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Just wondering because there are no MMOs to be excited for right now. I didn't like the first game cause it wasn't a proper MMO, not a seamless world and all instanced. I'm wondering if they have finally made an MMO or if it is still like Diablo?
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It's a persistant world like any MMO but includes some instanced areas for your "personal story" which can be done solo or with a group. There's plenty of video footage from the recent gamescon showing this, with many players out and about and taking part in the dynamic events.
It's going to be like Diablo 2 unfortunatly.
Joking aside, check the gamplay footage and see for yourself.. Plenty of it about on Youtube.
http://www.youtube.com/watch?v=gyfODddDua0
Watch from 1:50 onwards all in a persistant world.
Go here, OP.
http://www.mmorpg.com/discussion2.cfm/thread/287180/Everything-We-Know-about-GW2.html
Considering the time that has elapsed since the release of the original Guild Wars this one should be much more up to date and so far the graphics look quite good and there are a ton of interesting game ideas being talked about by the developers. Personally, as it stands right now I find Guild Wars 2 the most interesting of what is coming out but that is based purely on reports and comments made so far.
Right now it looks like it will be a proper MMO what ever that really happens to mean.
-_- do some research. It is nothing like GW apart from the fact that it shares thisame lore.
It isn't like other MMOs it is trying to get away from that. It will take to long to explain what it is like and the features. The only things I can say is do some research or go to GW2 guru or go to the all we know thread.
hehehe,hahahahaHAHAHAHA
laughing Hyena, get used to it -_-
Where EQ is the mother of all MMO's, this game will be its first lovebaby....
A true MMO in heart and soul a dynamic persistent world.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Everything you need to know about Elder Scrolls Online
Playing: GW2
Waiting on: TESO
Next Flop: Planetside 2
Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.
Ignorance is bliss amarite? Read up on the game none of that is correct....
In that video i really like what im seeing with the jumping around dodging fireballs etc.
What totally pisses me off tho is having a utility of 8ish skills... i dont want 8 skills.. i want all my skills. i find it really bullshit that you can only bring a few skills with you and magicly forget evrything else you have learned in the past...
You are either being very sarcastic or extremely stupid. All I had to do was click the link above and watch the video to discover that everything you said was complete and utter nonsense. This game is a hell of a lot closer to what an mmo should really be than most other games that currently carry the same title.
Yes it doesnt make much sense but then LOTS of stuff doesnt make sense in mmos. You may find that you get used to this particular feature over time
I like that feature, hated the multitude of pointless skills in WoW... Give me a handful uf useful ones and I'm happy with that
Take the Magic: The Gathering 'What Color Are You?' Quiz.
I like all the different skills/spells in wow. However, you only routinely use like a handful. So, I guess I will just have to play the game to find out.
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You actually have a lot more than 10. 5 Skills remain constant until they are switched out. Those are the ones that you can pick.
Where the amount of skills start to add up is with the weapons. An Elementalist gets 5 abilities per attunement dependent on weapon. There's 20. If they can change weapons and get different abilities, which we know is true for the warrior and necromancer from recently released videos, that's a potential 20 more. That's 40 abiltiies. Warriors get a new set of abilities at each stage of Adrenalin (there's 3) for each weapon. That's 30 abilities.
Weapons and off-hand itemsin this game are sets of skills: 2 handers are a set of 5, one hander 3. off hand 2 all which are built to work together (since they come from the same item). Being able to combine different weapons and off-hand items with the ability to switch weapons coupled with attunements, adrenalin, and whatever other classes might get, allow for a pretty large amount of skills at your disposal in combat and choice on what skills your characters can use. Keep in mind, you can also carry weapons in your back and switch out after combat is over.
It may not give the same freedom you had in the first game, but you end up with more skills available during combat.
Another thing I noticed - they now have abilities change when used. For example, the ability to summon a necromancer's pet changes once summoned and when triggered makes the pet do something - explode, dies and gives you health, change from damage to a root ability (got this from a dev explaining in a video at TenTonHammer). I wouldn't be surprised if other classes have abilities that work that way.
