Showing Posts For Aaron Ansari.1604:

Zephyrites heading west.

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Well, it would have to be a new continent, one we’ve never heard of. That said, there’s still the possibility that they went west for reasons unrelated to their plans- maybe their attackers forced them to divert, maybe something lured them west… normally, I’d favor the simplest explanation, but simply because there’s been no indication of civilization west of Tyria I’m inclined to believe there’s something more going on here.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Let's talk drakes

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I do think there were a couple times when saltsprays were called drakes, so it seems likely that they were at least related to dragons… but as we understood the term in guild wars 1. Even saltsprays were really nothing more than magical reptiles, albeit with intelligence not demonstrated by any Tyrian drake. No reasonable grounds to assert that they’re connected to the Elder Dragons, or the Elder Dragon champions that are now what is usually meant by the term “dragons”.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

The Other Tree

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Well, actually, it’s likely to be a white-and-pink tree against a blue background, looking at our precedent.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Interracial relationship

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I’d disagree with your analysis of the asura, actually. Those are certainly the cultural standards of their race, but the asura are so loose-knit that many, perhaps even the majority, of those that venture out of the homogenous cultural centers don’t give a fig about that. We have plenty of examples of asura working abroad who treat other races as full equals, if a bit slow on the uptake.

I see your point, but I can’t think of any example where the Asura doesn’t have any arrogant undertones. Even Asura aboard always try to act objectively and in the name of science… Which leads me to believe they all share those same core characteristics. But feel free to prove me wrong. The only exception are pirates I think.

Macha is the obvious answer, who at least didn’t start as any more pirate than your typical asura. Zojja, Snaff, and Kranxx all to varying degrees let their hearts rule their heads, and though I will grant that two of the three practically oozed condescension, in real life I’ve found ample examples of people either looking past, or, on the odd occasion, being attracted to that trait. I agree that asura are often flavored by arrogance, but not always to levels that would be difficult for a relationship to get past.

Outside of the books, it’s harder to pin down characters. Even major story NPCs barely had anything fleshing them out until the Living Story rolled around. Still, there are a number of NPCs outside of Rata Sum that mention romance and the like in their ambient dialogues. Come to think of it… EDIT: There’s an asura named Wark, in Blazeridge, who’s working on a perfume to attract women. Good example of how asuran cultural traits can reconcile with romance and the like- it might be a little different than typical human relationships, but the two aren’t incompatible.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

(edited by Aaron Ansari.1604)

Interracial relationship

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I’d disagree with your analysis of the asura, actually. Those are certainly the cultural standards of their race, but the asura are so loose-knit that many, perhaps even the majority, of those that venture out of the homogenous cultural centers don’t give a fig about that. We have plenty of examples of asura working abroad who treat other races as full equals, if a bit slow on the uptake.

I do agree with you on the charr point, but there is a workaround- Lion’s Arch has given rise to charr who are born and raised entirely outside of the legions, with no fahrar, warband, or military regulations.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Interracial relationship

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

You’ve pretty much hit it on the head, Bellyboomer. It’s very, very, very uncommon, but it can and does happen, and I don’t even know that you could say it’s “freaky”- there doesn’t seem to be much in the way of stigma or societal outcasting in Tyria regarding sexual preferences, but also, I don’t see why such relationships would have to be sexual. I would imagine they would lean towards playing out like a typical relationship among one of the participating races, or at weirdest a fusion of two different cultural relationship styles. Such a thing would be no more sexual than a ‘normal’ relationship, and in a few cases I would bet that it’d be much less so- can you imagine any comfortable way for an asura to do it with a charr (or norn)?

As a side note, it’s dev-confirmed that none of the major races are interfertile.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Darker writing in future story content

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Also, I would really like them to tone down the way Asura technology is an answer to everything. I know this is a world filled with magic, but the Asura have become a tiresome plot device.

I second this. I hadn’t thought about it, really, but nearly every important weapon in the game is from the asura. It would be nice to see some variety in the solutions. This may require some creativity, as lasers a quite a straightforward thing. Perhaps the resistance to such magi-tech might prove to be a good twist?

