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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. |
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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. |
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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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Here's the proof, or as close as we can get to it: http://au.pc.gamespy.com/pc/guild-wars-2/1165160p1.html
At this time, engineer had yet to be revealed. This means that the brand new profession Eric mentions is definitely the engineer, which means that the final profession is necessarily a returning profession. These are all of the professions from GW:
Of these, warrior, ranger, necromancer, and elementalist are already returning. Almost all of the rest have very little unique about them in comparison to GW2 classes in terms of either game mechanics or flavor. Assassin is nearly identical to thief. Paragon is very similar mechanically to guardian. Monk is very similar aesthetically to guardian. Ritualist is similar mechanically to engineer and somewhat similar aesthetically to necromancer. Some of these have been stated outright to be not returning. Only the dervish and the mesmer have both unique mechanics and aesthetics. The dervish, however, is culture-specific, and it unique to Elona, a region that will not be featured in GW2. This leaves the mesmer as the returning profession. Why is the last profession controversial? Two of the mesmer's biggest specialties (energy denial and hexes) have been removed from the game. This means they will have to find other ways of making the mesmer still feel like a mesmer, something that a lot of fans will surely be upset about. If I had to guess, I'd say the mesmer will probably be using staff, scepter, focus, dagger, dagger, sword, and torch, perhaps have medium health, and have a focus on mantras, making it feel a little bit like a bard. |
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PvP in GW2 actually works more like TF2 than like most MMOs. In structured PvP (not WvWvW), your gear doesn't matter, and it's also different from what you wear outside of PvP. There is no point in time when you can look at your character's armor outside of PvP because at that time you won't be wearing the PvP armor. You have a special "loadout" just for PvP matches. They also confirmed that, like TF2, there will be unlockable hats (among other things) and they won't have any stats on them. The TF2 analogy is perfect, except that the hats in TF2 actually can be dyed. Personally, I'd rather them make it so either only the main portion of your armor is team-colored and the other two sections are some default color (or changeable), or make it so that it uses three different shades of your team color. As it is, the armor looks very plain, like someone dipped the whole thing in a big can of paint. |
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Skills? You are aware that skills no longer cost energy, right? You can cast forever and never run out. |
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"But all I want to do is pwn noobs." |
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Plants vs Zombies? But aren't you going to play a sylvari necromancer? |
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What would be nice is an option that would target the enemy closest to the center of your screen if you don't already have a target. In Champions Online you could customize it all sorts of ways, making it feel like a traditional MMO, an action game, a third-person shooter, or a mixture of any of the three. I don't think GW2 needs options quite so extensive, but choosing targets by what you're facing (rather than simply what is nearest) would be very nice. |
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MMO Crunch PvP Interview. No GvG in Guild Wars 2
General Discussion « Guild Wars 2 8/21/11 4:01:22 PM
There's no GvG because it would be redundant. In tournament mode, you form a team before entering. Most of the time, this team will be composed of players from the same guild. Guilds can still fight, but there's no longer a mode that excludes unguilded players. |
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OP, don't accuse people of going off topic, especially if you're taking part in the discussion. Saying something like, "I don't care if my list was wrong," just makes you look like a jerk. The humans' power being summons is very relevant because it helps give an idea of what sort of racials there will be. They stated some time ago that humans can summon the Hounds of Balthazar. It is not speculation. Everything is subject to change, but as they appeared in the recent trailer, we don't have a lot of reason to doubt their existance. So far, three out of five races (humans, charr, and asura) have summons as racial elites. There's a pretty good chance the sylvari could have one, too. |
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It's near the starting area for charr, but there don't actually seem to be a lot of charr starter videos, oddly enough. I've only actually seen two, and only one of them showed anything past the tutorial. |
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5 Character slots to start with release, purchases of more in the store
General Discussion « Guild Wars 2 8/21/11 12:50:39 PM
Actually, the reason stated for why new professions upset the balance was specifically because of multi-classing. The common example was shadow stepping. When you create an assassin that can shadow step, now every class can shadow step, and that's a balance nightmare. Without secondary professions, it's significantly easier to balance new ones. I wouldn't rule them out. Even so, I agree that new races are more likely than new classes, but that's not to say they can't add both eventually. |
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http://www.youtube.com/watch?v=7r_oAx7zg98&t=15m30s Here he gives a much greater elaboration of when the game will be released. Unless beta lasts a full year, there's no way the game will be released later than 2012. I wouldn't expect open beta to be much more than a stress test, though, lasting a month at the absolute most. Closed beta, however, may last two or three months, and probably not more. To me, this puts April 2012 as the absolute worst case release date, but I would expect something closer to February. |
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I can't help but get the feeling that the mod linked to the wrong thread, intending to link to the same one I just did, as it was the first one made and hasn't been closed. Easy mistake because for some reason the one from last year is still stickied. We have a thread for Gamescom 2011 videos. I don't think individual videos need their own threads, so I'd have to agree with all of them (but the one) getting locked. |
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"He's a tornado. Throw some axes at him."
This one isn't: http://www.mmorpg.com/gamelist.cfm/game/473/view/forums/thread/324437/Guild-Wars-2-Gamescom-video-thread.html |
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Not sure if serious. |
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There's a clarification I figure is worth posting, since the way changing crafting disciplines is described in the video is a little misleading. http://www.arena.net/blog/andrew-mcleod-talks-crafting-in-gw2
So you never lose any progress, but trying to max everything out and switching frequently will be very costly. EDIT: Also worth pointing out is that even when he set it to craft 10 of an item, the time it took to actually create them didn't change. It makes you wait a couple seconds, but it's negligible when it's still only a couple second when making 20 things at a time. |
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I'm less interested in the process of crafting and more interested the items we're able to make. Hopefully the recipes will be intuitive and not super specific. I noticed he could have used items other than a Fang to make a spear. I suspect it was the Fang that made it a "Sharp" Bronze Spear. The Bronze Harpoon Head is obviously what made it a "Bronze Spear". What role did the Large Green Haft have? Anything? Is it just an arbitrary requirement or can you use different hafts to tweak your creations? I'm obviously over-analyzing this, but it's something I've been thinking about since they announced the system. Even with this video, it looks like it could still go either way. EDIT: Non-compatible items are dimmed. I don't know why the OP is making everyone guess. |
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