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[GW2]Making a new thread for the BWE. See you guys on Aspenwood soon!
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The only word is that GW2 will support DX10, but that info is quite dated as far as statements go (2009 I think). Whether DX10 will be in by launch, I don't know. Presumably they could add DX11 in the future but I don't think they have said anything about DX11 at all.
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
So even using cloak and dagger, and the traits that give you initiative when you stealth and all that, you can't just perma stealth. I actually really like it, because in my build, I still have several ways to stealth, but I use it tactically, and not always just to set up backstabs.
It's still not really nipped in the bud entirely, because you can run multiple thieves with high damage openers from stealth, they evade twice, use a leap backward ability then restealth. You'll never kill them, and they'll drop you pretty quickly.
I think the emphasis on the starting quests being incongruous with the role of your character is out of whack. In all of the quests mentioned none of them were as dainty as it was made to seem. Yeah you could collect eggs from the ground, or you could kill Skelks to get eggs back and destroy their home, and it was all in the name of the Raven deity ( which shows it's powers in that event when the Raven disciples turn into giant ravens and kick some butt ). Also the "grub problem" was of the 100 foot, house eating kind.
A bit, but they lack the signature Kinder traits, and Kinder did not exactly embrace death. They simply ignored it as a possibility due to their childlike nature, and Tasselhoff certainly was effected by it in a fairly normal manner after seeing it quite a bit.
No, you call it a lynch mob, but I was trying to be politically correct.
An army would include some sort of leadership, and it sure as hell doesn't move as one unit. Only stupid AI in strategy games ever tries to move as a single whole. Every army you've ever heard of used tactics to enact a grand strategy, because the ones you don't hear of weren't worth hearing about.
Here's how my ideal WvW army would be set up
Recon: 1-3 player group. multiple groups
Fast moving, small number of players who can look at a target and locate where the enemy is. Also able to set off false attack alarms by riling up the enemy NPCs in areas. They need to be wide spread to be able to see and hit different areas. They can pick up stragglers and fold them in as they wander the battlefield picking off random, weak targets and then vanish.
Supply: 1-3 player group. small number of groups
Similar role to the recon groups but their job is to work behind the main army collecting supply, protecting caravans, and allocating it to where it needs to go. There were plenty of places in the borderlands that no one was going to bother threatening but had full supply. All someone had to do was collect it and deposit it in another fortification that needed it.
Main force: 15-20 players. multiple, dedicated groups and the main force
This is where the majority of players go, they split off into groups with no more than 30 players in a group. Each one hits different targets. By that I also mean that they have different objectives even if they're assaulting the same target. One could collect and bring siege weapons to the fore, while another keeps the defenders on the wall, another attacks the same gate, and yet another assaults the opposite gate.
This is very different from the standard mob. It's organized, capable, and able to move easier than a zerg/mob, which requires copious caps and lots of repetition. This unit requires the use of people who know what they are doing, what needs to be done, and do it. A small PvP guild could easily, and quickly, fill this position on the battlefield. Basically, these are your elites.
The Mob: Numbers? Who the hell knows.
This is the most basic unit and the easiest to get together. Anyone who doesn't work as a part of the units above can join the mob. There's not really even any organization that needs to be done, you just roll forwards and everyone else trots along forming the mob as you go. You can't really direct them to anywhere but a general place, but you can use the Recon and Main Force units to entice the mob with the chance of fighting pretty easily. The only trouble is that once they get stuck in, they're usually just stuck there.
I'm sure they're taking slow and careful steps so as not to over-nerf thieves unnecessarily. They'll be watching to see what players do after the revealed debuff, and whether opposing teams can reasonably react to new thief strategies. ArenaNet is always watching. (I was, in fact, asked a couple times during the press event if I was "the one who posts on the Penny Arcade forums.")
Also screenshot dump. Diessa is incredibly pretty.
Who can tell him what will happen under the sun after he is gone?"
https://forum-en.guildwars2.com/forum/game/suggestions/Sell-All-Junk-Button/page/1
Scroll down to the dev post.
1) what will the guild situation be now that we have a 100 member limit, will se++ and g&t split into two guilds?
2) how are officers being chosen for guild?
Bobby Stein responds to Personal Stories with wall-o-text
This confirmed as being the actual limit? If not, I'd say it's a bit too premature to start planning this yet.
We were able to reach the limit at 100 during the beta. Not sure if you were able to get in, but if you couldn't that's probably why.
Of course, it could just be a beta limit and they might have plans on upping it in the future. I really hope they do this, though, because it would suck having to split the guild.
The key difference between Mobs and Main Force units is communication. Main Force units have to have communication within their group to be effective. This, combined with the non-specialty combat of GW2, means that the Main Force unit is ubiquitous. They can not only lay siege, they can take supply points, raid caravans, and essentially act as a big hammer where you need them. Mobs are more of a force of nature, doubly so because they form organically in mass-pvp environments as people begin to follow whichever group they see.