I’d settle for a plot that doesn’t have something that needs to be blasted. I get that this is an MMO, but for kitten’s sake, bigger guns shouldn’t be the answer for every problem.

But yeah, I think between the plot device airship in Arah and pretty much everything Scarlet pulled, we’re overdue for a lot more magi and a lot less tech.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Isles of Janthir

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

There is some White Mantle religious propaganda about the place- they said that they were islands to the south, whose inhabitants possessed the gift of True Sight, the ability to see people for what they really are. Saul, the cult’s founder, supposedly acquired there the Eye of Janthir, an artifact that they said possessed a degree of this True Sight, which they used to identify Chosen to be sacrificed. Obviously, the part about their location was wrong, but I’ll leave it to you to choose how much of the rest you believe.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

The Other Tree

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

What I would point out is that we are able to run full speed everywhere, in real life a person couldn’t maintain that speed for very long, so the seemingly small distances in game would actually seem realistically long if you were to walk them.

No, they don’t. When your character is walking, it only takes four hours to get from eastern Blazeridge to western Brisban. Even scaling it to the in-game day/night cycle, that would mean the entire explorable continent could be walked across in 48 hours.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Amaranda The Lonesome's Enigmatic Utterance

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Well, we definitely didn’t take it. It’s possible there could have been a clandestine behind-the-scenes recovery operation to secretly move it to some organization’s benefit, but unless they intend to make a plot point of it later on, my bet would be that the body was destroyed when the Breechmaker exploded.

If it was rescued, though, I expect it is somehow being dissected in an attempt to find out more on the entity, not being planted just to see what grows on the spot.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Cringeworthy dialog at the Festival

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Hey man, don’t hate on the human-dolyak romance. It’s a time-honored tradition of Tyrian culture.

As for the rest of this… I trust this is an outpour of frustration, and in no way a serious suggestion, ya? Well, I’ve said it before, but since it’s been a while… telling someone you don’t know that they don’t deserve the income that feeds themselves and their families is a very poor way to try to make them interested in pleasing you. If you don’t like the game, you know where the uninstall key is. If you do like the game but just not these parts, yelling into the forum won’t accomplish any more than blowing off steam.

Anyway, moving on to the dialogue… I don’t see what you’re complaining about, especially when you compare with where it was this time last year. The two examples you gave- one was a lightheated minigame NPC how is just there to tease out a chuckle, and one… has nothing wrong with it whatsoever, that I can see. Why would not knowing the contents of their cargo make you jump to the conclusion that they have bad intentions, against literally everything we know about them. Think this through. If we were supposed to be suspicious of the Zephyrites, what should we make of them going out of their way to hold a fundraiser to honor the spirit (not even the words) of an agreement they made with a people they hardly know? Is it all a massive cover-up, for some evil plot to somehow ruin the people of LA by giving them money to rebuild? Do you know how off-the-wall ridiculous that sounds?

Yes, I agree that the writing for the better part of Season 1 was cringe-worthy, including when Scarlet was introduced. By November, though, there were undeniable improvements, and it has just gotten better from there. ANet, at least as far as the Living World is concerned, has built back enough of my trust that I’m happy to give the benefit of the doubt and looking forward to what’s coming next. If you don’t agree, well, it’s a big game. Go find something you do like instead of ruining your time focusing on something you don’t.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

How were ritualists able to use magic...

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Like Valmir said, they were literally channeling the power of the spirits of the dead. I don’t expect that we’ll be getting any better an explanation than that, since ritualists are effectively defunct in the modern day- even if they do still exist in Cantha, it’s been said that they can’t hold a candle to the power the other casters can throw around now.

Note that while we’ve been told that magic predates the gods, we’ve also been told that there was too little of it to be useful before they started playing with the bloodstone, so we can’t simply wave it off as “magic that was usable at the time” .

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Amaranda The Lonesome's Enigmatic Utterance

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Gullik brings the flowers, they don’t grow there.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Zhaitan's corpse?

