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All Posts by Shroom_Mage

All Posts by Shroom_Mage

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741 posts found

Originally posted by Diovidius
Any except Rangers, Thieves and Warriors.

Warriors have some good support with shouts, banners, and warhorns.
Rangers have a bit with spirits and Healing Spring.
Thieves are lacking, but apparently have some kind of group invisibility.

Originally posted by Malevil

Originally posted by silenos
I have Prophecies and Nightfall, I did love both except for the fact I never managed to beat the whole game because I FAIL. e_e; I am so bad with builds and skills I always use the same skill set for everything... So yeah, some missions were too hard for me. D: I'm kinda planning to beat Prophecies before GW2 though, it might be longer than the others but according to people, it's somewhat easy with henchmen. ;o

Try this site  it will help with builds a lot, also its better to start with Nightfall, so you can use heroes instead henchies.

People always suggest things like this, but I can honestly say it doesn't make the game any less frustrating, especially when 99% of the PvE builds are for farming and speed runs. I looked around the site, and I seriously cannot find a single build for my class that doesn't require several skills I haven't unlocked.

Nobody who only wants to clear the game wants to change their build (and apparently class) between every mission, and they certainly don't care about doing so in record time. We just want a general purpose build with skills we already have that will get us through. Playing a game with the wiki open isn't my idea of fun.

Originally posted by TGSOL

Originally posted by Shroom_Mage

Originally posted by TGSOL
IRL you can't run non-stop (or at all, depending on how bulky the armor is), or jump higher than about an inch, or do fancy dodge rolls, or a host of other things that not only GW2 but countless other fantasy games allow you to do with with heavy armor and multiple heavy steel weapons equipped. I don't see how underwater combat is unique in this regard.

Is that so?

I don't see someone literally running forever without the need to take any kind of break ala MMO's such as GW2, I don't see people diving around left and right with the sort of force, distance and gracefullness of a GW2 dodge roll, or people jumping 4-5 feet (or higher if it's a special skill) in the air over and over and over without tiring as is completely possible in MMO's, GW2 included now that you can jump. Etc, etc.

I don't see people doing any of that without armor on, either. There are games out there that require you to eat, sleep, crap, and do countless other mundane tasks. None of it translates well into a fantasy action MMORPG.

If you're hyped for GW2, I can't recommend trying the original. The two are so different that I honestly think they should have given them different names.

Just call the game "Tyria" or something. People who like GW will know it's the same franchise. People who hate GW won't recognize the name and won't know it's a sequel. People who don't know GW won't care either way.

The most common reason I ever see people give for their disinterest in GW2 is, "I didn't like the first one."

Originally posted by Fir3line


Originally posted by Distopia

Originally posted by VoxTrooper
 I had a friend that refused to give GW2 a chance; said it was just like WoW and SWToR would be the greatest MMO to kill WoW, innovate the industry, and have no cash shop or monthly fee. You can see he was an ignorant son of a bitch before i stood behind him with a menacing glare and ordered him to educate himself.  You can't go light on ignorance of that magnitude. Stopped hanging out with him after that because he’s one of the people you just cannot educate.

Wait, you stopped hanging out with a friend because you couldn't make him like GW2?

I think it had more to do with the fact that his friend was making outrageous claims and refused to even look up if he was correct. I wouldn't want to be friends with someone like that either.

Originally posted by gainesvilleg
To be honest I'm still trying to figure out why GW2 has such hype around it, and why people are giving ArenaNet such a vote of confidence.  My understanding is ArenaNet has just developed one game so far correct?  GW1 and expansions?

They have no real MMO experience and in my opinion GW1 had one of the clunkiest interfaces I've played since maybe Daggerfall in the mid-90's.  There is no way that I would spend my time messing around doing PVP with an interface that clunky.  Rule #1 for good PVP is a solid and responsive interface.  They can have the most balanced approach to team-based PVP in the world but if they can't succeed with the interface it is a fail PVP game (in my opinion).

Sure, there is no monthly fee, and maybe the younger gamers here give that a huge boost to its rating, but as an older game with a job my time is way more important than a measly $15 monthly fee.  This time around they better at least deliver a smooth and responsive interface with a camera that doesn't fight you the whole time you are playing.  Invisible walls everywhere and you can't even jump?  Seriously? The more I play GW1 the more I realize how bad that interface is.  You get used to it of course but there is no excuse for that.  Sure it is an older game now but even for the time it was a significant step back from other MMO and FPS interfaces.

I for one don't really have any confidence they can match the hype, other than the hype of no monthly fee.

i think my chips are betting that Bioware pulls off the better game, but I'll try to keep an open mind.  Man I wish I didn't pick up the GW1 trilogy a few weeks ago.  Totally ruined my confidence in these guys.  I'd much prefer to be still believing the hype...

I'm very hyped for GW2, but I hate GW1 with a passion. It's one of the least accessible games I've played, requiring you to use the wiki and look up optimal builds just to play through the story, which I'm still trying to finish to better understand the lore, along with restricting you from a lot of content if you don't play with an optimal group. I actually reached a boss in Eye of the North that was literally unkillable with my current build and setup. I had to look it up online, and the only help I could find recommended builds that used skills I hadn't even unlocked. I fear I'm going to have to have someone actually walk me through it.

