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All Posts by Shroom_Mage

All Posts by Shroom_Mage

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740 posts found

The game has been sort-of-free-to-play for a long time now. You could play as much as you like up to level 15 without paying, although at that level you're in the 10-29 level bracket, which can be a little unbalanced at times. After 30, you stop gaining skill points, so levels are used exclusively for weapon unlocks, which act as sidegrades almost exactly as they do in TF2. After level 44, the only thing you have left to unlock are costumes.

As an MMO, the game is somewhat lacking, but as a shooter, the game is awesome. I bought it during a Steam sale a few months ago, and it was well worth it. It's a very fun game. It feels like a nice mix of TF2 and Tribes. I really thing they should have marketed this as a shooter more than an MMO. Other than character and agency persistence (and that silly little Sandstorm area) the only thing "MMO" about the game is the city, which isn't much more than a 3D lobby and menu.

I've been playing Spiral Knights beta for over a year now, and the game is still a lot of fun. It's finally launching on the 4th, and the early access is going on right now. It uses an energy system similar to Dungeon Fighter's fatigue system, except that energy is very easy to obtain using in-game currency, which means it's pretty easy to access all content without paying anything, much as was the case on Y!PP doubloon servers. Anyway, this is a pretty good interview for those of you who haven't heard of Spiral Knights. I'm surprised it hasn't gotten any coverage on this site.


Spiral Knights is Three Rings and SEGA’s upcoming free-to-play game. You probably heard us gushing about how much we like it. Right now its still in beta, but you will be able to play on April 4th.

We had the chance to get some of our questions answered by the lead designer of the game, Nick Popovich.


Read the full interview here. Official site here.

I think he fixed some of his errors, but this paragraph made my head hurt:


When in battle, you are equipped with the usual RPG elements. Numbers are assigned to various attacks, some based on if you have enough energy to perform or if enough time has gone by to perform certain attacks.

I don't... I... Yeah.

He also doesn't seem to be aware that he actually played a dynamic event, saying that he has yet to witness one. I don't know what he thinks they're going to look like.

I don't get the impression that he plays many MMOs, RPGs, or even a great variety of video games in general to be honest.


Originally posted by therez0
You know... I think we may have already seen this profession in action...


Anyone remember Kranxx for the Ghosts of Ascalon book?


He used a flash bomb in one scene of the book, and a healing potion in another, and other various devices. Similarly, there's Snaff in Edge of Destiny who also uses (albeit to a lesser extent) devices--but Snaff could also be a mesmer due to him ability to temporarily confine a dragon's mind.

As we have seen with the EoD novel, ALL of the characters who had names matched to a profession in retrospect--Magnus and Caithe both turned out to be thieves. Similarly in GoA, Dougal also turned out to be a thief; the only named character left without an explicit profession is Kranxx...


So thats it... we know what all of the professions do (at least according to my mind), we just don't have a name to go with it.

Edit: Never mind, we know the name!

Ghosts of Ascalon, page 12: "'Tactician Kranxx, of the Vigil,' said the asura, quickly introducing himself with a small bow"

So thats all the professions known... Elementalist, Warrior, Ranger, Necromancer, Guardian, Thief, Mesmer, and Tactician.



That's interesting. Did any characters known to be other professions use any special devices or potions? Is this something that Kranxx did a lot? Did it seem like it was his specialty?


Originally posted by sonoggi
i am conflicted. one seems more in touch with animals, and the other with plants. Norn are a weird mix of Natives and Vikings, while the Sylvari are essentially monks.


How are the Sylvari at all like monks?

Oh, there's that, too. I don't know why I hadn't considered that.

If the Engineer had constructions that worked at all like they do in TF2 then they could probably be its mechanic. Otherwise, I don't know.

The Alchemist... Maybe it can store special potions up and use them in combat. Like a mini crafting discipline built into the class, but they'd go into special potions slots above the skill bar. It couldn't really require resources, though. That wouldn't exactly be fair.

Okay, so we pretty much all expect one of the remaining professions to be Mesmer, but what about the last? The two most popular I've seen are Engineer and Alchemist. Both fit into the Guild Wars lore fairly well, and would be suited to each of the races fairly well. (I've seen some people say that Engineer wouldn't suit all races, but Sylvari are curious enough to use machines, and Norn would respect a machine that could kick ass.)

What could each really bring to the table? What weapons could they use? We've had countless threads discussing the "evidence" or "hints" we've discovered or been given favoring one or the other, but the point of this thread is to discuss the more specific abilities of each. This also isn't another "What class is next?" thread. This one is strictly about the Engineer against the Alchemist, and specifically about what each could do, gameplaywise.

To start, weapons. What could they each use? These are my guesses.

Engineer
Two-Handed: Hammer, Rifle
One-Handed: Mace, Pistol
Off-Hand: Pistol?, Shield?

