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 Guild Wars 2

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Shu
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PostSubject: Re: Guild Wars 2   Sat Dec 05, 2009 12:43 am



NCsoft and ArenaNet released a new Guild Wars 2 trailer today that explores the game's five playable races through the eyes of their iconic heroes. These races includes the sylvari, norn, charr, asura and humans. The trailer looks great, so be sure to check it out if you're a Guild Wars fan. Also, Zojja the asura is voiced by none other than Felicia Day of "The Guild" to keep with the MMO theme.


To coincide with the launch of the video, NCsoft sent us a brief trailer Q&A with Ree Soesbee, a world designer and writer for Guild Wars 2. Soesbee gives us some background on the races' heroes and homelands, and mentions that story is a "huge element" in Guild Wars 2. You can read the full Q&A after the jump.


In the Races of Tyria, the latest preview video for NCsoft’s upcoming MMO Guild Wars 2, we explore the world of Tyria through the eyes of the five playable races in the game. Meet the noble and resilient humans, the war-mongering charr, the brilliant inventors known as the asura, the mighty shapeshifting norn, and a new race of nature spirits, the sylvari. From these five races, mighty heroes shall rise!



Who are these characters in this video and what’s their significance in the overall story of the game?


The characters in the video are the members of the famous adventuring group, Destiny’s Edge, renowned for their bravery and skill. Although Destiny’s Edge no longer travels together, tales of their heroic deeds are told in every part of Tyria.



  • Logan Thackeray—Captain Logan Thackeray is a commander in the Seraph guard of Divinity’s Reach, defender of the last human kingdom. When danger threatens, Logan faces it with the determination of a man who knows that he is the only thing standing between all that he loves… and its utter destruction.

  • Rytlock Brimstone—This ruthless charr warrior has risen quickly through the ranks of the Blood Legion to become a Tribune of great renown. He stands foremost among the charr of the Black Citadel, carrying a sword of fire and leading their armies to greatness.

  • Eir Stegalkin—Eir is a norn hero and tactician of great renown.  There are those who call her a visionary, who say she speaks to the Spirits of the Wild.  With her companion wolf, Garm, Eir roams the icy Shiverpeaks, bow and blade in hand, searching for meaning in the snow’s silence.

  • Zojja— The foremost apprentice of the venerable asura inventor Snaff, Zojja seeks to live up to her mentor’s legacy. Zojja’s intellect is unrivaled even by members of the Arcane Council of Rata Sum, and her ability to multitask across a spectrum of disciplines inspires awe and jealousy among her fellow asura.  


  • Caithe— Her blades are as swift as a blooded sunset, her movement as silent as the fall of night. Caithe was among the first sylvari to step upon the earth of Tyria, but where the others turned toward the sun, she sought shadow. She has never been afraid to gaze into darkness – or to seek truths that others fear.


You show off some very interesting environments in the Races of Tyria video. Can you tell us more about them?


The video takes us across the vastness of Tyria to the homelands of each of the five signature races of Guild Wars 2.



  • Divinity’s Reach—A breathtaking monument to the human spirit, this shining city is the capital of Kryta and a bastion of hope to embattled mankind.

  • The Black Citadel—Capital of the Iron Legion, this massive charr war-keep was built on the ruins of the conquered human kingdom of Ascalon.

  • Hoelbrak – In the frigid heights of the Shiverpeaks the norn have built this grand encampment, with huge lodges where they seek the wisdom of the Spirits of the Wild.

  • The Grove—Deep in the Maguuma Jungle, this mystical settlement has grown around the Pale Tree, the birthplace of all sylvari.

  • Rata Sum—Rising from the jungle, this metropolis of geomystic generators and giant ziggurats is full of brilliant asura and their golem servants.



Some of the voices in this video seem familiar, can you identify the actors? How big is voice going to be in Guild Wars 2?


Seamlessly integrating voice into the game experience is a key feature of Guild Wars 2, so we have gathered world-class voice talent to help bring the world of Tyria alive. This video introduces the five iconic heroes of each race, all voiced by accomplished actors:



  • Logan Thackeray the human defender is voiced by Troy Baker (Fullmetal Alchemist, One Piece).

  • Rytlock Brimstone the charr warrior is voiced by Steve Blum (Spectacular Spider-Man).

