Time is a river.
The door is ajar.
Overly bright.
I’d probably mix in some darker colours just to balance it out.
Tis sad news indeed.
On the brightside, some of the Massively staff are pulling off a phoenix impression and launching MassivelyOP.
The website (though it’s not up yet)
Twitter
Facebook
Wonder if Toli will be writing for them there?
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The Revenants are no profession, but actually a status.
This is no assumption, this is pretty much FACT. Maybe you should get your facts first straight, before you assume, that things that others say are assumptions.
http://en.wikipedia.org/wiki/Revenant
Or maybe the Profession is named so because of other reasons.
For example, where the word Revenant derived from (reveniens, “returning”). This could have a dual meaning: Rytlock ‘returning’ from the Mists with this power and knowledge, and the legends ‘returning’ to the battlefield.
Or maybe because Revenants had a personal story, unlike most of the constructs or spirits Ritualists and Necromancers summon up.
I also find it funny where you say that people shouldn’t assume things, and yet you’re assuming that this profession is ‘conceptual junk’ without even knowing the full lore or mechanics of the profession, and assuming that they bring nothing new.
In the norse mythology for example, Revenants were called “Draugr” So in fact we talk basically about nothing else here, than about zombies and if ANet would hold to the mythologic facts, tan this would theoretically mean, than Rytlock woudl be an undead not, that returned from the realm of death, so the underworld, that is the realm of the death in the mists and its the realm, to which only necromancers are connected too by their lore.
This is your big mistake here: you’re assuming that mythology in Tyria is an exact copy of real-life mythology, and not just drawn inspiration from it.
Lets look at the Norn.
Norn in Germanic mythology were only women who ‘ruled the destiny of Gods and men’, and yet Norn in game can be either male or female.
ANet has made this mistake already in the past with the Dervish and the Paragon, two absolute obsolete classes, which added nothing really new to the game.
I can’t say for sure with the Paragon, but the Dervishes did bring something that the Warriors and Monks couldn’t do.
Firstly, they were a ‘holy warrior’, so to speak, that relied on enchantments based around earth and wind mysticism and removing said enchantments to boost their skills, and these mechanics made sense because of their backstory of mysticism.
Conceptually, the Warrior was a profession that relied on physical training and adrenaline and mastery of arms above all else, while the Monk was, conceptually, a support character based around the divine.
in Guild Wars 2: Heart of Thorns
Posted by: TheDaiBish.9735
I’m pretty sure that I read Specialisations will give:
’Tis sad news indeed.
Massively was the site responsible for my introduction into the world of Tyria when GW2 was announced all them years ago, back when Rubi was running the Flameseeker Prophecies column; naturally, this also got me interested in the first Guild Wars.
Here’s hoping they start something up.
We talked polearms. No polearms in this expansion. Colin said “We warned the art team what the community would think when they saw the trailer, but they chose to make things the way they did.”
It looks like a polearm but it is not. No word if they ever will be.
From the Reddit link provided by psizone.
So, from this interview, they’ve said the Revenant uses the Mists to enhance their skills. The actual quote being:
it uses the Mists in almost all of its weapon skills. Things from the way that it swings its attacks, channel the power of the Mists to enhance and empower those moves
I should note that this explanation was given BEFORE they went on to mention how the Revenant channels spirits, and connected the two mechanics with ‘it is also able to’.
From this I’d imagine they have a Dervish-like mechanic where they spend some sort of resource to give skills extra effects.
in Guild Wars 2: Heart of Thorns
Posted by: TheDaiBish.9735
Maps
Mastery
Specialization
Revenant
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They should have geared the story to lead into Elona or Cantha I think it would be more appealing to go back to the story and areas of GW1.
Except Maguuma was part of GW1 map, and a pretty big part of the story…
Snip
1. Yes, the Underworld is part of the Mists, but it doesn’t make up the entirety of the Mists. For example, the Rift – described as a place of perfect balance, where time stands still and is connected to everywhere – which was in the lore even in GW1.
Fractals are also very much part of the lore now that it’s been introduced; lore doesn’t have to stay stagnant, and can get written as the game advances and new things are understood by inhabitants of the world.
Also, about your complaining of not knowing what happened to Rytlock there; remember, they’re releasing more in-depth details about the different parts of the expansion in a few weeks. I’d be very shocked if they didn’t include a lore explanation there. Heck, I wouldn’t be surprised if they made a book out of it.
2. Who said Rytlock started with Mallyx? How do you know Mallyx isn’t co-operating because the Elder Dragons are somehow causing problems in his domain – the enemy of my enemy is my friend sort of deal? Heck, who even said they talked?
