Guild Wars 2 Best thing since sliced bread?
#42
Posted 02 May 2010 - 08:03 PM
Aionfiction, on 02 May 2010 - 07:44 PM, said:
Anet is much more a part of NCSoft now then when they first started, they are no longer an independent developer with a publisher, they are a dev team owned by NCSoft that works under the name "ArenaNet".
So... yeah. NCSoft will most definitely have a hand in GW2s development, just like they had a hand in the latter parts of GW1's development.

Ten Thousand Miles Away
#44
Posted 03 May 2010 - 02:37 PM
dirtyklingon, on 02 May 2010 - 12:26 PM, said:
it's hard to believe their parent company is ncsoft.
blizzard didnt want them because some influencial devs in the warcraft series left them....then NCosft came along like satan from the shadows and made a deal they couldnt refuse....right around the time factions happend is when NCsoft started making anet be more oriental friendly in their presentation and appeal.
Im concerned about the volatility of the project because Anets founders have gotten really buddy buddy with NCsoft including running NCsoft west and abandoning GW.
Also this for some of you know-nots
--------------------------------
EDIT
Im wondering if a necro class or a mesmer class will be picked? Since obviously the 3rd scholar slot is monks / healers
#47
Posted 04 May 2010 - 05:50 AM
I really enjoyed how the skills worked in GW1, with the MTG style of play, over a D&D set up. They keep talking about simplifying things, expanding player bases, etc. I'm worried GW2 will shift closer to D&D. :l

Ten Thousand Miles Away
#48
Posted 04 May 2010 - 01:21 PM
PVE seems like the main selling point but then again they marketed GW1 as a PVE kind of game and look what we got.
With them taking out Dual classing you've got to ask yourself what use there is for an attribute system. The only reason I can picture them keeping attribute points is to avoid having some warrior go around with a hammer set a sword and board set and some greatsword set and just nyerkting all over everything because his weapon dependant skills will be so wide ranged and dynamic. For the record, YES weapon sets have been mentioned and YES the first 5 skills are entirely dependent on your weapon set.
Plus you know some intense furry will want to play his Charr but throw a nyerkfit over how his race isn't very compatible with X class...it'll really force min maxers to pick and choose race.
#50
Posted 04 May 2010 - 01:39 PM
I dont want to have to be force to play a warrior ranger or elementalist so I can shoot arrows or use cyclone axe around a wall of fire.
#51
Posted 05 May 2010 - 07:29 AM
Neb, on 04 May 2010 - 01:31 PM, said:
That the kind of nyerk that made GW so fun. ><
I don't really care for a second profession. Working together with another person to see how some skills effect each other will be much more fun, and in PvP it requires much more tactic.
#52
Posted 06 May 2010 - 06:00 PM
Some classes were just pretty useless as a secondary too. Is there any use for a paragon or assassin secondary (especially now that shadow form is nerfed)?
#53
Posted 07 May 2010 - 07:02 AM
XionValkyrie, on 06 May 2010 - 06:00 PM, said:
Only for metagaming... which is why I also think they want to abolish dual classing.
Zorkius said:
#54
Posted 07 May 2010 - 09:00 AM
Gale warriors, gale/blackout mesmers, blackout rangers, shock warriors, KD/AS Warriors, plague touch warriors, stance monks, etc.
I really don't care how bad dual classing was with the new added professions, because as far as I'm concerned, the game started dying at that point.

Ten Thousand Miles Away
#55
Posted 13 May 2010 - 06:00 AM
Quote
Dynamic Events
If, on the other hand, players fail to destroy the army, it will establish a fort in friendly player territory. From there, the dredge will send shipments of troops and supplies to the fort from the main base while building up walls, turrets, and siege engines to help defend it. Enemy dredge forces will then begin to move out from their newly established fort to attack friendly player locations in the area, sending snipers out into the hills, sending assault team forces to capture friendly player villages, and trying to smash down friendly fortifications with massive dredge walkers. All of these events continue to cascade out into further chains of events where cause and effect is directly related to the player's actions.
Over on Guild Wars 2 Guru they have an interview with Lead Game Designer Eric Flannum, and Game Designers Isaiah Cartwright and Ryan Scott.
Quote
Ryan Scott – Game Designer: While we’re not ready to release all the details on structured PVP yet, there is some information we can share.
First of all, it’s important to clarify that Structured PvP and World versus World are very different beasts. WvW will take your current character – as is – and have them join an ongoing, large-scale battle to win rewards for their world. Structured PvP will equalize everyone’s character level and unlock all options from the start to have two teams fight in a fair, instanced game.
We’ve mentioned before that we’re taking some cues from first-person shooters with how we’ll handle PvP in GW2. This, specifically, means a few things:
‣ GW2’s PvP will use the same formats for both pick-up/random and tournament play. Gone are the days of different game modes for differing skill levels, so players can learn skills that are relevant in all levels of competition.
‣ Pick-up play is 100% hot-joinable. You can leave or join a game already in progress, and the game modes and types will be built to support this. This removes the catch-22 of groups disallowing newer players to join, when those same players can’t get better because they can’t find a group. Tournaments will also be supported, so arranged teams will be able to face off in a competitive setting.
‣ Since games are hot-join, we want to add support for micro-communities to have some control over the type of play environment they want, while in turn letting all players seek out the experience they enjoy. We’ll be releasing more details on how we’re doing this later this year.
GW1 has a legacy of having strong PvP and competition, and we’re going to great lengths to make GW2 the best PvP MMO on the market by leaps and bounds.
My Brute
#59
Posted 13 May 2010 - 05:10 PM
Ryuzaki, on 13 May 2010 - 04:26 PM, said:
Nice joke though.
Seriously tho, you all say that because you've all had GW1 as a basis to pre-determine the quality of GW2. So no, I'm not being funny, unless ofcourse your a deluded fanboy refusing to admit that TERA has better graphics and a solid non-target system that will overtake your generic, over 10 year old system. I forgot to mention that TERA has already finished their 1st FGT (Pre-CBT) a year before release. What does GW2 have currently? A few elementalist gameplay videos and nothing more except for cheap 2d cut/paste flash animation trailers.
Assuming GW2 will be released the same time as TERA, where are their FGT's and CBT's? Do they plan to finish their content production before beta tests? What will the testers be testing then? translations? bugs? reward gains from quest/mobs/instances? all of which is as easy to re-code in the server files (cough ncwest's only job). TERA is still in its production stages and yet they are asking for 'player feedback' on everything core to the game model: gameplay, ingame content (politics, channels, Boss's scripted events, PvP mechanics, class specific skills etc); everything NCsoft has failed to deliver so far.
Adding to this opinion, the merge of en masse and bluehole studios is what attracts me to this game more. The bluecollars are based in the west whilst the dev team in s/korea (opposite to that of ncsoft/arena.net). What does this show? Content compatibility to the western market and a stronger business model for international relations.
So yea, TERA will pwn GW2.
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