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If they are not natively supported, you can always GlovePIE. Even when controllers are supported, I find myself using GlovePIE anyways, that way I can macro my common command groups. |
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I, on the other hand love sliders. I will spend hours customizing my characters to get them just right; this is the one major area where GW1 disappointed me, the presets were just so limited. But there are ways that we can both have our cake. As I mentioned above, the sliders represent a variable; presets are basically the same thing, just that the value is predetermined. It can be done both ways; you can have a series of presets, and then give the option to go into sliders. This is the way it's handled in Sims3--very intuitive for basic changes, just pick a preset, and highly detailed for finite changes on the sliders. |
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Which Race Week is next? Which would you like to see?
General Discussion « Guild Wars 2 2/27/11 8:35:13 PM
As much as I would love to see the sylvari next, I doubt it will be... They will probably do asura next, followed by sylvari, and then do the controversial charr last.
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I'll throw some technical details to explain what Anet could employ during character creation, which allows for customization of body shape while still providing a profession specific look: The armors are made up of Geometry Meshes (GEOMs or mesh for short) Each mesh is made up of thousands of triangular faces and at each corner is a vertex. These vertices are then assigned by a percentage value to a series of 'bones' in the skeleton--this is called a weight, or bone-weight. Each bone represents a region of the body and allows animations. Now when you are creating a character, you move some sliders around until you get a look you like. What these sliders are, are actually a variable in an equation--this equation is sometimes called a morph. This equation controls the ratios and scale of the bones. Changing the bones in turn changes the mesh whose proportions are dependent on the bones by the weight. Anet tells the game the limits and presets of the variables in these equations--the presets are self-explanatory, and the limits constrain the min- and max-values; giving the presentation of a profession specific body shape.
It could also be the case that armors could be shared across races too... In reality, most of the different body shapes are is just an advanced morph, the only exclusion would be the charr.
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A lot of people speculating about this are failing to see the logistics of the situation. The GW2 demo gets the shared demo-station computers at 10:00, give about 5~10 minsfor set up of the demo, average demo runs 20mins. Anet said in the press-release that they will unveil the surprise at 10:30. That is conspicuously close to the end of the demo time.
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What race/profession will you start off with?
General Discussion « Guild Wars 2 2/26/11 6:02:23 PM
If you ever ask an asura to smile, you will see that they are far from the cuddly race--their toothy grin is more akin to the maw of a t-rex. They are also super smart, and are completely self-assured of their intellectual dominance over every other race, and most have an ego large enough to make Napoleon shy-away.
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Should races have a limited choice of class?
General Discussion « Guild Wars 2 2/26/11 5:44:56 PM
As for the opinion that charr magic is in some way inferior... I give you: Charr Effigy to feast upon your eyes.
Yeah, if I saw a magic user bring that to life, all doubt would be gone, replaced by terror and the scent of burning flesh. I just hope that it will be a racial Elite skill |
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Norn Shapeshifting and Lore after Norn Week
General Discussion « Guild Wars 2 2/25/11 8:05:30 PM
Anet is really good at integrating concepts and values from other sources into their game lore... everything from Beowulf, to Firefly, to Romance of the Three Kingdoms to Invader Zimm and everything in between. |
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Lets see... the demo stations open at 10:00, the surprise happens at 10:30... hrmmmm...
Yes...
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I don't see how artwork showing turrets has any bearing on the profession speculation. We've already seen turrets in game in the shtterer fight, so we know they exist without regard for profession. Gonna have to find something more compelling to support speculation of an 'engineer' profession.
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The info I got says that the sylvari won't be re-revealed until the week after PAX. I can't reveal my source, so take it as you will. But history shows that Anet loves doing cliche themes, so revealing the green race (sylvari) the same week as St. Patrick's Day makes some sense.
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What race/profession will you start off with?
General Discussion « Guild Wars 2 2/23/11 4:56:14 PM
Sylvari ??? - I don't know what profession yet... the ele was going to be my first choice, but the attunement system has spoiled that. Asura ranger - mostly melee/pet just to screw with people's preconceptions ??? guardian - don't know which race I will make a guardian, but I will play it only offensively, again, just to screw with people's preconceptions. |
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Going slightly off topic... Modern guns do work underwater, you just have to remove any air-bubbles in the barrel before firing or else you could end up with a back-fire. Revolvers work best underwater. Flint-lock type... never would they work underwater. Bows also works under water, but the range is severely impaired because of the drag on the fletching, and any curvature on the arrow would send it into an unpredictable trajectory.
