Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Sep 29, 2005, 06:57 PM // 18:57   #81
Wilds Pathfinder
 
Join Date: Sep 2005
Guild: [cola]
Advertisement

Disable Ads
Default

same price as the original
Fred Kiwi is offline   Reply With Quote
Old Sep 29, 2005, 07:01 PM // 19:01   #82
Underworld Spelunker
 
Join Date: Feb 2005
Default Slots

now that i have your attention.......

your chapter 1 characters move on to chapter 2 seemlessly and you can create new characters ALONGSIDE your existing chapter 1 characters to use the new professions.

the only question is how many new slots they give us as Gaile said we would not have to delete an existing character to use the new professions

instead of GUILDWARS the expansion think of it as GUILDWARS 2 that your character can be played in at the same price and quantity of new game content as a new full game
Loviatar is offline   Reply With Quote
Old Sep 29, 2005, 07:02 PM // 19:02   #83
Furnace Stoker
 
Sir Skullcrasher's Avatar
 
Join Date: Jun 2005
Location: California
Guild: 15 over 50 [Rare]
Profession: W/Mo
Default

Quote:
Originally Posted by Loviatar
now that i have your attention.......

your chapter 1 characters move on to chapter 2 seemlessly and you can create new characters ALONGSIDE your existing chapter 1 characters to use the new professions.

the only question is how many new slots they give us as Gaile said we would not have to delete an existing character to use the new professions

instead of GUILDWARS the expansion think of it as GUILDWARS 2 that your character can be played in at the same price and quantity of new game content as a new full game
Oh in that case.. sign me on for the expansion!
Sir Skullcrasher is offline   Reply With Quote
Old Sep 29, 2005, 07:04 PM // 19:04   #84
Banned
 
Dont Look At My's Avatar
 
Join Date: Sep 2005
Location: Luxembourg
Profession: Mo/Me
Default

Quote:
Originally Posted by sir skulkcrasher
I do like to start over new but think about how many people who spend over 800+ or even 1000+ hours on their characters? if a-net don't give them opinion to port the charaters over, they might lose lots of fan who might skip out on the expansion.
I don't really get you, don't tell me you think that they will make a Chapter 2 only for new Chapter 2 professions.
That's just stupid. You will be able to play with your normal character trough the new Chapter as you used to do all the time. Where is the problem?
Dont Look At My is offline   Reply With Quote
Old Sep 29, 2005, 07:08 PM // 19:08   #85
Desert Nomad
 
T1Cybernetic's Avatar
 
Join Date: Sep 2005
Location: Wakefield, West Yorkshire, Uk, Nr Earth
Guild: Alternate Evil Gamers [aeg]
Profession: N/
Default

Sweet news!

I realy hope they do add atleast two new character slots as it would
definately make alot of people happy being able to play a couple of
extra professions as primary's and it would save me alot of time
messing about using my two accounts, it gets a bit annoying
having to swap and change windows account all the time...

/Me saves money aside!
T1Cybernetic is offline   Reply With Quote
Old Sep 29, 2005, 07:33 PM // 19:33   #86
Jungle Guide
 
Pandora's box's Avatar
 
Join Date: Apr 2005
Location: Netherlands
Profession: Mo/W
Default

Quote:
Players seem to enjoy the variety of choices very much, and single-player reaction has been great. The Guild Wars henchmen system allows you to play on your own if you choose to do so, but it deepens the experience of individual play by allowing you to participate in real missions and quests that matter, not quests that are "dummied down" for single-player players.
What does that mean? Basicly GG did not answer the question about Single player (= soloing). In the next part of the interview she avoids the subject carefully and only speaks of PvP and cooperative play. single-player reaction has been great : Da hell, no! Did not she read the posts about soloing and the problems with henchmen?. Does this mean nothing at all changes here? No individual control of henchmen so you can separate them in 2 groups, no commands to let them wait while you move on, or to stop the healer from trying to resurrect someone in enemies camp?

The whole interview sounds very 'preconstructed'. There are no real answers
Pandora's box is offline   Reply With Quote
Old Sep 29, 2005, 07:48 PM // 19:48   #87
Furnace Stoker
 
Sir Skullcrasher's Avatar
 
Join Date: Jun 2005
Location: California
Guild: 15 over 50 [Rare]
Profession: W/Mo
Default

Just a interview... so i'm not going to worry!

