Post by Morreion on May 12, 2010 7:05:14 GMT -5
Guild Wars 2 official site
Guild Wars 2 (Wikipedia)
Guild Wars 2 is a fantasy MMORPG currently in development by ArenaNet, as a sequel to their episodic Guild Wars game series. It was announced in 2007 alongside the final Guild Wars expansion Eye of the North...
Guild Wars 2 will allow a player to create a character from five races and eight professions (the game's term for character classes). Professions are divided into three categories: scholars, who use light armor, adventurers, who use medium armor, and soldiers, who use heavy armor. As of April 2010, two professions, the elementalist and warrior, have been announced. The maximum character level has been increased also, however the developers emphasize they wish "to avoid forcing players into the grind-based gameplay that too often accompanies a high level cap." Two mechanics have been described which are intended to prevent this and allow players to play the game how they want; a sidekicking system, similar to that used in City of Heroes", will be introduced allowing high-level characters to transfer their powers to lower-level characters and entry to e-sport type PvP will grant access to all skills, items and provide a fixed level. In a departure from the high number skills present in Guild Wars, Guild Wars 2 will focus on quality of skills over quantity and will also reduce the overall number of game modes to reduce balancing complexity.
In PvE content Guild Wars 2 will use a persistent game-world but still utilize instanced content as a story telling device.[1] Instead of quests in this game-world, the persistent area will have a set of scenarios, or events, which dynamically occur depending on player actions in the area. These in-game events are designed to allow character of all levels to continuously interact with the game-world. Underwater areas are being added for players to explore and make up approximately half of the area available for players to explore. Earlier in development, a companion system was considered, but it was decided they didn't need it due to diversity of the professions and how they can work together. Items, such as weapons and armor, are intended to have a larger effect on PvE game play. A more elaborate crafting system and other non-combat interactions are also being added to the game.
PvP combat will also change from the original series. The popular guild vs. guild matches from the original series will continue to be available, but Guild Wars 2 will introduce large scale world vs. world matches in the in-game setting called the Mists. Players will be able to join this worldwide PvP battle in a variety of roles, with rewards commensurate with their success.
Guild Wars 2 will allow a player to create a character from five races and eight professions (the game's term for character classes). Professions are divided into three categories: scholars, who use light armor, adventurers, who use medium armor, and soldiers, who use heavy armor. As of April 2010, two professions, the elementalist and warrior, have been announced. The maximum character level has been increased also, however the developers emphasize they wish "to avoid forcing players into the grind-based gameplay that too often accompanies a high level cap." Two mechanics have been described which are intended to prevent this and allow players to play the game how they want; a sidekicking system, similar to that used in City of Heroes", will be introduced allowing high-level characters to transfer their powers to lower-level characters and entry to e-sport type PvP will grant access to all skills, items and provide a fixed level. In a departure from the high number skills present in Guild Wars, Guild Wars 2 will focus on quality of skills over quantity and will also reduce the overall number of game modes to reduce balancing complexity.
In PvE content Guild Wars 2 will use a persistent game-world but still utilize instanced content as a story telling device.[1] Instead of quests in this game-world, the persistent area will have a set of scenarios, or events, which dynamically occur depending on player actions in the area. These in-game events are designed to allow character of all levels to continuously interact with the game-world. Underwater areas are being added for players to explore and make up approximately half of the area available for players to explore. Earlier in development, a companion system was considered, but it was decided they didn't need it due to diversity of the professions and how they can work together. Items, such as weapons and armor, are intended to have a larger effect on PvE game play. A more elaborate crafting system and other non-combat interactions are also being added to the game.
PvP combat will also change from the original series. The popular guild vs. guild matches from the original series will continue to be available, but Guild Wars 2 will introduce large scale world vs. world matches in the in-game setting called the Mists. Players will be able to join this worldwide PvP battle in a variety of roles, with rewards commensurate with their success.
Guild Wars 2 : Combat: Weapons, Professions, and Races (MMORPG.com)
Kicking things off we are provided with the full list of weapon types available to players in Guild Wars 2:
One-Handed: Axe, dagger, mace, pistol, scepter, and sword.
Two-Handed: Greatsword, hammer, longbow, rifle, shortbow, and staff.
Offhand only: Focus, shield, torch, and warhorn.
Not all classes can wield all weapon types, and Eric also mentions that some classes will be able to dual wield one handed weapons, which is key due to the fact that as Eric mentioned yesterday, the weapons you wield will determine five out of the 10 skills at your character's disposal. In the case of a warrior dual wielding two one handed weapons (let's say an axe and a dagger) he would receive three skills from the weapon in his main hand and two from the weapon wielded in the off-hand.
One-Handed: Axe, dagger, mace, pistol, scepter, and sword.
Two-Handed: Greatsword, hammer, longbow, rifle, shortbow, and staff.
Offhand only: Focus, shield, torch, and warhorn.
Not all classes can wield all weapon types, and Eric also mentions that some classes will be able to dual wield one handed weapons, which is key due to the fact that as Eric mentioned yesterday, the weapons you wield will determine five out of the 10 skills at your character's disposal. In the case of a warrior dual wielding two one handed weapons (let's say an axe and a dagger) he would receive three skills from the weapon in his main hand and two from the weapon wielded in the off-hand.
Guild Wars 2: Exclusive Interview (MMORPG.com)
MMORPG.com:
In the Blog you mentioned non-combat activities for Guild Wars 2. Can you give an example of how these will impact players?
Eric Flannum - Lead Designer:
One of the major things we are doing is bringing back many of the activities that players loved from the first game. For example we had a lot of mini games like snowball arena, rollerbeetle racing, and nine rings. These were all activities that players could engage in no matter their level. In most MMOs players will pick certain cities and use those cities as social hubs. We recognize that this is the case and have decided to populate the major cities in the game with mini games similar to those found in Guild Wars. We call these games “activities” and they encompass everything from a bar brawl to a shooting gallery. It’s important for us to treat our major cities as social hubs where players of all levels can gather and have fun.
In the Blog you mentioned non-combat activities for Guild Wars 2. Can you give an example of how these will impact players?
Eric Flannum - Lead Designer:
One of the major things we are doing is bringing back many of the activities that players loved from the first game. For example we had a lot of mini games like snowball arena, rollerbeetle racing, and nine rings. These were all activities that players could engage in no matter their level. In most MMOs players will pick certain cities and use those cities as social hubs. We recognize that this is the case and have decided to populate the major cities in the game with mini games similar to those found in Guild Wars. We call these games “activities” and they encompass everything from a bar brawl to a shooting gallery. It’s important for us to treat our major cities as social hubs where players of all levels can gather and have fun.