  • Eir Stegalkin the norn is voiced by Jocelyn Blue (Invader Zim, Space Jam).

  • Zojja the asura is voiced by Felicia Day (Dr. Horrible’s Sing-Along Blog, The Guild, Buffy the Vampire Slayer).

  • Caithe the sylvari is voiced by Kari Wahlgren (Wolverine and the X-Men, Aliens in the Attic).



The video ends with the question, “What’s your story?” – how important is story in Guild Wars 2?


Story is a huge element in Guild Wars 2.  From the moment you choose your character’s race, you’re taking your first step down a road that only you can travel. You’ll explore a vast, living world where your actions have real consequences. You’ll immerse yourself in a rich, powerful narrative that is personalized to and influenced by your character.

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PostSubject: Re: Guild Wars 2   Sat Dec 05, 2009 1:02 am

o_0 reminds me a lot of the very 1st Guildwars without any expansions yet.
Hope they do consider making it really next gen and not hang in the past or they won't have too much of a chance with all the next gen giants coming out.

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PostSubject: Re: Guild Wars 2   Tue Jan 26, 2010 7:54 am

the rumors now are ncsoft will be accepting pre orders around first half of 2010 and beta may start on second half of 2010 but the game will officially start on 2011 instead.


its actually a smart move.since they already have aion and blade & soul is coming out this year.gw 2 will keep their earnings going when 2011 is here while they think of new mmo to add to their list or more updates to the games they have now.
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PostSubject: Re: Guild Wars 2   Thu Jan 28, 2010 2:17 am

[quote="Snow"]
Ashura wrote:
oh they already started to do this on gw1 and coh

https://secure.ncsoft.com/cgi-bin/Store.pl?dnv=6223439954&action=toggleCategory&mode=open&category=4

https://secure.ncsoft.com/cgi-bin/Store.pl?dnv=2562138024&action=toggleCategory&mode=open&category=2[/quote]

Shu for GW 1, It only gives you options to adjust your game to your needs. Since there were a bunch of expansions since part 1, but most of them were stand alone. So you could still play GW1 without any expansion even right now, or have all the expansions.

The imp pet is for people that don't buy the "Eye of the North" expansion in which the imp pet is included for everyone.

The pvp acess kit allows you to fight in the pvp arenas, without ever touching the pve part of the game, you can log in and not have any other GW part installed. And just start pvping without having to pay more if you dislike pve part of the game.

The 4 extra missions pack is just like a small expansion, you don't have to buy it if you don't want to do those missions.

All in all it's not cash shop, it's how GW makes its money, by releasing expansions. And small updates are not paid, but the big expansions you have to pay extra for, but don't have to. This in return leads to no monthly fee though.

As for GWII it will take at least half a year ~ year before they would ever charge ya for a new expansion, and they do update the game quite well in between the expansions.


Sorry, I'm so sleepy right now (6a.m - been doing college exams so now that I have a day free I'm using the most of it xD). So, after this post forward I didn't read anything more (I just want to go to bed, but before that...), if I'm going to repeat something already said I'm sorry. Another thing, HIIII xD it's been too long since I came here again xD

For that thing of GW making money releasing expansions... They release expansions every 6 months, even if they haven't made an announcement we already knew they would release another one, until Eyes of the North came :P So that's their sourcr of income, and I believe it's decent income because I don't see anywhere private servers, and if you search for it, there aren't bots in the game because the GW staff is very strict, even with exploits and gold companies (the seller and the buyers can be both banned, not just the seller). I don't know if for gold companies that's true but there was something like trading and both sides got banned.

Also, I've been with my eyes on GW2 for years (really more than 2 years, I think (I'm not in conditions of thinking but... xD)
Some features they said back then, but I don't know if they will still be implemented:
- You can swim and climb trees and jump fences
- No instances, only for dungeons. Cities don't have instances
- Max level 100 or unlimited, where when you reach high level you start to get fewer exp (I think they mean less percentage than normal MMORPG's) making it easier for low levels to catch them faster. And they talked something about low levels fighting along side high levels (not powerlevel, I think xD)
- The rest I don't remember xD

Lets see if it's this year they release it. They've been delaying it for far too long, and I read somewhere that it comes next year or 2012 -.-'
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PostSubject: Re: Guild Wars 2   Thu Jan 28, 2010 5:02 pm

Ashura wrote:
i may not buy this game afterall since ncsoft is managing it and aion make me cautious

will see how first what the price is like. ^^


Ncsoft has very little control of Guild wars, some of the top brass on Arena net are not so fond of Ncsoft and have been in disputes with ncsoft several times.