Given the industry's past examples of underwater/3-dimensional combat (flying), I have to have reservations about it. But given that this is Anet, I will remain cautiously optimistic. |
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I completely agree with your analysis of the roles changing with weapon swaps, its the beauty of the skills being attached to the weapons. Different weapons represent different approaches to the play-style. As for hexes, we already know that hexes don't exist, but have been replaced with the more general condition/debuff system. As we saw explained with the buffs, applying the same buff/debuff will (probably) extend the duration if it is already applied to the target so there is no waste (like there was in GW1 if you tried to snare someone with a snare already applied). As for the mesmer's use of them, I think it to be a great idea for the mesmer to be the debuff pro. As for the mesmer's special ability, I think the mantras would be a good fit. Use mantra of arcane haste to reduce your cool-downs, or feedback mantra to gain health when you apply debuffs--just some silly examples but I think the idea is solid. |
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I think yes, there should be mounts, but not necessarily as movement modifiers. I think mounts would be best as something similar to environmental weapons; where once you mount-up, it changes your skill-bar to reflect the mount. So if I used an ice-drake as a mount, one of the skills could be a tail-whip skill and another could be ice-breath. If I used a moa as a mount, skills could include a beak attack and a run-speed skill. As to horses... they could be in GW2, they also could not be. Would I miss them if they were not? No, horses are the least dynamic of the possible mounts in the GW universe. Finally, will there be mounts when the game releases? I doubt it. Dev time would be better spent elsewhere before release. Post-release, I can easily see mounts being added; I think a DLC pack for mounts would be perfect, but they could also be implemented in a patch or an expansion. |
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They don't (at least not as far we know to this point). Those artworks are portfolio entries for the Anet art team. Anet has even stated that a lot of things seen in the art book will not be in the game, it is just concept and exhibition of the artist's skills. Until something is posted on the GW2 site, the Anet blog, seen in game, or stated by an Anet staffer, it is not factual lore. |
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Its important to note that (despite your sarcastic intent) Anet was nice enough to allow us to choose to purchase bonus items or not. They never intended to include a cash shop when GW1 was initially released, and its well documented that the shop items were added due to overwhelming demand for additional character slots and storage. And there is bonus stuff you get for free with just the box purchase of GW; they've added dungeons, PvP modes, and additional story content. On a more subjective note, I believe that Anet is one of the last bastions of karmic game development--a studio by gamers for gamers. What I mean by this, is that they are not solely driven by the desire to earn money. Sure the money might be a secondary gain, but they truly want to deliver a good game first and foremost. |
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There is a lot of evidence pointing towards mounts being a possibility. From a lore perspective, (as others have pointed out already) we have Dolyaks, Aurochs, ice-drakes (THK mission), turtles, oxen, devourers, and Junundu wurms (just to name a few) are mounts--using the term loosely--in GW1. So given the time-gap, we could probably see many more beasts becoming domesticated. As was in GW1 when you used a siege mount, they swapped your bar with different skills. And in GW2 with environmental weapons your bar would probably change too when you got on a mount; so it is in the scope of the game mechanics to have mounts. How likely is it for the game to launch with them though... my guess would be that they won't be in the base-game at launch. I could see it being a fun DLC pack, but I have a feeling many people would object to that on the basis of 'but the DLC gives different skills, and thats not fair. q.q' So we might see mounts show up eventually in small number roaming the map with a live patch, or as a new thing for an expansion. |
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Edit: ninja'd. Forgot about the necrid horsemen, but those still kinda fall into a historical kind of use... and would support the extinction theory. |
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My major gripes so far are with the Ele: 1) No sword, WTF! I want to play a light armor battle mage, so not having a sword on Ele diappoints me 2) Attunements. This will more than likely screw up my other favorite caster role, the lightning mage. I don't wanna swap to ice magic to control the enemy, I want to fry him with a lightning bolt and control him like he was tasered. |
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