And again, while the Charr didn’t fight him, Rytlock could have found him, as he did with other spirits.
See, until we have more details in a few weeks, neither you nor me can say whether this profession makes any sense lorewise. Though I got the feeling even if they did fill out the lore, you’d still say it makes no sense.
3. You’re assuming that Revenant’s don’t need to train in order to summon and handle spirits.
Also, the professions you mentioned; while they have skills to do with spirits, their main theme, isn’t to do with spirits:
in Guild Wars 2: Heart of Thorns
Posted by: TheDaiBish.9735
As far as I know, dungeons/raids and new races are major feautures in the MMO genre. What would MMOs be without dungeons and races?
Dungeons are major features, but to GW2 it’s not a new feature.
When selling something, you want to emphasis what is new, instead of giving the impression that what you’ll be getting is the same old.
I’d argue that there will be at least one dungeon to hold old Mordy (assuming we fight him at the of the expansion).
GW2 was my second mmo after Lotro and I experienced worst dungeon system here that are just skip trash and kill boss,zerk zerk zerk…
This isn’t an issue with the lack of Trinity though (since even in Trinity games when the dungeon becomes a farm rather than a challenge, you simply plow through the trash and kill the boss); this is down to dungeon, encounter and mob design.
It’s entirely possible to create engaging dungeons and encounters without needing to create roles that are the same for every dungeon.
in Guild Wars 2: Heart of Thorns
Posted by: TheDaiBish.9735
You don’t NEED to buy it to continue playing the game.
However, you do need to buy it if you want to have access to the new content, profession etc.
1. Compared to all othe professions its not even a real profession, its just a piece of supernatural powers, which you just receive simply by jumping into a mist hole, what so far has done only Rytlock out of Living Story Reasons and out of a sudden, there should exist with his return now instantly hundreds of thousands of them, which Rytlock magically teached how to become this “Profession” magically in a blink of an eye.
2. All races making out of a sudden usage of the power of the mists, which in itself is just a special power, that only Necromancers should be able to use, because the Mist is the Realm of the DEAD.
3. Under the Profession Name Marauder would make this concept more sense.
4. So I hope this isn’t final until launch of HoT.
1. The Mists is actually the fabric of time and space which holds multiple realities together. It’d be quite safe to assume that time isn’t constant (since Fractals are part of the Mists, and you can travel back hundreds of years more or less instantaneously) – the few months since Rytlock jumped in could quite easily have been years in the Mists. Not only that, what if this profession gets it’s own tutorial area?
2. Obviously depending on the lore, the sudden appearance of those being able to use the power of the Mists – as well as those having no relation to the spirits summoned – could quite easily be attributed to Rytlock traveling and asking these spirits for help.
3. How does Marauder make any sense? A Marauder is someone that is engaged in banditry.
4. They’ve announced it now, so chances are it won’t change.
Ritualists, Shamans and the like are no “Soldiers”.. this makes no sense DaiBish.
You may not forget, that the Class that you have at the end will still be a soldier in heavy plated armor.
Why does it make no sense for Ritualist or Shaman to be specialisations for a profession that channels spirits? Outside the whole ‘but they don’t wear heavy armour’ thing.
It makes more sense than Crusader or Marauder. Marauder would make more sense for Thief. Crusader would make more sense for Guardian.
Finally, we’re not talking about base professions here; we’re talking about profession specializations.
Since we don’t know more about the classes of skills the Revenant has yet outside of ‘channeling spirits’, Shaman could easily be a specialisation for a support path of skills.
Revenant = Crusader and if theres another Specialization, then I could see also for them something working like Marauder
I can’t see Revenant’s having a specialization named Crusader; it’d be themed around spirits, so names like Ritualist, Shaman, Channeler, Communer etc.
I could also see thieves having a Sniper specialization; Snipers already exist in the game.
I could imagine Crusader being a specialisation for Warriors or Guardians though.
No one will know until they say.
If it follows the GW1 model, it will be B2P.
PvE
WvW
SPvP
Heart of Thorns is a folk band started by Anet, and the entire PAX presentation is actually a gig.
I support the idea of raising lvl cap. Would be nice to get more trait points. But I think the max gear should be kept the same and require lvl 80 to use.
Except you don’t need to raise the level cap to give players access to additional trait points. GW1 had quests that increased the amount of skill points a player could gain after max level.
OP, you claim that players dislike the endgame in GW2. Why do you think that is? Certainly, there are a number of reasons, but one of them reasons I’d guess at is lack of character progression at level 80.
Instead of raising the level cap, why not simply add them elements of ‘character not being done’ – new skills, new traits etc – as progression systems at level 80?