I don't mean to sound dismissive of the most basic unit of pvp, but there's little communication within a Mob and it's incredibly difficult to make one mass of unconnected players do anything specific other than ebb and flow with the group. The problem is that they tend to ebb when they should be flowing. A mass of unorganized players will move back when they face someone who is doing quick damage and taking people out. They get discouraged when they see a player or group seemingly walk in untouchable and start hacking people down, and move back to hit them from afar. Only there's no limit to how far they can move back and it becomes a race to get behind the next guy in an ever faster game of "reverse leap frog". Tactically speaking they really should be concentrating on the enemy at that point because the strategy is taking the points and forcing the enemy back, not about avoiding death by swirling swords, but psychologically speaking, a lot of people are in this for #1 and in a mob you move as a mob. The mob really moves as a mass of single players, and I think the reason for this is because there's no motivation or group dynamic within this spontaneous mass of people.
However, experience in this and other games has taught me that when you pick people out of the mob and put them with people who actually have their own communication going on (tactics) and their own ability to work as a group for a specific goal that may only be tangential to the goal of a Mob (strategy), then they will perform multiple times better than they will in a Mob. Mobs are also pure chaos on wheels. Throw them at an organized group and it's like filling a knight's armor with bees, they're proper and tactical one minute and completely surrounded, fighting to survive, and trying to figure out what's going on the next.
I also think it's impractical to start identifying and defining ever more specialized groups instead of simply embracing the fact that a small grouping of any configuration of players is fully capable of doing absolutely everything and every kind of mission. If this were WoW I'd be talking about specialized units of rogues and stealthy druids. If this was SWTOR I'd be letting the enemy hit anvils of Juggernaughts with Sorcerors and hitting them with hammers of Bounty Hunters and Assassins. But it isn't. The lack of specialization (or more specifically the fact that everyone specialized into everything) means you can have a basic unit that's capable of anything and completely self-contained, but as long as they have proper communication within the group, they have a good advantage over simply using a mob of players. So, that's why the only real things I defined were a unit more tactically viable than a mob, and two pretty simple units with broad goals that very small groups of friends/guildies/whatever can form easily and still lend a helping hand to the entire group without simply rolling themselves in with a mob.
It definitely felt like this feature should already have been included in the beta, I'm glad they're working on it.
By the way, did anyone notice if there was a 'randomise appearance' in character creation process? I think this would be useful, particularly for colours.
Sweet, that's one thing I missed.
I think calling all the stories shit is also far too harsh, and I would have expected better explanations from some of you who've said that. Not enjoying your particular choices does not make the story line terrible.
I agree on the Norn comments. I always loved the fact that their idea of immortality and an afterlife was through the deeds they did today. I did have to chuckle and roll my eyes a bit when 2/3 of the starting options were "you got drunk and made poor decisions!"
Possibly as an attrition mechanic, to encourage people back to town without giving them heaps of useless equipment.
They took them out at one point and people complained.
The answer is mostly 'flavor'.
Also to me certain things that dont have use for money should never drop it. When I kill a pig, i shouldnt get money.
What is there to explain? I felt they were terrible. And not just terrible in the constant, overarching video game stories are always terrible meta sense. I mean even by video game standards they were just bad. When it wasn't being tedious, boring cliche standard 1980's fantasy drek then it was just straight up being poorly told. Any combination of bad VA, VA not working right, npc's saying things that don't make any sense at all, events being poorly explained, the list is basically endless. They are especially terrible in comparison to TOR, but even compared to what WoW has been doing in wrath and cataclysm it's just bad, and WoW's story is best described as completely embarrassing about 95% of the time. But I would still take every single one of the 1-60 zone plots added in cataclysm over this malarky.
For the record, the story arcs that I personally played through were human noble, human carnie, human street rat, half of the charr blood legion, and 2 norns that I have no idea how their story related at all to my character creation choices (though what I did at the moot did come up in the level 10+ norn, I gave up on that class though after doing a couple of the story instances for unrelated reasons). If I had to describe the quality in a pithy statement I would say that the quality of story is about what I have come to expect from a couple of my very mediocre tabletop rpg groups.
LoL: failboattootoot
Great question! Basically, it's to help encourage you to go back to sell, as well as to provide a contrast for the stuff that's NOT junk.
It also ties in to the satisfaction of looting. Without junk items, the amount of looting you'd do would go down.
Also, enemies in this game really don't drop money all that often, so junk items provide a steady trickle of cash.
Edit: Worse than flying mounts is the great suggestion that they should put the option in the cash shop to make the characters naked. . .
Edit 2: The official forums make guru look like a brain trust.
I put a suggestion for it too. I also tried to fnd if the devs ever said anything about the cap but couldn't find anything
I tried to look for a previous one. It's pretty hard to search their forum.
Watch this. Actually listen to the corny as fuck dialogue (including the ambient speech, it is story relevant). Listen to it's delivery. If you like this then you are my mom, who also enjoyed the personal storylines extensively. She also likes the tomb raider movie.
LoL: failboattootoot
Dinky. Dinky is the best. And so was the charr storyline.