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Rangers Interview|Gamestar


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#1 Dutch Sunshine

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Posted 15 July 2010 - 12:41 PM

Since it was noted in another topic, I guess it deserves its own topic here:

http://guildwars-for...74,2316333.html

Bing translation:

http://www.microsoft...74,2316333.html

NapTooN said:

THIS GERMAN INTERVIEW reveals some new Facts about the Ranger and GW2 in General

- The Jellyfish is next to the Shark another aquatic pet
- referring to the question about the Max Level, Eric said the Interviewer should think about a Number between 1 and 100
- Pets can be discarded ANYTIME but you have to live with it that you have to run trough the 20 Evolutions with the new pet again
- Special and hard to find Pets will have a return, like the Black Moa
- Underwater will play a HUGE Role in GW2 so Aquatic Pets won't be just a gimmick
- Getting the Pet onto Evo Level 20 shouldn't take an eternity, but noone at ANet tried that in realtime yet
- Some Areas (Maps?) are more than 50% underwater
- only Names and no Gear for the Pets
- You CANT activate the skills of your Pets yourself
- "Without the Pet, the Ranger is no true Ranger"
- No Build Templates right now, if the players want them, they might be implemented later

That's all for now


#2 KQ

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Posted 15 July 2010 - 12:50 PM

Ah, awesome. :) Now just to wait for someone to translate it proper... :D

Quote

referring to the question about the Max Level, Eric said the Interviewer should think about a Number between 1 and 100

Hmm.. there was word before how it could go up 150. But that was just an example.

Quote

- Pets can be discarded ANYTIME but you have to live with it that you have to run trough the 20 Evolutions with the new pet again

Well, could be useful for those that REALLY don't want a pet?

Quote

Special and hard to find Pets will have a return, like the Black Moa

Awesome.

Quote

No Build Templates right now, if the players want them, they might be implemented later

Well, there's been word about it from the previous articles how they're working on it.

Edited by KQ, 15 July 2010 - 12:53 PM.


#3 Matthew Browne

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Posted 15 July 2010 - 12:51 PM

I'm cool with the build templates, I'm not cool with the no gear for pets D:

#4 KQ

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Posted 15 July 2010 - 12:54 PM

Matthew Browne said:

I'm cool with the build templates, I'm not cool with the no gear for pets D:

Well, why would you need gear for pets? There might be another profession that actually can have the gear for pets... but, uh, would be kinda imba imo.

#5 Rand al'Thor

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Posted 15 July 2010 - 01:00 PM

i can translate it, give me some minutes :)

#6 KQ

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Posted 15 July 2010 - 01:06 PM

Rand al said:

i can translate it, give me some minutes :)

Well, while you're doing that, here's a Google translate. :)

Quote

Exclusive details on the Ranger class
If a ranger in Guild Wars 2 can survive without his pet? Is there special little animal? Why do you actually jellyfish? We have the answers.

ArenaNet has released a new entry in the Guild Wars 2 blog. It's going to the Ranger and his companion animals. We had the opportunity, the lead designer Eric Flannum and game designer Jon Peters to make some deeper questions about the topic.

The Pet-species
What types of accompanying animals, there will be in Guild Wars 2 is already in the blog entry, and the presumption that one can only be used as water sharks and bears only on land is near. But we wanted to know.

In fact: Sharks and jellyfish underwater pure companions, bears and moas are working only on land, only amphibians (eg lizards) may use a Ranger universal. According to Eric and Jon by the way no disadvantages compared to the pure land and water animals.

Although of course we know now that there are waiting in Guild Wars 2 underwater regions again exploring, we were really astonished that you need for your own companion animals will be. We asked Eric and Jon, if that was not exaggerating a bit, if it ever will be so many dive sites in Guild Wars 2.

Without going into detail about it to want (which will happen later), the two designers assured us, however, that underwater sections would occupy a large part of Guild Wars 2. Some areas are even half or more of it there. A shark or a jellyfish as a pet is quite reasonable, and not just a fun option for a Ranger.

Special Pets
From the blog entry, we also know already that there will be all pets in different versions with different skills. We wanted to know about Eric and Jon, however, even if stuck for good in Guild Wars 2 be special animal companions.

Those that can not possibly have any or will have. And indeed. Eric and Jon promised that wait in the extremely remote and dangerous corners of the world's special little creatures to us. For example, the Black Moa.

Apart from the name you can customize a companion animals on the current game the way any further, it is not so by clothing or decorate jewelry.