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The only thing I can suggest is get in touch with support.
For future reference, anything with the ‘Unique’ tag on it, you can only equip one of.
GW2 needs Level Cap Increases (must not come together with Equipment Progression that everyone fears so much
For the most part I can see where you’re coming from, but why do you think the game needs level cap increases if you’re not going to attach equipment progression to it?
If it’s just to facilitate various forms of horizontal progression (such as the Sage Traits you mentioned), surely there’s more interesting ways that these forms of progression can be achieved as opposed to just reach X level, unlock Y trait/subclass/etc?
Something like small, challenging instances that are specific to the profession (to keep in the theme of the profession) that can be completed in a variety of ways in order to unlock that particular sub-class? In these instances the player has access to a few skills, gradually unlocking them as they complete the instance.
For example, you have two sub-class routes as a Thief: Saboteur and Assassin. To unlock Saboteur, the player has to plant bombs around the instance in various places to bring it down, while to unlock Assassin the player has to kill a specific target without the rest of the instance being alerted by patrolling mobs.
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I highly doubt that it will be a paid expansion. That would go against everything Anet has promised, even since GW1.
They do not like segregating players due to expansions. To some extent, even GW1 somewhat avoided this (extra campaigns/eotn weren’t required). This is why they strictly stick to a b2p model.
Anet’s philosophy has always been, buy once, play forever.
They only charge for one price to access their service and servers, and anything else they charge for doesn’t deny anyone this access.
Except that the campaigns and expansions of GW1 were required if you wanted access to the new content. Much like traditional expansions.
I’ve also never seen a game have an expansion where, if you don’t buy it, you can’t access the original game or the servers.
As for your buy once, play forever comment, I think you’re misunderstanding what they mean by that. What they’re referring to is that there’s no required sub fee, not that after the initial purchase you’ll never have to buy anything again.
Yes, but the community wasn’t segregated as a whole. A level 20 could still do level 20 content with people. They weren’t separated because the level cap wasn’t increased. In other MMO’s this isn’t true, because they raise the level cap, and you cannot do the new content without extra levels, such as new dungeons, quests, zones, etc. GW1 kept this minimal.
The whole premise of your argument though was about it being a paid expansion, which was what I was addressing.
You made no mention of how the level cap might increase, and level requirements.
What did they promise in the CDI’s?
there is no expansion. and if there is, it will take them at least 2 years to release it. How quickly you forget how long it took them to release GW2 after deciding to abandon gw1.
Except the difference between a core game and an expansion is that with the core game, the majority of the work is the initial coding.
With that in place it can be built upon, hence why expansions tend to take less time to develop.
They may include another class, but after the issues with Charr and armour, I can’t see them including a new race.
I highly doubt that it will be a paid expansion. That would go against everything Anet has promised, even since GW1.
They do not like segregating players due to expansions. To some extent, even GW1 somewhat avoided this (extra campaigns/eotn weren’t required). This is why they strictly stick to a b2p model.
Anet’s philosophy has always been, buy once, play forever.
They only charge for one price to access their service and servers, and anything else they charge for doesn’t deny anyone this access.
Except that the campaigns and expansions of GW1 were required if you wanted access to the new content. Much like traditional expansions.
I’ve also never seen a game have an expansion where, if you don’t buy it, you can’t access the original game or the servers.
As for your buy once, play forever comment, I think you’re misunderstanding what they mean by that. What they’re referring to is that there’s no required sub fee, not that after the initial purchase you’ll never have to buy anything again.
Camp 1: GW1 players who were looking forward to a new engine to GW1 expanding in to crafting (I guess) and such, to provide a new experience with the old game. This was pretty much sold as GW2 right up until the launch when it was clear the Manifesto was ditched.
I dunno.
Aside from that one line – “We take everything you love about GW1…” – I thought it was pretty apparent through the blog posts and demo’s that GW2 would be a lot different from GW1 right from the off, both lorewise and mechanically – no dual classing, set skill slots, traits, no healer, “humans are friends, not food” mentality of the Charr now and so on – before they even opened up the game for pre-order.
Yes, but a new map also adds to the world. Raising numbers in what is essentially a personal map instance doesn’t.
As for the it doesn’t take much, the devs would have to:
I think a better way of adding a ‘hardcore’ mode would be to add a toggle that gimps your character (think gambits; things like lower endurance regen, perma conditions, increased cooldowns, ect) while adding something that benefits your reward gain (+MF%, +Gold%, title tracks: how many enemies killed in each zone (resets on death),world boss kills(doesn’t count if you die, say, 3 times-to account for lag- or if you don’t get gold participation)
Mechanics – Encounter Design
-Raid encounter design (both boss and trash) should require more of the depth of the combat system (CC – hard and soft, fields ect).
