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All Posts by romanator0

All Posts by romanator0

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Originally posted by Doomedfox

I had no idea that dodging worked like that O.o it does sound pretty terrible and carebear to me if i am honest and it also is a massive disappointment for me....i will have to see how it actually feels once i get the chance to play the game myself and i hope that it will make sense to me than but right now i am very skeptical about it.

Having active evading was something that did interest me most about this game it did sound like the combat would become more engaging and skill actually matters again but if i do not have to make a fraction of a second decision as to where to dodge to since i will evade the dmg regardless of my dodge direction it kinda takes the fun out of it.

Now i do not evade to the left or the right to evade the fireball or arrow that comes straight at me no i evade it by jumping right into it and magically not being hit by it.

By doing so i do also shorten the distance to the range attacker which allows me to hit him sooner (if i am a close combat fighter that is)

The evading could have been an awesome tool but i suppose in the end GW2 is aiming for the not too hardcore audience and therefore needs to keep a lot of stuff as simple as possible....i still am going to play the game tho and i keep hoping that it sounds worse than it actually plays.

You're still able to dodge attacks by strafing and kiting.

http://www.youtube.com/watch?v=RR0-S9SQCW4&feature=plcp&context=C3ffa9f6UDOEgsToPDskL8hWM78Bu5hap6sb8oXV72

From 3:20 to 4:50 is a good example of someone doing just that.

Originally posted by Phaedric

For a second I thought this was going to be  a  misguided complaint about the community, LOL!

With the new trait and attribute system blogpost  they released today though isn't this kinda dated?  They couldn't have reworked/figured out how the system works just from the brief videos could they?

The videos showed most if not all of the basic workings of the trait system and how it looked. The blog today only really revealed the smaller details of the trait system such as the new attributes, what they were called and what they did.

Thanks for the link. I'll be putting this in the build creator thread.

http://www.arena.net/blog/play-your-way-jon-peters-on-traits-and-attributes

Hey everybody, Jon Peters here with a look at how traits and attributes provide a deep level of customization to your Guild Wars 2 character. Put simply, attributes are characteristics that players can invest points into in order to increase their effectiveness. We have four basic attributes – power, vitality, precision, and toughness.

Originally posted by stealthbr
Originally posted by romanator0

Pretty sure the Shiverpeaks are just the Norn starting area, but one of the quotes you posted also shows the flaw in the PCGamer article. The guy playing the game expected the vast majority of events to change the world. ArenaNet has never said that the majority of events would branch. They said some would and they did give plenty of examples of events that would branch, but they also gave plenty of examples of events that don't branch.

As for those "tasks", Tasks are just the Dynamic Events that fill up the hearts on the maps. They are still DEs, but they are small and they are there so that there is always something that is going on in the zone.

If you watch the Yogscast videos it gives a much better view of how the DEs work when just exploring and running around instead of moving specifically towards the hearts like the guys at PCGamer apparently did.

Yogscast video Part 2:

http://www.youtube.com/watch?feature=iv&src_vid=W-YKm20rPQY&annotation_id=annotation_403652&v=SM9ybzgR0Ik

Part 3:

http://www.youtube.com/watch?v=V0jb2_mM4TM&feature=relmfu

Part 4:

http://www.youtube.com/watch?v=uZV7x8z2AAU&feature=relmfu

Part 1 was just the character creation and tutorial area.

Right, but from the descriptions provided by the official Guild Wars 2 website, I feel it is necessary to differentiate Tasks from Dynamic Events. Furthermore, I would really appreciate it if ArenaNet could provide a general estimation of what percentage of the game's overall, open-world PvE content can be categorized as Tasks.

Giving an estimate on the percentage of content ,or even just Dynamic Events, that are Tasks would be very difficult if not impossible. I could understand them giving a percentage of how many Dynamic Events are tasks, but that still doesn't give any idea of how much content is made up of Tasks.

Tasks are all short and most if not all of them don't branch or chain. For example, the fights with the drake broodmother don't branch or chain and neither does catching rabbits in the human starter area.

However we know there are also massive Dynamic Event chains that move all over the zones or certain parts of them and culminate in fights like the ones with the Shatterer and Tequatl. There are also Dynamic Events chains that are smaller but still move back and forth like the bandits that take over the village right outside of the city of Lion's Arch.

As many Tasks as there may be it would just be pointless to try and give a percentage of how much content they are compared to regular DEs. Even if ArenaNet gives a number it wouldn't tell much as one of the large DE chains could probably easily be more content than several Tasks.

