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I thought I'd make a separate thread for all the questions people might have that are unclear now.
Here are mine:
- will the world need 'zoning' between areas a la EQ and EQ2 or will it be seamless transitioning like WoW?
- are all the Dynamic Events soloable, or will there be Events like the end of eventchains where you destroy the main centaur base or kill the dragon, where a minimum number larger than 1-2 players will be needed to succeed?
Post the questions you might have (not unrevealed features that won't be available anyway) that you hope the demos will answer here.
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."
Comments
- What do you gain as you level and how much of a difference does it make. In other words, what is the power progression like.
- On the same note, they said gear will make more of a difference in this game than in the first, how much more of a difference. Is this the carrot that the game will revolve around like so many others do? I wouldn't expect them to answer that but it is a fear of mine for this game.
Q1 Confirmation of all the systems in place to allow players to group with each other even though they are different levels eg that the side-kick system is still scheduled for the game (as per FAQ)?
Q2 What proportion of gameplay is instanced in either Personal story (heavy?) and Global story (light?)?
Q3 COMBAT: More examples of environmental weapons being made & used or context-sensitive attacks eg Elementalists using water trident, more examples of cross-profession skill-combos that don't include the Elementalist. More examples of Group interaction in combat such as buff/defuff and healing and reviving. How are these going to be different from other MMO's?
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
Q1 - if it's in the FAQ, it's in the game, you can bet your bottom dollar on it. But it's unlikely that you'll see it in the demo because the demo is only for 40 minutes or so per person, and they'll want to try both aspects of the game, so no-one will be leveling up much more than 1 or 2 more than anyone else (considering they'll be playing at the same time too). There's no guarantee that the sidekick system will affects such tiny difference.
Q2 - again, we won't know from the demo, the first part of the demo (the level 1 human) is all about the personal storyline, where the second part (the level 47 charr) is about the dynamic world. But as a wild guess based on gw1, i'd say that the personal storyline will be important and last about 20-30 hours. But the main chunk of what you'll do in gw2 pve will be the global story and high end pve (e.g. dungeons and whatever else they've added).
Q3 - this'll be interesting to see, although combos do already exist for non-eles, such as using shield stance/whirlwind attack to protect a squishier ally from harm. Also the ranger has attacks which light the ground on fire too for ele-esque projectile buffs. The reason why we've seen the ele more so far is because it's the easiest for people to see exactly what is going on, because it's very obvious the ele is letting the other player so more. But in the game it'll be that every class will be able to help others, but in a not so obvious way.
i want to see NORN..but i know thats not happening
so anything at all will be nice.
1) How fluid are the skill activations? In other words do you feel stuck waiting for an animation to finish or does it have a nice flow?
2) Are the personal story events on the same level as missions from Guild Wars or they scaled down and more like a generic personalized quest?
3) Whats the level of difficulty like? I thought GW was more challenging than average which is something I liked.
Cant think of others right now. But more than specific questions I am looking forward to just hearing some first hand impresions of people actually playing. And I am most anxious to hear about hard mechanics like stats, what the equipment is like, perhaps some new skill descriptions, etc.
Of course I get to find everything out for myself at PAX in a couple weeks.
Looks like Q1 already got an answer: So scaling levels is in, both up and down:
""
If you enter a low-level area as a Level 80 character, you keep your equipment but your health and mana get scaled down. When you enter a high-level area as a low-level character, health and mana will scale up.
You should only go into high-level areas as a low-level character when you've already played through the game on a different character, otherwise you run the risk of seeing spoilers.""
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
For the people that are scared about the instancing, this should help clear things up.
http://www.arena.net/blog/mmo-manifesto-reactions#more-2937
"Colin: Right, when Ree refers to, “players will kill a boss and they won’t re-spawn 10 minutes later,” she is saying when playing through your personal story line if you kill a boss, that boss will stay dead and your personal story will reflect this. It’s not really physically possible to make each dynamic event permanent, because the game needs enough content for everyone to play, and we don’t have 10,000 people making content for Guild Wars 2, event chains need to cycle and events need to repeat to ensure players have enough to do in the persistent game world. Our goal with events is to ensure that when an event ends, you feel like it actually has some sort of outcome on the game world for all players, if even for a short period of time, where traditional MMO quest in persistent areas generally have no affect on the world.