It is 15 skills, you have 2 weapon sets ready with 5 skills each, you have to click on the switch button but they are avaliable during combat even if it might take a little to to change sets.
Yes, it is not totally logical but Wow/Eqs system isn't either.
MMO combat systems are made by people who never held a real sword in their hand (few have, anytime one of my friends tries to hold my sword they say it isn't real because it is too light and it is made by a master smith and exact to the original in balance and weight).
Soul calibur have a more realistic combat system than Wow and GW even if that too is rather unrealistic. Making a pretty realistic combat system is hard and forces you to actually know how too fight before making it.
The animations of GW2 is another matter, they are actually really good, the dude in the motion suit is pretty good. Wows are a lot worse and more unrealistic, particularly the guard.
actually it is even higher than 15, some professions get aditional abilities. Like Elementalist having different attunments, allowing them to change their entire line up to a certain element. Rangers get 5 additional skill slots through their pets. also the first skill on every main hand is a combo skill with 3 seperate stages, so that is an extra 2 skills. than you have cross profession combos ontop of that.
I think it's pretty nifty, you have several ways that boosts the number of skills in combat you have access to, different per professions.
Let's see for the elementalist, for example:
- 4 attunements, your first 5 skills change in accordance with the attunement you have
- 1 2h weapon, 2 main hand weapons and 2 offhand weapons.
Only thing is, elementalist can't swap weapons in combat like other classes, only attunements, so that results in 4x5= 20 skills for the 1st 5 skillboxes + the other 5 skills = 25 skills available in combat
On a sidenote: the elementalist has already at least 4x5 (2h weapon) + 4x2x3 (main hand weapons) + 4x2x2 = 60 skills for the 1st 5 skill boxes + the other 5 = 65 different skills
The other revealed classes can weaponswap in combat, from what I understand from the wiki, they can only have 2 active weaponsets, so that would limit the available skills from the 1st 5 skillboxes to 10.
There are some ways that opens up more skills for the several classes in combat.
For example, warriors have skill chains, 3 skills that follow eachother up occupying only 1 skill box, and the necromancer can change into a Death Shroud which opens up another line of alternative skills available.
edit: lol, I see Sfallman was ahead of me. A note, elementalists can't swap weapons in combat.
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
Thanks for clarifying that. So Elementalists have 25 available in combat,.
Another thing I found out about was:
Charge Skills - held down to power them up for more impressive attacks.
Signets - provide an ongoing benefit, but can also be activated for a greater effect.
Charge skills give varying degrees of effictiveness for an ability and the signets act like two abilities.
I think by trying to keep the UI uncluttered with hotbars, to make the combat more active, it forced Arenanet to find clever ways to give players more options without having a whole bunch of crap on the screen at once.
Even if this game fails to meet expectations and isn't the great gaming experience it is looking to be right now, there are many ideas that other game companies should learn from. The approach to skills and UI are big ones in my opinion.
They approach it more like one of those card games.
That is your deck. You can create your deck and then run with it.
I used to hate it too but you quickly get used to it and see how there is a certain level of depth to your choices.
"how' do you put together the best build that will not only complement what you are doing but who you are with.
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Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Heh, that's what I actually loved in the Magic, the Gathering cardgame, the astounding amount of effects that was possible with all the different cards.
The goal was simple, get your opponent's points to zero, but wow, the enormous variety that you could go about it.
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
Pretty much but a warrior can use the most weapons which is 9 and has 19 combinations.
Every profession has way more than 5 skills, each with their special way of doing it.
Rangers with the pets, Warriors with the skill chains, Elementalists with the attunements, Necromancers with the Death Shroud.
Not to mention weapon switching, and the fact that when out of combat you can freely change equipment, skills (the right set of 5 skills) and traits.
The flexibility of this system is far greater than GW1's (less skills total but far more usable at a time) coupled with the mostly persistent world (except for dungeons and storyline instances).
To put it simply, Guild Wars 2 will be a full blown Massive Multiplayer Online Role Playing Game!
Fully persistan world!
HUGE character customization!
Several Races and Professions!
Economy!
PvP!
PvE!
Different Servers!
Jumping!!
Swimming!
Fun, Fun, FUN!