Wonder how many new quests and weapons will be awaiting us in the expansion!
Sir Skullcrasher is offline   Reply With Quote
Old Sep 29, 2005, 07:51 PM // 19:51   #88
Frost Gate Guardian
 
Guizzy's Avatar
 
Join Date: Aug 2005
Location: Quebec
Profession: Me/E
Default

Quote:
Originally Posted by MSecorsky
Personally, a swordsman that's more finesse than brute would be a nice touch, imo. A three musketeerrian type.
You know, they were called musketeers because they used primarily muskets. Which is, actually, a great idea. If they implement them right, the potential is there. I mean; the musketeer fights with muskets, obviously. The muskets have very high range and attacks slowly, but the closer the target is, the longer each attack/skill cast is and the less damage it does. The attributes would be something like this:

(Primary Attribute) Fast Recharge: Each point lowers spell and gun recast timers (The idea here is to put the emphasis on how long the guns take to recharge. It applying to spells is also a way of having it affect chapter 1 classes.

Gunmanship: Increases damage with gun; knockdown and damage skills. These are more vulnerable to close range. (Pretty standard weapon skill)

Teamwork: Buffs for other fighters. Each point in Teamwork adds to the damage of teammates. Double effect on Musketeers in touch range. (this actually encourages the musketeers not to go far away from his group to snipe. It being double effect on touch range musketeers is to have them fight in formation, as musketeers used to do. It could make a deadly barrage / spike, that is vulnerable to groups that can rush to it quickly enough.

Bayonet: Bayonet skills are a mix of speed and damage. They increase of damage of bayonets (used as off-hands with guns). Bayonet skills are adrenalin based and they increase running speed. The idea is to have the weak close-ranged musketeer to fight some with his bayonet in order to be able to get the distance between his target and him back.

Anyone else thinks that would rock?

Last edited by Guizzy; Sep 29, 2005 at 07:57 PM // 19:57..
Guizzy is offline   Reply With Quote
Old Sep 29, 2005, 07:59 PM // 19:59   #89
Wilds Pathfinder
 
Join Date: Sep 2005
Guild: [cola]
Default

Quote:
Originally Posted by Guizzy
You know, they were called musketeers because they used primarily muskets. Which is, actually, a great idea. If they implement them right, the potential is there. I mean; the musketeer fights with muskets, obviously. The muskets have very high range and attacks slowly, but the closer the target is, the longer each attack/skill cast is and the less damage it does. The attributes would be something like this:

(Primary Attribute) Fast Recharge: Each point lowers spell and gun recast timers (The idea here is to put the emphasis on how long the guns take to recharge. It applying to spells is also a way of having it affect chapter 1 classes.

Gunmanship: Increases damage with gun; knockdown and damage skills. These are more vulnerable to close range. (Pretty standard weapon skill)

Teamwork: Buffs for other fighters. Each point in Teamwork adds to the damage of teammates. Double effect on Musketeers in touch range. (this actually encourages the musketeers not to go far away from his group to snipe. It being double effect on touch range musketeers is to have them fight in formation, as musketeers used to do. It could make a deadly barrage / spike, that is vulnerable to groups that can rush to it quickly enough.

Bayonet: Bayonet skills are a mix of speed and damage. They increase of damage of bayonets (used as off-hands with guns). Bayonet skills are adrenalin based and they increase running speed. The idea is to have the weak close-ranged musketeer to fight some with his bayonet in order to be able to get the distance between his target and him back.

Anyone else thinks that would rock?
mmm...sounds kind of cool, the dwarves might be using gun powder for guns. so it makes sense. just not sure of those attributes, and the name.
Fred Kiwi is offline   Reply With Quote
Old Sep 29, 2005, 09:14 PM // 21:14   #90
Lion's Arch Merchant
 
 
Join Date: Sep 2005
Location: Right behind you
Guild: T Demons Of Razgriz T
Profession: E/Me
Default

