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 Guild Wars 2

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Snow
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PostSubject: Re: Guild Wars 2   Fri Aug 20, 2010 5:13 pm

Well it is GW, and the way GW skills were set up is that you were limited to 8 skills per character at any given time, you unlocked all the skills for your character throughout the game, by just lvling, buying em from trainers, getting hit by the skill by a mob after using something, etc etc etc.

So you pick the skills to use from the unlocked list, but only the ones for your main and sub class are availible and only all from main and a few select ones from sub.

So if they r sticking to this same kind of system, then every character is still limited to only 8 picked skills during missions/pvp which means you could grab ALL the support skills availible to your main and sub class and still be pretty much full support class or when your bored of that change to full attack or whatever other role.

As for pve, in GW1 it was pretty well done in my oppinion, even though the missions were instance based, it was a great way, since usually you dont need to see other people outside of towns anyway, you dont have gold farmers, kill stealers, botters bugging you, if you want you can still go solo on a mission or grab npc henchmen to help you.

The missions themeselves were hella fun, every mission is like a seperate dungeon, so instead of raiding a dungeon you raid a mission which is just the same thing, and you gather the people in the town just outside of that dungeon, which means almost all the people in that town are up for that mission/dungeon, which makes partying up a lot easier

Trading is done in the main trading town, and through auction which works great, and pvping you just go to the arenas which are lvl based per town, or to the main tournament zone, where the huge hard tournaments r held, and where you fight USA vs EU vs Korea circle, and the country holding the tournament win at that moment gets to raid a special pve zone for rare mats for better looking items.

All with all it's not like the closed off world seperates the people, it lets you know better where to go for the stuff your up to at that given moment, and prevents a lot of lagging and a lot of annoying botters/farmers/spammers etc

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PostSubject: Re: Guild Wars 2   Fri Aug 20, 2010 8:21 pm

well i will keep an open mind and test it before i say anything else on it :)

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PostSubject: Re: Guild Wars 2   Fri Aug 27, 2010 11:54 pm



50 mins footage of gw2

use the sd version faster to view

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PostSubject: Re: Guild Wars 2   Tue Aug 31, 2010 6:59 pm

http://news.mmosite.com/content/2010-08-24/gc_2010_interview_why_wars_2_is_different_from_other_games.shtml

Check that interview, tells really well how the open world events work

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PostSubject: Re: Guild Wars 2   Tue Aug 31, 2010 11:54 pm

ya much better explained in that interview.

event linked scenario like console rpg games is cool.about time company add some rpg to event quests ^^

however amount of content is a concern now since usually scenario like what he saying will be limited and usually gamers will have to play a few classes to get the most out of the game.i wonder how soon gamers will hit max lvl on gw2 heh.

anyway personally i will wait till gw2 is out and people to review it before i buy this one.don't like the video footage in gw2 after watching it.remind me of aion lol

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PostSubject: Re: Guild Wars 2   Wed Sep 01, 2010 10:22 am

You can't compare GW to Aion
Only graphics wise maybee

Aion is a hard grind low reward in return game untill you grinded for ages

While GW (pve) is always about doing scenarios, helping others with their scenarios not very gear, but mainly character and party skill set up centered. And skills set are changeable at all times outside of scenarios/pvp so you can change your role super easy
(gear gives only a small boost and only if ya have everything top of the top vs someone with the very very basic of same lvl it really matters to a degree)

As for pvp, it's for pvp zones, so you know where to find pvp 24/7 and how to avoid it.

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PostSubject: Re: Guild Wars 2   Thu Sep 02, 2010 2:46 pm

when is it comin out? wiggle brow
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PostSubject: Re: Guild Wars 2   Sat Sep 04, 2010 12:03 pm

In Guild Wars 2, each character has 10 skills, 5 of which are related to his/her race and class, and the rest are bound to applied weapons. The same weapon can be attached with different skills if adopted by different classes, and each class can also use different weapons.So, what will be the result of such settings?