The Pet-change
Can a Ranger, who calls already three Pets his own, with one of them but is not very happy to part of it at any time and a new tame? Of course, the answer by Eric and Jon, however, players must then live with the fact that the new pet and start again from zero only on health and have damage bonuses that are distributed on the character level of the owner.

Special Skills need to Ranger and Pet develop again only by the accompanying little animal itself rises in the levels. How long on average, the path from zero to the highest stage of evolution of a pet (20) would, could answer neither Eric nor Jon, so far no one's has tried at ArenaNet in real time. However, the two promised that it would not escalate into an eternal work.

(On our now certainly annoying, because would constantly repeated question of what is now the maximum level for a character in Guild Wars 2, Eric and Jon will not take again. Rumored us is already a number have heard a very high level. But the two designers countered with: "Imagine just a number between one and 100")

The skills
How to read the blog entry is from ArenaNet, has a pet at level 20, four specific skills. Together with the ten skills of the Rangers this would result four then 14 skills on a Ranger (Weapon Skill change and thus not counted) could access. Or so we thought. However, Jon and Eric asked in the interview clear that the animals were indeed four skills of the players they do not, however, could trigger active. The only commands such as attack (goal attack), square (master or mistress to come), do not move the seat (are) possible.

It works even without Pet?
For Rangers, it is the first Guild Wars does not necessarily need to go with a pet through the courts or to the PvP. We can also provide companion animals without a competitive Ranger. Eric and Jon betrayed us, however, that the ranger in Guild Wars 2 functioned differently in the first part. The two compare the pet with the adrenaline skills of the warrior or the Einschwören Elementalists to fire or water. Your pet is an integral and important part of this class without a companion animals is a Ranger not a real Ranger.

The improved graphics
A special feature of Guild Wars 2 over its predecessor is the visual representation of the skills. So we told Eric and John, that the known from Guild Wars defense of the vertebral Rangers in Guild Wars 2 will now be displayed graphically. One would have liked to have already in the first part, but since the engine was not ready to put into satisfactory. But if an enemy in Guild Wars 2 hurls a rock at a Ranger, and this is a good time vortex defense, then we really see how the rocks will be thrown back at the attacker.

Build-exchange?
What was only after some time on his way in Guild Wars, but we still like it enormously well, is the ability to save character builds on code and redistribute it. Eric and Jon have said to us that this was not previously planned for Guild Wars 2. If the players should, however, require it, but if one is to set apart and incorporate that option into the game, the two designers.


#7 Rubi

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Posted 15 July 2010 - 01:08 PM

I wonder how many people will tame a jellyfish and name it Cthulu.

ETA: Amusing query from one of my non-GW-playing coworkers: "so do the aquatic pets, like, float in the air?  or does the ranger have to drag a bucket of water everywhere?"

#8 KQ

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Posted 15 July 2010 - 01:13 PM

^ Haha yeah, was joking around about that with some friends. :)

But meh, it's lame that you can't trigger the pet skills yourself. I hope that changes.

Also, give us the build templates, ArenaNet! Everyone wants them.

#9 Matthew Browne

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Posted 15 July 2010 - 01:18 PM

King said:

Well, why would you need gear for pets? There might be another profession that actually can have the gear for pets... but, uh, would be kinda imba imo.

I didn't mean it that way, I meant to say I'm disappointed because the customization factor. With no customizable gear (aesthetic), my polar bear will be the same as everybody else's.

#10 Rand al'Thor

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Posted 15 July 2010 - 01:20 PM

Ok first part:
Exclusive details about the ranger class!


Will a ranger in GW2 be able to survive without his pet? Are there special animals? What do you need jellyfish for? We have the answers.

ArenaNet released a new entry in their Guild Wars 2 Blog. There they talk about the ranger and his accompanying animals. We had the opportunity to ask Eric Flannum and Jon Peters some questions about the core of the topic.

The pet-species

What sort of pets we’ll see in GW2 can already be found in the blog entry and the assumption that sharks can only be used under water and bears only on land is obvious. But we wanted to know more closely. Effectively: Sharks or jellyfish are pure underwaterpets, bears and moas function only on land and amphibia (like reptiles [my comment: aargh!]) can be used universally. However, according to Eric and John amphibian do not have disadvantages on either land or water.

Although we know that GW2 has underwater regions waiting to be explored, we were surprised that you need special pets for it. We asked Jon and Eric if that wasn’t exaggerated, if it even has that many diving areas in GW2.

Without going into further details, (which will certainly happen later on) they affirmed that underwater regions are a big part of GW2. Some areas may even be consisting of 50% or more of them. A shark or jellyfish is therefore meaningful and not just a funny option for a ranger.