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I believe the last time they mentioned it was the GuildMag interview last July, but to be clear, they weren’t promising anything- they were just saying it wasn’t off the table, another one of the innumerable hooks they might pick up whenever they feel it is compelling enough.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Zhaitan's corpse?

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

But then again, Glint’s ambient magic lent itself inherently to a specialized subset of air magic. It’s possible Zhaitan’s remains might grant something similarly unique and unprecedented, even if it wouldn’t corrupt anyone.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Best way to learn the WHOLE lore?

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Aye, I suppose I did become needlessly bitter there. Prophecies would be good for witnessing events of historical relevance to Ascalon and Kryta (and the humans and charr), and EotN depicts a good deal of important asura, norn, charr, and dwarf events, as well as the first stirring of the dragons. I’m not convinced that you’d learn anything important about them that you wouldn’t in GW2, but there is certainly a great deal to be said for witnessing things for yourself, if you have the money and time to spare.

I still hold that Factions and Nightfall have only the smallest of bearing to the current game, but if we ever end up in Cantha or Elona, I would certainly expect that to change.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Best way to learn the WHOLE lore?

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

No one has suggested playing GW1?

It’s nice to get a view of how the world was back then, but to be honest… too much has changed for me to really say it’s worth the 30 bucks to learn about. I mean that both in-game (the technological and magical advancement, the changed power dynamic, and the Elder Dragons) and out-of-game (the alteration of pretty much all of the wide-scale background lore in accordance to new design principles). So much of what is learned in Guild Wars 1 is simply wrong now, and what isn’t is pretty much irrelevant- either it has no impact, or the relevant bits can just as easily, nay, more easily be picked out in GW2. They’re quite simply two different games, and while the continuity is there, it’s taken a backseat to several other things.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Portal in Fort Vandal for Living Story S2 map

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

There’s also a portal near a broken bridge, this would be a more likely candidate to open up since the image of the portal that anet released was more natural, although it doesn’t fit completely. It would be stupid if Anet opens an entire new portal when there are these two portals lying around since launch.

Actually… that appears to be exactly what they mean to do. Datamining shows a new section of Brisban in the south-west corner, and while I’m usually skeptical of such things, our map has already been changed accordingly- compare your current map to the one on the wiki, and you’ll see some structures that weren’t shown before, which are the north-east edge of the new part. Nothing actually changed in the zone yet, so we can’t sneak back there to peak, but I can’t believe that they would bother to add in such a small area to the edge of the map if they intended to use a portal somewhere else for the travel.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

What is this thing? Pic inside.

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Could be wrong, I didn’t much care for that side of the map, but I believe that was one of the chaotic anomalies caused by the Inquest dumping arcane waste. Magical radiation, if you will, doing all sorts of weird things like that sort does in the comics.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Deldrimor war camp and copperhammer mines

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Where Copperhammer should be is (a ways) off the map, but nonetheless that dredge mine is Copperhammer now. The PoI even says so.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Portal in Fort Vandal for Living Story S2 map

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

It’s been back there since launch.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Deldrimor war camp and copperhammer mines

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

The dredge mines in northeast Timberline are what is left of Copperhammer, though it’s perhaps the most extreme of those cases where the new location doesn’t match up to the old. There’s nothing remaining of the Deldrimor war camp, but it’d be someplace in the boundary wall between Dredgehaunt and Timberline.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Megaservers and RP

in Guild Wars 2 Discussion

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

So, we’ve hit the two month mark with megaservers. Honestly, I find it quite disheartening that there’s been a total of one dev comment on the official feedback thread in that time, but I’m not chiming in to stir that particular pot. ANet used that post to mention that they have a team working on the megaserver behind the scenes, and I have heard some anecdotal accounts that the sorting has improved to some degree in sanctioned game types, so what I want to know is: have you guys seen any improvement? Are you running into any more spontaneous roleplay than, say in the first week, or first month, of the system? Are you having any easier time getting people together for organized scenes? And also, is this too little, too late? How many rpers do you know that have left the game for good? Most importantly, have you managed to salvage a way to keep your playstyle intact, or is it an impossible task now?