In face of a warrior, you cannot predict what skills he/she will release, unless you see his/her weapon. But that's only 50%, since Guild Wars 2 allows gamers to equip two weapons for quick swap, which is fairly important for a team. As the skills are bound to weapons, gamers can also perform combos by means of various skill combinations. In this way, suppose the first skill combination is broken by the opponent, the second combination can just be activated immediately by quick weapon swap, and thus the team's tactics can be completely changed.

In traditional MMORPGs, when a class shows up, we usually have an idea about his/her role. "Look! It's a mage. His spells must be very powerful, but he himself is weak. Knock him down now!" "A warrior is over there. He is too strong to be defeated, but only excels at melee combats. Let's attack him from afar first, and then kill him!" "A priest is detected. If he's killed, the foe's healing and resurrection channel will be cut off." We usually have such thoughts, but in the near future, Guild Wars 2 will stop us from thinking this way.

Who says that warriors must equip swords, shields or two-handed axes? When they equip bows, a series of threatening skills can also be attached. Never look down upon them, since you may be in their attacking range unexpectedly! Guild Wars 2 strives to endow all classes with full range and melee combat abilities, and lays stress on gamers' character customization and team tactics.

All classes in Guild Wars 2 have the healing and defending ability, and can also resurrect teammates. When seeing an elementalist, never think that he can only throw powerful fire balls. Actually, he can also give healing rain to recover all teammates' HP. Killing the healer no longer means victory, since every character can be a healer.

Similarly, keep patient after killing a foe, because each class has the ability to resurrect teammates. If you fail to keep a good eye on the foes, things may change instantly. From another perspective, an excellent team will set higher and more comprehensive requirements for its members. The members must be able to attack, defend or heal according to circumstances, have a tacit understanding of each other, and avoid doing the same thing at the same time (e.g. several members resurrecting the same teammate).

Breaking deadlocks (e.g. bring the opponent an extremely serious impact or make the opponent unable to move within a certain time) as time went by, the match's competitiveness would be greatly enhanced. Such setting has been applied early, in WAR actually where it's called "Morale Skill", and in Guild Wars 2, it's just called "Elite Skill".

"Downed Skill" in Guild Wars 2, which makes the gamer fall down to the ground at two stages: at first, the gamer is hurt too seriously to move normally, but can still fight, and has a chance to apply a special skill (i.e. Downed Skill); the gamer will be "dead" and needs to be rescued only when he/she has negative HP value or totally unconscious. If the Downed Skill is used successfully, those knocked down will recover to a normal fighting state.
So what? Just imagine that the Downed Skill is not the last desperate struggle of the knocked down gamer, but a part of the team tactics. Maybe, the time when the knocked down team member starts to use the Downed Skill is just the beginning of teamwork? That's not impossible actually. So, don't think that knocking down a foe is a good beginning. Things may be just the opposite!

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PostSubject: Re: Guild Wars 2   Sat Sep 04, 2010 12:49 pm

think this feature have its pro and con.

pro is that anything can happen during pvp with so much combo one can lash out.

con is lack of identity for class mean a lack of unique aspect.if all can heal/ress why play healer.if all can use long range what the point in being a archer?seems like they aiming to make a no class system like what secret world is aiming for as well.with skill branching combo instead of class skill branch and multiclassing.

i am not sure of the appeal yet,will really have to test the game before i can say if i will buy it.

if open beta start be sure to post to inform everyone heh

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PostSubject: Re: Guild Wars 2   Sat Sep 04, 2010 1:42 pm

@Shu wrote:
con is lack of identity for class mean a lack of unique aspect.if all can heal/ress why play healer.if all can use long range what the point in being a archer?seems like they aiming to make a no class system like what secret world is aiming for as well.with skill branching combo instead of class skill branch and multiclassing.

Well thing is, there will be class specific skills, so like they mention healing rain for elementalist, but how effective is it? how much does it heal? how often can you cast it? etc etc

I'm sure they know what they r doing, the thing is there's just not enough info yet to know how it ll work hehe, so I keep it all open, it can go multiple ways from what I read, since no class specialisation is not bad either, even if all classes can do everything evenly well you still can be the healer archetype by speccing yourself ok you ll be ranger that heals but hey you are the healer, just named ranger instead of monk

It's not that you can go n change between classes unlimited inside the battlefield, as far as I can read your limited to 2 weapons that you can have equipped, so you can only switch between 2 types of attack untill you get to a place where you can change that

But yea we ll see, so far I´m liking what I see and if they don´t mess up the features it ll be great.