Special pets

From the blog entry we know as well that we’ll see all pets in different layouts and with different skills. We wanted to know wether GW2 contains special pets as well.
Some that not everybody can or will have. And really. Eric and Jon promised us that in the most far-flung and dangerous edges of the world special animals are waiting for us. For example the black moa.

Apart from the name you cannot individualise, like decorate them with jewelry or clothes,  your pets as of now.

#11 KQ

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Posted 15 July 2010 - 01:28 PM

Matthew Browne said:

I didn't mean it that way, I meant to say I'm disappointed because the customization factor. With no customizable gear (aesthetic), my polar bear will be the same as everybody else's.

Hmm, yeah, I see your point. Though, they might introduce us with that later on.

But it kinda doesn't make sense to me, since the ranger is nature orrianted. Do you dress up your animal companions in the nature? :p

#12 Lihinel

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Posted 15 July 2010 - 01:30 PM

Rubi said:

I wonder how many people will tame a jellyfish and name it Cthulu.

None?
It had to be a squid.

#13 Skyy High

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Posted 15 July 2010 - 01:44 PM

Matthew Browne said:

I didn't mean it that way, I meant to say I'm disappointed because the customization factor. With no customizable gear (aesthetic), my polar bear will be the same as everybody else's.
Visually, but not mechanically. He'll have 4 different skills, and maybe you'll be able to spend your evolution points to make him better at one thing than another.

#14 Rand al'Thor

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Posted 15 July 2010 - 01:44 PM

Ok part 2. phew translating takes longer than i thought

The Pet-change

Can a ranger that already owns three pets, but isnt happy with one of them, always send the first away to tame a second? Of course, was the answer of Eric and Jon, but the players have to live with the fact that the new pet starts at zero and only has the health and damage bonusses which stem from the level of its owner.

Pet and ranger have to work for special skills, while leveling the pet again. How long the way from zero to the highest rung of the evoultolutionary ladder (20) couldn’t be answered by either Jon or Eric, until now no one at Anet had tested it in real time. But the two promised that it would not be endless work.

(About our by now surely annoying repetition of the question what the maximum level would be for GW2 Eric and Jon did not answer. Rumour has reached our ear that it will be very high. But the designers simply said: Think of a number between 1 and 100.)

The skills

AS you can read in their Blog entry a pet on level 20 has 4 special skills. Together with the rangers 10 that would make 14 skills a ranger (weapon- and therefore skillswitch not included) could access. Or that was our  consideration. But Jon and Eric made it clear in the interview that the pet has 4 skills, but the player cannot activate them himself. Only orders like attack (attack target), heel(come to master), stay(don’t move) are possible.

Does it work without pet?
For a ranger in the first GW it isnt necessary to have a pet with you. You can be competitive as a ranger without pet. However Jon and Eric told us that it will work differently in GW2. The two compare the pet to the adrenaline system of the warrior or the attunements of the elementalist. The pet is a fixed and important part of this class and without a pet a ranger is not a real ranger.

The better graphics

A speciality of GW2 in comparison with it’s predecessor is the visual display of skills. Jon and Eric explained to us that Whirling defense, which we know from GW1, has a visual effect. They would have like to have that in the first part, but the engine wasn’t ready to show it satifactorily back then. But when an enemy is throwing a rock at a ranger in Guild Wars 2 and he uses whirling defense in time we can see the rock being thrown back at the aggressor.

Build change?

What was only implemented after some time but what we found great was the possibility to safe builds with codes and exchange them. Eric and Jon told us that this feature isn’t planned
for GW2. If the players demand it, they want to look into it and build such an option into the game.

Edited by Rand al'Thor, 15 July 2010 - 02:04 PM.


#15 Lyssa

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Posted 15 July 2010 - 01:46 PM

King said:

But meh, it's lame that you can't trigger the pet skills yourself. I hope that changes.

Actually I think its a good thing. Two reasons:

1. Too many skills to click and it just gets plain frustrating keeping track of everything. Thats 14 skills, not including weapon swaps. Go into Gw1, give a hero six skills, disable them and manually do everything. You'll see what I mean.

2. If you can tell the pet exactly what to do it doesnt really feel like a seperate entity or a 'companion'. Giving its own AI and own choices makes it feel much more real. In reality you cant always get animals (especially wild ones) to do exactly what you want at the click of the button. I know this is a game with magic but its very nice to retain that feel.

Remember the dog from Fable 2? That was so cool cos it didnt just follow you and do exactly what you wanted - it ran around and did its own thing.



Nice interview - stoked to hear about the jellyfish! But mind you, I think any aquatic animals will excite me.