As for myself, I can’t remark on any long-term trends, but in the week since I’ve gotten back I’ve seen RP happening several times in the Grove, once in Brisban, and once in Ebonhawke. To be sure, I found listening in to these scenes immensely enjoyable, and it’s something that never happened on my home server before- but once it was over, I always found myself concerned. I’m not a roleplayer, and while I often guested to TC to watch you guys in action, my presence was never any boon to you. Every time I find myself on a map with roleplayers now, I’m taking up a slot that could’ve gone to someone who would actually join the scene and be of use to the community, and that shouldn’t be happening. I know a fellow AR player chimed in much earlier here to support the new influx of rpers into our maps, but seeing how isolated these people are, and how vulnerable to trolls, I don’t think the supposed benefit of our tiny subset of your community even begins to make up for the sundering of the bulk of the community that was on TC. From an outsider’s perspective, it felt like they were adrift in foreign and sometimes hostile waters, and I suspect it must have felt even worse in their shoes, which brings me to my second concern. I’ve never seen more than 3 or 4 rpers on a map at a time, excepting that one occasion in Brisban. What’s more, at the places I used to know would reliably flood my chat on TC- DR, Queensdale, LA-I haven’t seen any rp, with the exception of the Grove. Maybe this is because the algorithm sorts me better on higher population maps, but the comments of the Ebonhawke group seemed to suggest that they, at least, had felt forced out of their hubs. Knowing you guys are dispersed now across not only servers but even maps, with no tools but the friends list to hunt for each other, and seeing the number of very outspoken people falling unaccountably silent on this thread… I’m worried for you, and wonder if I should instead be mourning. I always found the rp community to be exceptionally well-mannered and friendly, and some of the most entertaining, creative people to watch and adventure in Tyria with. The fact that what I can only call the best part of the GW2 community appears to have been all but stamped out while I was gone saddens me- and this is one of the cases where I expect the appearance is more important than the reality.

So please, chime in! Let me know what it’s like from an insider view, and let the forums know that at least a few of you are still holding on despite what this change has put you through.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

(edited by Aaron Ansari.1604)

Nightmare/Krait feelings towards the Toxic?

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

We know from here that no sylvari awaken into nightmare. They might have been influenced enough by the darkness in the Dream to seek the Court out, but until they do so they haven’t reached the consumed-by-evil point of no return that marks a Courtier. They’d more likely fall into the second category, and we know from pre-release stuff that the Court uses some special pageant to “awaken the nightmare within their spirit”. Since I can’t see someone being tortured cooperating with such a thing until they’re already that far gone, I imagine those conversion pods probably have a less refined way to force the change on them.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

White Mantle resurgence

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

That symbol is displayed at quite a few bandit camps. It’s not the same as the White Mantle symbol, but it is similar enough, especially with our knowledge that they have some degree of presence within the bandits.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Best way to learn the WHOLE lore?

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

A lot of patience reading the wiki, and then a lot of time here to see what the wiki got wrong.

On a serious note, though, I don’t think it can be done. My advice would be just get out into the game, talk to all the characters you see while you play, seek out all the weird corners, and get a feel for the world. It goes much farther than some bare-bones lecture on a forum. Of course, if you have any specific questions, either the wiki or this here lore forum ought to be able to help you out.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Hold on a second....

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

The spirits of the wyld hold an interesting information. The owl has been slaughtered and we see basically now owls in the open world, except around the slaughterhouse and some in hoelbrack. I never heard that the eagle is a spirit, but I put him into the spiritworld, because there are some interesting observations. The eagle at all is missing from Tyria, he only appears in a risen version, but (and there is the tie to the owl) we see him in griffons just like the owl. The griffon at all is a fantasy mix creature in our normal world (don’t know if it’s equal in Tyria).