In the end if Ncsoft get what they want GW2 will be a p2p game with normal subscription something Arena net does not want at all.
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PostSubject: Re: Guild Wars 2   Thu Apr 29, 2010 12:28 pm

http://www.mmorpg.com/gamelist.cfm/game/473/feature/4198/Guild-Wars-2-Exclusive-Interview.html

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PostSubject: Re: Guild Wars 2   Sat May 01, 2010 12:44 pm

Gw2 is my next mmorpg for sure, screw others XD and I'll play D3 as well, but this one will come far later than everything else :P
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PostSubject: Re: Guild Wars 2   Sat May 15, 2010 2:56 am

http://news.mmosite.com/content/2010-05-14/guild_wars_2_interview_customization_structured_pvp,1.shtml

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PostSubject: Re: Guild Wars 2   Sat Jun 05, 2010 9:31 pm

Finally, Guild
Wars 2 fans will get a change to access their dream game. ArenaNet
has announced their schedule the latter half of this year on their official website. While the bad news is ArenaNet
won't appear in E3 2010, the good news is they will unveil the public
hands-on demo of Guild Wars 2 at Gamescom in Cologne (August 19-22) and
PAX Prime 2010 (September 3-5).

Full Size
Below is the official announcement:
June marks the official beginning of summer, that time
of year when a young gamer's heart turns to conventions! In that spirit,
let's walk through what we've got planned for Guild Wars 2 and the
convention circuit.


  • E3 – First, let's get one of the most-asked
    questions out of the way. We are NOT going to be on the floor at E3. We
    really have mixed feelings about E3. On the one hand it can be a great
    centralized way to meet press and retailers. On the other hand, it's
    anti-fan. As the marketing guy, if I'm going to spend a boatload of
    money on a booth, videos, props, etc., I want to be able to share it
    with the folks who'll geek-out on it the most – the fans! IMO, E3 could
    steal a page from gamescom, which is a combination of a civilized
    business/industry area and a showy exhibit hall that's open to
    consumers. If they did that, E3 would be a no-brainer in my book.


  • San Diego Comic-Con
    (July 22-25) – This is traditionally not a big show
    for us, but this year our City of Heroes brethren are graciously sharing
    their booth with us. We'll be celebrating the release of our first
    novel, Ghosts
    of Ascalon, with free copies and signings with authors Matt Forbeck
    and Jeff Grubb. In addition, we'll have fan favorite artists Rich
    Anderson, Kekai Kotaki, and Kristen Perry available for signings of the Art
    of Guild Wars 2 and just to chat about art. Community manager Regina
    Buenaobra and I will also be on-hand to meet with fans – or just chat
    about comics!
  • gamescom
    (August 19-22) – This is the big one folks! I'm happy
    to announce that we will unveil the first public hands-on demo
    of Guild Wars 2
    at gamescom in Cologne, Germany! If you want to
    be the first in your guild to play GW2 (and you're in Europe), this is
    the show to attend. Naturally, we'll have tons of ArenaNet staff
    on-hand, including studio head Mike O'Brien and German community manager
    Martin Kerstein, plus lots of cool activities. But let's face it; we
    know it's all about the game. We'll have more details about the GW2 demo
    in the near future.
  • PAX
    Prime (September 3-5)
    – PAX is probably our favorite trade
    show because it's in our hometown of Seattle and we love Penny Arcade.
    As some of you have astutely noted, ArenaNet is always at this show in
    full force, so expect to meet your favorite artists, designers, and
    community people – along with hands-on demo stations of Guild
    Wars 2
    . If you've ever attended PAX before, you know we always
    have a lot going on – so much, in fact, that we're going to need a
    separate follow-up post to go into more detail.