Also I mentioned earlier how none of the mmos so far ever had a super smooth release ever before, well if something comes close to a perfect mmo release then it was the release of GW1
Those guys from ArenaNet know what they´r doing

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PostSubject: Re: Guild Wars 2   Tue Sep 14, 2010 9:37 pm

I'll try to test it.. when it come out for sure =)
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PostSubject: Re: Guild Wars 2   Thu Oct 07, 2010 5:43 pm

By John Hargrove September 30th, 2010
more on: clothing and armordevelopmentitems

Hello, world! My name is John Hargrove, and I am one of the primary designers responsible for the rewards and item systems in Guild Wars 2.I guess I should start by saying that since the very onset of development on Guild Wars 2 we’ve been doing our very best to identify which aspects of the original game design were successful and core to making a true Guild Wars experience. With these ideals as our foundation, we’ve been building a game that stays true to the spirit of its predecessor while simultaneously moving the genre forward. With this in mind, I’d like to delve into a few of the core item-related principals that have shaped our design of the reward mechanisms and item systems in Guild Wars 2.Guild Wars Principle #1: Everybody gets a swing at the proverbial piñata.

In Guild Wars 2 we’re fully committed to the concept of rewarding players individually. This is more or less a quick way of saying that we don’t want to design a system where players argue over loot settings, turn to external “out of game” systems to decide who gets what upon downing a boss, or risk spending hours in a dungeon with nothing to show for it due to bad rolls or a ninja looter that hijacked all their treasure.In the case of distributing general monster loot or opening dungeon end-chests, this principle means that each player gets their own roll, so it’s alright if you are soloing and someone begins fighting alongside you. This won’t cause the loot you would receive to degrade in any way, as long as you actively participate in that combat. Likewise, when you get to the end of that big dungeon with your group, you each get to individually open the chest and receive your own personal reward.In the case of gathering materials from things like ore nodes, plants, and the like, this means that when you gather from that resource you use it up for yourself, but not for others. In Guild Wars 2 there is no need to race to beat other people to the same resource node. Take your time ripping that bear’s head off, because no one can walk up and steal that copper node in the back of its cave from you. You may be helping others in your world reach that copper safely, but rest assured that you’re not just clearing a path for a node ganker.I could go on and on with the examples of how we employ this philosophy, but really what I’m getting at is that our overall goal is for players in your world to be seen as a boon to you to help you overcome bigger challenges and larger foes, and therefore earn greater spoils for your time spent in the game. We’d much rather that everyone in the same world felt a common bond in their shared land and saw each other as potential allies. If players find themselves with leftover aggression that they would normally take out on node gankers or ninja looters, we’d recommend they step into World vs. World and kick themselves some otherworldly player butt.Guild Wars Principle #2: Rewards should be worth obtaining.

Speaking of bigger challenges and greater spoils, our artists have been working really hard to give each dungeon in the game its own unique set of gear that really speaks to the experience that you had to go through to obtain it. Presently each of our dungeons has, at a bare minimum, one complete, visually unique reward set that includes a full set of light armor, a full set of medium armor, a full set of heavy armor, as well as one entire set of weaponry that is unique to that dungeon. With all of the new eye candy to obtain, you can literally play in any given dungeon until you come out as an entirely different looking character.
Of course, we’re working on tons of unique rewards for other facets of the game as well, but I thought that particular example of dedication deserved to be called out!Guild Wars Principle #3: Players should look the way they want to look.

