Jan 25, 2007, 09:28 AM // 09:28
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#2
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Frost Gate Guardian
Join Date: Sep 2005
Guild: Alea Iacta Est
Profession: R/
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Well almost all rpg style games have unlimited miles/kilometers of dungeons... . I prefer opean areas, where i can see many pretty things like awsome locations and graphic desing (yes, for me GW have one of the finest graphic in whole mmo based games). Of course we can have some locations underground but pls not all them.
If you want dungeons maybe "Dungeon Runners" will suit you ?
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Jan 25, 2007, 11:26 AM // 11:26
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#3
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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how is Underworld not a dungeon? it has stairs, cliffs, etc
how about Sorrows Furnace? thats also a dungeon with those same things
how about well, the whole Echovald forest? lol feels like a dungeon even tho it isnt
and i know a few places in NF as well, such as Dasha Vestibule or the mission Road to Vabbi (or something like that)
and im sure Ch 4 will bring us some more
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Jan 25, 2007, 11:30 AM // 11:30
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#4
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Academy Page
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Catacombs in Pre-Sear
Parts of Iron Horse Mine
Most of Griffon's Mouth
Underworld
Tomb of the Primeval Kings
Fissure of Woe
The Undercity
Shezun Tunnels
Bahdok Caverns/Moddik Crevice
The Entire Realm of Torment
That's what comes off the top of my head.
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Jan 25, 2007, 11:50 AM // 11:50
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#5
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La-Li-Lu-Le-Lo
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Staircases, carved out of the rocky walls of a cavern, that spiral downward for what seems like ages, deep into the dark depths of nothingness, where great beasts and demons alike wait for the chance to taste the flesh of a Hero...
Yeah, Guild Wars could use some more of that, in my opinion. Open spaces are wonderful, but they lose part of their flair when there is no real contrast to them (even Sorrows Furnace feels "open" in comparison to some of the underground areas of other RPG's). There's nothing like that feeling of breaking free from the clutches of the netherworld into the bright fields of life...
__________________
Stay Breezy
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Jan 25, 2007, 12:25 PM // 12:25
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#6
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Frost Gate Guardian
Join Date: Oct 2006
Guild: Prophets of Dhuum[wii]
Profession: W/
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Because Guild Wars has a little problem called the z axis. Why when I go under a bridge I'm suddenly getting beat up on by monsters over 100 metres above me? Archers and Elementalists /ranged attacks ok, but how the hell did that wild blow or dwarven battle stance knock me down? Did those dwarves just throw their freeking hammer at me???? Why does my aggro circle agrro monsters that are on different levels? Stairs in GW are a bad idea until they get that z axis sorted out.
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Jan 25, 2007, 12:27 PM // 12:27
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#7
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Furnace Stoker
Join Date: Apr 2006
Location: Cheltenham, Glos, UK
Guild: Wolf Pack Samurai [WPS]
Profession: R/A
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Quote:
Originally Posted by BSSuperman
Because Guild Wars has a little problem called the z axis. Why when I go under a bridge I'm suddenly getting beat up on by monsters over 100 metres above me? Archers and Elementalists /ranged attacks ok, but how the hell did that wild blow or dwarven battle stance knock me down? Did those dwarves just throw their freeking hammer at me???? Why does my aggro circle agrro monsters that are on different levels? Stairs in GW are a bad idea until they get that z axis sorted out.
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there are stairs in GW already... its not the z-axis thats the problem, its the body blocking and character interaction
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Jan 25, 2007, 03:32 PM // 15:32
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#8
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Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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Traditional dungeons with corridors and rooms would be troublesome in GW. There are many skills that do not require line of sight to use (smite, blood, etc) and so you block the door or corridor with 1-2 warriors and decimate the enemies safely from around a corner.
Rangers would be fairly worthless, except when trapping then they'd excel. Likewise any line of sight spells, spears, etc would have trouble.
There is also the camera issue and tight spaces make it difficult to get the ciew right, unless you zoom all the way to first person and that is just annoying.
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Jan 25, 2007, 03:38 PM // 15:38
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#9
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Jungle Guide
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
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The Catacombs
Tomb Of Primeval Kings
Underworld
Sorrow's Furnace
Iron Horse Mine
The Deep
parts of FoW
Realm Of Torment feels like a giant high-level dugeon sometimes
The Undercity in factions (which we all hate)
Certain Vabbi areas
There are quite a few dungeon areas in Guild Wars, but sometimes you have to search long and hard for them.
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Jan 25, 2007, 05:41 PM // 17:41
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#10
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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the catacombs is probably the most (visually) amazing dungeon area in the game and to date it is my favorite zone out of all of them. I was extremely disappoited to find that the catacombs could not be accessed post-searing.
Sorrow's Furnace is my second favorite zone of all time, and it has the perfect dungeon feel to it, for me anyway.
I agree though, that we should have more dungeon-esque areas. Please open the catacombs in post!
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Jan 26, 2007, 09:52 AM // 09:52
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#11
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Frost Gate Guardian
Join Date: Oct 2006
Guild: Prophets of Dhuum[wii]
Profession: W/
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Quote:
Originally Posted by Lonesamurai
there are stairs in GW already... its not the z-axis thats the problem, its the body blocking and character interaction
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Like a said - stairs are a bad idea in GW until they sort out the z axis problem. Also know as why am Im being body blocked and hit upon as I pass under a monster on stairs (or a walkway) above me.
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Jan 26, 2007, 11:43 AM // 11:43
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#12
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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There is something missing.
Narrow passages that let only only 1-3 enemies in the front.
People could use such terrain advantages.
It would be enough if they reopen the catacombs, as already suggested in other thread.
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