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Old Aug 20, 2009, 07:38 AM   #21
Ryuzaki
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Originally Posted by garethporlest22 View Post
Hmm interesting. I would suspect you could carry them with you..but there might also be docking stations, places you'll have to stop at, to change skills.
Is it confirmed that they will limit skills though?
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Old Aug 20, 2009, 07:40 AM   #22
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Is it confirmed that they will limit skills though?
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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Old Aug 20, 2009, 07:44 AM   #23
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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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Old Aug 20, 2009, 07:45 AM   #24
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i just dont understand how can someone lose 2 continents in few hundred years?!
they're not lost, just unreachable
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Old Aug 20, 2009, 07:47 AM   #25
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the ruins bellow the water in trailer is Lions Arch?
Yeah, pretty sure it was submerged by one of the dragons.
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Old Aug 20, 2009, 07:54 AM   #26
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i just dont understand how can someone lose 2 continents in few hundred years?!
They're still there. Cantha has a new ruler and he's wearing a Nazi hat and Elona, well let just say Palawa Joko has the last laugh.
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Old Aug 20, 2009, 07:56 AM   #27
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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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Old Aug 20, 2009, 08:02 AM   #28
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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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Old Aug 20, 2009, 08:05 AM   #29
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Originally Posted by garethporlest22 View Post
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.
Wouldn't go that far. But in it's core, the limited skill system will be used, that was one of the first things they said about the game. It was a winner formula in GW1, they have no reason not to use it in GW2 anyway.
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Old Aug 20, 2009, 08:06 AM   #30
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Wouldn't go that far. But in it's core, the limited skill system will be used, that was one of the first things they said about the game. It was a winner formula in GW1, they have no reason not to use it in GW2 anyway.
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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Old Aug 20, 2009, 08:10 AM   #31
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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?
Afaik, that's unknown atm.
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Old Aug 20, 2009, 08:12 AM   #32
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Afaik, that's unknown atm.
Well what is your take on it, how do you think they'll implement it, or what do you think would be the best way to go?
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Old Aug 20, 2009, 08:17 AM   #33
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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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Old Aug 20, 2009, 08:21 AM   #34
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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.
Ah, that makes sense. They could have some sort of gate or something to each town, once you pass through it you can't adjust your skills any longer.
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Old Aug 20, 2009, 08:25 AM   #35
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The event system sounds epic. Good read.
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Old Aug 20, 2009, 08:44 AM   #36
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Ah nice to read... Thats for sharing
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Old Aug 20, 2009, 08:55 AM   #37
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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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Old Aug 20, 2009, 09:22 AM   #38
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Imagine for a second that you're strolling through the local military garrison when you hear a scout start shouting about a centaur column that has been sighted approaching. The soldiers are quick to action, shutting the gates and ordering archers up onto the walls. You and some of your fellow players watch as the centaurs batter at the gates with axes while their archers clear defenders from the walls and shots from their catapults arc overhead. It's a tense moment until the gate falls, and as you rush into the gap to fend off the centaurs you are joined by other players and guards who are all intent on saving the garrison. If you succeed, the garrison will hold and may launch a counterattack on the trading post where the centaurs came from. If you fail, it's a desperate fight as soldiers pour from the nearby town and attempt to retake their fortress. Scenarios like this are exactly the sort of thing that allows our event system to shine and we think players will be really pleased with how it has turned out.


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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Old Aug 20, 2009, 09:26 AM   #39
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"Hoelbrak", interesting...
I think we saw that place in the trailer already.
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Old Aug 20, 2009, 09:35 AM   #40
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Originally Posted by garethporlest22 View Post
Well what is your take on it, how do you think they'll implement it, or what do you think would be the best way to go?
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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