Jul 18, 2007, 09:45 AM // 09:45
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#141
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Krytan Explorer
Join Date: Mar 2007
Profession: N/Me
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I guess those gloves are rewards for gaining reputation, all in all grindish but not retarded like "tormented weapons" and the DoA idiocy. At least it sounds more fun to me.
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Jul 18, 2007, 10:21 AM // 10:21
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#142
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Desert Nomad
Join Date: May 2007
Profession: W/E
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Quote:
Originally Posted by Surena
I guess those gloves are rewards for gaining reputation, all in all grindish but not retarded like "tormented weapons" and the DoA idiocy. At least it sounds more fun to me.
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WOW those gloves for reputation titles
it suddenly seems less of a grind with a decent reward at the end
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Jul 18, 2007, 10:37 AM // 10:37
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#143
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Desert Nomad
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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Quote:
Originally Posted by Thunder79
few things I noticed...
first the speculations on the landmarks...
top left - charr homeland...seems to match up to that concept shot...looks like it could be a large town....or just scenery...there's 4 portals right by it...
top right - It's the Hall of Monuments...confirmed in the videos posted today in this thread (part 1): http://www.guildwarsguru.com/forum/s...php?t=10176999 the map displays for a second before the UI goes away when he enters the hall of monuments.
bottom - Outpost or town again...see the two portals on the east side and south side...
I don't think any of the areas we see in the map are Dwarf areas...I would bet that the snowy areas are the Norn areas while the Dwarves are underground...
other speculations on my part:
-Area immediately south of riverside providence...looks like it could be some kind of burnt out temple...and the lake below it looks like it could have a volcano in the middle...and the shores around it look burned...
-Area west of Fisherman's haven...not an accessible area but that looks like some sort of plateau...like Devil's Tower in Wyoming...that is a different look from the in game map...just thought I'd point that out.
-Area west of Droknar's Forge on the coast - my guess...Sylvari area...
-There seems to be some textures reinserted to cover up an area to the northwest of Ascalon...the far northwestern part of the most northern Shiverpeaks. Perhaps this is an endgame area they don't want to reveal yet. If you look at the area you'll see a distinct editing of the image.
-To the east of that area...but before you get to the charr homelands..there's another area where it looks like someone covered up an area again...a long strip of an area...
-South of that strip...on the other side of the explorable area to the south of the strip...there's another area that looks covered up...
-On the eastern side of the area that is probably the Charr Homelands...there's an area that's not yet explored...but it looks like an area we can get too...
-South of Fort Ranik seems to have some weird burned out area...not sure what that is...
The map clearly is not complete...there's areas that are clearly covered up...which means there's probably more areas on the map that are covered up too well to tell that they are covered up.
And no doubt there are areas in the dungeons that don't show up on that map at all...there are numerous portals on that map that seem to lead to nowhere.
I don't mind that they covered up stuff...leaves some mystery to it.
Also with the expanded map there's a lot of new areas for future expansions (hope hope hope)
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Im pretty sure ur right about parts being covered up. For a start counting the areas theres only 33 (including the 18 dungeons Anet has said) that puts it on Par with Factions, Im sure theyll be a few extra areas that map is hiding for us to uncover. They wouldnt Add Charr territory and then only give 3 areas to explore!? That would be almost pointless right? Upon closer inpection of the map i can see what u mean by the examples of areas that have been possibly covered up. These could just be because it is a Beta map btu the suspect areas include:
South right Ascalon, Various parts in Charr territory, Various Parts in Norn territory and the left hand edge of the Asrian Territory. I would expect a possible extra 10 or so areas to keep EotN on par with NFs number of areas. I also noted from looking at the Map at the Lack of towns or outposts in the displayed territorys theres only about 10ish possible points for towns to exist from looking at the portal places.
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Jul 18, 2007, 11:47 AM // 11:47
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#144
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Academy Page
Join Date: Mar 2005
Location: UK
Guild: Kirins of Holy Light
Profession: Mo/R
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It seems to me they can link with propehcies outposts at Beatletun and Yaks Bend. At Yaks Bend the road toward the north already exists, but its blocked by yaks at the moment. It wouldnt be hard to implement a "Guard" you have to talk to at the gate to pass through to the other side - so they could easily stop non-prophecies chars getting in prophecies.
I would very much appreciate being able to walk to the Charr areas and the Northern Shiverpeaks if I want to - not just be teleported there...
