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#21 |
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Senior Member
Join Date: Aug 2009
Location: Maastricht, Netherlands
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#22 |
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Senior Member
Join Date: Aug 2009
Location: Places
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Well it says "It takes the unique skill deck system of the original and makes it more comprehensible, with a focus on quality of skills instead of quantity." While that doesn't say they use the same method, it kind of points to it. But maybe it won't be just 8 skills, maybe it will be 20-30 skills we get only.
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#23 |
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Junior Member
Join Date: Aug 2009
Location: Melbourne, Australia
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I'm very excited by the idea of the event system. I think it's going to be a great addition.
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#24 |
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Junior Member
Join Date: Aug 2009
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#25 |
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Junior Member
Join Date: Aug 2009
Location: Ireland
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#26 |
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Senior Member
Join Date: Aug 2009
Location: Manchester, UK
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#27 |
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Senior Member
Join Date: Aug 2009
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Very nice read. I loved that example of the centaur attack and how the event system will work, this kind of world dynamic and teamwork is something I absolutely love.
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#28 |
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Junior Member
Join Date: Aug 2009
Location: Romania
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It's great to finally read more about GW2, and at the same time I wish we were given even more info. Still, I'm happy that GW2 seems to keep the core features that made GW such a great game.
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#29 | |
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Senior Member
Join Date: Aug 2009
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Quote:
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#30 |
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Senior Member
Join Date: Aug 2009
Location: Places
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But, like someone asked earlier, how will they implement that into a persistent world? Docking stations like I mentioned? Or will you just be able to change skills anywhere you wanted, while fighting monsters?
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#31 |
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Senior Member
Join Date: Aug 2009
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#32 |
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Senior Member
Join Date: Aug 2009
Location: Places
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#33 |
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Senior Member
Join Date: Aug 2009
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I honestly like the current system and having the ability to change skills on the spot renders the limited skill system useless, since you can change skills freely if you don't have the one equiped at that moment. So it will probably be in the current format it is now, you have to be in a town to change skills. Doens't really matter if it's an open world or not.
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#34 | |
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Senior Member
Join Date: Aug 2009
Location: Places
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Quote:
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#35 |
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Senior Member
Join Date: Aug 2009
Location: Minnesota
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The event system sounds epic. Good read.
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#36 |
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Member
Join Date: Aug 2009
Location: Random Arenas
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Ah nice to read... Thats for sharing
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#37 |
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Junior Member
Join Date: Aug 2009
Location: Heavens tears
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Great news i totaly love it. Wonder if there will be some PK mode aswel "At the same time we have taken a lot of steps to avoid the griefing and player conflict that can so often arise in a persistent world."
Anyway the event thing sounds just as what ive dreamed about for so long No need to be the "high lv with awesome guild" to take a part in these. keep up
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#38 | |
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Junior Member
Join Date: Aug 2009
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Quote:
That was used in Tabula Rasa, there we could lose an outpost and have to retake it, which was fun. Tabula Rasa also had a persitant world that assigned drops and avoided PKing, we could group up on the fly and play select non human races. There seems to be a lot of Tabula Rasa in here, not that that is a bad thing. TR was a fun game, I always felt that it was just mismanaged to death. Last edited by markaedw; Aug 20, 2009 at 09:26 AM. |
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#39 |
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Senior Member
Join Date: Aug 2009
Location: belgium
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"Hoelbrak", interesting...
I think we saw that place in the trailer already. |
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#40 |
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Senior Member
Join Date: Aug 2009
Location: In your mom's bedroom
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Most persistent-world MMOs still have a concept of "zones". For example, many towns/cities/outposts/settlements would be considered "safe zones" (and leaving or entering such a zone would often broadcast this to the player). Such zones could be used to determine where a player can or cannot modify skillbars/attribute points/whatever else applies.
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| Tags |
| 2009, article, details, guild, gw2, ign, qanda, wars |
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