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PostSubject: Re: Guild Wars 2   Wed Jun 23, 2010 1:27 am

First, allow me to introduce myself. My
name is Matthew Medina, and I’m one of the content designers at
ArenaNet – which is just a fancy way of saying that I’m one of the
people that create “cool stuff for players to do.” I’d like to take this
opportunity to let players in on one of the things that I, and a number
of our other team members, have been working on in order to give
players the aforementioned cool stuff.
“You may
even be the first to discover an ancient language that until now had
been lost to history – will you be the one to translate it?”Hopefully by now everyone has noticed that ArenaNet
has been very, very busy crafting an incredible game in Guild Wars 2,
and hopefully everyone has also noticed the more recent trend of team
members communicating directly with our fans about the game’s
development right here on this very blog. As a part of our ongoing
effort to lift the veil on some of the aspects of the development of Guild
Wars 2
, I wanted to give everyone some details on one of the ways
that we’ll be injecting a subtle, but hopefully rewarding element of
lore into the game. Specifically, I wanted to talk more about the
written languages of Tyria and how they will be used in Guild Wars 2.

Sure, it may not be as dramatic as our dynamic event system, or as
sexy as the customizable personal storylines, but as a deep admirer of
lore and storytelling in games (and since I’m a huge nerd and proud of
it), it’s a subject that is near and dear to my heart.
The writing systems in Guild Wars 2 have deep roots in the
original Guild Wars and its subsequent campaigns. I have a
passion for creating languages and symbols, so as a member of the art
team for the original Guild Wars: Prophecies, I took the
initiative and crafted a simple runic cipher script for a map that I
created for post-searing Ascalon. I didn’t really expect anything to
come out of it, but to my surprise, some dedicated players found the
map, and working together, they translated the runes and “discovered”
the alphabet I had used (a twist on ancient Phoenician). I was
incredibly flattered that a number of players had taken such an interest
in something that I was also passionate about. Inspired by this, I
created other alphabets and writing systems for subsequent campaigns.
Sure enough, groups of eager individuals fervently turned their
attention to deciphering the new written languages.























When we started development on Guild Wars 2 (thanks in part
to the incredible enthusiasm of our lore aficionados) I knew from the
beginning that I wanted to have a fully integrated set of writing
systems that would include all the written languages we already have,
plus a couple of new ones. After speaking with our writers and
designers, who were really excited by the prospects of this level of
immersion, I set to work collecting our existing alphabets, crafting new
ones, and setting guidelines for the written languages that players
will discover in Guild Wars 2.
A recent batch of screenshots gave people their first glimpse of
these efforts, by featuring examples of writing on a sandwich board and a
carnival sign. However, what we’ve revealed in those screenshots is
just the tip of the iceberg. Translatable writing systems, both old and
new, will be prevalent throughout Tyria!
When you browse through the market stalls in Divinity’s Reach, all
manner of signs and posters will be calling for your attention, and
vendors such as the cloud candy stand and the potion maker will
advertise their specials. As you delve deep into the ruins of Old
Ascalon, you may find distressed runes that tell of heroic exploits of
ages long past. In a grand laboratory within Rata Sum, you could come
across notes about fiendishly difficult mathemagical formulae written by
a crazed asura elementalist. You may even be the first to discover an
ancient language that until now had been lost to history – will you be
the one to translate it?


In addition to the Ascalonian runes from Guild Wars: Prophecies,
select Canthan logograms from Guild Wars: Factions, and asuran
script from Guild Wars: Eye of the North, players will have
the opportunity to read and translate examples of two new writing
systems in Guild Wars 2. New Krytan is the alphabet most
prevalent in the time of Guild Wars 2; it’s the alphabet we
used to create the signs seen in recent screenshots (see below for the
history of this new alphabet). The other language will remain our secret
for now, but rest assured that if you see writing in Guild Wars 2,
you’ll almost certainly be capable of reading it.
This brings me to an important point you need to know about the
various writing systems that will be featured in Guild Wars 2:
Deciphering these alphabets will be 100%, completely optional. That’s
right: optional.
We fully understand that there will likely only be a small minority
of players who will actively participate in a feature like this, but we
trust that all players will appreciate the feeling of authenticity that
such details lend the world, and hopefully recognize the passion that we
have in creating a rich fantasy world, complete with ancient scripts
and mysterious languages. We have established reasonable guidelines for
using these writing systems so that players who enjoy immersing
themselves in this kind of fantasy element can do so, without creating
an unnecessary burden on players who don’t enjoy that level of detail.
That’s all that I have to say about the written languages of Guild
Wars 2
at this time, but I would like to leave you with a brief
history of the New Krytan alphabet – something to hopefully tide you
over until the next update. Feel free to send follow-up questions to our
great community team.