I see no reason not to include pirates. We need a new melee class, one thats more barbaric in nature. they would be able to use both swords and handguns. JK

lol I really dont see anywhere that they could impliment guns into this game. its not that kind of game. I dont know why people diss the D2 assassin. Its what I played with most of the time, and I thought it was great fun. I think they should make a character like that in GW, except since traps are taken by rangers, I suggest that they give them more varieties of shadow magic. and they should be able to teleport. A summoner class would be teh pwnage. They could use what they started with undead minions in necros and expand on it. I also like the morrowind concept of being able to summon monsters in the form of powerful armor and weapons. Also a dragoon type class for the polearms.
TwilightOblivion is offline   Reply With Quote
Old Sep 29, 2005, 09:52 PM // 21:52   #91
Ascalonian Squire
 
Join Date: Sep 2005
Guild: Insane Midget Posse [IMp]
Profession: Me/E
Default

Mmmmm. Why, oh why, don't they tell us anything useful?
Seriously, I'm contemplating finding the name of an Anet employee and paying them for info.
Shinomori is offline   Reply With Quote
Old Sep 29, 2005, 09:52 PM // 21:52   #92
Desert Nomad
 
Tactical-Dillusions's Avatar
 
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
Default

Has anyone considered the possibility that the seer might play a more significant role in chapter 2?
They were "alluded to" in this chapter so a more prominent role by this species is not hard to imagine.
Tactical-Dillusions is offline   Reply With Quote
Old Sep 29, 2005, 10:04 PM // 22:04   #93
Banned
 
Knight of Eternal Darknes's Avatar
 
Join Date: Jul 2005
Location: Cali
Guild: Cerebral Assassins[Assn]
Profession: W/E
Default

i hope the expansion is really big, sarrow's furnace didn't really play out what is was out to think of when i first read the information from that website about sarrow furnace i thought it was gonna be a big area, but it's actually more like the size of a mission or like the size of ring of fire in terms of the mission lengths, the interview doesn't say much about the size of area of the new chapter and i hope the small detail is only because they have more to work on in terms of the size of how big the 2nd chapter is i hope it doesn't come out to be just one small area and that's it will actually be big area or maybe a whole new map, and that they actually come out with more profession(s) not just a new profession
Knight of Eternal Darknes is offline   Reply With Quote
Old Sep 29, 2005, 10:09 PM // 22:09   #94
Wilds Pathfinder
 
Join Date: May 2005
Guild: The Madison Scouts
Profession: E/Mo
Default

I hope they don't make a rogue... way too many people from WoW that just think "ZOMG ROGUES SO UBER LOL INVISBLE"

Some sort of summoner, perhaps... but Rangers and Necromancers have that whole pets/temporary pets thing going on...

Of course, there are many games to take inspiration from... heck, DnD alone has a ton of jobs(though I know very little about it...) We have pretty much everything from Diablo 2 aside from the assassin(and before you start raging me about druids... its basically the ranger, which is like the amazon as well).

However.... just random ideas... some I don't even like but could possibly be feasible would be a shape-shifter, or a hand to hand fighter, or someone who can summon a pet, but it works like an enchantment or something.

It will be nice to see what they bring... but it WONT BE A NINJA
KvanCetre is offline   Reply With Quote
Old Sep 29, 2005, 11:33 PM // 23:33   #95
Frost Gate Guardian
 
Guizzy's Avatar
 
Join Date: Aug 2005
Location: Quebec
Profession: Me/E
Default

A guitar player! A freakin' guitar player!

He uses his amazing guitar skills to shoot elecriticty from the extremities of his guitar!

...

Seriously, it's as good an idea as a ninja or a rogue (or assassin), which is, if you understood my sarcasm correctly, a pretty bad idea.

Or a giant guitar playing ninja, then he'd be fighting giant pirate.

While we're on the subject of giants, we need more giant robots in Guild Wars! And furries as well!
Guizzy is offline   Reply With Quote
Old Sep 29, 2005, 11:41 PM // 23:41   #96
Furnace Stoker
 
MSecorsky's Avatar
 
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
Default

Quote:
Originally Posted by Guizzy
A guitar player! A freakin' guitar player!

He uses his amazing guitar skills to shoot elecriticty from the extremities of his guitar!

...

Seriously, it's as good an idea as a ninja or a rogue (or assassin), which is, if you understood my sarcasm correctly, a pretty bad idea.

Or a giant guitar playing ninja, then he'd be fighting giant pirate.