There are countless things that ArenaNet did wrong in GW1, many of which you listed, but when I hear them talk about GW2, it almost seems like they agree with me. Any time they bring it up, they usually mention some problem their first game had, some mistake that they don't want to make again.

That's why I'm hyped. It's a lot less about what they think they're doing right and a lot more about what they know they won't do wrong.

Originally posted by TGSOL
IRL you can't run non-stop (or at all, depending on how bulky the armor is), or jump higher than about an inch, or do fancy dodge rolls, or a host of other things that not only GW2 but countless other fantasy games allow you to do with with heavy armor and multiple heavy steel weapons equipped. I don't see how underwater combat is unique in this regard.

Is that so?

Originally posted by agnostic4eve
3) They’re stupid.
I guess I'm stupid. I seriously have absolutely no interest in playing another swords/horse/dirt road/castle/rogue/orc/dwarf game. If it isn't Sci-Fi, I have no desire to even look twice at it.  Well maybe EQNext but that will be for pure nostalgia sake.
I beta tested Guild Wars and it just didn't have what it took to captivate me. I tried Guild Wars a few months after release and guess what? It wasn't for me.
I'll go hang out in my space ship and dual wield pistols while you go swing a sword, we can both be happy. I'll be in the stupid people line and you can be in the "Everyone needs to agree with me or they are stupid line" otherwise known as the asshole line.
I seriously doubt GW2 will be the cure for MMO cancer that everyone thinks it will be.
Thanks for the article, made me really see the light, no really. I now realize that unless I agree with your point, I'm stupid.

"I don't know anything about GW2 because its genre doesn't interest me, so I'm going to go ahead and bash it anyway."

If you aren't interested, fine. Whatever, man. You could have done without the post. It just shows that you don't know anything about the game.

Also, he didn't say those things apply to anyone not interested in GW2. He said those are possible reasons why someone will disregard a game immediately upon discovering it's an MMO. Reading comprehension? Hey, maybe you are #3 after all.

Originally posted by lizardbones
What would people trade for in Portal 2? You don't have an inventory...

There are a few items you can equip for co-op mode, but since there's no reason to play through it more than once and all the items are costume options, I don't know why anyone would buy them.

Originally posted by DarkResin
Actually when weapons are sheathed all races run at 1.5x the speed to make up for the lack of mounts.  Also good for getting away from enemies in PvP as they will have to sheathe their weapons if they want to keep up... and then they can't attack ^^.  But to the OP:  they probably just had their weapon out.

I don't think you get the speed boost in combat.

Originally posted by Corehaven
Is it still this way with Warriors?  The Adrenaline mechanic?  Because I honestly wish it wasnt.  I really dislike the way warriors play in mmorpgs.  The whole adrenaline thing sounds pretty much like WoWs rage or whatever.

It doesn't really work like WoW rage at all. Previously, every class used energy (mana) to activate skills. Recently, they removed the energy cost of skills completely. Adrenaline was never related to the cost of skills in any way.

Warriors have an adrenaline meter that builds up as they fight, and each weapon has one "burst" skill they can spend adrenaline on. It functions a lot more like EX moves and super combos in Street Fighter than rage in WoW.

Let's... not discuss the uniqueness of classes in GW2 compared to other games. Make another thread if you want, but this one already has a topic. Please.

Originally posted by Distopia
Two things: First, is there any form of collison detection in this game? Two, as kyle said yes it sounds different, but does it change the dynamics of other professions all that much, as I don't play tanks or healers?

Players cannot block the path of enemies or other players. This was possible in GW1, and "bodyblocking" was a very common tactic used to protect weaker characters. It's no longer possible, so players will have to find other ways to hinder the movement of foes, probably through knockdowns, roots, stuns, etc.

If you normally play DPS, you won't have a drastic change in gameplay, but you will have to look out for yourself a bit more, as there aren't tanks to keep enemies off you or healers to keep your health up.

Originally posted by Kyleran
So you're implying that (seemingly) utterly random behavior ensures a better playing experience?  A big assumption.
But in actual practice I expect we'll pretty much figure out what a npc's behavior is in advance (using our trusty wiki's) and the encounters will become no more unpredictable than a typical tank and spank one.
I plan on playing, but reserve judgment whether this new system will be better or just different.

You're making a lot of assumptions about why I'm implying. I said nothing of the predictability of combat.

A lot of people are under the impression that there will always be a way to trick the AI into attacking only the heavily armored players who deal negligible damage on their own. That's what tank and spank is. This interview indicates that this will most certainly not always be possible. Sure, each encounter will have some "best" way of solving it, but it isn't going to be the same solution for every encounter in the game.

For one encounter, the "tanks" might only need to stay close to the enemies to keep their attention. For another, they'll have to continuously chase down the enemies, slow them down, knock them over, or do whatever else it takes to keep them off the lighter characters, who may have to spend most of the fight running for their lives.

