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[GW2]We're all waiting very, very patiently for class reveals. *twitch*
Posts
GW2 and SW:TOR look set to really take MMO's a step (or five) forward next year. GW2 perhaps moreso (though I admit that could be the fanboy in me talking).
Also, man.. IGN got some nice screens. I'm going to put them here just because they're awesome, even if they are on the IGN site. Spoiler for huge/awesome:
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
I am getting hooked on the hype for this game D:
Reading those articles has sated my need for GW2 info, and has made me want to play it even more. I just want to see how they back all these claims up, I want to see like a 20min gameplay video with commentary and examples of the storytelling methods and event system, maybe character creation. Something I can show people and say, "You want to play this with me".
I definitely have to get in on the elementalist action. Race-wise, I'm not sure what I want to go with other than Norn. The Asura are just so charming, and the Sylvari are my elves-by-proxy.
Guild Wars 2 will be a very different entity then original GW. As soon as we can verify that the hype is actually tangibly awesome.
Thing with WAR is (and do correct me if I'm wrong here, I haven't played it), is has a traditional quest system, and the public quests are just something extra.
GW2 won't have any quests. All content will be dervied from events, and for that reason I'll be surprised if they turn out to be boring or useless. I don't forsee GW2's events being anything like WAR's public quests.
Better to go read it yourself, but here's some quotes:
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
This sounds pretty cool, but I hope our characters aren't going to be quipping witty one-liners every time they cast something like the elementalists in the video.
That will get really old, really fast.
I.e, you kill a guy and once in a blue moon your character will say something hilarious/badass appropriate to the situation, or, when you're under heavy fire your character will blurt out something appropriate to that etc etc.
It actually does enhance it all a bit, and can be more entertaining than the usual blurry grunts we get in most other MMO's.
They have already said that there will be the option to disable character "one-liners" if you prefer. They also noted that it is not every cast, but when certain things happen in combat.
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
Oh, cool. Can you link the article where they mention this, if you remember it?
I'm so stunning!
I'm so stunning!
And stay down!
I'm so stunning!
Down you go!
I'm so stunning!
Down you go!
Down you go!
Down you go!
And stay down!
Down you go!
Down you go!
I'm so stunning!
Down you go!
I'm so stunning!
Down you go!
I'm so stunning!
Down you go!
And stay down!
I'm so stunning!
It wasn't an article, but a forum post: http://www.guildwars2guru.com/forum/elementalist-skills-and-you-ign-t3514.html?p=140871#post140871
Edit: And here: http://www.guildwars2guru.com/forum/introducing-elementalist-guildwars2-com-t3439.html?p=141203#post141203
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
Having taken another look at the videos, I can see what they mean about one-liners only being triggered by certain events: "down you go" and "and stay down" for knock-down (or possibly death), "get back!" for knock-back, "I'm so stunning" for stuns, "here come the flames!" for the phoenix which follows enemies.
I suspect this is part of their system in making combat easy to follow: one-liners are basically GW2's version of calling -- characters will verbally announce what they're doing so others can take advantage of it.
Neeeeeaaat
A couple of us, like Enig and I, have been trying to get on and do some stuff; earlier we were working on Nightfall. I'm currently trying to get every Mission + Bonus in Prophecies with my main, so if you happen to play weeknights after 7pm PST, post your name here and we could friend you.
bleugh
/disable
Steam: pandas_gota_gun
God I hope we can alter these
This makes me a happy panda, especially the limed bits.
I seriously hope they have some kind of beta for this coming this year, preferably this summer. I just can't wait to actually try this stuff out.
This, this right here.
This is what I said.
I am happy.
edit - if you read the whole interview, they dodged the 'dedicated healing class' question. They just said there will be multiple classes dedicated to 'support', and in PvE your self heal will get you by. We already had this. Monks, Paragons, Ritualists, Elementalists and Mesmers were all support classes in different ways. So, they could either be dodging it because a dedicated healer class is gone (I hope not for the sake of PvP) or because they don't want to prematurely announce a new class, since they're doing the big class reveal articles.
