Archive for the 'Guild wars 2' Category
November 18th, 2011 -- Posted in Guild wars 2, Guild wars obedience |
Once the asura make issues, it's not as a lot an exercise of craft or dexterity as it truly is an act of will? ambition produced manifest in stone and metal. Each asuran artifact bears the imprint of their ancient masters of elemental energies. Blind adherents to ancient traditions, even so, they're not: if a thing may be accomplished better, they are onto it yesterday.
Our styles for asuran architecture draw heavily from ancient Hindu temples: enormous stone columns, intricate, masterful carvings, along with a feeling of being in the mountain. I have a particular passion for architectural spaces which are based on enormous forms, and this plays in perfectly using the asuran penchant for flexing their mastery of stone. Also as carving it, they imbue stone with (or coax out of latency) a crucial energy to do their bidding?abe that the battling golem, an energy-multiplying pyramid, or a floating drink coaster.
The majority of my environment concepts get started out like this piece (beneath) a large number of thumbnail drawings feeling out relationships of sunshine, space, atmosphere, mass, and such. They are able to be digital or conventional, but digital suited the subtleties of the asura golem factory improved.
It is no excellent effort for that asura to make anything they want from stone and energy, hence their lavishly ornamented and levitated urban infrastructure. The ornamentation is also component of the magic, being a kind of inscribed incantation that imbues the objects with their absolute obedience towards the asura's will. It is just about as although they built their world from giant, magical laptop or computer chips aevery motif performs a role inside the channeling of essential energy.
When I've gotten familiar with the globe I desire to discover, I'll start doodling styles for distinct props. I have stacks and stacks of pages such as these asura lab columns (beneath). it is the majority of things i do. It does not look good on tee-shirts, but it's incredibly significant.
When it comes to the role of decorative motifs, asuran tools and machines are little various from their architecture, though they are extra dynamically energetic, with a transfer of material distribution to accommodate this belief. Asura are mad scientists, so I've produced confident you will discover lots of classically archetypal forms among their artifacts. Electricity, or some magic really enjoy it, figures heavily within their technologies, and so i tap into shapes observed in electrical substations, stacked insulators, Tesla coils, Van de Graaff generators, early particle accelerators, Jacob's ladders?abasically something you'd see inside a Frankenstein-type movie from the 1950s.
I actually do work colored, mostly through the beginning of an area's development as we're establishing motifs and palettes and the like. Immediately after that is set, it's a lot a lot more economical to explore designs in grayscale. Often, although, I just would like to play with colors regardless, as with this asura piece (below).
I want their intentions to become clear: mere tinkering goblins, they're not. The asura are mad with ambition to harness the energy of the planet, and they have all the best tools with which to do it. If you play as an asura, I want you to really feel the asura's indomitable feeling of destiny, using the globe at the feet as well as the power of Tyria's deepest, primordial rock at the command.
November 17th, 2011 -- Posted in Guild wars 2, Gw2 mesmer |
Elementalist/Monk and Mesmer/Elementalist are pretty good combos, although you'd need access to other campaigns to unlock the best skill combinations for them. I kind of liked Ranger/Mesmer when I was at that stage (early Prophecies). Don't worry too much about the secondary profession though… once you're further advanced in Prophecies, you will unlock the ability to change your secondary profession on the fly (while in a town or outpost) whenever you feel like it.
I don't know where in the world you are, but if you're interested in more Guild Wars, I highly recommend the “Guild Wars Complete Collection” – this includes Prophecies plus all expansions (Factions, Nightfall, AND Eye of the North)… it's only ï¿¡14.99 at Amazon.co.uk (or EUR 20.99 at Play.com, with free shipping to most European countries), which is a price you really can't beat! And even if you already have Prophecies, you can add the key to your existing Prophecies account to unlock the others.
The BIGGEST aspect as to whether I get the other expansions is how likely am I to get ANYwhere towards the Hall of Monuments stuff for GW2?
Is getting a few quite easy, and half takes a fair amount of time, and all is for insano players?
November 16th, 2011 -- Posted in Guild wars 2, Guild wars guardian release, Guild wars Necromancers |
I'm liking the look of everything except the necromancer.
To me it was just a little lack-luster. Not bad abilities or mechanics, but just did have that spark.
Warrior, Ranger, and Elementalist however. these look awesome. At first I wasn't a fan of the ranger, and tbh ele wasn't high up there either, but they have really grown on me. They each do decent dmg in a variety of ways for a variety of effects and that range of possible playstyles (both voluntary, and as the encounter (implicitly)dictates) that really appeals to me.
The guardian; well we haven't really seen more than his skill videos. It looks like he has the same yet different feel as the warrior, much like warriors and dks did in WoW. The skill sets and playstyles will be completely different from one another, just like the dks and warriors were, but still bashing things in their own way. Guardian definately gets the thumbs up (and who wouldn't want to do the classic reflect-kill in world v world?)
I'm interested in what profs you guys like the look of and why.