Eric: Thanks, Dave. Yeah, in the video Ree is speaking about the player’s personal story, whereas Colin is talking about dynamic events. We like to think of personal story choices being permanent and dynamic event choices being persistent. The difference being persistent choices will remain until something comes along and changes them. So for instance, in the personal story you may choose to let an NPC die, that NPC is likely to be an important story NPC that the player feels some attachment to, their death will be permanent and will have repercussions on the characters story. This would be reflected in instances. In the persistent world a dynamic event might result in an NPC being killed. This will be a more generic NPC like a merchant or a soldier who will likely be replaced once some other event takes place."
The only thing that interests me :
Is combat fun and challenging?
Is the game fun in general?
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)
* Can I save the princess?
* Can i be Lawfull Evil?
* Anything about guild mechanics (pvp, guild hall, alliances)
*Crafting Extend
*World PvP (PK on?)
* Why 80 lvl? why not 50, 60, 20? why and what changes exactly at each lvl?
now: GW2 (11 80s).
Dark Souls 2.
future: Mount&Blade 2 BannerLord.
"Bro, do your even fractal?"
Recommends: Guild Wars 2, Dark Souls, Mount&Blade: Warband, Kingdoms of Amalur: Reckoning.
No PKing. Already confirmed by Anet.
As for 80, why not? I too wanna know what happens with each level.
I want to see how well the dynamic event system turned out.
How well the skill combos work.
Whether it's an open world without loading screens, or persistent with load screens. They've already confirmed that the world as persistent, but they never said anything about load screens. Id understand the load screens for map travel, but i still don't know about traveling from zone to zone.
How Dynamic events will function exactly and if it is fun.
Cross Profession skill combo's.
Bar Brawl !? Dunno if it will be in the Demo, they diddent really mention anything about any minigames being avaiable through the demo so I doubt it, but would certainly be nice to know exactly how that would work out.
Enviromental interaction, and skill's which follows.
And obviously, Watching people fight the Shattere, he better be as badass in battle as he looks when he enters ;p
You really expect them to say, "No, the combat and game are dull and boring. Please do not buy our game"?
<smiles> it will be players that have a hands on demo....
And yes, i do expect some players to be dissapointed with all this hype. I also expect others to be more possitive.
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)
Can I repeatedly spam savage leap and eviscerate?
If I can't then I'm going to be pissed....
/jk
@ Maggon
This is THE BEST interview I've read on Dynamic events so far, of course nothing beats experiencing it in-game but damn if this interview doesn't paint a nice picture. I think I'm going to start reading rock paper shotgun's interviews.
This is not a game.
I think he wants to know that from the players that will play the demos, not the devs nor any person working for A.net (I mean, that wouldn't make sense -.-" )
About the OP, and aside from what ppl said before in this thread, I want to know:
How do the sentries, bandits groups or simillar really work?
There really are supplies and mobs going from main base to the new fort they got from destroying a village/city? If yes, can we cut the supplies between the mobs fort and the main base or destroy the main base in order to get the village/city back again (instead of just attacking the fort)?
What kind of events really are in total and how we do it? (besides the army marching through the map and something simillar, I want to be sure what more there is to do, since there are +1500 and there will be thousands of them).
How entertainning is the Personal Story and how it really will influence the players traits, reputation and all they said before?
How many personality questions there really are in the beguining of the game? how many choices do we have for each question?
There are class restrictionned body types like in GW1? or we can customize the way we like it?
How many combo cross skills there are?
Can we really support others that aren't in our team with buffs or simillar at the same time as our team?
How much of a distance there is between mobs in order for them to understand that another mob is beeing attacked by a player? or there's no distance and they just attack anyone they see near their place??
Too many questions, but because the curiosity really is BIG xD
Do rangers still have Savage Shot and Distracting Shot? :P
Ok, this hands on article from IGN seem to answer a number of questions already:
Seems not all the Dynamic Event stages like the end stages are easily to do alone, as this is said about the descending dragon that can be seen in the latest video at the end:
One particular event chain ultimately led to the summoning of an enormous, purple, glowing dragon. My allies (as in, all the other players in the area) and I were rapidly killed by the beast as we got too close.
Also, it looks like the whole world is seamless and persistent, and only the instanced areas like your home district have to be reached by zoning via a portal.
Seeing the videos, reading the comments of playtesters, I'm already happy Moar!
edit: nice conclusion of the article writer too:
'The demo showed Guild Wars 2 is capable of fulfilling the promises it made -- at least, at the start and somewhere in the middle. If the full release can sustain what the demo showed, World of Warcraft may finally have a run for its money'
Promising!
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."