04-28-2007, 03:10 PM
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#1
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Join Date: Feb 2006
Posts: 8,666
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Guild Wars 2
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08-20-2009, 12:14 PM
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#2
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Join Date: Jun 2006
Posts: 123
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They finally have a dedicated guild wars 2 website.
http://www.guildwars2.com/en/
There is a video that looks mostly to be made of concept art.
The FAQ implies that it will not be released until next summer at the earliest.
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08-11-2010, 12:55 PM
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#3
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Join Date: Feb 2006
Posts: 8,666
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GameTrailers - Manifesto Diary
Wowie that looks like it will take quite the powerhouse to run at full effects levels.  Looks really nice though.
Looking through the site it looks like they've got some great ideas. I'll have to keep my eyes on it. I didn't like how alone I felt in the first though, always seemed really tough to find a good group. Hopefully that won't be the case with the second, as it looks like they are adding in a few more traditional elements in 2.
Curious that only 3 'professions' are announced so far. Looks like Paladin is a sub-set of Warrior and that there is a lot of flexiblity within your profession. It will be interesting to see how this pans out as they get closer to launch.
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Last edited by rabb1t : 08-11-2010 at 01:15 PM.
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08-15-2010, 09:57 AM
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#4
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Join Date: Feb 2005
Posts: 6,273
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Graphics do look great... I'm pretty sure I hate the stupid little anime races that they threw in (they look like crash bandicoot and sonic the hedgehog in a realistic gritty fantasy world), but other than that I like the painting type of style and realism.
As for the game, basically everything they said is just a complete and total regurgitation of the modern MMO conventional wisdom. They act like it's something new, but those are all the things, pretty much verbatim, that developers have been saying ever since WoW. Basically, it's the exact opposite in every way of what I think these games should be. Guild Wars wasn't really an MMORPG at all...and It's looking like GW2 isn't going to be, either.
I'm a little confused...a lot of the things they said seemed contradictory. How can you do the same things as Guild Wars, but in a persistent world? How can you have each player make permanent rippling changes in a persistent world without messing things up for other players? Is it going to be an entire game based around a system like WoW uses for some quests, where areas look different to a player depending on what quests they've completed?
If so, I wouldn't really see that as a persistent and social multi-player environment...if everyone around me is seeing a different world than I am...that's more like a single-player instanced game. Anyway... I'll likely try it just because I try everything, but I'm fairly certain I'm going to hate it.
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__________________
"Behind this mask, there's an idea... and ideas are bulletproof." -V for Vendetta
My blog - The Last Bastion
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08-15-2010, 10:02 AM
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#5
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Join Date: Jan 2007
Posts: 4,412
Server: Hilsbury
Name: Skinner
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I think it's shaping up to look pretty damn cool. I'm excited to give it a try. I wish more companies would go back to the ArenaNet business model. Release a game without a subscription price and make revenue by providing a decent product with decent expansions.
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__________________
Skinner - *Retired* 50 Cleric of Hilsbury
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08-16-2010, 02:32 PM
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#6
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Join Date: Feb 2006
Posts: 8,666
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Quote:
Originally Posted by Fozzik
As for the game, basically everything they said is just a complete and total regurgitation of the modern MMO conventional wisdom. They act like it's something new, but those are all the things, pretty much verbatim, that developers have been saying ever since WoW.
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Yes and no. Things like 'the centaurs are actually attacking' is kind of new. Yes, there are centaurs attacking in an area other MMOGs, but they aren't attacking the people, town, and NPC that's giving you the quest. Here it looks like you'll enter an instance and it's actually just happening. Stop it or don't.
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I'm a little confused...a lot of the things they said seemed contradictory. How can you do the same things as Guild Wars, but in a persistent world? How can you have each player make permanent rippling changes in a persistent world without messing things up for other players?
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I look at it like they are mixing the two. Towns which don't change would be in a persistent shared area. Things that are optional are probably saved to the player. So player A saves town X, where player B hasn't. If A and B are a group and they go to the same area they'd see different instances. However, if player C also saved it, then A and C would be in the same instance.
This kind of progression makes for a great story for the individual player or group they are with at the time. 'Remember that time we saved Jayne's Town? Wasn't that awesome!' This is very different from the standard MMOG which is like an amusement park where you can do the 'save the town' run over and over and over.
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Is it going to be an entire game based around a system like WoW uses for some quests, where areas look different to a player depending on what quests they've completed?
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That's my guess, but WoW is years behind GW in terms of this kind of instancing. WoW's "phasing" just went in with Lich, and really only the starter area is barely phased. The real implementation of phasing isn't going to be seen until Cataclysm.
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If so, I wouldn't really see that as a persistent and social multi-player environment...if everyone around me is seeing a different world than I am...that's more like a single-player instanced game.
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Which is why I believe the dev stated "and if you hate MMOGs you are going to love Guild Wars 2". It implies that there will still be heavy instancing for great storytelling and individual/group play, but that there will be stronger persistant/shared areas. (The first did have shared areas but they caped at a really small number of players and there wasn't a lot of interaction going on there. At least not during the times I played (which admitedly was a very short period of time.))
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08-21-2010, 09:55 PM
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#8
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Join Date: Feb 2007
Posts: 317
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Quote:
Originally Posted by AsheMan
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It was looking nice til they said you will always be rewarded when asked about a wipe. graphics and gameplay actually look nice but it sounds like an another game with the "I win" button. Does look fun tho and i will surely try it out 
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08-22-2010, 10:56 PM
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#9
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Guild Member Sigil's Official Class LeadShaman
Join Date: Jan 2007
Posts: 370
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08-24-2010, 03:27 AM
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#10
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Join Date: Oct 2005
Posts: 326
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This game actually seems pretty good. Unlike it's predecessor this game is going to be an actual MMPORPG with a persistent state world. I actually bought the first game a few months after it came out, it wasn't bad but it really wasn't my kind of game.