My favorite is and always will be the Necromancer. I played one in the original guild wars and was quite good as one. even after they do release more classes they won't compare to the Necromancer in my eyes. I think they look awesome in Guild Wars 2 and it will be an awesome class to play as. I don't know what you mean by not having that spark. I mean sure they are not as bright and flashy as the other classes but that is because they are Necromancers they are supposed to be dark and grey.
By spark I meant that lil something. Something that makes it click for me.
November 14th, 2011 -- Posted in Guild wars 2 |
In GW there we many little areas separated by load screens. Will the map in GW2 be similar? Will cities still be separated? Or will it be more like wow with whole continents as one area?
There will definitely be areas that are divided by loading screens, but the areas in GW2 will be significantly larger than they were in GW1. Yes, cities (which are huge) will be separate areas.
Overall I’d say it’s closer to WoW’s system than GW1′s system, where you will almost never have to jump through a portal to get to an area. Like Centaur said though, City’s will be seperated. I’m not sure why, but it’s probably much easier to control that way. I suspect there will likely be something along the lines of a “town mode”, where you automatically change to town clothes or a button appears letting you toggle clothes, maybe your skill bar will dissapear or fade, etc.
It really depends on the player in question, but we try to pace the game such that a player is never required to go through multiple loads in a short period of time. That being said loads are for the most part pretty infrequent unless you are purposefully bouncing back and forth between maps.
November 12th, 2011 -- Posted in Guild wars 2 |
Will GW2 truly be a one time fee, or will you have to buy things through micro transactions, not necessarily for power, but to experience parts of the game?
And what about expansions, how often will the be made and might you need to pay for them for new features too?
There’s not enough info out there to know what’s available in the cash shops.. But they’ve said numerous times that their approach is to NOT sell power. Which is good.
As far as dungeons, or other things, being sold in the cash shop, i’d expect some of them sure. Majority will be cosmetic, or things for convenience, but won’t make you more powerful, although it’s debatable if you’d relate efficiency with power.
As Armory already stated, ArenaNet have repeated several times that they will not sell gameplay advantages in their in-game store. Expansions or other optional add-ons (such as additional dungeons), yes, we can definitely expect those. They will definitely create expansions that you can buy to unlock new areas and explore other stuff, but those will all be entirely optional. People who do not own those expansions should still be just as powerful and just as good in the areas they have access to… there will just be areas that they can’t get into. We don’t know anything yet about the frequency of the expansions… I think that also depends on what the community asks for. But on top of that, they will also add lots of free content to the game on a regular basis.
November 11th, 2011 -- Posted in Guild wars 2 |
Would It help me in understanding Guild Wars 2 if I quickly played the first? By the looks of it, it seems Guild Wars 2 is a completely fresh new game, not an expansion. So would playing the first help me in any way of understanding the currency.
Playing Guild Wars would probably help you going into the second one for two reasons.
A.) Getting used to how the skill bar works, and how GW and GW2 are about strategy and knowing what skills you want to utilize before going into battle. It’s much different than WoW and other MMO’s.
B.) The story, lore, and atmosphere will mean much more to you if you play the original. I’m not sure how important this is to you, but so much of the second game will have connections to events and places that occurred in the first game and in some of the out-of-game books.
It would help you appreciate the lore of the game and those knowledgable of GW1 will see plenty of things that make them think “Wow, I wonder what happened here over the last 250 years”, but the game is definitely set up to make sure people who are new to GuildWars are not left out of the loop. GuildWars 2 is not an expansion by ANY means, it’s about as different as you can possibly get. I personally use an analogy that when compared to Guildwars 2, GW1 is more like a game of chess. Very pre-calculated and near-infinite ways to play the game (ie. 10 proffessions, dual profession combos and a grand total of ~1,300 skills, all of them completely unique with the exception of about 15 of them).
To sum up, You don’t need to play GW1 to appreciate GW2, it’ll just give you some nice deja-vu moments.
November 10th, 2011 -- Posted in Guild wars 2 |
Let me start by stating that playing Guild Wars just isn’t a prerequisite for playing/enjoying Guild Wars 2. You’ll be in a position to know and appreciate GW2 quite properly even when you have in no way played GW1. The only real thing you may miss (even though you possibly will not even spot the difference) is actually a couple of lore references towards the GW1 era.
Also, the games are incredibly distinctive mechanics-wise, and even if Guild Wars 2 appeals to you quite significantly, it truly is certainly not specific that you will like Guild Wars whatsoever. For example, though GW2 can be a completely persistent MMO, GW1 is mostly instanced, meaning that although you’re out adventuring, it will be just you (and the members of one’s party). You can only encounter other people when you are in towns and outposts. Ofcourse, which includes a plus side… nobody will ever steal your kills or loot. There are various extra differences among the 2 games.
That said, you will find definitely a few causes why playing GW1 could suit your needs:
1. You’ll be able to find out a whole lot regarding the lore along with the history of the globe leading up to the get started of Guild Wars 2, and offer you extra issues to recognize although playing GW2.
2. GW1 includes a ‘Hall of Monuments’ by which it is possible to unlock some exceptional components of Guild Wars 2, according to your achievements in GW1. These items have been in not a way necessary, and are only cosmetically distinct from items you are able to uncover within the game (so you won’t miss having some really potent items should you don’t ask them to), tbut if you are into that type of thing, this might still give you another cause to experience by means of GW1.