From 1070 AE, when the charr first invaded the land of
Ascalon, to 1075 AE, when Kormir ascended to godhood, writing systems
were not widespread throughout the world of Tyria. Among the human
kingdoms there was no concerted effort to pass on such specialized
knowledge, and without technology such as the printing press to
encourage every person to learn to read and write, literacy was only
relevant to a handful of scholars from each race. Consequently, most
Ascalonians and Krytans were not literate in their own writing systems,
though they still held to them as a part of their history and culture.
When the Ascalonians arrived in Kryta as refugees, they naturally
brought their culture with them. Although citizens of both nations could
communicate verbally by speaking the “common” tongue, attempts to
communicate through the written word were challenging to say the least.
Old Krytan uses a series of symbols, typically arranged in a vertical
format, and is more akin to a primitive syllabary than an alphabet. But
even those symbols were falling out of favor with modern Krytan
citizens because of their heavy use of contextualization, which was
confusing to all but the most learned scholars. They still show up on
some druid stones, ruins, and a few other places, but for the most part
Old Krytan is something of a relic, unused by the majority of the
general population.
Old Ascalonian uses a simpler runic alphabet, so it was very
versatile for writing and being clearly translated. And although many
Ascalonians could not read or write their own historical language, they
recognized it and saw examples of it all around them, both on
contemporary structures and ancient artifacts, as well as other sources.
The extended occupation of Ascalon by the charr obviously forced the
Ascalonians to adapt and change to better meld into their new
surroundings. The arrival and subsequent influence of the asura and the
norn in 1078 AE, who had their own cultures and languages, complicated
things even further. As these cultures learned to work and live
together, one of the areas they were forced to agree upon was the
creation of a common alphabet to facilitate treaties and agreements
between the varying factions of humans, asura, and norn.
The organization of the Durmand Priory became a primary catalyst for
deciding to move forward with a single writing system, which allowed
their scholars to compile and catalogue their vast storehouse of
knowledge without requiring them all to be fluent in multiple alphabets
(although many of their most senior members are multi-lingual in order
to read ancient manuscripts, ruins, and other examples of text from the
past). Through the Priory’s efforts, and with the skilled negotiations
of representatives from all the friendly cultures and races of Tyria, it
was decided that a compromise between the various languages would be
the best solution. In a landmark decision, with the asura casting the
sole dissenting vote, the symbols of Old Krytan were combined with the
ease of use of Old Ascalonian, and the New Krytan alphabet was born. The
year was 1105 AE.
Over the past 220 years, New Krytan has become the standard writing
system in Tyria and is used widely throughout the human kingdom, the
asura colleges, and by the norn. The Durmand Priory set out to promote
literacy and make the use of the new alphabet commonplace, so that all
intelligent beings could read and understand the words that were
appearing all around them.
Today, every citizen of Tyria, regardless of their origins, is given
the opportunity and the education to read and understand the alphabet of
New Krytan. Even old enemies such as the charr and new friends like the
sylvari have adopted this system of communication so that all can be
understood and make plans to combat the common threat they now face. In
particular, an unexpected boon for the New Krytan alphabet came from the
charr’s industrial technology in the form of the first printing press,
which has changed the written word in Tyria forever. Now books, signs,
and periodicals are found in every corner of the world, and more
applications of the written word appear every day.
If one looks around, you can still see examples of Ascalonian runes,
Old Krytan symbols, and asuran script throughout Tyria, but they are a
legacy of the past. The future, or at least the foreseeable future, will
be written in one alphabet, perhaps symbolizing the unity of differing
races coming together as one people—one people that struggles to survive
and carry a new legacy forward.
- excerpt from
“Cultural Diffusion in Contemporary Kryta”
written by Durmand Priory researcher Villem Caraga

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PostSubject: Re: Guild Wars 2   Sat Jul 03, 2010 1:47 am

So far, everything we've learned about Guild Wars 2 has made it seem
like an ambitious, tight, serious MMORPG, so it's refreshing to hear
that the team and ArenaNet are going to include some relaxation
activities for players who just want to kick back and not worry about
progressing the story or leveling their character.
Guild Wars 2's Activites are strictly for fun and will include things
like bar fights, a carnival shooting gallery and playing instruments.
Of the three, bar brawl seems the most interesting because it strips a
character of his usual weapons and places him in a melee with only
environmental weapons at his disposal. That means bottles, and we're
guessing chairs and tables too.