Alchemist
Two-Handed: Rifle
One-Handed: Pistol, Dagger
Off-Hand: Torch, Dagger, Pistol?

It was a lot easier to think of weapons for the Engineer than for the Alchemist. Thinking of off-hand weapons for either of them was difficult. Either would be able to use both guns, but for pistols, could they use them in the off-hand? It's hard to say. If they can use them in either hand, they could also dual wield them. Is this something reserved for the Thief? Should anyone who can use pistols be able to dual wield them? Melee weapons weren't hard for Engineer, but the only off-hand item I could really think of was shield. I could see it happening, but it could be a little odd. Torch seemed like a natural fit for Alchemist, but I couldn't really think of any close range weapons other than daggers, which is making this profession look more scholar than adventurer, which isn't exactly possible.

Next is skills. Both of them have some easy options for utility skills. Engineer could deploy turrets, and both could throw grenades. Alchemist could have a variety of support-oriented skills, many in the form of grenade-like potions that either target an enemy or the ground. Engineer could likely create a variety of environmental weapons that he or his allies could use.

Weapon skills are a little trickier. Alchemist could have various alchemical shots for their guns, and maybe coat their melee weapons in something as well. Either profession could have explosive shots for the rifle, giving it perhaps an AoE feel, something that isn't present in the Warrior's use of the weapon. I'm at a loss as to what most of the Engineer's weapon skills would be. I can't think of anything meaningful that wouldn't look like a nerfed Warrior's skillset or simply not make use of the weapon itself. The Engineer isn't a magical class, so giving it unexpected options like Symbol of Wrath on the Guardian's mace would be a little strange. On the other hand, it's just as easy to say that he produces these effects using technology, but how far can that technology really go? Would dropping a landmine really make sense for a hammer skill?

There would be a lot more to these professions than I could come up with, so it's a good thing it's ArenaNet's job to do that and not mine. Utility skills could be greatly varied on either, but weapon skills become difficult on the Engineer. Coming up with a varied list of weapons for Alchemist is also difficult.

What does everyone else think? Is one of these classes more viable than the other from a gameplay standpoint? Might one be too limited in what it can do? Would one simply be more fun to play?

Somebody hasn't been following the game too closely...

I blame 4chan.


Originally posted by romanator0

Originally posted by Sfaliara
Confident is fine to me and I'm rather happy when I read them say that they want to make the best MMO possible. I'ts when they choose to strike the other companies and games that I don't like.

And have they stuck any other companies or games? So far I haven't seen anybody from Anet say anything bad about any specific company or game.


No, but they did refer to "other MMOs" in the manifesto video.


Originally posted by Volkon
Of course I'm in favor. Map Travel is a part of GW lore. Hell, there's even a quest where the kid brags about his mother inventing map travel in GW1. It's a part of the GW universe, and to remove it would be crushing to overall immersion. A big part of GW immersion is being able to get to your friends quickly to help out when needed. In GW you say "I'll be right there." In WoW, you say "AFK, flight path".
 
Map travel will be even more important for the community with dynamic events. With the archaic quest system, you could wait until your friends finally got there, accept the quest together and go do it. Dynamic events won't be waiting for you... they'll be going on whether you're there or not, so of course having a quick means to get to your friends is practically necessary.
 
Map travel is an integral part of GW. It will be an integral part of GW2, as it should be.


There are a lot of joke quests in GW, so I don't think one NPC referencing it constitutes it as being part of the lore. Do they ever use map travel in any of the books?


I do think, however, that showing a character actually pulling out a map when on the map screen and being whisked away when teleporting would definitely add to the immersion, regardless of whether or not it's actually explained in-game. That way you also wouldn't see players just suddenly disappearing all the time with no explanation.


Originally posted by Creslin321
Second, teleporting in PvP.  I saw an argument on here that since the death penalty is essentially paying a teleport fee, then teleporting is basically the same as dying and players should be allowed to teleport at any time, even in PvP.  What this argument misses is that when you teleport out of PvP, you are depriving your opponent of a potential kill.  So even though YOU may face the same consequence as death, you are forcing a consequence on your rival player that is undeserved.  Hands down, teleporting should not be allowed while in combat, especially PvP combat.  I highly doubt that ANet will allow people to just teleport out of a PvP battle.

An easy solution to that would be to give the other player credit for a kill. Still, I think it would probably be better to disallow teleportation in PvP, mainly because PvP can only occur in specific PvP zones or arenas, which brings us to the reason below.

Originally posted by Creslin321
In addition, I would go so far as to say that you should not be able to teleport out of a PvP zone at all.  Why?  Because it can be argued that the "fight" between two players begins once one player spots the other player even though "combat" in game terms has not begun.  If you have the ability to just "wink out" of existence when you see 10 enemies coming over a hill then it's basically the same as teleporting out of combat.  You are depriving those players of a potential kill.

