Anybody got any experience with the Guild Wars game(s)? I tried one of the expansions (I think) after a friend talked me into it. The concept seemed alright, I guess, but I never really got into it.
Anyways, this thread isn't about that. Or, not mainly about that. Actually, feel free to discuss anything related to the Guild Wars universe.
What I was going to post was some links that I found. The first is for a brief description of the races, the second and third for some descriptions of what combat is like in GW2. It sounds pretty awesome, and with the whole "no subscription fee" thing GW2 could be a neat game to play on the side of other MMOs.
http://www.guildwars2.com/en/the-game/races/
http://www.guildwars2.com/en/the-game/combat/part-one/
http://www.guildwars2.com/en/the-game/combat/part-two/
And yeah, I know zones are instanced and shit, but with the new quest system they're implementing, that's not such a bad thing, imo. As there's no subscription fee, you might as well see it as a single player game with multiplayer chat/trade hubs and drop-in co-op. Well... kinda.
Do your thing, be it flaming or discussion or whatever

Played Guild Wars almost religiously back in the day. We had this nice PvP clan there and that was most we did in the game. It had really nice ladder and tournament systems. PvE side never was really that much up to par with other MMOs. And the instancing really took away from any immersion.
Never did GW but GW2 looks nice
GW: Prophecies was beast in the first few months.
Then it like, totally started being bad.
Not sure what happened.
I have GW and actually played it for a while with Daeiren

But yeah, it's an alright game if you play it with a few people. I'm actually curious what they'll do with GW 2.
I wouldn't even mind playing it every now and then if more of you want to, it's free anyway

Played GW. Never bothered buying the expansions, but with a group of friends it was fun enough.
Guys. Seriously.
Nobody else excited by this stuff?
Quote:To illustrate what I'm talking about, I was watching two of our game designers--Jon and Isaiah--play the other day. Jon is using his shield to deflect the fire breath of a drake, when Isaiah hits the drake from behind with a skill called Devastating Hammer, launching it into the air. The drake is sent flying over Jon's head, who immediately turns and uses a skill called Savage Leap to impale and finish the drake right as it hits the ground. This was a very cool looking (and effective!) sequence of events that flowed very naturally from how combat in Guild Wars 2 works.
Quote:Even a simple skill like fireball explodes in such a way that you can clearly see the area that they will affect. Beyond your typical fireballs and lightning bolts, you'll see skills that create giant crushing stone hands, turn their users into massive tornadoes, and summon flocks of vicious birds of prey (a particular favorite skill of many people after they see it in action).
Quote:The first five skills on the skill bar are not slotted directly by the player; instead they are determined by the player's choice of weapon and profession. Because of this, we can ensure that each weapon is balanced with a fun combination of skills. For example, a warrior wielding a mace and shield would get access to strong but slow damage skills like Obliterate, as well as powerful defensive skills such as Block and Shield Bash. A warrior wielding a greatsword would have access to a lot of movement-oriented skills like Rush, and area-of-effect skills like 100 Blades. In each case, the warrior's first five skills are determined by what he's holding in his hands. Weapon skills also take profession into account, so a warrior wielding a sword will have different skills than a different sword-wielding profession.
Quote:One of the things that became apparent early in the development of Guild Wars 2 was that we needed a diverse set of weapons to support our skill system. The full list of standard wieldable weapons in Guild Wars 2 is as follows:
One-Handed: Axe, dagger, mace, pistol, scepter, and sword.
Two-Handed: Greatsword, hammer, longbow, rifle, shortbow, and staff.
Offhand only: Focus, shield, torch, and warhorn.
Quote:So the weapons you're currently holding in your hands determine your first five skills. This system is the basic building block of Guild Wars 2 combat, but when playing around with it we found that we could extend it into a huge variety of cool situations. For example, when a player interacts with a siege weapon, his first five skills change to skills that are specific to that siege weapon. A player might encounter a boulder in the world and, upon picking it up, find that his skills have changed so that he can now throw that boulder. Discovering a drake nest might yield eggs that can be picked up, and then eaten or thrown. The things a character can do with an environmental weapon vary by profession or race. An Elementalist with a boulder can not only throw it, but can launch it into the air, causing it to rocket down from the sky with the impact of a meteor. In addition to objects that are simply found in the world, many of these environmental weapons are created spontaneously through various events and activities. Wooden planks used to smack enemies can be gained by killing oakhearts, or found in the rubble caused by centaurs breaking down a wooden gate. Breaking a barstool over the head of a rowdy bar patron can yield a chair leg that can be used to great effect as a club.
Quote:These are just a few of the many environment objects that players will be able to interact with. There are even a few professions whose mechanics are built heavily upon these sorts of interactions, like the Elementalist skill Conjure Flame that creates several large flaming rocks that can then be picked up and thrown at the enemy.
Quote:A warrior and an Elementalist playing together could combine their abilities in several different ways. The Elementalist could drop down Static Field, which is an area-targeted lightning effect. A warrior who fires a rifle bullet through the static field would cause his shot to be charged up with electricity, inflicting additional damage. If that didn't suit their style, then the Elementalist might drop a Wall of Fire in front of a group of enemies. The warrior could enter the firewall and use Cyclone Axe, an attack which causes him to spin rapidly, sending the firewall outward and hitting his foes. There are literally hundreds of combinations for players to discover.A player's choice of race is also an important decision which will affect his combat prowess. We've already discussed how a player can choose racial skills among his second five skills. These skills are designed to provide the player with additional options that capture the flavor of his particular race. A sylvari warrior might choose to bring Grasping Roots, which immobilizes a foe, while an asura warrior might choose to bring Arcane Blast for some additional ranged damage.
Quote:A player can also choose to bring elite racial skills. A norn Elementalist might take the norn skill Wolf Form and transform into a giant half-norn half-wolf able to tear across the battlefield, savaging enemies. A human might bring the Hounds of Balthazaar, a skill which summons two massive fiery dogs into the battle. Racial skills can combine with profession skills to give players a wealth of choices when deciding how they want to play their characters.
These features sound goddamn awesome imo. Not to mention that the new quest system will hopefully make the game feel a lot more fluid when PvEing.
Quote:In PvE content Guild Wars 2 will use a persistent game-world but still utilize instanced content as a story telling device. Instead of quests in this game-world, the persistent area will have a set of scenarios, or events, which dynamically occur depending on player actions in the area. These in-game events are designed to allow characters of all levels to continuously interact with the game-world.
And this game is subscription-free, dammit