Activities will reward you with tangible and intangible rewards,
furthering the idea that gamers have to be given a doggie treat after
they do a trick. But, hey, we're not complaining,we'll roll-over for
new weapon skins and altered NPC reactions when we win a bar fight.

Activities are tied to the game's achievement system too. It's also
important to note that the games achievement system is for the player,
not a specific character. That means that you can't get two trophies
with two different characters. But some achievements, like mastering
every weapon type, will require efforts by more than one character,
since no one profession can master all weapon types alone.

There will also be daily Feats for characters to take part in, like
killing ten, twenty or one hundred monsters. They'll give you some
experience and will be different every day. The maps in the game were
designed based on modern internet mapping websites like Google Maps.
You'll be able to click and slide and zoom in on these bad boys.

Lastly, treating NPCs a certain way will funnel you into a
personality archetype that will cause NPCs to respond to you
differently. If you act like a badass long enough, people are going to
start to believe it. With Activities, personality archetypes and
Google-ish maps, Guild Wars 2 looks better and better every day.

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PostSubject: Re: Guild Wars 2   Mon Aug 02, 2010 4:04 am


Guild Wars lovers rejoice: Much of the wonderful is coming with
Guild Wars 2. Although we didn't get the chance to play the game, or
even to see it, at Comic-con last week, we did get the chance to talk to
the lead story writer Jeff Grubb on the game, and get some insights
into what we can expect from the game when we do see playable versions
later on this year. Guild Wars 2 is set 150 years after the first
game, in a time when Tyria is dealing with new races emerging and new
dangers arising. The Charr, those furry beasts you've been fighting for
so long, are now your compatriots as you battle the dragons of old --
great huge monsters come to destroy civilization as you know it. Along
with the Charr, four other playable races are joining the game's cast of
heroes; human we knew from the original game, but we will also be able
to play the Asura, the Sylvari, and the Norn. Each race will start off
in their own unique starting area, complete with their own lore,
culture, and challenges.

Classes in Guild Wars 2 will work a little differently than in other
MMOs. In GW2 you will have no healers perse; since the developers in
the original Guild Wars found it a flaw that every party was hinged upon
finding a priest, in a game where no one wanted to play a priest. With
Guild Wars 2, players will all have healing abilities, freeing up those
who prefer to play defensive or damage classes to do what they love
best. While this is definitely a freeing move on the part of the design
team, I can't help feel bad for those (like me) who enjoyed playing the
healer in the group. I suppose it is possible to still play a warrior
who heals your group -- but I'm not sure it will be as fun. Also
of note is the fact that in Guild Wars 2 players will be adventuring in
the open world rather than in the limited instances that we saw in Guild
Wars. This will make for a much more immersive game, and I applaud the
design team's decision to allow players to interact with others as they
play outside the cities. In my opinion this turns Guild Wars 2 into a
full-time MMO, rather than its predecessor -- a game with a city( read
chat lobby) connecting instances for adventuring.

Because there is such a huge gap between games as far as the
timeline of Tyria is concerned, ArenaNet is coming out with a series of
novels to tell the story of what happened in Tyria while we were away.
The first of the novels, Ghosts of Ascalon, came out this week. Luckily
I got my hands on a copy, and will be reviewing the book just as soon
as I finish reading it myself. Novels are a fabulous way to get deeper
into the lore of a world you enjoy playing in, which makes them a
perfect complement to MMORPGs. For those of you who will be able
to attend Gamescom or PAX Prime, Guild Wars 2 will be unveiling their
first playable build at those events. For the rest of us, we will
simply have to wait until NCSoft releases more news. It will be a trial,
but at least I'll have the novel to keep me going until then.









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PostSubject: Re: Guild Wars 2   Tue Aug 10, 2010 6:35 pm



Guild Wars 2 against "killing 10 rats" and loot stealing.

Props to Gamespot.com
for putting out a good interview with the chaps from Guild Wars 2. GW2
really seems to be trying to revolutionize the way MMOs work, shunning
old MMO conventions like bland quest requirements and loot/experience
stealing. Read the full interview here.