I can definitely see the potential for some strategies that exploit teleporting. Send a large group of players toward an objective, in vision of the enemy. They run to the objective to defend it, and before you get there, you just teleport across the map and run to another objective. Of course, as soon as the enemy realizes you've done this, they teleport, too. This kind of kills part of the fun of fighting across a large battlefield.

Since PvP only occurs in the Mists (PvP zones) and arenas, there isn't really any reason to allow it in PvP areas. In the Mists, teleportation can lead to some cheesy strategies, and in arenas, teleporting would essentially be ragequitting. In PvE areas (the rest of the game), it wouldn't really make much difference.


Originally posted by Endo13
This is interesting. I wonder exactly how they'll implement it in GW2. I'm hoping they'll only let you teleport from a waypoint, not just anywhere on the map like in GW. It made sense in the original because everything was instanced, and if you teleported out to not die... well, you're going to have to fight your way back to there again anyway, so what's the point? Unless of course you're done in the area.


When you die, you choose the waypoint where you will respawn. This is the only death penalty.


From Healing and Death | Guild Wars 2
Players who have recently been downed several times will take longer to revive each time. If no one revives you, you can spend a small amount of gold to come back at a waypoint. It's as simple as that, and why not? Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn't think of a reason. Well, we did actually think of a reason--it just wasn't a good one. Death penalties make death in-game a more tense experience. It just isn't fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don't have to penalize you a second time.

If you could only teleport at a waypoint or when you die, suppose you are far from any waypoints, but you want to teleport. In this case, you could let a monster kill you to teleport from your current location. Because of this, players are simply allowed to teleport from where ever they like.

This brings me back to the point I was trying to make earlier: teleporting has the exact same cost as dying.


Originally posted by kaiser3282

Originally posted by Shroom_Mage

Originally posted by Master10K

Originally posted by Shroom_Mage

Originally posted by Master10K

*snip*

^This^, I agree with. I'm all in favour of teleporting, the demo just showed far too many way points and I just hope that in the release game they'll limit waypoints to: cities, camps, towns, villages & outposts. Also another thing I noticed in the demo was how players could teleport during combat, which could spell many problems. So along with the limits I stated earlier, they should make it so that you cannot teleport in combat and within 30 seconds of combat; which also means that when you are "defeated" you'll have to wait 30 seconds to teleport and within that time someone will have the chance to rez you.
 
ArenaNet really needs to work on the limitations of teleporting, because as it is in the demo, it's just easy to exploit and annoy people who are trying to rez you.

Well, the death penalty in GW2 is that you are forced to teleport, so by teleporting during combat, it's more like you're simply killing yourself.

No, teleporting in-combat simply means that you're escaping death and death in a game like GW2 isn't meant to punish players ike in other games, it's meant to teach players and provide a little downtime as you make your way back. And what if the same thing was possible in W v W v W; a player could just port back to their home fortress, before losing the fight (similar to an issue in Earthrise). Would you still treat it as the player killing themself?

When you die, you can either be rezzed or use your map to teleport to a waypoint. The waypoint cost is the same whether you are alive or dead. Explain to me how teleporting during combat is different than teleporting after dying, even in PvP. 


 You seem to be under the assumption that you will be able to teleport in the middle of combat. I highly doubt Arenanet is stupid enough to allow such an obviously easily exploitable thing as instant teleporting to save your ass from dying mid-fight. Its more likely that you will be able to teleport when not in combat mode... basically meaning, wtf does it matter? If youre not fighting anyone, and you teleport, who cares?


I highlighted what I was originally responding to. Actually, just go ahead and read my whole response so you can see why this isn't a problem.


Originally posted by Master10K


Originally posted by Shroom_Mage
 



Originally posted by Master10K


*snip*

^This^, I agree with. I'm all in favour of teleporting, the demo just showed far too many way points and I just hope that in the release game they'll limit waypoints to: cities, camps, towns, villages & outposts. Also another thing I noticed in the demo was how players could teleport during combat, which could spell many problems. So along with the limits I stated earlier, they should make it so that you cannot teleport in combat and within 30 seconds of combat; which also means that when you are "defeated" you'll have to wait 30 seconds to teleport and within that time someone will have the chance to rez you.
 
ArenaNet really needs to work on the limitations of teleporting, because as it is in the demo, it's just easy to exploit and annoy people who are trying to rez you.




Well, the death penalty in GW2 is that you are forced to teleport, so by teleporting during combat, it's more like you're simply killing yourself.