Originally posted by stealthbr
Originally posted by sidhaethe
Originally posted by stealthbr

So by logical analysis (PCGamer only experienced 1 event with branching/consequence in their playthrough from levels 1-30 and 1 in a separate demo), there are only a handful of Dynamic Events, and the bulk of the PvE content consists of Tasks.

Did they play through 1-30 in every racial area available to them? Did they level to 30 through gameplay or did they get "autoleveled" for the dungeon (like more than one press person said they were)? These are important questions. If they only leveled through 1-5 in one racial zone, when there are several (from looking at the map), and especially if they were participating in other events like WvWvW and structured PvP over the course of 2 days (which they would have done, in order to report on these features), then is it really logical to conclude that there is only a handful of chaining events in 30 levels? I don't think so.

First quote: I was really surprised by how few of the events had branching points or consequences in them. 

Second quote: I expected the vast majority of events to change the world as I completed them. That wasn’t the case in the parts of Shiverpeak Mountains that I played through on my Norn character.

Third quote: My first fifteen levels were spent moving from point to point on the map to figure out what adventure could be found at this marker or rising up to a skill point challenge at another.

Fourth quote: Second, I was barely getting any XP at all (referring to WvW).

 

As you can see from the quotes above, the majority of the leveling was accomplished through PvE content. Furthermore, one of the PCGamer players specifically writes that the specific area, Shiverpeak Mountains, contains a vast majority of events without consequence. With all of that said, and with the fact that some of you denominate such things as "Tasks" instead of "Dynamic Events", it is conclusive that the vast majority of the PvE content, atleast from levels 1-30, consists of Tasks.

Pretty sure the Shiverpeaks are just the Norn starting area, but one of the quotes you posted also shows the flaw in the PCGamer article. The guy playing the game expected the vast majority of events to change the world. ArenaNet has never said that the majority of events would branch. They said some would and they did give plenty of examples of events that would branch, but they also gave plenty of examples of events that don't branch.

As for those "tasks", Tasks are just the Dynamic Events that fill up the hearts on the maps. They are still DEs, but they are small and they are there so that there is always something that is going on in the zone.

If you watch the Yogscast videos it gives a much better view of how the DEs work when just exploring and running around instead of moving specifically towards the hearts like the guys at PCGamer apparently did.

Yogscast video Part 2:

http://www.youtube.com/watch?feature=iv&src_vid=W-YKm20rPQY&annotation_id=annotation_403652&v=SM9ybzgR0Ik

Part 3:

http://www.youtube.com/watch?v=V0jb2_mM4TM&feature=relmfu

Part 4:

http://www.youtube.com/watch?v=uZV7x8z2AAU&feature=relmfu

Part 1 was just the character creation and tutorial area.

http://www.arena.net/blog/mike-ferguson-takes-your-wvw-questions-here-and-on-reddit

 

Hello again, everyone! After reading tons of fan reactions to our World vs. World blog post, there were a number of comments and questions that we wanted to touch on to hopefully clarify some things.

If you have a question or two about World vs. World that I don’t answer here, join me tomorrow on Reddit for anAsk Me Anything session! Starting at 8AM PST on Friday, Feb 24, I’ll be fielding all your questions about WvW as fast as I can type!

The interview has started for those that are interested. Just click the link in the OP.

http://www.gamebreaker.tv/live/

At 6pm today (2 hours from now) Gamebreaker.tv will be holding a live interview with Jonathan Sharp from ArenaNet

Originally posted by cali59
Originally posted by cinos

It only happens the first time you get mail. Every other time thereafter it's just the dove and the counter in the top left corner.

 It must have not been noticable enough for people before.  Here's what getting mail for the first time looked like in August.

http://www.youtube.com/watch?feature=player_detailpage&v=Stfx0Lk0qQ4#t=892s

 

I agree it should probably be a little smaller but if it's only happening once it's not a dealbreaker.

Gotta agree about it back in august. As nice as it is to see a pigeon come flying in I could barely spot it even though I was looking for it.

It doesn't need to change completely, it just needs to be less intrusive.

If they made it about 50 to 75% of the size it is now and put it higher and slightly to the left I think it would be fine. As it is now the real problem is that it's just too big.

It's not monday in Seattle, Washington.

http://www.arena.net/blog/guild-wars-2-limited-beta-test-begins-today

In a Dev Update right here on the ArenaNet Blog, Lead Designer Eric Flannum will discuss some of the changes players experienced during this beta weekend event. Plus, we’ll have some very specific information about an upcoming Guild Wars 2 beta event – I guarantee you will not want to miss it!