#16 Vorsakan

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Posted 15 July 2010 - 01:50 PM

Thanks for posting this, and for your ongoing translation Rand. :cool: :cool:

Underwater sounds ever so intriguing, and with jellyfish around it should offer a nice contrast to sharks: sharks = raw power & toughness, jellyfish = DoT & control.

#17 KQ

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Posted 15 July 2010 - 01:52 PM

Awesome. :) Thanks for the translation. Though, it's pretty clear with the Google translation now. :p

But, hmm... I can't stop wondering more about the pets. Since they're now a locked mechanic; the pets sure will need to be better and more useful. Guess we'll still have to wait and see what exactly are the definitions between different pets. This actually fits into the diversity, and somewhat to the versaility. Since you can this way directly choose what your pet will actually do, thus indirectly choosing the skills.

But I wonder is the pet's AI good enough to cast those 4 skills right...

And until the maximum evolution level, rangers will have to stick from 1 to 3 skills for the pet, bleh. :p

#18 The Gustof

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Posted 15 July 2010 - 01:59 PM

I'm starting to view pets on the same level as Heroes from Gw2. You can choose their skills, how they play, how they look, but they fight by themselves with out you clicking their bars. You can also have three of them!

#19 Edge

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Posted 15 July 2010 - 02:03 PM

The Gustof said:

I'm starting to view pets on the same level as Heroes from Gw2. You can choose their skills, how they play, how they look, but they fight by themselves with out you clicking their bars. You can also have three of them!
Screw H/Hing, you can P/P the entire game!

Player/Pet it xD?

#20 Joiry

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Posted 15 July 2010 - 02:05 PM

Quote

"Without the Pet, the Ranger is no true Ranger"

Hey, great work Anet, you just took a class I love and arbitrarily defined it to be something else.  You've also turned it into the generic pet ranger found in every MMO.

#21 KQ

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Posted 15 July 2010 - 02:16 PM

^ Meh, I'm still wondering, actually. I like the change, and I also don't like the change. Though, it's not some change. Although, you couldn't do much with your pets in GW1 since of the build restrictions and some mechanics that needed improvement. But now it's always there.

I guess if you don't like it you could as well pick one of the other 2 adventurer professions.

#22 Apollo Smile

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Posted 15 July 2010 - 02:19 PM

Yeah, pets will actually be useful in GW2... I see no problem with that.

#23 dakka dakka

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Posted 15 July 2010 - 02:38 PM

Joiry said:

Hey, great work Anet, you just took a class I love and arbitrarily defined it to be something else.  You've also turned it into the generic pet ranger found in every MMO.

killjoy

I am absolutely sure that the ranger can still function quite well without a pet. But having an animal companion is a defining aspect of being a ranger, this isn't just for MMO's but for classic fantasy as well. They commune with the wild and work hard to protect the native species. It is only natural that they would raise one to help them as an equal.

you don't like to have pets? well I am sure you don't need one but you might as well make a bow warrior :-\

because that is all a ranger is without an animal companion

taken from the massively interview

Having a pet is an integral part of being a ranger in Guild Wars 2. It is possible for a ranger to fight without a pet but fighting with a pet is always more effective. If a player wants to play a ranged character without a pet then they will very likely find one of the other professions more appealing. Every profession in the game has some sort of ranged option, be it magic, a bow, or a firearm.

Edited by dakka dakka, 15 July 2010 - 02:45 PM.


#24 Rain King

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Posted 15 July 2010 - 02:52 PM

We can setup a pvp match on a shallow beach and finally answer the age old question of Bear vs Shark.

#25 Brise Bon Bons

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Posted 15 July 2010 - 02:57 PM

Lyssa said:

Actually I think its a good thing. Two reasons:

1. Too many skills to click....

2. If you can tell the pet exactly what to do it doesnt really feel like a seperate entity....

Remember the dog from Fable 2? That was so cool cos it didnt just follow you and do exactly what you wanted - it ran around and did its own thing.
</snip>

Not to go off on you specifically, Lyssa, but I was just about to make a post about how I don't like this fact. The points you make are all fine arguments, and have a lot of merit, so don't take it wrong that I argue against them, I'm just using them since they seem representative of good reasons to have the pet's skills be auto-cast. My issues are:

1. Elementalists already have 4 extra skills to use, although granted, they aren't used as frequently. Secondly, I think that having the 4 extra skills, and the increased micromanagement involved in using a pet well is vital to making the pet feel like a skillful extension of the ranger's play. Otherwise it's just a hero that you set up and bring into play - which never feels quite right in PvP, at least, seeing as they eventually removed heroes.