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Jul 18, 2007, 12:09 PM // 12:09
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#145
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Forge Runner
Join Date: Dec 2006
Guild: The Overacheivers [Club]
Profession: Mo/
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can u use textmod to look at the areas? it should work on the map as it does on the other continents
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Jul 18, 2007, 01:02 PM // 13:02
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#146
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Krytan Explorer
Join Date: Oct 2006
Guild: The Order of Chaos Reborn [ToC]
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If you look at the map where GW:EN areas are close to Prophecies areas, you see the fog that I consider "Elonian," wherein it looks like a heavily fogged version of the eventual map when you explore it (Tyria and Cantha have the generic montage that gets stripped away, but gives you no clue of terrain beforehand). For the demonstration, I doubt it was necessary to have an active link with Prophecies, and since he was rolling cheats, I'm sure he could "skip ahead" to further in the storyline.
My point is this: the foggy area between Iron Horse Mine and the Norn territory is definitely another explorable. South Ascalon beyond Regent Valley is definitely another explorable. And the Ullen River actually looks LESS fogged than before, so I think there's a possibility of a mission pack or some-such in that area (run across the Mursaat homeland with Saul D'Alessio).
The Wizard's Tower is one of my favorite locations, if only because you can't get to it directly. It seems like GW:EN is removing the "no exploring in buildings" thing that all other campaigns have been limited to (considering you have your own explorable Hall of Monuments, and that whole Eye of the North thing), and in the process adding story tie-in's to let you visit some of those previously unexplorable places.
One last note: has anyone noticed that the area of land between the sunken Orr and the Crystal Desert has changed? I know it's barely a cosmetic change, but it makes me wonder...
EDIT: Finally got a look at the full high-res one, plus remembered a couple other things. In Prophecies, the Mursaat homeland was HEAVILY implied to be along the Ullen River. The Tarnished Coast may be south of it, but I get the feeling that the Mursaat still chilled out in the fogged area between Tangle Root and Riverside Province.
Also, there are a few "locked doors" I've seen in Tyria while exploring anywhere, some making zero sense at all. One is in Tasca's Demise, the standard Stone Summit door, shut. Another is on the far left border of Diessa Lowlands, a solid metal door in the middle of ruins (makes no sense).
The re-texture of the entire map in the Elonian style gives the possibility of more area in the following places:
-Above Yaks Bend/Iron Horse Mine
-Above Deldrimor Bowl and left of Anvil Rock
-North of Dragon's Gullet
-South of Regent Valley
-East of the Ruins of Surmia
-East of the Eastern Frontier
-East of Thirsty River
Finally, Orr and its connecting peninsula are not just different colors, but textured differently. I'm not going to say "uncoverable," because the texture is wrong for that, but I get the feeling that ANet is going to take this Mission Pack idea to the next level.
Last edited by TaCktiX; Jul 18, 2007 at 02:23 PM // 14:23..
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Jul 18, 2007, 01:06 PM // 13:06
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#147
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Wilds Pathfinder
Join Date: Aug 2005
Location: Great Britain
Profession: W/P
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Hmmm. The dungeons sound cool, but the above-ground areas seem a bit small. Will we be able to expect more zones above-ground from those shown in the preview map or is that it?
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Jul 18, 2007, 05:24 PM // 17:24
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#148
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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Quote:
Originally Posted by Takeko Nakano
Hmmm. The dungeons sound cool, but the above-ground areas seem a bit small. Will we be able to expect more zones above-ground from those shown in the preview map or is that it?
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Topside looks a little small, but still descent enough. 18 MULTI leveled dungeons (unseen to your eye on the map) with various hidden chambers etc. There's more than meets the eye (Transformers!!!!) Imagine 18 FoW/UW maps cut and paste all over that map, see, plenty of real estate to go play in :-)
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Jul 18, 2007, 07:14 PM // 19:14
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#149
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Lion's Arch Merchant
Join Date: May 2005
Location: Georgia, USA
Guild: [HYE]
Profession: E/
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On the dungeons... don't forget... all new traps and secret doors... spelunking at its best
I would imagine there are numerous portals to dungeons all over the place... They did mention at E3 that the Asura were known for their magic abilities and to travel between the vast areas in GWEN...
Yes it would be nice to have the maps not darken when leaving like SF... for 18 dungeons... this would be a pain.... esp multi levels... Hmmm another E3 tidbit... there are "pickups" in dungeons that possibly help on the mapping aspect (very secretive comment on this one)... so I am guessing.. maybe just maybe... we can find cavern maps that will at least stop the map from blacking out once you leave...
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Jul 18, 2007, 07:16 PM // 19:16
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#150
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Lion's Arch Merchant
Join Date: May 2005
Location: Georgia, USA
Guild: [HYE]
Profession: E/
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Has anyone noticed in the vids that the group sizes are usually around 4 players (not including Allies)...
What about 1 on 1 arenas? I know there is the Norn fight but it would kick Asura to be able to challenge 1 on 1 using your current skill set/weapons/armor based on your class/level to another human...