Different fights. Different strats. Not one strat for every fight. Thus, "tank and spank" as we know it is gone.

Originally posted by Kyleran
However one assumes that every class gets abilities to help manage the situation, so if a npc seems to have a penchant for chewing on squishy's, it's likely those folks will have roots, stuns and teleports to help keep them out of harms way while the DPS go to work and eventually pull the attention to themselves (or kill the creature outright)

This would be bad, how? If each encounter requires a unique strategy, then I think we're good. Roots have durations and cooldowns, too, you know. Having a surefire strategy doesn't mean you'll surely be able to pull it off every time.

Originally posted by tank017
The aggro levels in terms of armor are pretty cool..
Do the heavy armored classes get a taunt? if so,then it'd be easy to remedy.

No, there aren't any taunts or taunt-like abilities in the game at all.

Italian site MMORPG Italia interviewed Colin Johanson, which normally wouldn't be a big deal, but he said some interesting things about their plans for enemy AI.


Rough transcript:

Q: How the AI of enemies will work? Specifically, how enemies will chose their target? Will they be capable of complex behaviour and combat strategies?

A: That’s a great question, because it’s something we don’t necessarely get asked details a lot. There are very few creatures in the game right now that have kind of their final skills and abilities that we intended them to have. For example, in the demo that we’re getting here at Gamescom… the undead army in the high level map is probably the closest thing to what I would consider to be in an army that has a lot work done on it at this point. Our creatures are going to be getting a lot of work between now and release. We have really been focused mostly on the players side of things at this point and on getting all the contet put together on. So creature balance will be kind one of the next things that we tackle, and we’ll be moving army by army in trying to give them themes and skills and AI details to each army specifically. In regards to AI and aggro… simple creatures will use an AI system to determine who attack, and one of the most impostant criteria will be who is the closest target to them, but there are also criteria like who’s doing damage, how much damage they’ve done… and other things like that. These are basic things that most creatures would use. Then there will be unique AI for a number of different creatures that will use specific skills or the entire creatures will do different things than that. There may be creatures, for example, who attack the furthest away player in the party. There may be creatures who try to focus on people wearing medium armor or light armor, and try to chase them around. There may be creatures that run away, there may be creatures who get out of the way of attacks, there may be creatures who specifically only use skills on people at specifc times. So, all of these are aspect on which we’re going to work as we get closer to the release of the game.

Thought you might be able to find a way to tank and spank in spite of the lack of healers? Think again. Some enemies will completely ignore heavy classes and beeline strait for the squishies.

I haven't seen a source for this, and I don't know if it's actually the case, but I think that one of the questions in the story actually determines your first racial elite.

They stated that you would be able to get them all, but they never specified how. I suspect that if this is the case, the remaining ones are probably difficult side-quests or something akin to respecs.

One of the charr racials (unless they changed it) summons a warband member to fight alongside you. In a few recent videos they said that your choice of best friend at creation determines who among the options available lives and dies. It wouldn't make a lot sense to have the ability to summon any of them if most of them are dead, so most likely you only get the one, probably until the end of the game when the story is over and it doesn't matter as much.

Again, maybe there's some kind of side-quest for it. Revive your lost friends. Attune to each of the totems. Gain the blessings of every god.

The only trouble is that while it's very obvious what the racial elites are for human, charr, and norn, the asura and sylvari questions aren't as clear.

Originally posted by holifeet
I like the idea of bringing discovery back to MMOs, but it seems to me as if all recipes are going to be given to you anyway, so why mess about to find something when you only have to click one tab? Or why would anyone is probably more to the point? I might because I like to discover, but most will likely ignore it.

It would be nice if there were bonus recipes, that you are not given, which can only be discovered. In my above post I stated that I wondered where the economy was going to go with everyone knowing every tradeskill. Perhaps bonus recipes for those willing to discover them is part of the answer.

I certainly don't think it's going to make for a dramatic economy all on its own though. Personally I think the days of intruiging economies in MMOs has gone. It's all about self-sufficiency now.

If anything, leveling up every crafting discipline on one character is better for the economy because you have to pay a hefty fee every time you want to switch.

If you simply use alts, as you can in any other game, you pay nothing extra, so unless something you craft is bind on acquire (in which case, its irrelevant to the economy), this won't be any different.

Originally posted by drazzah
They shouldnt add color capes or any type of auto dye at all.
Look at DAoC. (Personal Opinion) The Best PVP Game ever created. You can dye your armor any color you wish, and its very difficult for a newbie to tell the difference between all the classes. This makes the game fun, and those who put the time in to play will become better.

DAoC has race-specific factions. Telling classes apart is irrelevant. You have to be able to tell which team is which.

Also, making a game very difficult for newbies is never good design. My prime example of well-designed objective-based gameplay is TF2. Anyone can join a game, pick a class, and it is immediately apparent exactly what the player is supposed to do: head to the objective and kill anyone of the opposing color along the way. More experienced players are simply better at doing so. Learning how to play should never be hard.

If a player ever asks, "What do I do?" then the game is incomplete and the developers still have work to do. This applies even if the player skips the tutorial.

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