do you want Voxel for Guild Keep
Regardless of whether we’d like it or not, I’m pretty sure the engine isn’t designed to allow for voxel-play to be a thing.
Time is a river.
The door is ajar.
Everything I’ve seen with voxels turns destructible objects into immersion-destroying minecraft blocks.
No thanks
Mains — Mathias of the Wood [Ranger]; Collaborator Bluatt [Engineer]
Alts — Necromancer, Warrior, Elementalist
Regardless of whether we’d like it or not, I’m pretty sure the engine isn’t designed to allow for voxel-play to be a thing.
Its all in how its done. Rift didnt change engine and it pulled it off with gamebyro, same engine as warhammer and DAoC.
Its all in how its done. Rift didnt change engine and it pulled it off with gamebyro, same engine as warhammer and DAoC.
Without derailing too much, Rift dimensions didn’t use voxels (editable pixels); they use props (premade objects).
Time is a river.
The door is ajar.
Everything I’ve seen with voxels turns destructible objects into immersion-destroying minecraft blocks.
No thanks
What? Have you lost your mind?
Check these out, made by players themselves
https://youtu.be/_9HDRp20UMM
Its all in how its done. Rift didnt change engine and it pulled it off with gamebyro, same engine as warhammer and DAoC.
Without derailing too much, Rift dimensions didn’t use voxels (editable pixels); they use props (premade objects).
Well props than. Idc what you call them. I rather that thena bunch of premade guild halls.
Well props than. Idc what you call them. I rather that thena bunch of premade guild halls.
It depends on what the Guild Halls are going to be used for really.
Time is a river.
The door is ajar.
i would like a customizable premade guild hall since i know for sure i wouldn’t be able to create anything as good as gw2 teams can create for me
Join the Rainbow Pride
I’ll be happy enough with pre-made. Some customisability is fine, but largely pre-made is my pref
I’ll hope for something like the CoH base system, but with lessons learned from that.
There were many decorative objects of all kinds, but their best use came when the added in two changes: The ability to rotate them and raise/lower them, and the ability to ignore clipping when placing them.
People were always finding new ways to combine things and make new objects after that, and it lead to some amazing creations.
delicate, brick-like subtlety.
I wouldn’t be surprised if they make the Wizard’s Tower a guild hall.
Sorrow’s Furnace
Voxel .. I don´t even.
..
That´s the problem with all these hype shows.
People without the foggiest clue about coding think stuff like this can be simply added in a “patch”.
Just like Dx6000, no we won´t get VOXELS.
In any way, shape or form.
Voxel .. I don´t even.
..
That´s the problem with all these hype shows.
People without the foggiest clue about coding think stuff like this can be simply added in a “patch”.
Just like Dx6000, no we won´t get VOXELS.
In any way, shape or form.
This isnt a patch, its an expansion pack.
Rift added the same feature in their first expansion pack as well. if they can do it, I dont see how Anet cant as well.
This isnt a patch, its an expansion pack.
Rift added the same feature in their first expansion pack as well. if they can do it, I dont see how Anet cant as well.
When asking for what you want, it’s good to actually precisely define what it is, instead of using words you don’t understand that you picked up somewhere. Quite often those words do not mean what you think they mean, and the end result is (as in this case) getting laughed at.
TL/DR: no, we won’t be getting “voxels”. Neither did Rifts. And for the feature i think you wanted, remember that it was much more compatible with Rifts’ original engine the maps were made on. I’m pretty sure it’s not that easy to do in GW2 as you believe. Instead of something that can be just dropped in a patch, i’m afraid it’s something that would require introducing changes to the engine that would necessitate redoing all already existing maps.
Remember, remember, 15th of November
Voxel .. I don´t even.
..
That´s the problem with all these hype shows.
People without the foggiest clue about coding think stuff like this can be simply added in a “patch”.
Just like Dx6000, no we won´t get VOXELS.
In any way, shape or form.This isnt a patch, its an expansion pack.
Rift added the same feature in their first expansion pack as well. if they can do it, I dont see how Anet cant as well.
Completely different engine and compatibility challenges
Everything I’ve seen with voxels turns destructible objects into immersion-destroying minecraft blocks.
No thanks
That’s the kind of thing people used to say when games went from 2D to 3D. Give it some time and in the future it will be a must have.
But anyway, as someone said, I don’t think it’s possible in this game.
Voxel .. I don´t even.
..
That´s the problem with all these hype shows.
People without the foggiest clue about coding think stuff like this can be simply added in a “patch”.
Just like Dx6000, no we won´t get VOXELS.
In any way, shape or form.This isnt a patch, its an expansion pack.
Rift added the same feature in their first expansion pack as well. if they can do it, I dont see how Anet cant as well.Completely different engine and compatibility challenges
Wait so how can Trion make it work using an old Gamebyro engine (same engine as Elder scrolls, Warhammer online, and DAoC…) to do this, but GW2 with its much newer more advanced engine can’t, which is already being used for many action combat/environmental weapons…?
I don’t see how it can’t be coded in when the game already has feature in place with object placement and drops.
not sure voxel would be the right thing to use here. I know the design team has a set of tools they can use to map create with. maybe just allowing those tools to be used within a defined and limited spaced instance would be what would work here for you guys. Im good with a pre made hall or a customizable one. but knowing Anets past history with effort into the game… likely whats easiest will be whats done.
I just wish guild halls are instances with the same principle as the silverwaste map.
The forts have destructible contents, and we work to protect them.
It would be so cool if guildhalls were subject to occasional monster invasions at random times so that guild members would have to stop (or not they are free) whatever they are doing to protect their HQ.
It would bring new dynamic content that would reinforce the sense of community within the guilds
Wait so how can Trion make it work using an old Gamebyro engine (same engine as Elder scrolls, Warhammer online, and DAoC…) to do this, but GW2 with its much newer more advanced engine can’t, which is already being used for many action combat/environmental weapons…?
Who said the GW2 engine is more advanced? Remember, that this is basically the second version of GW1 engine, with many parts that weren’t really that well done (with consequences that can be felt even now). And those environmental weapons seem to be a resource hog – too many of them can kill, or seriously slow a whole map, as it has happened few times already when some spawned items’ timeouts managed to get circumvented due to a bug. Remember, that the siege engine cap exists not only for gameplay reasons, but for mechanical ones as well – the engine doesn’t cope well with freely-placed objects. Making whole maps out of those is out of the question without some heavy engine rewrites, which i don’t see happening anytime soon.
I don’t see how it can’t be coded in when the game already has feature in place with object placement and drops.
Yes, i am aware that you can’t see it, but it’s only because you aren’t even looking.
Remember, remember, 15th of November
Anybody see the guild hall feature reveal here?