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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. |
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I'm assuming that tokens and the rewards they grant will be untradable in the same way karma is untradable.
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.
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.
I'm not sure I understand what you consider "loot crafting recipes" to be. |
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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. |
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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. |
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Guild Wars 2: The Evolution of Attributes
News & Features Discussion « General Discussion 3/21/11 4:37:16 PM
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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You might say these forums are... forsaken. |
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The roles you describe are essentially what ANet is already doing with their "control" role. It's (hopefully) not enough to completely stunlock everything you encounter, so the effects don't need to be drastically reduced in PvP. Some of them are (such as fear), but in general, a knockback is a knockback. A point I want to make, however, is that unless your crowd control is perfect, allowing you to "cheese" any fight, adding a dedicated healer will always make the fight easier, allowing you to handle more difficult encounters. Basically, take the best team you can come up with that doesn't have a healer, then throw in a healer, and it gets better every time. |
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A bit more about Crafting and Thieves in GW2
General Discussion « Guild Wars 2 3/11/11 4:28:14 PM
The way this is described makes me think that you'll be able to mix and match weapon components. I wonder if they'll actually give us that sort of freedom. Can I match any axehead with any axe half, or do I have to find two of them that fit? |
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A bit more about Crafting and Thieves in GW2
General Discussion « Guild Wars 2 3/11/11 4:24:54 PM
Unless that's reserved for some big dynamic event. |
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What about those talents? A lot of games use similar systems, but most of them don't actually copy the actual icons. |
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Warhammer 40K: Dark Millennium Online: Cost in the $50 Million Range
News & Features Discussion « General Discussion 3/10/11 10:18:27 AM
Yeah, the budget doesn't really make much difference as far as gameplay is concerned. If anything, it's bad for the gameplay because developers are more likely to "play it safe" than to take some chances and try to make something really good. A low budget game with an original IP is going to have to be good if it wants to be successful. A game with a budget like this can make a profit through the IP and marketing alone. Not saying 40K Online is going to suck. We know next to nothing about the game. Just saying that the price tag doesn't get my hopes up. |
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This changes my theory on professions a bit...
General Discussion « Guild Wars 2 3/07/11 3:51:22 PM
Actually, that post came long before the Guardian. http://twitter.com/guildwars2/status/26864709145 The Guardian is new, and the Thief is similar with a different name. The only thing we can now conclude is that one of the two remaining professions is a returning profession. Mesmers have been mentioned in the book, and concept art has been revealed that closely resembled a Mesmer, so most of us are assuming that the Mesmer is returning. |
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General: Top Player Mistakes
News & Features Discussion « General Discussion 2/22/11 11:29:24 AM
So much mad in this thread.
But now I see this is actually a list of mistakes players make on this website. And I agree with all of them. |
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What’s Your Style? Jon Peters Talks About GW2 Combat
General Discussion « Guild Wars 2 2/02/11 3:26:49 AM
I was already aware of this, and it doesn't change anything. I'm still going to avoid abilities that require clicking. |
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What’s Your Style? Jon Peters Talks About GW2 Combat
General Discussion « Guild Wars 2 2/02/11 3:09:33 AM
While I don't care too much about the lack of direct ally-targeting, I really hate ground-target abilities. Fortunately, their skill system allows me to avoid these types of abilities completely. Hopefully I can remain competitive without them. I really hate clicking on things. |
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Pretty sure the reason people aren't calling GW2 vaporware is the fact that ArenaNet (not NC) has been giving us updates and new information this entire time. Did you not notice they just announced a new class or are you dense? Also, GW2 has never been "pushed back" because they've never given anything vaguely resembling a release date. {Mod edit} |
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And a Warrior that puts more points into Int will have higher spell damage than an Elementalist. What's your point?
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I don't know which Rift you played, but there definitely are not loading screens between zones. And a loading screen when you enter the game? Well, no shit. The game has to load at some point. |
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The comparison is totally legit when they charge the same amount. StarVault can cry and baw all they want about how they're an independent developer and how they were low on funds, but it's not going to matter when they charge exactly the price that everyone else charges. You make a lower quality game? You charge lower quality prices. "But DFO has been out so much longer!" Okay? That changes nothing. It's MO's most direct competition. The game is currently more polished and the subscription is currently the same. If you can't stand up to your competition, then step down. |
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But what if you play WARCRAFT? |
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