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#101 |
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Senior Member
Join Date: Aug 2009
Location: Michigan
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I really can't fathom a way henchmen would work in a persistent world. So I'm not going to get worked up over it. I am under the impression they ditched the enemies scale with party size. In an instanced world, that wouldn't be hard to do at all, but I can't imageine it working in a persistent world.
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#102 | |
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Banned
Join Date: Sep 2009
Location: Washington DC
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#103 |
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Junior Member
Join Date: Sep 2009
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I really hope henchmen aren't implemented like they were in GW1. I would like to think they are just part of the event system.
You come upon a caravan being attacked, you agree to help them, the caravan guards become your henchmen for that event, then when it is finished you lose them as henchmen. |
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#104 | |
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Banned
Join Date: Sep 2009
Location: Washington DC
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#105 | |
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Member
Join Date: Aug 2009
Location: UK
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Quote:
You have said you would prefer no hench so I'm assuming that your definition of solo would be one character on their own, no group, no team mates human or AI. That's the definition I'm using at least. Then there is playing with just hench which is still group based just no other human players. Both are playing on your own (as in without other humans) though. I have no problem with playing on your own (I mostly do in GW1 these days), however the idea of making the game solo'able concerns me. If the game is made solo'able then the professions have to become jack of all trades which removes the point of having different professions and the eight skill limit (assuming that's still present in GW2). If professions don't become jack of all trades then it means some will be ineffective at solo play compared to others and so forced to play with other humans. This is unfair on those professions. Hench allowed all professions to play effectively without other humans in GW1. As I have said I enjoy the group dynamic of Guild Wars combat, that my character cannot be effective at everything, that I have to keep an eye of what the rest of the group is doing as well as myself. It's such a fundamental part of GW1. I also enjoy playing on my own and hench allowed that. Maybe I just don't want GW to change, but there is a reason I play GW over WoW (etc), and it isn't the lack of a monthly fee. Is your main in GW a warrior by chance? Mine was an ele maybe that explains our difference of opinion :P. As others have said I do wonder how the can pull of the same style of combat GW1 had in a persistent world, without forcing people to group all the time or having a load of AI controlled hench running all over the place. I won't be surprised if hench are no longer present in GW2, I really hope it doesn't degenerate in to the same old boring combat of every other MMO though. |
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#106 | |
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Senior Member
Join Date: Oct 2009
Location: USA, Texas
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Quote:
I created an Unreal 3 environment for underwater exploration once... It took FOREVER!!!! |
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#107 |
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Junior Member
Join Date: Aug 2009
Location: U.S.
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Why are people upset about henchmen? I need someone to order around, and someone who will happily and without question run in and attack the Centaur outpost while I get away !! THREE CHEERS FOR HENCHMEN !! HIP HIP HOORAY
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#108 |
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Senior Member
Join Date: Aug 2009
Location: :noitacoL
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Whole game designed to be soloable looks as the worst aspect of GW2, it can turn into the GW1 Singleplayer Online game crap all over again. It seems GW2 desperately needs solutions to encourage multiplayer.
And henchmen in a persistent world just can't work. Something has to suck there horribly. If every player leaving a town would be able to take a bunch of NPCs with him that would quickly build up into a massive army. Another interview said the world will be zoned, so I can imagine it all still being instance-like, just not created once and separated forever, but more like what for example AoC uses. |
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#109 |
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Senior Member
Join Date: Aug 2009
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I was thinking we could have a topic where everyone can help brainstorm ideas that make solo, buddy, and group play different in ways.
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#110 |
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Junior Member
Join Date: Sep 2009
Location: Kentucky
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Great idea, it seems like they are adopting a quest system inspired by wars Pub Quests, and as many will argue that it makes you play with other people it does not encourage "multiplayer" as you just hope in the group get yer crap done and hop out without a word.
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#111 |
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Junior Member
Join Date: Sep 2009
Location: Kentucky
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Sry for the double post here but there was something else that caught my attention that people are not talking as much about and its the world PVP. Most people seem to be like "RTS that sounds interesting" when you really sit down and think about it this could be an amazing and revolutionary PvP style, I play RTS and RPG's non stop and there area a few aspects that could really make this game play amazing. First is the unlimited number of people that can be in the mists from the different worlds being that we can assume the mists will be instanced and have its own server. Second is the depth of strategy that can be accomplished here by having a myriad of roles to fill in this pvp type, complication may be an issue for some. I am a hard core PvPer in GW1 and this though being world PVP sounds absolutely amazing...hope they can reproduce this style of play for the hardcore pvper. Last note of this rambling is that with elements of Real time strategy there needs to be more control over the players on the battle field besides drawing on the mini map and pinging locals, there should be a larger map implemented with these functions and more so that team leaders can organize large scale assaults, sieges, and sabotages of enemy infrastructure. could be amazing.
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#112 |
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Senior Member
Join Date: Aug 2009
Location: Raccoon City, USA
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^
You have some good ideas here. However, I just don't think controlling other players that have randomly joined in the battle will work. It never does in MMO's, unless you have a common goal. Say, your team needs to capture a crucial weapons bunker, so the goal for everyone at that point will be to capture it. Or perhaps have a list of targets. What do you think? |
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#113 |
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Senior Member
Join Date: Aug 2009
Location: Reform the White Mantle!
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Unless teams are formed upon entry *which I find highly unlikely since people can come and go at will* You will have your solo character in the Mists and you just run around doing what you want.
I believe you will enter solo, but once in the Mists, THEN you can meet the other people in the current combat and find a party with one of their teams, or make your own and lead your own group. There will be different objectives to accomplish yes, and the team SHOULD stick together to accomplish these objectives, BUT, ultimately in the end, the player decides what he/she wants to do and where he/she wants to go. |
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#114 |
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Senior Member
Join Date: Sep 2009
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would be interesting to see how they'll handle leechers in the mist lol
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#115 |
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Senior Member
Join Date: Aug 2009
Location: Reform the White Mantle!
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#116 |
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Senior Member
Join Date: Aug 2009
Location: Ottawa, Ontario, Canada (I KNOW WHERE ARKANTOS LIVES!!)
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i hope the siege engines work a bit like the artillery support in the battlefield series.
"i have a target for artillery!" *KABOOOM* |
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#117 |
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Senior Member
Join Date: Sep 2009
Location: Somewhere
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Im realy hopeing the companion is fully customizeable down to appearance
^ ^ id love to be able to design my sidekick to look how i like with the freedome given the creation of My playing character |
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#118 | |
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Sith Lord Darth Naor
Join Date: Aug 2009
Location: College of Statics
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Quote:
If you don't push the button; you don't resurrect. And if someone stays in this state for 10 minutes, auto-kick? Nice solution for leechers imo. Last edited by Naoroji; Oct 08, 2009 at 03:25 AM. |
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#119 |
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Senior Member
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Leechers wouldn't be a problem in the world PvP mode because they aren't taking up someone else's spot. All they are is pointless cannon fodder.
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#120 | |
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Banned
Join Date: Sep 2009
Location: Washington DC
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Quote:
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| article, guildwars, pcgameplay |
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