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Jul 18, 2007, 07:48 PM // 19:48
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#151
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Quote:
Originally Posted by Prowlinger
Yes it would be nice to have the maps not darken when leaving like SF... for 18 dungeons... this would be a pain.... esp multi levels... Hmmm another E3 tidbit... there are "pickups" in dungeons that possibly help on the mapping aspect (very secretive comment on this one)... so I am guessing.. maybe just maybe... we can find cavern maps that will at least stop the map from blacking out once you leave...
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Am I the only one thinking of Zelda with Compasses and Maps?
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Jul 18, 2007, 08:32 PM // 20:32
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#152
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Desert Nomad
Join Date: Aug 2006
Location: Trust me you dont want to know my Chasms of Despair
Guild: Zaishen Brotherhood
Profession: N/Me
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GWEN = Dawn of the underappreciated Mesmers
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Jul 18, 2007, 08:42 PM // 20:42
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#153
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Lion's Arch Merchant
Join Date: Aug 2006
Location: London
Guild: Valendra's Kingdom [VK]
Profession: W/E
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The map does seem quite small, very true but Anet have been going on about "underground dungeons" so much in the press releases so it wouldn't surprise me if 50%(or more) of the map we see is doubled up in underground destinations.
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Jul 18, 2007, 09:31 PM // 21:31
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#154
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Frost Gate Guardian
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i hate those black bars...
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Jul 18, 2007, 11:52 PM // 23:52
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#155
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Ascalonian Squire
Join Date: Jul 2007
Profession: Mo/E
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*Sigh*
The Charr land...
It is.. so small. honestly, I love the Charr. They are my favourite race in Guild Wars, and I plan on using them in guild wars 2. I'm disappointed that the Charr lands is barely anything. Honestly, I would have liked Eye of the North to focus a lot more on the Charr, but oh well. At least they are in it.
One thing I noticed is that the "100% map' I downloaded - if it is 100% I am not sure - has this huge area above Kryta, and only a tiny square is explorable. Wait - wha? I hope that is not the full map, because it does seem quite small. Of course, there are the dungeons.
As for the snow area - wow. It is.. big. Again, i would have prefered more green pastures, whether it be Charr land or the Tarnished Coast.
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Jul 19, 2007, 06:00 AM // 06:00
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#156
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Pre-Searing Cadet
Join Date: Jun 2006
Location: The land of rainbow bunnies
Profession: R/Mo
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I do think they would have a very big map because they have new races and underground stuff
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Jul 19, 2007, 08:04 AM // 08:04
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#157
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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Quote:
Originally Posted by Mr. Monk
*Sigh*
The Charr land...
It is.. so small. honestly, I love the Charr. They are my favourite race in Guild Wars, and I plan on using them in guild wars 2. I'm disappointed that the Charr lands is barely anything. Honestly, I would have liked Eye of the North to focus a lot more on the Charr, but oh well. At least they are in it.
One thing I noticed is that the "100% map' I downloaded - if it is 100% I am not sure - has this huge area above Kryta, and only a tiny square is explorable. Wait - wha? I hope that is not the full map, because it does seem quite small. Of course, there are the dungeons.
As for the snow area - wow. It is.. big. Again, i would have prefered more green pastures, whether it be Charr land or the Tarnished Coast.
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The charr area looks to be similar size to the petrified forest, large enough. You can see theres plenty-o dungeons in the area too :-)
But yes I really do want more green pre-seer areas soooo tired of deserts and ice.
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Jul 19, 2007, 04:37 PM // 16:37
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#158
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Ascalonian Squire
Join Date: Jul 2007
Profession: Mo/E
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Quote:
Originally Posted by Seissor
The charr area looks to be similar size to the petrified forest, large enough. You can see theres plenty-o dungeons in the area too :-)
But yes I really do want more green pre-seer areas soooo tired of deserts and ice.
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Well, from the map it only looks to be three areas. Of course, considering there are other green areas in the game, it is not too bad. Unfortunate, with out question, but manageable.
By the way, where is the burnt down forest? I can't see it on the map.
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Jul 19, 2007, 04:50 PM // 16:50
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#159
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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If you watch the onlineweltern videos the guy plays in a burning forest, when he goes to map out, pause it and you'll see thats the general area where his character is. Now based on the black earth and red foilage there I am guessing...hey...its on fire. Looks small I know, but considering its proximity to a zone I will further assume there's a mission/dungeon which is a burning forest.
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Jul 19, 2007, 05:04 PM // 17:04
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#160
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Ascalonian Squire
Join Date: Feb 2006
Location: Slovenia
Guild: [SOLO]
Profession: R/
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Still ... it doesn't look so small
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