While we're on the subject of giants, we need more giant robots in Guild Wars! And furries as well!
And tribbles.
MSecorsky is offline   Reply With Quote
Old Sep 30, 2005, 12:02 AM // 00:02   #97
Ascalonian Squire
 
Join Date: Jul 2005
Default

Quote:
Originally Posted by Tactical-Dillusions
Has anyone considered the possibility that the seer might play a more significant role in chapter 2?
They were "alluded to" in this chapter so a more prominent role by this species is not hard to imagine.
What seer?

I seriously think it'd be Cantha since it'd add a whole new continent and be the basis for the new classes.

Since the manual makes it look like the gods of Tyria are only the gods of Tyria, Cantha would have different gods, cultures, creatures and classes. Possibly different 'magic' since the manual says the gods gave magic to Tyria.

My theory is that the gods seperated into groups and each group created a continent. Tyria came from one group and Cantha came from another. The third group created a continent where the original humans were, but were kicked out and fled to Tyria and Cantha. That third continent would be 'alluded' to in Cantha/Chapter 2 and would be in Chapter 3. We'd find out more about the gods eventually and we'd get to visit their lands. That's just my theory though.
Corran109 is offline   Reply With Quote
Old Sep 30, 2005, 08:06 AM // 08:06   #98
Ascalonian Squire
 
Join Date: Jul 2005
Profession: Mo/N
Default

well i think everyone can agree on the fact that we definitely need atleast one more melee character class. and most likely another caster-type to go along with it. i think they will keep things even this way, going from six classes to eight and giving us two more character slots aswell. so my thoughts on the two new classes:

my guess is that the melee type class will be some variation of a samurai/berserker/pirate/dragoon. thinking of new weapons we have the katana, dual-weilding axes, pistol/sword, and lance or spear.

<sidenote>
to all you ninja/assassin/rogue pre-teen fanboys out there: no. there will most definitely not be a ninja class in the update because 1) guild wars puts a HUGE emphasis on TEAM play and when do you ever see a goddamn ninja or assassin work in groups of 4-8?! its called a rogue for a reason: they work ALONE and do not belong in guild wars. and 2) i forget.
</sidenot>

on the caster's side i think we'll get some kind of support character, since the monk is the only truly capable support class we have currently. perhaps a bard/dancer/something-totally-new-and-amazing-like-what-anet-did-with-the-mesmer. the weapons they would use would include musical instruments or w/e.

either way, i have complete faith in the developers to bring us an amazing new chapter of guild wars and am very much looking forward to what they have in mind for the future.
Otsegoflesh is offline   Reply With Quote
Old Sep 30, 2005, 08:33 AM // 08:33   #99
I dunt even get "Retired"
 
unienaule's Avatar
 
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
Default

Omg. Ya know, what i want, is an Artificer who makes golems out of stuff. That would be the coolest thing ever. But then, I love golems. It could be a similar skill to pet charming by adding piles of stuff in various places and creating the golems with the "animate heap" command or whatever. I don't really know what else to add. Sorry for not being creative, I'm working on what I dont know for my physics test in 6 hours.

OH AND IMPORTANT NOTE:
Anyone else think Monstrous could be like Steel but for a different class' armor? I think so. One of those crafting components that you just need a few of. The prices seem about right.
unienaule is offline   Reply With Quote
Old Sep 30, 2005, 09:17 AM // 09:17   #100
Krytan Explorer
 
Ashley Twig's Avatar
 
Join Date: May 2005
Location: germany
Guild: Guild Of Openhearted Deeds
Profession: R/Mo
Default

Quote:
Originally Posted by Loviatar
*WE WILL NOT EXPECT PEOPLE TO DELETE LONGSTANDING CHARACTERS TO MAKE ROOM FOR THE NEW PROFESSION CHARACTERS*
that says more slots specifically
Specifically would sound like "Of course, people will get more character slots".
That sentence above might sound like "more slots" but it doesn't say "more slots".

The power of PR lies in constructing sentences that can be highly interpreted.

And even if it did say "more slots": I will believe it as soon as it's there; "in the near future".
Ashley Twig 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

Similar Threads
Thread Thread Starter Forum Replies Last Post
The Great Al The Riverside Inn 3 Jan 22, 2006 05:56 AM // 05:56
conker Off-Topic & the Absurd 24 Aug 31, 2005 02:29 AM // 02:29


All times are GMT. The time now is 08:19 PM // 20:19.


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("