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The Roads After PAX

For my small viewfinder, not much news came out of PAX.  Perhaps the biggest thing was the announcement that ArenaNet was making an iPad/smartphone app for Guild Wars 2 with such neuromantic functionalities such as talking to guild mates, scouring the auction house, and watching guild mates play via an overworld map.  I was going to write an small post just on that news alone, but it wasn’t very meaty.  What it’s really going to do is allow those of us pressed for game time due to other obligations to keep tabs on our guild until they get to that event where 40 people need to take down a dragon (or sharktopus).  Then we can sign on for half an hour to play a very intense event without having had to help with all the lead-ins.  It might sound selfish, but if the other option is just not playing at all for fear of only having “lead-ins” then I think it’s a fair trade-off.

I severely digress… although there was not that much news, there was lots of design-level discussion.  My favorite was a Guild Wars 2 Event workshop where a small amount of fans came to learn about the event system and then work together in a brainstorming session to create an event system.  Oh, and some nice person recorded the whole thing.  The developers at PAX seem very open, and it is refreshing hearing from them instead of through the marketing grist-mill.

Continue reading The Roads After PAX

Good Morning, PAX

PAX starts today, and of course I am on the wrong coast.  There should be a lot of great information flowing out of the last big convention of the year.  Guild Wars 2 is running another set of demos, but unfortunately will not have a live stream like they did from gamescom.  They will, however, be constantly updating the website and doing live Tweets of events throughout the weekend.  The best place to follow all the news is at Guild Wars 2 Guru’s megathread.  Also, I will sell a portion of my soul to anybody that can get me a Guild Wars 2 t-shirt!

I’ll be watching other new from across the MMO board as well, but hopefully Syp will have a great breakdown as he will be there.  Hopefully this year everybody has built up their Vitamin C caches.  Have fun to all attending!

–Ravious

HoM-rizon

I played a bunch of Guild Wars this weekend as I am slowly working on my titles.  17 more Nightfall explorable areas to completely vanquish of mobs, and I will hit “I’m Very Important” from the maxed titles achievement track.  This might come as a surprise to many of you who might think that I should be a “God Walking Amongst Mere Mortals” considering how big a fan of Guild Wars I am.  But, I play Guild Wars for fun, and it is fun.  When it’s not fun (and vanquishing is coming close to not), I stop playing the game or gameplay type within the game.

Although, like many of the casual hardcore club, I have kept my eyes on the prize of having a super-Saiyan Hall of Monuments simply because of the link between Guild Wars and Guild Wars 2.  This goal has conflicted with more fun Guild Wars gameplay like the recent War in Kryta mini-campaign or the inefficient Fort Aspenwood PvP map.  Other things like Eye of the North reputations have slowly been built up, my Sweet Tooth and Party Animal titles are about to break 2,000, and I’ve been hoarding diamonds for the hopeful market jump.  With upcoming Hall of Monuments news, this might all change.

Continue reading HoM-rizon

Guild Wars 2 Necromancer Interview

Following up from the official announcement of the Guild Wars 2 necromancer, Eric Flannum, the lead developer for Guild Wars 2 was able to answer a few questions about this dark profession.

The role of the necromancer in Guild Wars was not easily defined, as it straddled the line between hexer, minion master, and even melee.  The necromancer profession in Guild Wars 2 seems to be a streamlined version of the necromancer of old.  In re-defining the necromancer profession, what role do you intend for the necromancer to play in groups?

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I, Necromancer – Guild Wars 2

Yesterday, ArenaNet officially announced the necromancer profession. Of course, the fourth profession for Guild Wars 2 has been known since the gamescom demos started going public. I am happy because in Guild Wars, my main is a necromancer. I can’t say the profession is my favorite because ritualist makes the decision too close to call, but my necromancer character is my favorite.

Out of the four professions announced, the necromancer seems to have gotten more re-definition than the elementalist, warrior, or ranger. There are still supposedly two more professions based on Guild Wars professions (current belief is mesmer and assasin) and two professions that are entirely new (current belief is “paladin” and “alchemist/gadgeteer/gunslinger”), so the Guild Wars 2 necromancer might not be the furthest away from its original. However, the changes are significant enough to note.

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Thoughts on Guild Wars 2 Energy

There are two game mechanics that really came to light at gamescom that seem to be hitting a nerve with the Guild Wars 2 communities.  I already gave my thoughts on the cooldowns for elite skills, and now I want to talk about Guild Wars 2 energy.

Before I do, one of ArenaNet’s programmers discovered a karma reward for completing an event chain in charr territory while playing with the gamescom demoers.  (I have an unfounded feeling that it might be part of the “kill ten rats”-type quest with the asura. See Pat Cavit’s comment below.)  The reward was donning a golem armor with new skills, and the programmer decided to stay in the golem for quite a long period of play.  That’s a pretty cool reward for sticking out an event chain.

Anyway… energy.

