http://www.arena.net/blog/pax-east-p...-and-iteration
Wow at the changes to the tried and true attribute system we are all so used to.
http://www.arena.net/blog/pax-east-p...-and-iteration
Wow at the changes to the tried and true attribute system we are all so used to.
I was kinda not impressed with the other "10 minutes of combat" video, but that thief weapons one looked much better. Like how its a little more similar to TERA's style of combat.
http://www.justin.tv/alienwarearena/b/281335903
From the live feed this morning at the alienware booth
I love that teleport shot.
They sure do know how to make the game seem exciting.
I am super excited for this game, my friends.
I actually can't wait for this game D;
Gotta love these devs.
5-man dungeons with cutscenes (story mode), after which you unlock explorer mode for repeatable (harder) runs with branching paths.
Persistent world with 1000+ dynamic events.
Level up from 1-80 strictly in PvP if you want (and get loot drops). No obligation to play PvE.
They also mentioned a bit about auction house (marketplace as they call it), which will include buy orders.
Too good to be true. Bring it on.
I jotted a few things down for people who didn't want to watch the entire ~55 minutes of the PAX Q&A...
- guild wars 2 true mmo, persistant world
- jumping in gw2
- no monthly fee
- permamnent decisions like dragon age, reflected for entire game
- journal of decisions
- quest concept out the window, dynamic events
- your events impact everyday decision, nothing is the same for everyone
- events scaled to participation, more enemies for more people
- bosses gain buffs and abilities based on number of people fighting them
- no kill stealing, both get xp and loot
- new combat style
- everyone can heal / tank / dps, no roles, roles on based on how you do it, not what you do
- stuff is more realisitic - i.e. can't shoot through your own guys to hit an enemy
- over 1,000 dynamic events
- no NPCs to "cash-in" or get missions from, days of talk to X kill X are over
- may see completely new content on 2nd character you haven't seen before
- story version of dungeon (5 man), after you complete it you unlock a repeatable dungeon with several different paths
- cities have mini-games
- team pvp and pug pvp seperate
- world vs world pvp - gigantic, unbalanced pvp (could be 30 vs 300)
- pvp drops loots, can level to max level based on pvp only
- sidekick feature - if high level ganks low-levels he's downgraded to their level - can increase and decrease level based on group formed (from 2 to 20 and vice versa)
- instancing is story-telling only, it's all open-world unlike gw1
- global servers with language districts
- quest help is optional
- only added to event scaling factor if you are participating, can't just shoot a bullet and expect to get full xp or drops
- rewards are set up on a scale, better rewards for more participation
- marketplace, you can post bids and not just buy, so you can sell to the highest bidder immediately and vice versa
- weapons give 5 skills, lots of skill personalization
- "overwhelming" skill customization, will take months to understand
- trying to make all skill useful, no dead skills
- pick 2 weapon sets, a few heal skills, utility/elite skills
- 87,000 skill combinations for each profession
- rally points for traveling and teleporting out of hostile areas
- no raise sickness
- warrior is easy mode, theif most complex so far
- lower content easier than higher level stuff, gradually get into the game
- 10 slots on bar, 2 weapon sets, elementalist 38 skills
- mages can't wear heavy armorarmor is more class-specific
Just to note
(- permamnent decisions like dragon age, reflected for entire game) only affects your home instance and your personal storyline. does not affect everyone in game.
(- your events impact everyday decision, nothing is the same for everyone) basically meaning that permanent changes in your story can be totally different from person to person depending on what choices are made.
(- stuff is more realisitic - i.e. can't shoot through your own guys to hit an enemy) I dont think this is correct, seen plenty of shooting through other people, but you cant shoot through obstructions like buildings walls and other enemies etc, in the video he was talking about how hard it is for people to get used to the fact that even if you are targeting an enemy in the back and shooting, u dont realize that ur not hitting him but another enemy in front of him and you have to actually move around him.
@volcanicweather: Also, sidekicking has nothing to do with ganking (which isn't possible in GW, since PvP is always consensual).
The way I understood it was that you can basically "level sync" to lowest/highest member of your group. And higher level players participating in events in lower level areas will be sidekicked automatically, so they can't ruin the experience for others.
But yea, details on this are lacking at the moment.
Holy shit Arenanet is awesome
Commando announced
http://www.guildwars2.com/global/inc...ndo-header.gif
http://www.guildwars2.com/global/inc...o-commando.jpg
http://www.guildwars2.com/global/inc...tro-header.gif
A master of the battlefield, this elite soldier is equally at home on the mean streets of Lion's Arch, in the steamy Maguuma Jungle, or on the Orrian front. The multi-role commando is a combat medic, an infiltrator, and a tank. By land, sea, or air, the commando is a technological force to be reckoned with. Come get some.
Commandos have several different special skill types:
Grenades—Sometimes you need to kill a whole lot of tangos—fast. Grenades enable the commando to perform area-of-effect attacks with a variety of devastating results. From flashbangs that blind enemies to shrapnel bombs that apply bleeding, the commando has a grenade for every occasion.
Vehicles—Vehicle skills act as the commando's utility skills. A commando can opt for an armored personnel carrier (APC) or a tank for land travel, a helicopter for air travel, or a submarine for undersea travel. Each vehicle gives the commando three utility skills, ranging from depth charges on the submarine to flamethrowers on the APC.
The APC, tank, and helicopter can also carry allied passengers to maximize your firepower. Passengers acquire new skills based on their profession and their position in the vehicle. For example, an elementalist manning the tank's main gun can fire flaming shells, while a necromancer riding shotgun in an APC can use the Corrupted Headlights ability to poison and blind foes caught in the beams.
Force Multipliers—Commandos are one-man armies, but they don't have to fight alone. Force multiplier skills let the commando call in helicopter gunships to take out a boss, rain death from above with Predator air strikes, or even request a danger close offshore naval bombardment.
http://www.guildwars2.com/global/inc...ics-header.gif
Weapons
A commando can use ten different weapons to bring the pain on the battlefield. The commando weapons are:
Two-Handed: assault rifle, grenade launcher, shotgun, shoulder-fired rocket, flamethrower
Main Hand: sub-machine gun, pistol, scepter
Off Hand: sub-machine gun, pistol, knife, walkie-talkie
A commando can easily switch between his two active weapon sets as needed, but swapping ranged weapons triggers a brief cooldown during which the commando shouts, "I'M OUT!" or "RELOADING!"
The commando has a long reach. Commando weapons don't have set ranges, they just use line of sight. While other professions need to run to different locations on the map, the commando can set up a bunker to snipe at ettins, drakes, and other unsuspecting tangos at map-wide range.
Because of their military training, when they have a knife equipped, commandos gain an automatic bonus to movement speed. They also have the downed state ability to crawl closer to allies who can revive them.
April fools!
Haha yea, the work that went in this, lol.
Here full page:
http://www.guildwars2.com/en/the-gam...ions/commando/
They even made wallpapers rofl..
lol As part of the joke you can actually play a commando in GW1 as an event in embark beach. go check it
yea TANGO DOWN