and less silliness (grinding and farming is not PvE content!).
Strange though, I've been waiting for Chapter 3 two weeks after I picked up Factions. That's how fast I burned out on what Factions had to offer... and with a young child at home, my play time is limited on all but the week ends.
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Jul 03, 2006, 04:11 PM // 16:11
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#115
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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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I'm not burnt out on Factions at all. I understand better now where everyone is coming from, but I dont understand teh constant bitchyness that is from most people.
Yes it seems smaller, but there are so many more quests, and the AI is so much better and more challenging in this one. I mean c'mon, those Jade Brotherhood Elms? Those guys cant hurt you! What in Prophecies has that much potency?
Nothing.
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Jul 03, 2006, 08:46 PM // 20:46
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#116
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Desert Nomad
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Quote:
Originally Posted by Neriandal Freit
I'm not burnt out on Factions at all. I understand better now where everyone is coming from, but I dont understand teh constant bitchyness that is from most people.
Yes it seems smaller, but there are so many more quests, and the AI is so much better and more challenging in this one. I mean c'mon, those Jade Brotherhood Elms? Those guys cant hurt you! What in Prophecies has that much potency?
Nothing.
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I agree with you here; there's just nothing to do in Factions once you've been through it once or twice. My opinion of why, is because it's so enclosed and small. I mean, in Chapter 1 it took a good while (unless someone ran you) to get from one point to another. That "drag" made it possible (for me) to enjoy the game through several times. However, in Factions you see the same areas over and over and over and over and... till your so sick of em, you don't want to do them again with another character, much less 4 to 6 of em (my opinion of course).
What my guild and I did to make it fun was just run out with unique non-cookie cutter builds and try some of the larger areas to see if we could clear them with the new builds. The challenge was there and the "fun" we brought our selves cause Anet apparently forgot to add some end game content*.
I love the challenge, in fact the reason I love the challenge makes the game seem worse. Why? Because to me, so much more challenge and content could have been added (with that level of challenge) had Anet worked on that style of game play... which is why I can't wait to see what Chapter 3 has to offer. Different game mechanic per each chapter...
*End game content is still locked up behind a faction point ladder system and UW/FoW is still behind the pitiful favor system. That leaves very little after one has finished SF and Tombs a few dozen times. /shrug - keep in mind, not everyone enjoys PvP or competition and there's little Factions has to offer for the end game.
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Jul 03, 2006, 09:15 PM // 21:15
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#117
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Frost Gate Guardian
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Like a book
Quote:
Originally Posted by Laibeus Lord
Nah, I think they already said (logs or interviews) that they will continue to support all campaigns and add new skills and other stuff to existing classes. BUT exclusive classes can only be created in that campaign
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No, unfortunately. The non Core classes won't be supported in chapters in which they're not in - that's part of the stand alone idea (why have Assassin skills if you can't play as an Assassin?), and it's the difference between a core and a non core Profession.
Quote:
I agree with you here; there's just nothing to do in Factions once you've been through it once or twice. My opinion of why, is because it's so enclosed and small. I mean, in Chapter 1 it took a good while (unless someone ran you) to get from one point to another. That "drag" made it possible (for me) to enjoy the game through several times. However, in Factions you see the same areas over and over and over and over and... till your so sick of em, you don't want to do them again with another character, much less 4 to 6 of em (my opinion of course).
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I think Factions has a much replayability as Prophecies, especially considering how you can finish the campaign without doing the Luxon or the Kuzick side.
Of course, if you have finished the game 4 times two months after release, you'll won't stand it much longer. I think GW was never meant to be a way of life, just a game, more like a book.
Erasculio
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Jul 03, 2006, 11:29 PM // 23:29
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#118
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Quote:
Originally Posted by Erasculio
more like a book
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Chapters ....bored joke
Well, when you said that, it looks like each chapters is a book(thinking another commercial product comming if Anet see this) and they don't follow but they're have some "connection" between them. Like now, Faction and Prophecies is Menhlo. Maybe in the next Chapter will be another character like Devona, Aidan, Cynn, Eve..... Dunham? Or maybe not. I'm sure Nika will follow them in Chapters 3.
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Jul 03, 2006, 11:54 PM // 23:54
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#119
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Frost Gate Guardian
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: P
Quote:
Originally Posted by Francis Demeules
Chapters ....bored joke
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Ha ha
What I meant, actually, was more about how I think the game was meant to be played. When you finish reading a good book, do you go back and continue to read it over and over until you can't stand it anymore, or do you just put it back on the shelf, look back once in a while at the passages you liked the most, and wait to buy the sequel, if it appears to be interesting?
I think (IMO IMO IMO) that Guild Wars is more or less the same. If I had finished the game with everyone ("finished" as in, done all I wanted to do with my characters), I would just stop playing. That doesn't mean I didn't like the game, or that I got tired of it, or that it sucks, etc - just that I did all I wanted, and that's it. I finished it, after enjoying it, period.
Some people see it with a MMORPG mentality - you HAVE to keep playing it, or it sucks/doesn't have enough content/etc. I disagree with this - as I said, it's a game, not a life comitment. While most MMORPGs are like that (since, if you feel like stopping, you'll stop paying the monthly fee and so you won't be able to play unless you play again), I think GW has a whole different model, something that is going unoticed by many people.
A lot like a book.
Erasculio
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Jul 04, 2006, 01:06 AM // 01:06
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#120
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Wilds Pathfinder
Join Date: Aug 2005
Location: Europe Server
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IMO it lacks enough depth to be a good book, and even though it isn't a true MMORPG it still exists in the same sphere, online interative entertainment, and needs to compete like one. The community needs to be nurtured and some aspect of game replayability provided otherwise it'll just die with a whimper.
Tbh Guildwars is one game I've played the longest out of any I've played recently and a lot of that is the community and the new stuff that comes along on a regular basis. If GW was just a standalone off line game or one you just stop playing after 2-3 weeks I definitely would stop buying it at Factions and maybe even at Prophecies.
IMO Chapter 3 needs to develop the storyline and the Guild Wars world.
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