Originally posted by rdash
Originally posted by Kimmyboy
Originally posted by fiontar
Originally posted by Bigdaddyx
Originally posted by XAleX360
Originally posted by Kimmyboy
So world vs world vs world pvp in GW is ... Instanced, cross server and capped.

The wording is everything these days.

ROFLMAO.

It's not instanced. Instancing means creating different copies, which isn't the case; there is only going to be one copy of each WvWvW battle. It's zoned, meaning you have to go through a loading screen, and that's all. 

Plus, every game has a cap. Every game simply has to, otherwise servers will crash. GW2 cap will be higher than 99.9% of MMORPGs, leading to the most epic PvP fights ever seen (provided they deliver on their promise, of course).

Actually what you are describing is sharding where you make one or more copy of one world. Instance is what WOW offers with its battlegrounds.

But like i said nothing wrong with instanced PVP as long as it is done right.

The Mists are an "Instance" in the same way Northrend, Outland or any other continent or island in WoW that requires a loading screen is an "Instance". This requires a stretch on the definition of an instance.

Usually, when we are refering to instances in MMOs, we are talking about game spaces that require a loading screen to access, are keyed to a particular player or group(s) of players and, this is important, have no persistance and cease to maintain their state once all the players inhabiting the instance have left.

If you want to say that resetting after two weeks makes it an instance, then all MMOs take place in instances, since after a weekly maintenance, almost all MMOs have their game worlds returned to a pristine state.

 

Mmm, I see several huge differences with entering another continent in a persistent world.

GW2 decribes  a single instanced PvP zone, with a loading screen of a portal , cross server and capped to 100 players per server...
 
 
The instance will be unique and capped to 100 players per server... You won't enter when capped.
 
As I said:
  
On 4 K servers that will be an interesting fight who jumps through the portal first. "Well guys, sorry, 3900 players will suffer the faith of those elite few accepted to our ever deciding PvP world.
 
Better luck next time.
 

It's over 150 players per server per map, and there are four maps. Get your facts straight.

fixed.

Originally posted by Vhaln
Originally posted by DannyGlover

 


Originally posted by OBK1
Probably fun and probably well designed. But in DAoC there are lore reasons to fight and the realms are distinctly different from eachother, which to me make this WvW system look meh.I'm not that familiar with the lore though so perhaps someone could fill me in on exactly why I should go to war against these other worlds?

 

Thats why The Secret World has the edge over GW2's RvR. Three factions tied into the core of the game fighting over objectives that are volatile 24/7. Guild Wars 2 may have more actiony combat, but TSW's pvp lore is more intriguing imho.

 

Reading about it all does make it sound exciting, but yeah, in everything I've read, there seems to be a big glaring piece missing.  Where's the incentive?  How are they going to get all these players to actually participate so that it turns out be as exciting as it sounds? 

 

Sure, there are going to be some people who just love to PvP for PvP's sake, and they'll probably care about the scoreboard, but will there be enough of them to make it all that epic?  If the game is balanced to require lots of players, what if only a few consistently show up?  Just seems to me that the only way to get a greater majority of participants would require giving players reasons to care.  Some might be swayed by lore, but I think most would need something more rewarding than that.  Something to strive for.  

 

People keep comparing it to DAOC, but DAOC didn't just have lore driving it.  It had realm abilities.  To me, that seems like an integral component in what made RvR so successful.  How is ANet going to get all these players fighting together, without anything like that?

 

I can guarantee you right now that more people will play WvW for the gameplay and fun of it than any lore that ArenaNet might make up.

Where's the deep lore in TF2? Counter Strike? CoD multiplayer?

At the end of the day the mechanics of the game are going to be the determining factor in whether or not people do WvW and there will be server, character and guild bonuses for doing well as was described in the blog post.

Finally

Not interested at all. There are some intruiging concepts going into this game but none of the videos of the gameplay I have seen look fun at all.

Also, I'm pretty sure you still have to level up your skills in the game so that whole "no levels" thing they were saying is BS.

Its not an MMO. The devs have never said it was.

Originally posted by warmaster670
Originally posted by kosac

fail.. 2 factions..  :)

yup, being close to the lore is fail, oh wait i forgot according to these forums 40k is nothing but everyone killing everyone all teh time, not like the races are actually smart and will team up against a common foe like what happens in every major conflict and tabletop game.

MMO + 2 factions = fail. Doesn't matter how close to the lore it sticks.

Wow, WAR, Rift and TOR have all shown how crappy 2 faction systems work in MMOs.

Why can't DMO have 8 factions and allow for player created alliances? It would be better than having another unbalanced 2 faction game.

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