GW2 Gameplay Gamescom 2010
I don’t play ranger, what’s different ?
Well the MP bar as a first.
You can choose what skills your pet uses.
And more.
It looks the same.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
It’s interesting how you dodge with your energy bar, like in TESO. I always thought having the choice between defence and offence was good (old evasive arcana for example, all those traits that turn dodge into an attack)
(edited by emikochan.8504)
If I remember correctly the energy bar wasn’t used for anything other than dodge, so it wasn’t a choice between defense and offense. It worked exactly the same way as now, they just made the bar smaller and put it in a different place.
I don’t think much has changed honestly. They re-worked the Pet UI a lot and IMO made a lot of improvements (like letting you stow the pet outside of battle and removing ressurection) and obviously a few minor things are different, like the pop-up when you get an achievement. But it doesn’t look that different to whats in-game to me.
“Life’s a journey, not a destination.”
Oh, I thought it was also used for skills too, thanks for the clarification.
As my speech teacher would say "He has so many “uhs” its hard to tell if he has any idea what hes talking about after counting 39 of them." That’s what i got from it.
Nvidia GTX 650 Win 7 64bit FFXI 4+yrs/Aion 4+ years Complete Noob~ Veteran OIF/OEF
http://everyonesgrudge.enjin.com/home MY GW2 Music http://tinyurl.com/cm4o6tu
As my speech teacher would say "He has so many “uhs” its hard to tell if he has any idea what hes talking about after counting 39 of them." That’s what i got from it.
Games devs develop games, not speeches.
It’s easy to stumble on words when you have so many things you want to tell someone, and then there’s some NDA stuff you want to say but can’t.
I didn’t experience much of the earlier development of the game and have a hard time discerning any significant differences other than some different UI components. Main thing I took away from it was that the player had their camera zoomed in too far (I’m sure for the purposes of the demo), but had a very good understanding of rangeresque ranged combat and kiting. Maybe it would help some of us if you could point out specific elements that were present and could have be used but weren’t, and why the ranger today is less than it could have been. I have a ranger at 80 some I’m very familiar with the problems of the profession, just not familiar with the etiology of the malaise.
As my speech teacher would say "He has so many “uhs” its hard to tell if he has any idea what hes talking about after counting 39 of them." That’s what i got from it.
Games devs develop games, not speeches.
It’s easy to stumble on words when you have so many things you want to tell someone, and then there’s some NDA stuff you want to say but can’t.
I know, I was just picking :P But I would say that they do tend to accidentally say things in a wrong way that gets taken wrong because of lack of detail or clarification. People on the interwebs will read so far into what someone says if there is even the slightest bit of space to do so. But also, people who went to college took speech classes and public speaking i would assume, so the “uhs” are more of a training exercise than saying that they couldn’t speak better :P
But anyway, the vid is interesting, I think the game has changed over time. But maybe we can look at this again after 2-4 patches and be even more amazed at how far we have come.
Nvidia GTX 650 Win 7 64bit FFXI 4+yrs/Aion 4+ years Complete Noob~ Veteran OIF/OEF
http://everyonesgrudge.enjin.com/home MY GW2 Music http://tinyurl.com/cm4o6tu
I would have definitely liked more of the pet customization elements seen from the 2010 demo. That depth would have added a lot to Ranger.
I liked how the arrows fired from the shortbow felt more like arrows instead of a steady stream. The targeting direction for the spread shot seems unnecessary; I can understand why they removed that. However, I have mixed feelings about the rooting from the skill. I can see some small value in a sort of rooting mechanism for some skills. Perhaps a slight movement speed reduction could be added to a few frames of skills that originally had a root.
After watching the video, I noticed a slight transition from a more action-oriented game to a more mmo-friendly game. It explains why I originally had incorrect expectations that GW2 would be more like Monster Hunter in that regard. In retrospect, this should have been obvious; selecting a target of your attacks is not at all a part of MH.