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The intention of this thread is to give you a quick and easy point by point reference of what we know the game offers, whenever possible it is backed up by links. If you want an in depth look at classes and mechanics read chelmo's Mass info for the uninitiated. PLEASE NOTE ArenaNet are developing GW2 with a process of iteration, all information is subject to change at any time. Also note that ArenaNet has the policy of not discussing any aspect of the game until it is live in the current iteration of the game, if they talk about it, it's already in the game. Official links: ![]()
The game world is set to be much larger than the original game, much of the game play is said to be underwater. The lost land of Orr has risen from the depths and along with it the elder dragons have returned to threaten its survival. The majority of the world, with the exception of dungeons and personal storyline, is set in a persistent world and isn't heavily instanced like its predecessor. Areas will be large and from what we've seen in videos will be zoned, meaning there will be portals and loading screens between areas. There are 25 large explorable zones, 8 dungeons, and 6 cities currently planned for Guild Wars 2 Source The world will have day/night and weather cycles. Some events will be linked to the time of day and weather cycle, some events will even effect weather. As well as language understandable by the player there will be translatable languages discoverable by players, source: The language of Guild Wars Cost Movement Tutorial Travel Extended Experience Hall Of Monuments (only available to Guild Wars players) The HoM will bestow special items in GW2 for linked accounts, those items are based on your GW account achievements and will be available for all of your characters on your GW2 account. Current GW players can use the online calculator to see what rewards they have unlocked on their account and how they can progress. PvE and PvP There will be a separation of skills between PvP and PvE, this is to ensure balance for either play style can be pursued more effectively. PvP is supported and will include structured, instanced, team based games and a large zone known as 'The Mists' which will have massive World vs World vs World combat. You can jump in to team based games on an equal footing with the same character level and item quality as everyone else. WvWvW can be joined at any time, on entering you character will be kicked up to level 80, your skills ad gear however will remain the same. You can progress in WvW as you would in PvE by unlocking more skills and getting better gear. Players will drop items, none of these items will be from the player themselves but from a loot table, you won't lose any of your gear to other players. Structured PvP World V World v World PvP The map consists of four areas, three home areas (called The Borderlands) for each server team all connected to a central area. There are siege weapons to buy and build, NPC races who may help your side if you help them first, resources to get and protect (simply called 'supply'), castles to conquer and hold, supply caravans to protect and of course opposing players to kill. Parts of the map are underwater with their own objectives.
Character Creation Characters also have an extensive emote system. Character creation also sets up your background story for your personal storyline. ![]() Races There are five playable races and each will have its own starting city and have their own racial abilities, they are: Humans - Once the dominant species Humans are now in decline, the capital city of Divinity's Reach in Kryta, ruled by Queen Jennah, is their last stronghold. They look to their allies and former enemies (The Charr) to secure their place in the world and overcome the dangers posed by the elder dragons. Charr – originally the arch enemy of the humans, the Charr have ceased hostilities in an uneasy alliance to fight the greater foe Asura – small pointy eared creatures with a strong sense of self, who look down on other races and often each other. They have developed their own technology which includes the creation of magical, mechanical creatures known as golems. They originally rose from their underground dwellings during the story line of 'Eye of the North' the first and only true expansion for Guild Wars (EotN was the replacement for the 4th chapter which was abandoned after Anet decided to focus on the new game GW2) Norn – a tall strong independent race who have the ability to shapeshift, they are a proud warrior race and also made their first appearance in EotN. The Norn skill bar will change to reflect the form they have shapeshifted to. Sylvari – a new 'emergent race' who developed from a magical tree which produced cocoons from which they emerged, these new creatures share a common consciousness, each is born from the same tree and emerges ready equipped with the knowledge of those Sylvari who have come before. Ability info from this gamespot article. ![]() Professions April 2011- as an April fools joke the Commando was announced :) Healing Names Death and the the 'downed' state Leveling Skills In order to ensure easier balance of skills between playstyles, there will be a difference between PvE and PvP skills. Skills will have tiers that can be unlocked as you progress. When underwater your skillbar will change to skills that fit with the environment There are no ally targeted skills in GW2 Source The players skill bar will have ten skill slots, the first 5 skill slots are for weapon skills dependent on what the player is wielding (a warrior wielding a mace will have a different weapon skill set to a a warrior wielding a sword), if a player is wielding a sword and an off hand then the skills change accordingly while a two handed weapon will dictate all 5 slots , the player can also use 'environmental weapons' such as rocks which in turn change the weapon skill slots. The next 5 skill slots will be restricted by having one healing skill and one elite skill of the players choice, the player is free to slot the remaining 3 of those 5 with class and racial skills. Getting Skills Players use skill points to unlock healing and utility skills, these points can be attained by completing skill challenges, these aren't profession specific which allows players of differing professions to complete the challenges together. There are 200 skill challenges in the game. Cross Profession Interactivity Combos Traits Attributes