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__________________
People are products of their own ingenuity; they are who they choose to be.
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08-24-2010, 06:31 AM
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#11
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Join Date: Feb 2005
Posts: 6,273
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After seeing some of the demos, I am more interested in trying the game. It falls squarely into the category of "games I might play because nobody is making the game I really WANT to play", but it's at the top of the list in that category right now.
The thing I can't understand is that they keep saying it's a true MMORPG, with a huge persistent world, but then they talk about heavy instancing being a big part of the game like the original. I don't know how those two things fit together.
I guess my initial impressions after watching the videos is that it looks like an awesome single-player game... I still haven't figured out how or what it will be in terms of an MMO.
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__________________
"Behind this mask, there's an idea... and ideas are bulletproof." -V for Vendetta
My blog - The Last Bastion
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08-24-2010, 06:34 AM
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#12
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Join Date: Oct 2005
Posts: 326
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Quote:
Originally Posted by Fozzik
After seeing some of the demos, I am more interested in trying the game. It falls squarely into the category of "games I might play because nobody is making the game I really WANT to play", but it's at the top of the list in that category right now.
The thing I can't understand is that they keep saying it's a true MMORPG, with a huge persistent world, but then they talk about heavy instancing being a big part of the game like the original. I don't know how those two things fit together.
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I'm not sure but they never called Guild Wars an MMOG because it did not have a persistent state world. I played that game and I understand that it's more a Diablo clone than a MPOG. My guess is that the 2nd game will be somewhere in the middle. A largely persistent state world with instanced dungeons, kind of like many of the games out there now.
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__________________
People are products of their own ingenuity; they are who they choose to be.
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08-24-2010, 06:41 AM
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#13
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Join Date: Feb 2005
Posts: 6,273
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Yeah, that's my guess too.
They're also including the new fads in MMORPG design...public quests, insta-loot, and open class designs.
I really don't agree that soloing near other people counts as "social", but it will be interesting to try PQs in these various upcoming games and see what develops.
The amount of cut scenes / cinematics it appears they are using is probably going to annoy me. We'll see.
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__________________
"Behind this mask, there's an idea... and ideas are bulletproof." -V for Vendetta
My blog - The Last Bastion
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08-24-2010, 09:42 PM
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#14
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Join Date: Jan 2007
Posts: 736
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Startrek Online had the best "Public Quests" I have ever seen. I thought WARs were awful and Champions Online didn't have "super" ones either. I don't like PQ's they just seem a cheap way to not add quests.
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__________________
Quote:
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Originally Posted by dabble
Just ignore Taloodah. It's just being grumpy.
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08-25-2010, 01:34 AM
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#15
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Join Date: Feb 2005
Posts: 6,273
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After seeing more of the actual game play footage, I have to say that Guild Wars 2 looks a lot more...Something.
It's hard to describe...but watching the game play videos of Rift, it just looks exactly like MMO_0012. The animations, sound effects, and everything else just look exactly like generic MMO. The UI looks so much like WoW, even down to every element being in the same location on the screen and various elements having the same text colors and layout.
GW2 on the other hand...the animations and sound effects have WEIGHT to them. Just a regular sword swing looks pretty bad-ass, and special abilities are somewhat awe-inspiring. The art style really catches your eye in various clips, and comes through even in relatively low-res videos. Just about every aspect seems to show they are bringing something new to the table (the way they introduce quests, etc). They are obviously taking advantage of new tech in noticeable ways.
The videos that show GW2 game play outside the newb experience (once they get out into the regular map) really show how much dynamic content and public quests are going to be a part of the world (there were like three events happening within sight distance right off the bat). It could of course turn out to be really arbitrary...but right now this is the game that's showing me something impressive. Videos of Trion Devs getting people to chant for T-shirts while showing mage_003 running around killing 10 beetles just really make me want to cry.
If nothing else, the GW2 folks are doing a much better job of showing their dynamic content, and how the world is alive and action is happening everywhere (the NPCs are very animated and the voice acting appears really well done and immersive). It's possible that the invasions and Rifts in Rift will end up having more depth, but they are just doing a bad job of highlighting what sets the game apart and making it look impressive.
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__________________
"Behind this mask, there's an idea... and ideas are bulletproof." -V for Vendetta
My blog - The Last Bastion
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08-25-2010, 12:19 PM
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#16
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Guild Member Sigil's Official Class LeadShaman
Join Date: Jan 2007
Posts: 370
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Imo for $60 you can't go wrong picking it up. I plan to.
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08-29-2010, 09:48 PM
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#17
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Join Date: Feb 2006
Posts: 8,666
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09-03-2010, 05:59 PM
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#18
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Join Date: Feb 2006
Posts: 8,666
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Guild Wars 2 is being shown at the Nvidia 3D Vision booth at Pax. Not that probably more than a few have 3D vision, but there ya go, you can has GW2 in 3D if ya do. 
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09-03-2010, 08:03 PM
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#19
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Join Date: Dec 2006
Posts: 431
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I am interested in this game. They have some unique concepts, the main one being that there are 80 levels but no levelling curve. I really like the sound of that.
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Last edited by dabble : 09-03-2010 at 08:05 PM.
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