Energy in Guild Wars is an encounter-based resource especially for higher end PvE. Each character gets her own pool of energy, and when most skills are used the skill depletes an amount of this pool.  If there is not enough energy in the pool to pay the skill’s energy cost the skill cannot be used. Players can easily burn through their energy in a matter of seconds by using expensive skills or spamming skills over-aggressively, and so with energy-replenishing skills and, more importantly, the healing/energy web created in a synergistic party of 8, maintaining energy in Guild Wars is a resource mini-game.  Energy ultimately sets a tempo for a single encounter.

Continue reading Thoughts on Guild Wars 2 Energy

Guild Wars 2 Skills and Recharge

I’ve been learning a lot about Guild Wars 2 skills from all the footage of the Guild Wars 2 demos coming in from gamescom.  The skills are fairly similar to the ones in Guild Wars with a few twists and differences.

We’ve known for awhile that the first 5 skills are based on the weapons in the character’s hands.  Two single-handed weapons gets 3+2 skills, and a double-handed weapon gets all 5 skills.  Then the remaining 5 other skills can be chosen from a pool, similar to Guild Wars, with the exception that out of those 5 there is one elite skill slot and one heal skill slot.  One thing we learned from gamescom is there seems to be no conventional auto-attack.  Instead a player right clicks a skill for the auto-attack “slot” so when an enemy is attacked that skill will be repeated.

Continue reading Guild Wars 2 Skills and Recharge

Guild Morning, Gamescom

I feel bad for ArenaNet that the leaked video was the first footage we saw of gamescom, but things have turned around quickly:

The necromancer is the next profession for Guild Wars 2, and from this video, my favorite Guild Wars 1 profession is looking pretty cool.  ArenaNet says we will get a more official release of the profession sometime later.  However, it looks like a necromancer builds up “life force” and then goes in to some kind of shadow form called “death shroud” with a new skill bar.  I am very interested to see more details on this profession.  Many more professional sites (with video) are popping up with gameplay impressions from the early press demos at gamescom.

The live stream of gamescom has also started!  I don’t know what events will play today because there is no Wednesday schedule on the NCSoft gamescom site.  However, in channel they are announcing the next upcoming presentations.  An Aion presentation is first up.

And of course, the moment I post this ArenaNet puts up a new blog post with thoughts from the animators.

For the most up to date information, I would check out this forum thread or the Guild Wars 2 Guru front page.

–Ravious

Kill Ten Rats Events

A lot of people that watched the leaked videocam of a Guild Wars 2 demo (beware: poor quality and obviously a dev in godmode), saw at the very end of the video… dun dun dunhhh… a kill ten rats quest… specifically an asura needs harpy glands to make some perfume.  Go kill enough harpies to get the harpy glands.

At first, I was kind of bummed just because some naysayers put down the event quite harshly.  But, I thought about the differences.  Crucial differences.

First, it’s not a quest for you.  It’s an event for anybody that wants to help.  Honestly, though, that isn’t a very strong selling point.  Kill ten rats together is still… you know.  In hindsight, it really had to be expected.  They have over a thousand events, if not more.  In a game based largely on combat, I think it would be nearly impossible to make each event based on something other than kill count or item collection.  It is very unlikely that Guild Wars 2 can defy each and every convention in the MMO genre.  This one just hit close to home.

Anyway, the reason to write this post is the second difference.  When a player completes the quest for the asura by bringing back a handful of harpy jigglies, the world changes.  Perhaps the asura starts selling perfume to players for a short time.  Perhaps the asura tells each buying player that it was thanks to Legolocharr that he can sell perfume.  That’s the potential I hope ArenaNet taps to make their kill ten rats events a bit more special than what we are used to.

–Ravious

APB: Deep Knowledge

A commenter at the PC blog every PC gamer should follow Rock, Paper, Shotgun with the moniker ExRTW gave a long, insightful comment on the news story about all the layoffs for All Points Bulletin (“APB”) developer Real Time Worlds.  In my opinion, the saddest part is, rather than being a revelation, it really just seems to confirm everything we knew or should have known about the game.  The game definitely had highlights, but the community pretty much seemed to be unified on the main problems of the game: vaporous design and silly business plan.  As ExRTW notes, they were pretty big problems for a released game.

The biggest issue, for me, was the business model.  It confused me even though I could rationalize that $50 for 50 hours of gameplay (not counting art time) was a pretty good deal for a fun game.  I would guess most potential consumers who gave APB a free pass with some of the gameplay could not do so when they also saw “subscription.”

I’ll be honest.  I still have hopes for APB.  There is some great potential, but I imposed the 6-month wait (or Steam sale) rule on myself for the game before launch.  Hopefully there is some energy and funding to change the big problems before the game goes belly up.  Good luck to all ex-employees of Real Time Worlds, and good luck to those staying the course in the emptier halls.  I hope all you guys can land on your feet quickly.

–Ravious
there will be blood