The achievement groups expanded to reveal multiple progress bars, for example the Weapon Master group had one progress bar for each weapon type. The demo had a disabled feature for comparing achievements with other players Combat Body blocking can only be replicated through the use of skills, there is no collision between characters in GW2. Source Players will be able to dodge attacks and projectiles. Dodge has a 'dodge' bar, once that is depleted you won't be able to dodge until it regens, this is to stop players dodging all the time. Some skills will have tactical advantages when used from the side or behind an opponent, other skills will be directional, AoE or a mix of both meaning positioning will be important. Combat for underwater changes to better fit the environment, your skillbar will change and you will use a more suitable weapon, there are three underwater weapons which are class restricted, they are Trident, Spear and harpoon gun. Submerged players receive a mask that lets them breath underwater, there will be no need to watch or worry about a breath bar. Armour Each dungeon will have a minimum of one unique armour set for every armour type as a possible reward. You will be able to dye your armour and players will be able to have 3 separate hues on each armour piece. At character creation you can dye your armour, when you equip new armour the game will try to intelligently match the new armours dye scheme to your previous one until you change it. In the demo an armour upgrade item was rewarded from an event, it's looked like this system might be similar to the current GW Insignia system but instead of one upgrade, the item had several stat boosts. These items can be crafted. Weapons Not all professions will be able to wield all weapons and some professions will be able to wield more weapons than others. Consumables Interface Skillbar ![]() 1. Switch Weapon Set 2. Weapon Skills (first three are main hand, last two are off hand or all 5 for two handed weapon) 3. Build Up Bar, profession specific, Warriors have Adrenaline, Necromancers have Life Force 4. Life 5. Energy Potions 6. Energy Bar 7. Five slots for profession/Race specific skills, heal and elite skill
The Hero Panel acts as a character panel, the place to equip your items, it also has options for managing skills, traits, is where your dye collection can be used, track your personality and your personal story. Guilds On joining a guild you begin to earn a currency (called Influence) for your guild, this influence can then be spent in four areas:
GW2Guru article on guilds incgamers article Level Down System Quests and the Dynamic Event system. Events are dynamic and one event will effect other events further down the line, players always have the choice as to their level of involvement and which events to get involved in. NPC's will remember when a player has helped them out in the past and react differently after the event. Players do not need to party to gain rewards from participating in an event, all players who participate will receive a reward, the majority of these rewards will consist of Karma and Gold, the player is then free to choose what items to spend it on. It has been stated this events system means a player could visit the same area several times and not find the same events happening. The events system eliminates kill stealing and encourages group play through the scaling dynamic, the more players the more interesting the fight can become. For some events completion can be achieved in a number of ways, in the case of a village being attacked and set on fire, players can choose to either help put out the fires or repel the invaders, doing either or both will help complete the events objective. There is a 'scout' NPC that will be able to tell you of the potential trouble spots in the local area to help you find possible events Examples: A player may return to a previously visited watermelon field to find the crops destroyed, the farmer may be calling for help to fight off an invader, at the same time the player has noticed the watermelons have gone because the field is over run by rabbits, on further investigation traps/cages may be found in that field, the player has the choice of either fending off the invading mob or help capture the rabbits. Instances and Open World Dungeons gamebreakertv hands on ![]() Personal Storyline and NPC interaction Your instanced personal story line and the environment in your personal instance will change according to your choices. You could start off as a mild mannered type but later decide you have had enough and decide that the best way to get through is by force, choosing to punch your way to information rather than using diplomacy, that will earn you a reputation in the wider world, so while merchants may not like you they'll still do business with you. In the demo the three character traits that contributed to your personality development were:
If you out level your personal story content you will be kicked back down to the appropriate level. Karma You can of course choose to ignore most of these RP elements and just get on with the game. Player Housing Crafting & Gathering Players can have two active crafting professions. Professions can be swapped at a cost, when relearning the previous profession you start at the level you left off, the higher the level the higher the cost of switching professions. Recipes can be discovered by putting between two and four correct items in to the crafting interface allowing you to discover recipes by trial and error, recipes will also be available as drops. Crafting will take place at a workstation. When selecting a profession you will be supplied with a starter pack of materials useful for that profession. Gathering - all players can gather, there are no gathering professions to choose from. Nodes spawn so that each player can gather individually, you don't have to worry about someone stealing the node you are clearing mobs to reach, your quota will still be there. See Andrew Mcleod Talks Crafting Fashion Mini Games Auction Houses Audio End Game
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8/10/10 4:47:54 PM#2
IS A LIE!!!