No, teleporting in-combat simply means that you're escaping death and death in a game like GW2 isn't meant to punish players ike in other games, it's meant to teach players and provide a little downtime as you make your way back. And what if the same thing was possible in W v W v W; a player could just port back to their home fortress, before losing the fight (similar to an issue in Earthrise). Would you still treat it as the player killing themself?


When you die, you can either be rezzed or use your map to teleport to a waypoint. The waypoint cost is the same whether you are alive or dead. Explain to me how teleporting during combat is different than teleporting after dying, even in PvP.


Originally posted by Gennadios
End of dungeon rewards are out, you're guaranteed the item you really want, and if you're looking for a set, you have 4-6 team mates that may or may not be willing to sell their tokens. This kind of certainty pretty much guarantees that such items won't be worth more than the .5 - 2 hours it'll take to complete a given dungeon. Even if it's hard, there will be pros that complete it reliably, and they'll farm it to death.

I'm assuming that tokens and the rewards they grant will be untradable in the same way karma is untradable.


Originally posted by Gennadios
Discoverable crafting is out, recipe availability on wikipedia pretty much amounts to starter recipes. Nobody will pay a premium (more than the base mats are worth) for such items.

Not all recipes are discoverable. Some rare recipes have to be obtained as drops. Components also have a skill level required before they can be crafted.


Originally posted by Gennadios
That only leaves us with some loot items that have been hinted at, but the availability of transumation stones will eat into their value pretty heavily as even imperfect drops can be repurposed into perfect ones. Even if an item that's extremely rare to begin with drops as a natural perfect, wouldn't players be more willing to spend $5 on a transmutation stone and 100k in a "fixer upper"  than to spend months earning the gold to buy a natural item for 10 times the price? This can cap the upper value of items as the hardcore players who would normally be able to afford this stuff, will also be players most willing to save time and buy stones at the cash shop.

Transmutation stones do not simply improve items. They just turn one item into a skin for another of the same type. One item is destroyed and the other is altered (in appearance only) and soulbound. This means that the powerful item still has to be obtained. If anything, transmutation stones help the economy by destroying items and binding others.


Originally posted by Gennadios
Then there's the loot crafting recipes. Only thing they have going for them is that not only do they have to be discovered, but mats need to be available to craft them, However, once the recipe drops, duplicates can be produced highly reliably. Unless it's a LOtRO type system where crafting from a recipe wipes it... but the resultant item will still be perfect.


I'm not sure I understand what you consider "loot crafting recipes" to be.


Originally posted by Master10K


Originally posted by MMO.Maverick
I miss the option 'in favor, if available sparsely'.
 
Teleporting from one city to another or other hotspot locations you discover like in GW, I've no problem with it. However, the enormous abundance of teleport locations as seen in the demo where a teleport spot was there with only 10-20s running distance between them, that I find extreme.
So I'm hoping that was only for the demo.


^This^, I agree with. I'm all in favour of teleporting, the demo just showed far too many way points and I just hope that in the release game they'll limit waypoints to: cities, camps, towns, villages & outposts. Also another thing I noticed in the demo was how players could teleport during combat, which could spell many problems. So along with the limits I stated earlier, they should make it so that you cannot teleport in combat and within 30 seconds of combat; which also means that when you are "defeated" you'll have to wait 30 seconds to teleport and within that time someone will have the chance to rez you.
 
ArenaNet really needs to work on the limitations of teleporting, because as it is in the demo, it's just easy to exploit and annoy people who are trying to rez you.


Well, the death penalty in GW2 is that you are forced to teleport, so by teleporting during combat, it's more like you're simply killing yourself.

Not in favor.

To me, it has nothing to do with immersion. The UO example more than shows that having such a system can work easily and still be immersive.

For me, it's more about community. The faster you get to where you're going, and the more determined you are to get there, the fewer people you will encounter along the way.

Seeing the same people frequently lets players become more comfortable around each other. Most players start without any intention of actually making new friends. It happens anyway in games where players encounter each other frequently enough.

In GW2, let's say you step out of the town to consider where to go next. You don't exactly have any place in mind yet. You're still deciding. The first thing you're likely to do is open your map. With the current travel system, once you decide, you simply click where to go, and bam, you're there. This is nice and convenient. However, had you been required to walk, you might have passed by an event where a player you had played with before was participating. You might see the event and the player and think, "Oh, I remember that guy. I'll go help him out." With fast travel, you never might have even seen the event.

On the other hand, if you're already trying to meet up with a friend, the faster travel options are favorable. So it's sort of a trade-off, really.

Is this a game breaker? No, not by any means. Am I afraid players will be unfriendly as a result of it? No, not really. Is the convenience worth it? I can't say yet. What I can say, though, is that playing with your friends is great, but making new friends keeps games alive for longer.

The stats are Power, Precision, Vitality, and Toughness. Accuracy is not a stat, and saying it over and over makes you look uninformed.

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