Sounds good. Hadn't read anything before. They still keeping the system that you can only have nine or ten (can't remember which) skills active on your quick bar at once. In first GW you had to go to a town to switch different skills in. I'm not saying it's a bad system, definetly promoted different play styles (unless you were boring and took the flavour of the month skills everyone else was using

).
And guns too. Cool
*edit: Looks like they've kept the old limited skills active at time system. Nice. It was a cool system for group PvP game.
(05-05-2010 06:02 AM)Verret Wrote: [ -> ]And yeah, I know zones are instanced and shit
Derp.
http://wiki.guildwars.com/wiki/Guild_War...nvironment
Quote:Player versus environment
There will be changes to the instancing system used. Persistent areas, similar to those traditionally used in other online multiplayer games, will be introduced to Guild Wars which may allow players to meet and interact while exploring. Instances will still be used to further storytelling within the game and for missions and dungeons.
A day/night cycle, faster than real-time, is being added to the game and some events will occur and monsters appear depending on the in-game time. There will be weather effects in-game. The interior of houses and buildings in the environment will be accessible to players.
The crafting system in the game will be expanded and other non-combat ways of interacting with other players will be added to the game.
And also:
Quote:Event system
Guild Wars 2 will utilize a very different system for quests than Guild Wars 1. Instead of the standard green exclamation point above an NPC's head to mark a possible quest, Guild Wars 2 will use a new Event system. In this system, events will happen with or without the presence of the player, and if a player happens to be present at the time of the event, then the player can complete the quest by participating in the event, and the outcome of the event may affect if, or what kind, of event may happen soon thereafter. Three examples were provided to illustrate how this system may work.
The first example shows the arrival of a dragon near a particular town or village. The players nearby that town or village can choose to fight the dragon. If they are successful, the dragon may flee or die, and the players involved are rewarded by the village elder; if the players fail, the dragon destroys a bridge vital to the village. At that time, the village people attempt to build a new bridge, and the players may help them by fending off a group of bandits that see the opportunity to attack.
In the second example, if a player happens to be inside a garrison when a scouting party returns, they may overhear the scouts warning of an approaching column of centaurs, intent on destroying the garrison. The players can then participate in defending the garrison from the attacking centaurs. If the players are successful, the garrison may ask them to participate in a counterattack. If they are not successful, or if they weren't at the garrison in time to save the garrison, they may join other soldiers from a nearby town attempting to recapture the garrison.
The third example involves a player walking along a familiar road, but this time they happen upon a caravan traveling along the road. They can choose to travel with the caravan, and defend it from roving bandits, or not.
And for apo, there used to be a limit of 8 skills at a time.
But now:
Quote:Skills
There will be fewer skills than the original, with the aim for quality rather than quantity. Skill animations and graphics should provide a clearer indication of the range and effect of a skill as it is used. A character will have a total of 10 skill slots, five of which are weapon and profession dependent and can only be changed by switching to a different type of weapon. The other five are dependent on profession and race and can be chosen by the player, with one skill being reserved for healing, and one for an elite. The goal of this change is to give more options for truly viable builds than Guild Wars allowed while at the same time decreasing the potential for less useful skill combinations (like bringing Gash without a skill that causes Bleeding).
Each race will have a set of skills unique to it. These will be weaker than profession-specific skills, but could cover weaknesses that a character's profession may not be able to provide for.
If they keep all these features until launch, it's guaranteed that I'm getting the game. The "events rather than quests" thing seems freaking awesome.
It does sound amazing and I'd certainly try it, but I urge caution.
For example the "dragon being thrown and then impaled" thing might very well look exactly like someone knocking an NPC back and then a warrior charging it(happening to kill it) in WoW.
Which is a lot less epic than what it sounds like.
Most of it, however, can't really be explained in a bad way?