good article though, hopefully clears up confusion
you could add the link to the "races of tyria" video under the race section though |
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Thanks, added the link :) |
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8/10/10 5:05:36 PM#4
Great job, now people have no reason to be ignorant or think things are going to be completely instanced or something like that. Hopefully those kinds of people look at this though... |
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tcosaddict
Apprentice Member
Joined: 9/06/07
"The quickest way to a woman's bed is through her parents... have sex with them and you're in!" |
8/10/10 5:12:27 PM#5
Nice work, man. Great way to keep it all together. This has cleared up a few things for me. Thanks for taking the time to get everything organized to make it easier for the rest of us. |
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8/10/10 5:14:34 PM#6
Regarding PVP: This information seems to imply that the mini-games are on equal footing. Not the Mists: http://www.gamespot.com/pc/rpg/guildwars2/news.html?sid=6273004&mode=previews EF: We have two types of PVP in the game. The first is a small, team-based competitive style which places everyone on equal footing. Our second type, or "world vs. world," is a massive game type that takes place between multiple worlds (or servers, as other games call them). WVW features battles with hundreds of players, keep sieges, resource gathering, and a lot of map-wide strategy. |
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8/11/10 3:43:16 AM#8
You should mention at least a bit about PvP. :D |
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8/11/10 10:25:59 AM#10
There's a fair bit on extensive underwater gameplay, guild chat linked browser as well as "market place" available from browser. There's a lot to talk about with combat e.g cross class combo's, moving into the path of a projectile causes it to hit you instead of original target, dodge rolling, positioning affecting damage etc. I'm sure there's a bunch of other stuff as well. i'll try to get sources for the things i've said but it's from a large amount of interviews so might take a while/may give up. |
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There are a lot of articles out there, I'm doing my best to move slowly through them and flesh this article out. I've spent a little time trying to find some more info about combat, added a little but I know there's a lot more out there that relates to what you mentioned, I'll keep searching and updating as time goes by. Added some info about the race abilities and found one quote about crafting. |
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Zeroxin
Elite Member
Joined: 6/21/06
My words are not here to sway you,they are here to make you understand. |
8/12/10 11:54:22 AM#12
You should add this link; http://www.guildwars2.com/en/the-game/combat/part-two/ in order to clarify the part about weapons/skills. This is not a game. |
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8/12/10 11:58:42 AM#13
The only thing that detracts from my enthusiasm for this game is the announcement that walking mode will not be an option. Walking adds a lot to roleplaying elements and the feel of a living world. Saying that everyone is running because there is so much to do is a dodge and a poor one at that. I'm still hoping that ArenaNet reconsiders this. |
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8/12/10 12:03:49 PM#14
Seriously, 90% of the player base never even walked in a mmo. Why to walk if you can run?
Of course theres the RP aspect but hell, you can customise the history of you character! Compared to this walking is mediocre. "Some of the less objective people tend to be close-minded though and basically disregard any possible shortcomings that gw2 could have." |
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8/12/10 12:11:18 PM#16
Originally posted by dinams I suppose that's why most games have the option and WoW made a distinctive walking animation for every race. From a practical standpoint, it's a big help during escort quests and navigating terrain sometimes. Just because you'd rather run around looking like a ninny all the time doesn't mean that the feature has no merit. |
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8/12/10 12:12:54 PM#17
Double post |
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8/12/10 12:18:50 PM#18
yeah but since the dawn of mmos walking been getting more and more useless. The problem is, walking in most games is so slow that you would rather run-stop-run in escort quests. Navigating through terrain? Never seen such example as the terrain is always easily navigated, you dont need to worry in going slow in a narrow path with a abyss in the side, because in a MMO you cant slip or lose balance you just need to press W and have a good sense of direction.
Im not bashing walking but I just cant see a reason to even exist in some cases. "Some of the less objective people tend to be close-minded though and basically disregard any possible shortcomings that gw2 could have." |
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8/12/10 4:21:22 PM#19
Walking can be useful on fights where precise positioning is necessary. |
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8/12/10 5:03:52 PM#20
I'm preety sure walking will be in game.
Why? Because a game without tanks needs ways of control, one of the ways is to use slowing abilities...and what better way to animate this then with a walking animation. |
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