As you’ve probably seen in other games, the appearance of your character’s armor and weaponry are often entirely dictated by whatever the best statistical gear in the game looks like. I’m sure a few people reading this right now are already nodding their heads, recalling all those times when high tier gear depressed more than impressed. The worst part is that even when you don’t like a new armor’s look, it doesn’t matter! In these games, you still have to wear it because it’s the best armor and you need it in order to progress.“We think it is just flat out unacceptable when games don’t allow you to choose how your character looks.”We think it is just flat out unacceptable when games don’t allow you to choose how your character looks.Going forward into Guild Wars 2 we knew we had to trust our players to know how to dress themselves, so we introduced a system that has now become known as transmutation. With the transmutation system, you’ll be able to acquire new items known as Transmutation Stones through our in-game store that allow you to customize your appearance. With transmutation, you take two items of the same type, pick one that is the most visually appealing to you, one that is the most statistically appealing to you, and then you simply combine the two items into what will hopefully become your perfect piece of armor or weaponry.With this system you can keep a “look” for as long as you want. Just because you picked up a cool new piece of armor, it doesn’t mean that you have to abandon the look and feel of your character up to that point (unless, of course, you like the new armor, and that’s fine, too).Guild Wars Principle #4: Players should be able to look truly unique.

A big feature of Guild Wars games is the ability to customize a set of armor until it looks unique to you. The original Guild Wars accomplished this visual customization in part with a dye system that let you make your armor pieces whatever color you wanted. As I am writing this, I wonder just how many people out there have gone through a series of quests or dungeons with a friend in an MMO, only to come out with a nearly identical visual appearance simply because they both happened to be playing the same content. It seems ridiculous that the personality of players gets stripped away whenever they try to experience a game world together, with nothing to visually differentiate one player from one another.Fortunately in Guild Wars 2, our team has created a versatile dye system that lets players differentiate their armor colors, but this time around we took things to a whole new level. Now we have not only one dye channel per piece of armor, but up to three separate dye colors per individual piece of armor! Even if you wind up in the same armor as your friend, you can get a dramatically different look by simply utilizing the dye system.
As a matter of fact, the Guild Wars 2 dye system is actually so powerful that I’d be doing a disservice to try to briefly sum it up here, so make sure to check out Kristen Perry’s in-depth dye article right here.Now, just one more thing…Guild Wars Principle #5: Upgrading gear should be fun.

As a disclaimer to this section, I should start by fessing up that I have been playing MMOs for over a decade now, and for much of that time I have had a bittersweet love affair with sets of items that grow more and more powerful as you collected additional items from that set. The reason I describe my feelings as bittersweet is that while I find traditional MMO item sets utterly irresistible to the collector in me, I also find that it’s nearly impossible to collect a full set of them before I’ve surpassed the intended level range for the gear.To address this issue in Guild Wars 2, we’ve devised a new twist to make these item sets more accessible. By linking the cumulative set bonuses to an upgrade component that you can apply to your armor, you can essentially make your own custom sets. In the following example, this is a cloth crest that a Tailor could make for light armor.Crest of the Legion (1/6)Double-click to apply to a piece of Light Armor(1): +10 Intelligence(2): +20 Perception(3): +100 Maximum Health(4): Thunderclap (50% chance on Critical)(5): +5% Critical Chance(6): +10 to all AttributesAs you could probably guess, the more crests you have of the same kind on your armor (up to the set’s maximum number), the better the bonuses you receive. For example, if you use one Crest of the Legion on each of your six armor pieces, you would end up having all of the bonuses in this list. All armor and weapons will have a free upgrade slot, so there will be lots of chances to use upgrades like this to tweak your gear’s statistics to your liking.
Bringing it Home

Hopefully this gives you a pretty good overview of our goals with the item system, and a few examples of how we’re trying to reach them. Between the transmutation, dye, and upgrade systems, I hope it’s especially clear that our paramount goal is to give players the freedom to make characters that are truly unique and personalized. After all, it’s your story.Well, until next time… You stay classy, Planet Earth!

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PostSubject: Re: Guild Wars 2   Sat Jan 01, 2011 5:06 pm

Gonna be playing this game once it rolls out.
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PostSubject: Re: Guild Wars 2   Sat Jan 01, 2011 9:46 pm

Ohh yea, a game that I'd trully enjoy playing right now would be GW2
This one is pretty much moved on top of my to play list after considering what and when is going to come out.