Um… no. There are a lot of eagles and owls all over the place, especially in the Shiverpeaks and parts of Kryta. They’re definitely not at any risk of dying out. You are right about the death of Owl affecting owls, though; according to one of the norn in Hoelbrak, they’ve all become more befuddled and less competent since the spirit was consumed. They do still exist, though.

Actually, we do know that there was only one Khan-Ur, though there had been many attempts. We know this as it is said in different places that the first Khan-Ur’s children and the last Khan-Ur’s children formed the Four Legions upon the Khan-Ur’s death.

Do you remember where the reference to the first Khan-Ur’s children was? I don’t believe I’ve seen that one.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

(edited by Aaron Ansari.1604)

The Arc, Dialog, Writing and Season 2

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I’ll agree that the biconics didn’t serve much as an integral part of the story, but they did fill a very necessary role- recurring characters, when they’re good (and I do believe this set are), are needed to invite emotional investment in what was otherwise a disjointed, often whacky (more frequently than would’ve been healthy), continent spanning series of events. I can’t speak for others, but they were the only thing that pulled me back after the June-August releases left me fighting an urge to throw up my hands in disgust and abandon the Living World entirely. Without the biconics in season 1, the disconnect with the existing world would have been nigh-total, and the only personifying elements to what would otherwise be a bimonthly rinse-and-repeat wade through a sea of mobs would’ve been Kiel and Scarlet. Think about how much worse it would’ve been if we had to stake our investment on them.

None of that is to say that the story wouldn’t have been better, or can’t be better going forward, would that kind of character be given a role to play. I like having them around, and think they need to be around, but when they don’t bring anything in particular to the table, or worse, are shoehorned into a release in what feels like a ham-fisted attempt to say “don’t you dare forget about me!”, they become competition to the story, not a part of it. I think we need to see the biconic story arcs through to their end, but I hope from Season 3 onward that concern is taken into account at the drawing board.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

(edited by Aaron Ansari.1604)

Jormag's Tooth

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Just went back to check myself, and it looks like the chains do indeed attach to strips of metal bolted directly to the top of the tooth.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Ressurection Shrines

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

In Istan, Vabbi, and some of the Desolation there are scouts, not priests, and a handful of the Istani scouts at least say they were dispatched to issue bounties- nothing about tending the shrines. Likewise, across EotN, where there is an even larger number of dialogues among the bounty NPCs, there are many mentions of some variation of bounty or other, but not a single one I can recall mentions the shrines they’re standing right next to. There’s just nothing linking the NPCs outside of Pre-Searing and the factional regions of Cantha to the shrines except for physical proximity (and even then, there’s at least one active, unmanned shrine in every explorable area in Echovald and the Jade Sea).

I’m definitely with you on the half-implemented part, though- they always gave me a vibe of a gameplay element that was only ostensibly part of the lore- like waypoints, or skill challenges, or weapon mods. Things that, imo, the game would be better off not trying to reconcile to the world, a view which is certainly slanting my opinion here.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Ressurection Shrines

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Perhaps, but there’s nothing to indicate that that’s the case. Many shrines are placed in areas where such long-term persistent presence would be impossible, and many also are in the territory of leaders who want slain adventurers to stay dead and would take any such maintenance group very much amiss.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Ressurection Shrines

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

As far as the manning goes, I don’t think so. None of the Prophecies shrines (save only Pre-Searing) or the shrines in the first half of Factions had attendants, and most of the Nightfall scouts seemed to only hang around shrines to relay information to people coming out of them, rather than being some integral part of its function. The EotN shrines, at least in the asura and norn areas, were almost entirely attended by people who were supposed to be out killing things but were too lazy to do it themselves.

I think making the shrines reliant on the Gods would be a good move for ANet. They already had some religious themes going, and it would be a tidy answer for why resurrection has died out, at least when combined with the fact that the profession that had most of the rez skills believed they were drawing their power from the gods.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Ressurection Shrines

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

That’s actually… path 2 I wanna say. Path 1 is engineer/the searing effigy.