Interview Highlights:
-Hate doing the same quest everyone else is doing and not feeling
like a hero? Guild Wars 2 rep Eric Flannum said they won't have you
curing a sick character just for him to fall over and get sick so the
next player can cure him.
-No boring quest text boxes and quests have lasting effects. Think
less of "go kill 10 centaurs mulling about in a field" and more
"centaurs are invading the city, right now, and if you don't kill them,
they'll kill your shop owners."
-Fully-voiced cut scenes. Dialogue trees.
-Your character will have to choose between saving an old friend or a large group of strangers, and live with the consequences.
-Cooperation in Guild Wars 2 will always be beneficial for all
players involved. If you helped kill a monster, you'll get experience
and loot, but it won't ever take any away from another player that
helped.

ArenaNet sounds like it's rolling the dice and playing for keeps. We
love that they're taking risks and we hope it pays off for them.
"As a structure, the MMO has lost the ability to make you feel like a
hero. We don't want to build the same MMO everyone else is building."
Words like this resound through the powerful Guild Wars 2 manifesto
video below. ArenaNet seems to feel like MMOs as a genre have lost touch
with their players, especially in making them feel like heroes. This is
something they are passionate (you can tell) about changing.
from shu:no matter what they say.doing common quests or grinding is still a part of the mmo world today heh.one time world quest that stay finished after 1 player complete them will be far fetch at today mmo.its more for mmo of the future or those in chinese novels i been reading ^^.

most likely it will be a bit like those main story quests in smt.u can only do those 1 time for yourself unless u teaming with others who have not done it yet.a good thing in a way since it means they will have to come out with updates quite often with new quests to keep players happy or risk them leaving game out of boredom later.

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PostSubject: Re: Guild Wars 2   Tue Aug 10, 2010 7:31 pm

Guild Wars 2 ll have the awesome non stop free to all event feature (a game that had this before is Tabula Rasa, which is shut down for a year or 2 already now)

It's an awesome feature, what it actually means is, for example you have a city, and it has its npcs in there they live their boring npc live lalalala, then a bunch of angry npcs come and raid that city, now multiple things can happen.

A. The npcs of the city hold that city on their own after a harsh battle

B. The city gets occupied by the bad guys, and the good troops will come and try to retake it later on at some point, which can fail or succeed

C. You join the fight and if you or your party, or all the randoms that happened to be near that city at that time of the invasion were strong enough you can keep the city safe

These attacks happen irrigulary, in somewhat random force sizes, so the outcomes are different every time.

There are quests, that can be completed or even only undertaken during those invasions only. But you can participate with or without a quest, with or without a party/raid.

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PostSubject: Re: Guild Wars 2   Wed Aug 11, 2010 1:20 am

oic.partially 1 time quest.mimicking AI to make it seems like there are random event and changes.a bit like future mmo then.

not bad i guess.at least they heading in right direction.

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PostSubject: Re: Guild Wars 2   Wed Aug 11, 2010 4:25 am

that sounds fun^^.

I played guildwars for a bit, had it for years now and never done the main campaigns, only ever got it for pvp heh

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PostSubject: Re: Guild Wars 2   Wed Aug 11, 2010 12:48 pm

The only thing I liked about GW1 was the PvE lols
Although I did own in pvp for a while with a friend team

And shu those events happen all over the world, with different scenarios and stuff.

Also there r often quests linked to them, or that can be done/taken during certain state of the event.
TR had repeatables aswell, where you could raise your rankings and stuff like that

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PostSubject: Re: Guild Wars 2   Fri Aug 13, 2010 9:15 am

ya i know snow.but its not that innovative.i played console games that have those kind of feature before.but its cool arenanet bring these features to mmo.and while they might not be those world quest that only 1 person can complete and the quest will be gone kind like in future mmo.its still a step towards the future mmo that i was reading about heh.

will be trying gw 2 for sure if i have the time when it start if its one time payment that is.i will skip it if they change the payment option to monthly p2p

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PostSubject: Re: Guild Wars 2   Fri Aug 13, 2010 4:00 pm

naah they ll stick to b2p

but as for events that happen 1 time only, that's gonna take longer then you might think, since it's an mmo, they have to keep a constant flow of game features, people leave people come, so if a guy gets 1 of a kind thing, then leaves the game it's gone forever.