It can then be up to the players to organise themselves how they bring these things to the fight: will they have dedicated roles (CCer, Cleanser ect) or will everyone bring a bit what is needed and rotate?
-Build roles into the fight.
A role is simply more than Tank, Support, DPS, CCer ect; rather, roles should be based around these aspects designed specifically for the encounter. Think of needing to carry the hammer in Cliffside Fractal, keeping the Lovers apart in AC Story and destroying crystals for the flame effigy.
-Have more than one boss per encounter.
My reasoning behind this is even if you give a boss the same tools as a player, if we’re assuming 15 players make up a raid, then that boss will have access to a limited set of 15 skills minimum, 14 traits, 6 runes ect, whereas what the players have a whole have access to 225 skills minimum, 210 traits, 90 runes ect.
It simply levels the playing field a bit while easing balance and not top-loading a single boss with skills and mechanics so it can just keep up. This should also reduce the amount of people turning the boss into a supernova and preventing people from seeing tells.
Consequently, have more than one mechanic happen at a time. This forces players to deal with these mechanics and prevents them from all dealing with one mechanic at a time.
-Environmental Mechanics
Much like the Gambits, Fractal Instabilities and Domains in GW1, these effects could be included.
However, I also feel that these should be able to be dispersed by those who put the effort in to do so; maybe it’s a secret boss, jumping puzzle or simply a mental challenge that needs to be overcome.
Add achievements for going both routes as well; one for barreling head-on and one for taking the time to do that.
-Scaling
Allow raids to scale within a certain range (10 – 30, for example).
Allow mechanics to also scale; if the number of players hits a milestone, the mechanic changes slightly to adapt to the increased number of players. For example, one of the boss mechanics is a bouncing projectile that bounces and hits those within a certain radius of each other:
And so on.
Also, include mechanics that aren’t number-bound. For example, the boss curses a player. After x seconds, the curse explodes, dealing damage to that player and cursing anyone within y radius of that player, thus potentially causing a chain reaction where the curse never stops bouncing if players don’t pay attention to positioning.
This should, in theory, allow for scale-able encounters without higher numbers watering the experience down.
Damage isn’t as high as other weapons because of the amount of CC the weapon has (Knockback, Knockdown, Stun and if traited, Immobilise). That’s the trade-off.
to balance this out. loot could be given regardless if the boss is killed or not
-if you kill the boss you are guaranteed rare-ascended gear.
-if you don’t you get normal loot like Champ bags and greens
The problem with this is you’ll end up with a conflict of goals.
Group A will aim to beat the fight because of the Ascended gear.
Group B won’t be that bothered, since losing the fight will still net them a profit without actually trying.
The exact same thing happened with Scarlet’s invasions; it was more lucrative and less hassle to farm the Champs that spawned, thus a lot of groups didn’t aim to beat the event.
currently the only endgame i see is killing the world bosses, but it has become more of a chore rather than a fight
Dungeons? Fractals? WvW? PvP?
So far this entire “feature” patch has been things that were implemented in China 4 months ago… no new programming or work needed to be done except to port the changes here.
So… what exactly have all your programmers been doing the last 4 months? They don’t seem to have actually developed any new features.
Is anything NEW actually being worked on?
Have the improvements to the Megaserver, performance adjustments and dungeon instance owner changes been applied to China then?
Nope, all characters are on the same server, so you’ll either have to pay the transfer fee or delete all of your characters to transfer for free.
They done it that way because of WvW, since you represent a server.
there’s This guy who i think is blood legion.. not sure
That’s got to be concept art of Rytlock, since he’s wielding Sothorin.
Thinking back to the trailer, maybe he gets corrupted by ghosts?
Depends on how it’s implemented, methinks.
RNG which gates progress (precursor, kill 40 boars to get 10 livers ect) I wouldn’t consider fun.
RNG as an unexpected suprise though (you killed a plant and recieved a unique skin with some flavour text)? Or RNG with a guaranteed progression method attached? I’d say in the fun is dependant on the content then.
The last we heard anything was here.
Construe what you will from that.
You’re right, there’s no dungeon path that I’d use those traits in. But there are times when I’m defending at tower in WvW that those traits were fun to use, and to some degree useful. Just swap them in, jump into a zerg, and make your getaway back through the gate. Great fun actually.
Not many people do this, however. It would be interesting to see if anyone else does.
