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Guild Wars 2 Trailer Premiere!


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Max u gonna buy box game or download?

:)

 

gogo

 

Most likely boxed game.

 

Here's a few questions about crafing being answered by the devs :

 

My link

It's the second post of the page.

 

 

Max

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And here's the official Thief page : LINK

 

 

Max

 

Good looking page, thanks Max, again, for keeping us up to date!

 

 

Im likeing the look of the thief...some interesting abilities.

 

Did you guys see...

 

GUNS!

 

http://www.youtube.com/watch?v=Mj--ujeT5ME

 

DUEL WIELDING PISTOLS

 

Just that alone...I've never played a game that has this... I'm taken back to that insane DarkMan scene from the movie where he shoots down an airplane rushing him with his two pistols.

 

Epic!

 

:mafia:

 

gogo

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  • 1 month later...

I think the thing that most entertained me about that video was the music. It made me think of the scene in the lord of the rings movies when you see the orcs being born/created around saurumans tower and the similar sort of flame and iron industrial setting.

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Did you guys see their cars? We're going to get to drive batmobiles!

 

2hg4duf.jpg

 

DB, ha...that's what Schot said too now about it before I told him about your comment too.

 

 

 

:)

 

gogo

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  • 3 weeks later...
  • 2 weeks later...

Think I'm going to be a charr, as for class, so far I'm leaning toward necromancer (I currently have a level 7, though lacking any sort of coherent build/drive to look at every skill I have or can get to make a specific skill set, I grew bored with him), or whatever incarnation of the dervish appears (scyyyyyythes, oh and avatar forms). Hope they let you use more than just 8 skills at once, though it does make you think of and stick to a certain strategy/playstyle.

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I just saw the video...hmmm... a bit lacklustre...definitely not my style of play...at least during the beginning...is this going to be some kind of support class or something? I mean..if you're going to shoot stuff, nothing so far comes close to the Thiefs duel pistol rapid action firing.

 

So far, Guardian looks to be my choice

 

:)

 

gogo

 

p.s. Lion's Arch Video is awesome

 

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Playing Torchlight as an archer I got used to the idea of traps and turrets and eventually it does pay off, but I think this (the engineer) is a more "use it"/"don't use it" "but it's there" class... I suppose that depending on how many people actually play as an engineer the decision could be made later on to patch him a little?

At the moment I'm not as interested in the necromancer as any of the other classes, but my first choice might just be the guardian... depending on the last reveal :Just_Cuz_12: . Out of the classes revealed so far we have IMO dark: necromancer, light:guardian, earth:ranger, mage:elementalist, warrior:...err warrior, stealth:thief, tactical:engineer. I'm willing to bet the final class might be leech:vampire?

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Hoping necro has permanent minions (die when damaged enough, not on a 1 minute timer X_X) and someone has scythes. Also, just me or does anyone else think it'd be awesome if (independent) Margonites are made a playable race in GW2 (dunno if the story allows for it as I haven't finished the nightfall campaign yet)?

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Playing Torchlight as an archer I got used to the idea of traps and turrets and eventually it does pay off, but I think this (the engineer) is a more "use it"/"don't use it" "but it's there" class... I suppose that depending on how many people actually play as an engineer the decision could be made later on to patch him a little?

At the moment I'm not as interested in the necromancer as any of the other classes, but my first choice might just be the guardian... depending on the last reveal :Just_Cuz_12: . Out of the classes revealed so far we have IMO dark: necromancer, light:guardian, earth:ranger, mage:elementalist, warrior:...err warrior, stealth:thief, tactical:engineer. I'm willing to bet the final class might be leech:vampire?

 

 

I'm so curious about this last class as well. Is there any rumors out about it at all? Seriously, so far the best ones I've seen for GW2 has got to be the thief and the (for me) warrior...they just have so much action in them...I hope the last class is really something special..out of the ordinary...and yeah I'd love a vampire!

 

Hoping necro has permanent minions (die when damaged enough, not on a 1 minute timer X_X) and someone has scythes. Also, just me or does anyone else think it'd be awesome if (independent) Margonites are made a playable race in GW2 (dunno if the story allows for it as I haven't finished the nightfall campaign yet)?

 

 

Ah, the margonites...that would be a great idea! Though, I must say I've taken a little fondness for those cute little robot things with a predilection for all things mechanical. They weren't in the game when I was playing, so for me, new stuff.

 

:)

 

gogo

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I'm so curious about this last class as well. Is there any rumors out about it at all?

 

Well, there is a lot of speculation about the last profession being a mesmer (or a mesmer-like). Some of the lore seem to kind prove that mesmer will be in the game, but some part of the combat system that has been showed for the game make us think that the Mesmer won't be in the game.

 

For example, if I remember correctly, the devs removed hexes and interrupts, so even if the Mesmer is the last profession, it won't be like GW1.

 

EDIT : oh and here's a video about the dye system.

I read that you don't buy dyes in guild wars 2. you find/unlock them and they are available for every character in your account.

 

Max

Edited by Flooxim
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  • 1 month later...