Those developers shout about what their dream is but have no clue how to realise it, so it works yet

Like Mortal online, sure the game had a very hard beta phase, but the devs instead of their 1 of a time event of some huge dragon whatever, they were gonna make it so that when someone enslaves the dragon with magic the magic runs out at some point, so that the dragon would be back afterall.

And during beta, there was only 1 minotaurus in game... sure, but it respawned the moment you killed/captured it (which was supposed to be 30min ~ 1h respawn anyway) ut it was still not a 1 of a kind thing

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PostSubject: Re: Guild Wars 2   Fri Aug 13, 2010 7:57 pm

@Snow wrote:
It's an awesome feature, what it actually means is, for example you have a city, and it has its npcs in there they live their boring npc live lalalala, then a bunch of angry npcs come and raid that city, now multiple things can happen.

Actually, I would say this kind of story driver setting have been applied in Sims 3 long ago (But EaGames made a dumb one so I had to download custom mods to replace the driver ^-^;).

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PostSubject: Re: Guild Wars 2   Fri Aug 13, 2010 8:02 pm

lol yeah.

they should add sims-like feature to all mmo hehe with a AI to admin the whole server that auto add features and take care of bots and spam lol

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PostSubject: Re: Guild Wars 2   Sat Aug 14, 2010 4:08 am

@Shu wrote:
lol yeah.

they should add sims-like feature to all mmo hehe with a AI to admin the whole server that auto add features and take care of bots and spam lol

Personally thinks EaGames didn't do a good job in terms of Story Drivers but they did provide a very good foundation for modifications and enhancement to be made (Which is why custom drivers by players are being released).

Then again, Sims is a human simulation game, tracing human behaviours and events. If only other companies would bother to use Sims as references for their NPC, is a good references.

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PostSubject: Re: Guild Wars 2   Fri Aug 20, 2010 4:34 am

http://www.mmorpg.com/gamelist.cfm/game/473/feature/4466/Guild-Wars-2-Heals-for-Everyone.html

they making heal and ress for all classes heh.this dampen gw2 a bit in my view.will have to see how they can balance it but it will make soloing very tempting which defeat the aim of teaming in mmo

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PostSubject: Re: Guild Wars 2   Fri Aug 20, 2010 12:42 pm

lol Shu, don't even complain before ya know how it is
GW1 had heal and rez for any class too if you took monk as your 2nd class

GW1 you play as 2 classes main and sub, and you can switch between the 2 in any town, you unlock skills for those classes while playing em then once you play a primary class you can set skills from your sub, but only the ones that are not bound as primary only.

Your skill bar is limited to 8 skills only so you have to choose carefully which skills you pick from main and sub.
Like you can't make a warrior/healer, by going warrior/monk, since almost all the heal skills are bound to primary, but a long time cooldown rez and a weak self heal and a few seconds shield and stuff like that are not set as primary so you could put em on the war.

So its all about choosing the right class combo for your playstyle, and then master your chosen set up of skills.

Although pvp is very season changing in GW1, every week or 2 different builds become the new winning builds, and by the time you mastered yours it's outdated and looses against the new ones that are being used by everyone XD

This is why I loved GW for pve but not for its pvp, I don't like that they only need a certain kind of classes set up in pvp teams, I enjoy playing the class I like the most instead of having to adapt every week.

This stuff happened in pve too, but it took longer before you had to change parts of your set up.

(this all is from GW1 without any expansions, but what I mean is they already had heal and rez for all classes XD)

Even for classes that didnt have monk as 2nd they had a 1 time use sigil rez, which used a skill slot, and could only be used 1 time per mission/pvp match

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PostSubject: Re: Guild Wars 2   Fri Aug 20, 2010 3:40 pm

ya snow that why i didn play gw 1,pve/exploring/immersion is very limited in my view even tot some ppl told me its pretty good if u just go for the pvp since u can max lvl it pretty fast unless u farming for the gears.

but as for article i think they saying every class can heal/ress in some ways,not just monk class.i dont like that in a mmo for various reasons heh.unless they mean main/sub classes and u need to pick certain sub or main class to heal/ress like what u saying in gw1 then its pretty fine if they balance it


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