2. I will accede to this point if the pet actually has an AI and personality, like the dog in fable or the horse in Shadow of the Colossus. You make a great point about how powerful those sorts of AI companions can be, but I highly doubt that will be the case with pets in GW2 - the AIs are simply never that highly developed in MMORPGs, unfortunately. Barring an advanced AI, the pet will, again, just feel like a passive hero-type unit you bring with and give occasional attack orders.

I just don't like this, I always found the micromanagement of a pet in WoW to be one of the most rewarding things about pet classes. Whereas something like the snow leopard walking up behind people in PvP and stunning them at completely random times will be horribly frustrating for everyone involved.

Unfortunately it's probably too late to consider any changes to this. Damn, I was thinking a ranger might be nice to play, too...

#26 Reyno

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Posted 15 July 2010 - 03:02 PM

Lyssa said:

Actually I think its a good thing. Two reasons:

1. Too many skills to click and it just gets plain frustrating keeping track of everything. Thats 14 skills, not including weapon swaps. Go into Gw1, give a hero six skills, disable them and manually do everything. You'll see what I mean.

2. If you can tell the pet exactly what to do it doesnt really feel like a seperate entity or a 'companion'. Giving its own AI and own choices makes it feel much more real. In reality you cant always get animals (especially wild ones) to do exactly what you want at the click of the button. I know this is a game with magic but its very nice to retain that feel.

Remember the dog from Fable 2? That was so cool cos it didnt just follow you and do exactly what you wanted - it ran around and did its own thing.



Nice interview - stoked to hear about the jellyfish! But mind you, I think any aquatic animals will excite me.

I agree.  I'm glad that there's no micromanaging its skills.  I really don't want to be bothered about them in the middle of combat when I need to be focused on my own character.

It's looking like pets have taken on the henchman system - I guess they didn't want to let that go to waste. :P  If these pets have some seriously useful skills, then that will be cool.  What I'd really like to see are a few pet skill videos.

#27 Sard

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Posted 15 July 2010 - 03:07 PM

The Gustof said:

I'm starting to view pets on the same level as Heroes from Gw2. You can choose their skills, how they play, how they look, but they fight by themselves with out you clicking their bars. You can also have three of them!

I was thinking the same thing as I was reading yesterday's article. It's pretty similar functionality, although not being able to control their skills is a big difference. If you are too afraid to venture out into the big, bad world all by your lonesome, you can bring a snarling leopard or giant teddy (but one who can tank for you!) I'll be glad to be able to name my pets, and I hope there are some customizations in the future to show what a dangerous and courageous life my pet has lived with me. Maybe we can compare scars and battle trophies! Very interested to know what the "other professions with pets" are...minions and spirits possibly...but what if they shock us all with something totally unique!? Cheers Anet!

#28 Doctor Overlord

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Posted 15 July 2010 - 03:08 PM

Thanks for the translation, some interesting new information.  It makes sense not to have to manage your pet skills, it sounds like people will be busy enough just with their character skills.

Am I the only one who thought of this when they said jellyfish pet?

:p

Rubi said:

I wonder how many people will tame a jellyfish and name it Cthulu.

Octopus pets!    If you're doing tentacles, do the real thing!    But octopi or squids might be a pain to animate.    With jellyfish a modeler can use tricks to fake all the tendrils, but cephalopods have  limbs that need to look distinct and move independently.

Edited by Doctor Overlord, 15 July 2010 - 03:11 PM.


#29 Ugh

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Posted 15 July 2010 - 03:34 PM

Quote

You CANT activate the skills of your Pets yourself
Are you ****ing kidding me? So, not only are rangers completely dependant on pets, they can't even control what their pet's doing? Rangers are just going to be weak as shit again but have a permanent henchman assigned to them to balance it out?

There's no way this can turn out well; either bad players get carried by the super-awesome pet AI or good players get limited by the shitty, unadaptive AI.

The other adventurer classes better not suck.

#30 Jexx

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Posted 15 July 2010 - 03:44 PM

Ugh said:

Are you ****ing kidding me? So, not only are rangers completely dependant on pets, they can't even control what their pet's doing? Rangers are just going to be weak as shit again but have a permanent henchman assigned to them to balance it out?

There's no way this can turn out well; either bad players get carried by the super-awesome pet AI or good players get limited by the shitty, unadaptive AI.

The other adventurer classes better not suck.

..Your weird.

They aren't completely dependent on pets, the rangers don't look like they are weak, and the pet is like their attunements. Oh, and by the way, the fact that you can actually customize pets, and give them abilities, means that their AI can adapt. Don't get turned off from a profession you never played in the game.