3. You still have (no less than) quite a few months ahead of GW2 might be released… personally, I do not expect the sport until late Q1/early Q2 2012.
four. Guild Wars is (imho) a general wonderful game, it is enjoyable to play, includes a really cool community, and – just like GW2 – it has no monthly fees. You ought to have the ability to come across the Trilogy – which is the three important campaigns Prophecies (the initial “Guild Wars”), Factions and Nightfall – for about US $30, plus the expansion Eye with the North for one other $10… which is seriously fantastic value thinking about the quantity of playtime it gives you.
With regard to the campaigns as well as the expansion: to experience the sport, any 1 campaign has already been enough, however the extra campaigns you have got, the much more content you’ll be able to play by way of, as well as the additional classes it is possible to choose from. The development contains greater level content and calls for no less than One and a halfwith the campaigns.
Lore-wise for Guild Wars two, you will in all probability would like to obtain at the very least Prophecies (the world of Tyria, 250 years before the events in GW2) and Eye with the North (that is sort of a cross-over between GW1 and GW2, also it introduces the Asura and Norn races). Also, Eye with the North is exactly where the before-mentioned Hall of Monuments is located.
And in case you have any other questions or would really like clarification on anything I mentioned (I know this significantly details is usually overwhelming), really feel cost-free to inquire about.
November 8th, 2011 -- Posted in Guild wars 2 |
“comfort animal” – I thought the standard rez skill that everyone has (which works on all players and npc’s), works for pets as well, so that the “comfort animal” skill is never absolutely required just for the rez? “Comfort animal” does more than just rez – especially the healing and the condition removal may be essential to keep your pet alive and fighting. And yes, if your pet is down, healing him with this skill will actually rez him. But as far as I know, so will the standard rez skill. I may be wrong, though, as this isn’t something I’ve tested when I played the demo. And if I am wrong, then I agree with you… that would be unfair… anyone can rez just about everything in the game without taking up a slot, but rezzing your pet would always cost a skill slot. That would definitely not be right.
Downed state – I think the idea is that calling your pet to you is the damage doing part. Having your pet by your side should both double the amount of damage you can do, and it could make your pet take the additional damage instead of you. But I admit that it is kind of weird that all other professions have at least 1 direct damage dealing skill in there, and rangers appear to not have that.
Come to think of it, regarding comfort animal and rezzing, I believe you are right. If you can rez anyone at any time, including npc’s, then they’ll probably make it so that you can rez your pet the same way, and maybe even anyone could rez your pet! Or, maybe that’s going too far.
Regarding the downed state, maybe there’s just no need to keep doing damage if you just have your pet come and rez every time. But that’s a huge advantage for the ranger, in pve at least where you can’t be stomped, as you’d pretty much always get your rez accomplished. Ranger ftw for the mad solo adventurer!
Curious to see if the Ranger’s downed state and his pet end up.. well.. Do mobs aggro your pet while he’s rezzing you? What if they kill the pet? Especially with some classes that dish out some decent damage in their downed state, which means they could kill something, potentially die again but kill another, rinse and repeat to victory.. If Captain Bacon squeels and runs to your side, only to be picked apart by the group of mobs.. Well, are you screwed?
November 7th, 2011 -- Posted in Guild wars 2 |
We were watching some videos on youtube and started thinking about how individually you can actually play your character.
There’s no such thing as skill trees in GW2, although you could argue there’s a skill “chain”, since you start of with skill 1 and your first 5 skills start getting unlocked gradually one by one.
A sword will always have the same set of skills when paired with a matching offhand, and that’s the same with every weapon.
I believe this may change long after GW2 releases, when we start seeing more campaigns/expansions getting released. GW1 certainly had no problem with adding huge amounts of new skills… But that’s just 100% my own speculation.
There has to be something to make your character more unique, play-wise, right ?
You get traits that you can equip, and they augment the skill it’s associated with. The trait system is being reworked, but Guardian for example have different traits you can equip so that every 4th attack causes burning instead of 5th..
When you revive someone they automatically are granted Aegis, 1h sword has a trait where everytime you crit you gain swiftness.. Little things like that which might benefit you depending on if you’re doing raiding/pvp/soloing etc.
November 5th, 2011 -- Posted in Guild wars 2 |
Arenanet has announced that every profession will be available for every race. Though, when they’ve mentioned they always so apprehensive about it. So this might be a decisions they change down the road.
I never noticed any apprehensiveness about it. But if this is true, then what I see them doing is something along the lines of what has been done with expansions and whatnot;
The professions that have already been released will be professions that all races can have, but a further campaign/expansion may introduce new classes (much like the GW campaigns) that are race-specific instead of campaign/expansion specific.
I’ll try and hunt down the interview, but one of the designers was asked the question. And when he answered, he seemed to stutter and didn’t sound really confident in the answer. This might have just been a mark against his interview skills though.The only interviews and such I have were ones I have read, so it could merely be smoke and mirrors there too.
But who knows? Maybe expansions and such will grant us some race specific classes instead of the ‘core’ classes that we see here.
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