Would it not be possible to build a skillset designed for PvP with healing in mind as the primary role of the skillset, while still having everyone be able to heal in PvP and PvE? I'm guessing the multiple professions that will be better at support could all theoretically manage PvP heals in conjunction with the minor skills everyone else will have by having these heal centric skillsets, which will have more of an effect to avoid healing clusterfuckery in PvP but which won't be as much of an issue in most of the PvE content.
Unless there are weapons in this game that give you healing skills as well, there will only really be maybe 2 or 3 profession skills and maybe a few weak racial healing skills to use, since the first five will be reserved for weapon skills. Healers can defend themselves and provide heals, but it won't technically force anyone into any roles, since it's just a single skillset.
Putting this pressure on a class, even multiple classes, that are also watching and concentrating hard on what the enemy is doing is going to be an absolute clusterfuck. You'll have overlapping heals from multiple players throwing out self heals and support heals, or even multiple support heals, at the same time. You'll have support players not healing at all because they're concentrating on offense while friendly players are hit with multiple conditions and are on the verge of being spiked. I've seen it in PvP with multiple bad monks who are at least trying to monk. This will be like multiple bad monks not even trying to monk.
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Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
GW1 I would run in and die if I wasn't running a baller-ass build with a baller-ass monk. Frankly I wasn't that good, so there's that.
Maybe GW2 well be less spiky, more tactical. We might be able to infer that characters and mobs will have more avoidance, mitigation, and health, or perhaps that damage is being scaled back. Healing may be less necessary, more reactionary and battles may have more flow than "HARARGHGLBLAARG KOREA WINS FATALITY FLAWLESS VICTORY"
Well, right now we don't have a lot to go on until they tell us what structured PvP consists of, the other classes, and some more skills. So jumping to the 'monks are gone because they said that skill bars have self heals!' is assuming a lot too. They didn't specifically say monks are gone, they said there's several support classes. Which we already have. And monks are one of them.
I haven't played that game, but I this thread has been keeping my interest about its sequel. I don't want to read about the meta from the previous game. Even though they are your forte, monks are going to be different in this game as it stands.
I am wondering if the game will go to a more self-sufficient route, like FPS games. Healing could be as simple as ducking out to recharge your shields in Halo, but we don't know. I'm not going to shoot down speculation in a thread where that's the bread and butter of the chatter, though.
Having never played Guild Wars, but hearing things in this thread and from a friend who has, I'm interested in seeing if they achieve what they're aiming at. I want to play as a big norn who rampages around as that crazy crow-majigger.
From those who've played before, there isn't stealth in Guild Wars 1, is there?
I'm not entirely sure where in my post you think that's coming from. Voice cues? Seem like they could work for players casting/receiving healing spells. As for coordination, I was referring to how Monks currently appear to be more or less "set it and forget it." Dunno. Maybe it's different in high level play.
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Yes, it is very different in high level play. If you called everything you were casting, there would be no room to actually call tactics.
I know I have. But there's been no articles on exactly how combat works, and the only classes they've announced are Elementalist and Warrior. So it's equally absurd saying 'because there's a required self heal on skill bars, monks aren't going to be in the game' (especially since you should have been carrying a self heal anyway). The games got structured, coordinated PvP, it's going to need a healing class. I'm not saying monks will be back as they currently are, but if there's no class, monk or otherwise, that's a dedicated healer, at least in PvP, it will be a gigantic clusterfuck. Wether it performs that role in PvE or has other things it can do, who knows, but it's needed for PvP.
Nope. Assassins get a kind of teleporting mechanic, but no stealth.
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
I think people are just toying with the idea, Loki. I'm pretty sure nobody here really expects there to be a lack of a healing class. They might just do a better job dispersing the tools that made up the monk into a couple of classes instead. So characters could have a healing or damaging build with the same class, ref: Elementalist. If monks are in, maybe they get to do some punching this time around.
Originally in GW1, Rangers were supposed to have a stealth mechanic (attribute). It was scrapped during a point in the development process for various reasons. I could see them giving the ranger some sort of stealth mode in GW2, or rather just giving it to some Assassin archetype.