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PostSubject: Re: Guild Wars 2   Sun Jan 02, 2011 2:15 am

Ditto
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PostSubject: Re: Guild Wars 2   Sat Jan 08, 2011 11:50 am

just reserved a copy @ challenger today rofl.
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PostSubject: Re: Guild Wars 2   Sat Jan 08, 2011 2:47 pm

btw when' it'll come out again? lol
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PostSubject: Re: Guild Wars 2   Sat Jan 08, 2011 4:01 pm

Not sure, but still a while there isn't even a wide CB yet as far as I know

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PostSubject: Re: Guild Wars 2   Sat Jan 08, 2011 4:56 pm

They projected final quarter release in 2011 but that's always tentative.
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PostSubject: Re: Guild Wars 2   Sun Jan 09, 2011 3:01 am

It's either Feb or Nov, dates have been jumping around. :S
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PostSubject: Re: Guild Wars 2   Sun Jan 09, 2011 3:04 am


details should be in this vid, the date says either 11th feb 2011 or 2nd nov 2011. Never stated the order of the dates.
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PostSubject: Re: Guild Wars 2   Wed Feb 16, 2011 12:45 am

GW2 CB ll be in 2011

http://news.mmosite.com/content/2011-02-11/guild_wars_2_closed_beta_confirmed_to_be_happening_in_2011.shtml

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PostSubject: Re: Guild Wars 2   Sun Mar 06, 2011 4:20 am

here i found on youtube ^^

first is spoke in germany i have np understanding that second is english
in the video you see some game play and more

and omg the game blow ass the first charater you see look cool and ugly i love it :p



hope you guys like it ^^
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PostSubject: Re: Guild Wars 2   Sun Mar 06, 2011 12:52 pm

yep yep GW2 gonna own

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PostSubject: Re: Guild Wars 2   Sat Mar 12, 2011 2:27 pm

Thief class revealed
(Thief, is kinda compareable to the assasin class from GW1 from its description)

http://news.mmosite.com/content/2011-03-12/guild_wars_2_official_thief_page_updated_with_tons_of_information,1.shtml

This gameplay vid just too badass



Here's the thing that made me very interested in thief class mechanic

Energy/Initiative
While other professions rely on recharge rate for their weapon skills in combat, thieves rely on Initiative. Thieves have ten points of Initiative to use, and they gain back one point every second. Weapon skills cost Initiative points, but they have no recharge time, so thieves can use them back-to-back. This allows the thief to keep their options open at all times or unleash a rapid flurry of powerful attacks.

Skill 1 on their bar is always free. Thief Heal, Utility, and Elite skills do not cost Initiative and still have a recharge cost. (So not everything is based on Initiative, that's what makes it so great, since you have multiple energies to your disposal)

I love that you can completely decide how to take on a battle and are not really dependant on mp and that kind of stuff.

Against weak opponents that you have to kill a dozen off, you can always grab some cheap skills, that cost like 1 point, so you can throw a skill each second.

(I hate using mp pots or waiting for mp, here you ll never have to wait more then 10 seconds to get back to full)

Against harder enemies or pvp you can have your full bar ready, and do some deadly stuff in a row.

It's compareable to the rogue/assasin energy mechanics being used in games like WoW
I love that mechanic since the regeneration of your (energy) always goes on, it never stops and you know exactly how far you can go with your skills per situation.

Also it allows for insane skill spam on the initial hit, or later on in the fight if you let your bar get back to full.

Weapon combinations determine the skills
When using a main hand and off-hand weapon combination, the thief differs from other professions. Their first two skills come from the main hand weapon, while the last two skills come from the off-hand weapon. The final skill, called their Dual Skill, is determined by both weapons. For example, a thief with two daggers will have Leaping Death Blossom as their Dual Skill, but a thief with a dagger and a pistol will have Shadow Shot as their Dual Skill.

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Mmos to play or test: ArcheAge - Black Desert - B&S - Wildstar - Everquest Next - Icarus
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