Though weirdly enough, in that instance you can go to the back of the room and down a short hallway to a small chamber with a coffin on a pedestal, bound tightly in chains (with the chains secured to the floor). Gaheron’s coffin?

The place is called Mausoleum of the Khan-Ur, so it had to be some Flame Legion Imperator more arrogant than wise. Gaheron is as good a guess as any other.

As far as the unprecedented bit goes, Magg only mentions “a body”, and never said whether it was Gaheron’s original or not. Combining that with the rest of the dialogue, where he discusses the implications of what sounds to just be run-of-the-mill resurrection, I don’t think there’s any reason to believe he was referring to a specific sort of rezzing, as opposed to resurrection as a whole.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Ressurection Shrines

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I agree with that. Just a couple, as easter eggs, wouldn’t have caused any problems. I guess the question then is: are there any? I’ll admit, without the giant glowing ball of overbrilliant frustration, I don’t think I’d be able to distinguish a shrine from surrounding ruins unless I was very specifically keeping an eye out for it.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Hold on a second....

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I think gods are at all bad defined. Where does it start where does it end? Are the six minor or major? Do they have copies? If yes, are they the copies?

Honestly, I’m of the opinion that that’s the way it should be. These are gods, after all, and what separates a god from some very powerful being is that they are somehow beyond mortals- be it beyond mortal lifespan, beyond mortal powers, beyond mortal knowledge, beyond mortal comprehension, any will do, but the more you have, the more that makes them a god. When the defining trait is some sort of mysterious, nebulous “greater-than-thou”- usually referred to as divinity- categories and exact limits shouldn’t be applicable, or they go from being gods to some sort of natural (magical) phenomena, to be scientifically dismantled and filed away like all the rest. Once it’s gotten to that point, there’s really no point to having gods at all.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Jormag's Tooth

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Besides, I don’t think the norn would hold onto anything with even a trace of power left in it, if only because having the Sons constantly worshiping in your main hall would wear on the nerves.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Ressurection Shrines

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Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I’d guess it’s an attempt to remove the confusion of having resurrection shrines in a game without resurrection. The things were tied way too much into GW1 mechanics, and way too little into GW1 lore, to be ported to GW2.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Hold on a second....

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

The gods won’t be back because they don’t fit the game. Human gods in a game of mostly non-human races doesn’t work.

I wouldn’t say it doesn’t work- in fact, the way the story team very early on bothered to define how the other races handle the Six meant that the way was paved for the gods to be able to work years before launch. I think the bigger issue, one that came up a lot back in July, is that the gods have really become sort of symbolic for fans’ nostalgia for GW1, and I just cannot imagine a way any story thread or plot line could live up to even most of the expectations us players would heap upon it.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

The Arc, Dialog, Writing and Season 2

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

As someone who also temporarily had Caladbolg forced on him, at the start of the most difficult quest up to that point, and got facerolled as a result… nope. Definitely not envy. Pity, more like.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

The Charr and human remnants in Ascalon

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I’m using the same map, actually. Go That Shaman! The Historical Monument, though, was just outside the walls of Drascir, for the Six know what reason. Surmia itself is just to the north of the outpost, and there were pretty extensive ruins- about as much left as Ascalon City, though spread over a somewhat larger area.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

The Charr and human remnants in Ascalon

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Surmia would’ve been where Bria’s Manor is, and Drascir would be just east of the explorable Iron Marches. Neither of them have any sign remaining in GW2, though is suppose hypothetically it’d be possible to add Drascir in as a new area in IM, like they did with the guild puzzles.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

The Charr and human remnants in Ascalon

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

King’s Watch is off the explorable map, but yeah, I’m really disappointed they didn’t put in Surmia or Drascir.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Questions about Malchor

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

That reddit post is outdated now- it was working off the assumption that it couldn’t have been Malchor, but ANet has specifically opened that possibility up again. Similarly, the “where his father had fallen” thing could easily refer to Malchor, since Dhuum was defeated in the area known as Malchor’s Leap; alternatively, taking into context the full quote- “Standing before his immortal mother, Grenth claimed his place among the gods. Where his father had fallen, Grenth would rise.”- it could have referring to his father being mortal and so dying, while Grenth became an immortal god.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Necromancers and zombies