Kinda how I see it. Fall traits are wvw only. I would say the warrior one is best for gate defending with its knock back. Stops those rams.
Yup, this is what me and 3 friends do when we’re all on our Warriors. The amount of times my friend has baited people off of an edge (thief) and he’s survived because of the trait as well is shocking.
So let me get this straight: you’re annoyed that ANet corrected people’s expectations of numbers sold by saying the numbers weren’t accurate?
I’m going to go out on a limb and say the OP isn’t all that business-minded.
Magic Find got reworked as an Account thingy and removed as a stat on equipment, so you can choose whatever stats you want on that piece of gear.
Since ‘casual’ and ‘hardcore’ are terms whose definition changes from player to player, I’ll preface my thoughts with my definition; the investment someone puts into something. This investment doesn’t necessarily mean time, but it doesn’t exclude it either. It’s more the fervor that they pursue the activity with.
Let’s take Angry Birds, as an example.
A casual player might play the game while riding public transport while their body delivers much needed caffeine to their brain first thing in the morning, or during a quick break to pass the time. Their investment comes down to ‘beating the level’.
Where a hardcore player differs is they don’t just aim to beat the game; they aim to get the best possible scores, beat the levels with the most efficiency possible. While their aim is ultimately the same as a casual players, the amount of investment they put into beating the level is so much more, because it’s not enough to just beat the game.
Bringing it back to GW2 and dungeons. A casual dungeon-runner’s aim is to ‘beat the dungeon’ while a hardcore dungeon-runner’s aim is to continuously chip away the excess to improve the efficiency and speed of the run.
On to the topic:
It is not about easy casual = easy content, its about content accessibility. The problem with difficulty in GW2 is the core promise that you don’t have to wait to have fun.
I don’t think that’s quite it.
If you look at the current dungeons, there aren’t any challenge gates to the player accessing the content (outside of levels, needing 5 people in most cases and events for some of them, although that has no bearing on difficulty).
You can go to AC and try it any time you like; however, there’s no promise that you’ll complete said content.
However, this is where I think people go wrong when talking about accessibility.
The content should be accessible; however, accessible =/= instantly complete-able. Players should be free to try the content without some arbitrary gate, but it shouldn’t be expected that, without a certain level of play, they’ll complete it.
As for ‘waiting for the fun’, the fun should be in the content, and in terms of interactive media, the ‘fun’, for the most part, is generated from engagement. Of course, as always, this is down to the player as to what level of engagement is needed.
Generally, a casual player is going to need lower levels of engagement (read: less depth) to find something fun. On the flip side of this, if a hardcore player plays content with little depth, they make their own engagement (read: efficiency and speed).
I’m not saying only produce content that only caters to hardcore players, but I’d say well designed content doesn’t cater to one or the other; it finds a way to please both.
That’s my theory and thoughts on it, anyway
Traits underwent a revamp:
If you start a new character, you’ll also have to unlock the Traits by doing tasks.
The whole zone might not be called “Dry Top.” That’s the current name for the section we’re in. Maybe it’ll become a white name for the area with a beige zone name centered in the overall map?
According to the Wiki, the part of the zone we’re currently in is called Prospect Valley, and it’s described as ‘the only accessible zone in Dry Top’.
Note how there is vines entangling around a vigil/pact outpost in a green, grassy area.
An area like that isn’t that close to drytop at all…
I know it’s been 250 years, but the original Dry Top in GW had two levels: the top level was desert-y, while it had a ravine that was green and lush (hence the name).
There’s only one explanation…
In all honesty though, I don’t know.
Edit: Also, I see you have no dedicated video ram, so if the direct x update doesn’t work, you may want to consider getting a different video card.
They won’t be able to; he’s using a laptop. 99% of the cases the video chip is integrated into the laptop motherboard.
I got a feeling that your computer may very well not be powerful enough to run it.
You’re already running the minimum in terms of processing power, and laptop hardware is slightly ‘weaker’, if wanting a better word, than their desktop counterparts because of needing to keep the components as compact and small as possible, as well as running as cool as possible.
You can get external graphic cards for laptops, but for the price of a decent one you’d be most of the way there to a basic desktop PC, if you build it yourself and shop smart. Not only that, it won’t improve your processor, and GW2 is heavily CPU bound.
Thats too bad, i hoped that with the dyeing population they have they would have realized by this point, that this sucks.
Today i entered lions arch and rata and they are basically dead…
You do know that a new area just got released?
You got a screenshot?
Yeah I can take one, 1 sec. Didn’t know you could post pictures x)
Yeah. You’ll need to click “More Posting and Formatting Options”. The way to attach pics are there.
You got a screenshot?
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