Here's an article about dungeons, they're dynamic too : LINK

 

Here's an article about Guild Wars 2 underwater combat, which looks really awesome : LINK

 

EDIT : And here's a video about both the dungeons and underwater combat :

 

EDIT : And here's a video with a Charr Thief having trouble killing some animals, and the others almost make fun of him :

http://www.youtube.com/watch?v=HvfnjvJWQ3o

 

EDIT 2 : And here's a good summary of Guild Wars 2 by IGN :

 

EDIT 3 : And here's a 20-minute underwater gameplay video from Gamespot :

I like how he pulled the boss out of the water to completely change the combat.

 

 

Max

Edited by Flooxim
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  • 1 month later...

The devs wrote a blog entry about Guild Wars 2 sound, but here's what I took out from it :

 

Finally, no matter how fantastic a game’s music is, when you hear the same music for the thousandth time, you start wanting to change things up a bit. Many players will simply turn the game music off and play their own collections. The problem is that an external music player has no context as to what’s going on in-game. Guild Wars 2 will offer a solution for this as well. We’re giving players the option of choosing external music playlists that the game’s audio engine will use as a replacement for the default in-game music. Players can choose different playlists for background ambience and battle music, for instance. Additionally, when appropriate, such as during cinematics, the game can revert back to in-game music temporarily to give the best possible cinematic experience, then resume the custom playlist when it’s done.

 

Max

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:drool: x100

 

I'm just wondering about this whole dynamic events system... They say that you'd be tasked with defending a town and if you don't succeed, it will be overrun. If your fight back is unsuccessful, the enemy will turn the town into a stronghold. Now what if you logged off in a specific peaceful town a week ago and during that week suddenly the town is turned into enemy stronghold? Does your game continue in the middle of chaos as if you were soundly asleep during the entire combat? And what if no-one was around to save the town in the first place? Does a falling tree make a sound if no-one is there to hear it?

 

Will certain dynamic events "respawn". I read somewhere that one person might read a magic book in the highest room of the highest tower on the highest mountain and that will set off a whole new set of dynamic events... So will that be "it"? This one person was the only one who could do it? Or will some other person be able to do the same later on? Say, a week or a month later. Would this not lead to camping?

 

Also, the videos all look great ( :drool: ) and are "in game" footage, but what about those slowmo's? Surely an MMO can't turn real time action into slow motion just for a certain player? The slow motion video sequences has to be edited, right?

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It is Cool!

 

that entire article by the creator about how the "illusion" of body form is being created

 

The solution was to create an illusion of anatomy.

 

... fascinating. I've always loved the care and thought put into this game. And to hear the story of this race's creation from beginning to end moves me and connects me personally to the creators of this game...something I'm sure games must desire.

 

Looking forward to this gem!

 

:)

 

gogo

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And here'a the video showing the sylvari in-game, and the designers both explaining the change for the Sylvari :

 

 

 

Max

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There is going to be a new demo at Gamescom later this month.

 

Good news is that they improved a few things.

Sad news is that some of these things are quite major, so I doubt we see a beta by the end of the year.

 

Here's the article about the changes (I put the really important parts in bold and added some comments in red) :

As a company, we like to say that we iterate on our game—a lot. There are three different ways that we can make changes: we can remove things, we can change things, and we can add things. Luckily for anyone playing the demo a second, third or twentieth time, we have done all three of these things to many aspects of the game.

 

For me, the best part of these demos is how they let players see the iterative process. From PAX East and the introduction of thief, to Comic-Con where we tried an initiative system with cheaper costs and slower regeneration, and to gamescom where the thief will use the original numbers once again. I’m sure that people are theory-crafting on which is better. Thankfully we don’t have to theorize; we can play it and see for ourselves. The slower-regen idea seemed so good on paper, but in practice the original design was just more fun. As we roll into this next demo season, there are a few major changes that we thought we should tell you about, and without further ado, here they are.

 

Energy

 

Skills no longer cost energy. This means energy potions are also gone. (Sorry to everyone who so vehemently helped us defend their existence.) In place of the energy-potion button is a new dodge button. This allows players to use the mouse to dodge and lets players bind dodge to a single keystroke. If you are moving in a direction, the dodge will take that into account and dodge in that direction. If you are not moving, you will dodge backward. Dodging now also evades attacks, making it a more effective and understandable way to avoid big creature attacks or to get out of Area of Effect spells. Dodging is limited by energy, which regenerates over time.

 

We have a new long-term replacement for the other benefits that energy potions provided to our system, but since it is not in the game yet, we aren’t talking about it.

 

Skill Acquisition

 

The acquisition of skills is changing. Why? Because it wasn’t helping teach people the game, it didn’t fit with how skills actually worked, and it didn’t carry over the fun collection element that made the original Guild Wars unique.

 

A weapon’s skills are now learned by fighting with that weapon. Just like Dungeon Siege 1 Because weapon skills are tied to weapon use, there is no reason to visit a trainer and make choices about which ones to unlock. Instead, it makes more sense to learn how to use the weapon by, you know, actually using it.