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I’m not sure. All of the other minions require some sort of dead remains, and the shadow fiend certainly looks identical to a shade. And necros do seem to have edged into ritualist territory in other places, so maybe it isn’t so strange that they would be binding souls to their will. Bit of a scary thought, though.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Necromancers and zombies

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Not that we’ve seen, to my knowledge. The only undead we’ve seen past the minion level were either created of their own accord (or at least believed to be), or raised by other, more powerful undead. Necromancers, so far as we’ve seen, are limited to creating what are essentially puppets, with only a rudimentary degree of intelligence, and seemingly no lingering sense of self or who they were in life. (There is one case where a minion talks, but it was just some variant of “by your command”, iirc.)

That said, necromancers are fully capable of making a given body a minion without altering it’s shape. While pretty much mindless, and not meaningfully different from the patchwork minions we use in-game, that is sufficient to count as “raising the dead” or “zombies” in some settings.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

(edited by Aaron Ansari.1604)

Hold on a second....

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I’m not saying it is impossible, but the way we’ve had it portrayed to us, the gods left out of concern for the humans. They wanted humans to fend for themselves, not be trapped in a dependency on deities, and they also before the Exodus came to the conclusion that their presence and meddling was causing more problems than it solved.

Given that the jotun do not remember ever worshiping gods, Thruln’s claims take on a subtext of seizing on a scapegoat- “Look, it’s not our fault we’re this way! Someone else must be responsible! What about these guys? They did something that seems similar to what was done to us. It must have been them!”

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Will M.O.X. appear in GW2?

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I believe the M.O.X. and Zinn quests were before Guild Wars Beyond- same sort of content, but not built with Guild Wars 2 in mind. Just some fun quests and an easily accessible hero in Prophecies and Factions.

That said, I see no reason why he couldn’t return, being a G.O.L.E.M. and all. I think you touched on the problem, though: M.O.X. would have direct knowledge of our Guild Wars 1 character, and that’s a tangle ANet may well be better off avoiding.

Weren’t MOX and Zinn introducted with EOTN? And wasn’t EOTN meant as an intro leading up to GW2?

For the first part, no. They came more than a year after EotN, as part of/to celebrate a new GotY edition of the game. Kinda like the /bonus stuff, but characters instead of weapons.

For the second part, while the main plot threads and design changes were indeed laid to change the direction, there was a lot of secondary stuff that had no relevance to GW2. Even if M.O.X. had come out a year early, his kind of content would have fallen into the secondary category.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Questions about Malchor

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

I dunno. If that’s not a mask, then Grenth is missing his lower jaw.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Nightmare/Krait feelings towards the Toxic?

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Unless actions they perform go into the dream regardless, and it’s not just the victim who effects the dream, but also the person performing the torture.

It think that’s the real reason. The memories of the nightmare court enter the dream, and some of what newborn Sylvari experience will be memories of torturing innocent creatures.

That only works for a while, though. After a certain point, the courtiers just become too jaded from their work for their experiences to be likely to be taken into the Dream. It would make for a good initiation, but it’s not something that is very efficient in the mid-to-long run.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.

Nightmare/Krait feelings towards the Toxic?

in Lore

Posted by: Aaron Ansari.1604

Aaron Ansari.1604

Why test hypnosis on skritt? They’d likely be the EASIEST to do it to, regardless of style.

Because if a skritt managed to escape, or if the hypnosis didn’t quite take, it wouldn’t be a big deal. What can Skrittsburgh do? If they jumped straight to sylvari, and the same thing happened, the Wardens would almost have no choice but to retaliate, and that would be a much bigger problem.

Besides, skritt are also plentiful, and the other forces they’re aligned with ensure a steady supply and demand.

R.I.P., Old Man of Auld Red Wharf. Gone but never forgotten.