 

Non-weapon skills are learned in a different way. The second half of the bar will be unlocked using a collection mechanic similar to Guild Wars. We want players to make fun choices about how they build their character, so the new systems will help promote this. Along with this, the player progression of traits, attribute-point spending, and skill tiers have been updated as well, but the final implementation is not a part of this build either. For this demo, the trait panel is disabled, and when the new system is ready, we will explain how it works.

 

 

 

Humans, Charr, Norn, Asura, and Sylvari, Oh My!

 

All of these races are now playable, and the demo content features the human, norn, and charr starting area, as well as a high-level zone where players can experience playing as an asura or sylvari. Here’s a bit of perspective from some of the content designers who worked on these areas.

 

Charr Personal Story

 

 

 

“This is the first time you’ll be seeing the story from the charr perspective. Given the charr’s antagonist role in the past, we took great care to craft a starter experience that will showcase the role of the charr in modern Tyria, focusing on what charr do best: war.

 

 

 

Depending on the legion you join, you’ll end up leading an elite squad of charr warriors, stalking traitors through the alleys of the Black Citadel or manning a gigantic ghost-busting cannon. Expect plenty of battlefield heroics. Folks that are already fans of the charr have nothing to worry about. We hope that through the story, you’ll see what drives the charr. But this isn’t about humanizing them; they’re still every bit as fearsome and bloodthirsty as you remember.” –Theo Nguyen, Game Designer

 

Plains of Ashford

 

“We are excited to show off the charr starter area, the Plains of Ashford, for the first time. You’ll get to experience the fight against the Flame Legion firsthand, and if you are really skilled, you may even get to fight against the ancient Ascalonians. The Plains of Ashford is a dangerous place, which suits the charr just fine, and it’s a great testing ground for the changes we’ve made to all the classes, and for the feel of the game in general. If you get some time with the game, you’ll also get to try out our newly prolific karma vendors. You can find them scattered throughout the starter area of the charr, and it’s our hope that they’ll add some depth to the dynamic event system, providing tangible rewards for playing through as many events as you can. Most importantly, you’ll get to experience our game from a new perspective, that of the ferocious and sometimes savage charr.” –Devon Carver, Game Designer

 

Sparkfly Fen

 

“Blazeridge Steppes set a high bar for our high-level demo content last year, giving players a completely fleshed out map to explore, and ending with an epic battle against the dragon lieutenant, the Shatterer. This year, we aim to bring even more to the table by allowing both asura and sylvari the chance to explore the high-level area of Sparkfly Fen. Without giving away too much, let’s just say that players who experienced our previous demos will not be disappointed. Be sure to keep your eyes open for a special demo opportunity.” –Justin Biller, Game Designer

 

Big, Giant Bosses

 

All of the big, giant bosses have improved; from better cameras to view them to new things we can do with their skills, we have tried to make fighting them a more epic and spectacular experience. Even if you’ve already tried the starter bosses, you will want to give them a second look. There are also some surprise giant events that take place in the high-level area to look out for.

 

Character Customization

 

You can now try out our character customization. We have technology to adjust body types, allowing for stocky, skinny, and muscular characters. Each race has its own unique set of options, including charr horns, norn tattoos, and asura ears. There is a large variety of faces and hairstyles, and you can even customize facial features, including five sliders just for your human character’s nose!

 

Although not every option in every category is available in the demo yet, you should be able to get a good idea of what will be possible by playing around with it.

 

 

 

Skill Improvements

 

Almost every weapon for every profession has changed in some way or another. If you think you knew what a warrior did with a mace, think again. Rest assured, there is a good chance they will change again before the next time players try the game. Here are some new “weapons” that you might not have seen before:

•Ranger greatsword – The ranger’s Area of Effect melee weapon full of chopping, leaping, kicking, evading, and bashing.

•Warrior hammer – Get ready to knock some folks around with this heavy hitter.

•Guardian hammer – A hybrid damage-and-support weapon that helps to control an area.

•Guardian greatsword – Unleash a combination of magic and melee with a massive two-handed blade.

•Elementalist earth attunement – The heavy-duty elementalist attunement with Earthquake, Sandstorm, and a host of good defensive abilities.

 

PvP

 

Structured PvP is here, and it’s ready for players to try out on the show floor. We’re introducing our first map, the Battle of Kyhlo, a conquest map with siege weapons and destructible environments. Here's a leaked picture of the map : http://wiki.guildwars2.com/images/0/00/2011_August_world_vs_world_map.jpg

 

Don’t Panic!

•Ranger lovers, I apologize, but you will have to wait a little bit longer to get your pet love. I assure you it is coming, though.

•Underwater thieves, we didn’t forget about you, either. You will be able to steal underwater, just not in this current demo.

 

So why do we do all of this? We do it to improve upon all aspects of the game that we feel need it. We’re always focusing on making our combat more visceral, our events more dynamic, and our stories more personal. How long will we keep doing this? Until it is ready—and then some.

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