Now I'm reading these classes and how it maintains the class-system, abilities and I really want to get back into GW ): MMOs are a problem for me though.
Guild Wars 2 - Page 34
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Torte de Lini
Germany38463 Posts
Now I'm reading these classes and how it maintains the class-system, abilities and I really want to get back into GW ): MMOs are a problem for me though. | ||
Deadlyhazard
United States1177 Posts
On January 30 2011 04:49 Torte de Lini wrote: The more I read about this game, the more I get sucked into wanting to play it. I have GW1 and to be honest, I got a bit bored and disliked the PvP to an extent. Now I'm reading these classes and how it maintains the class-system, abilities and I really want to get back into GW ): MMOs are a problem for me though. GW1 was really fun with friends...I had that pleasure in 2005 when it first came out. Just got back into it. It's SO boring because there's nobody to play with and the game feels dead. I see players sometimes (not often) in the cities I'm in but it's like one district -- when I used to play there were 5-6 at any given time and a full pop. But the main reason the game is boring is because I don't have anyone to play with ![]() | ||
FliedLice
Germany7494 Posts
But it definately looks quite interesting. | ||
irninja
United States1220 Posts
On January 30 2011 07:12 FliedLice wrote: Still waiting for a Assassin/Rogue meele class :| But it definately looks quite interesting. You and me both. Ive always played a rogue/assassin in most every mmo ive participated in. The psychology of being able to determine who gets to die, when to strike, and by what manner, always feels empowering. The influence of making your enemy become paranoid is the allure of the class. | ||
dEphria
76 Posts
On January 30 2011 01:51 irninja wrote: You do realize the designers/artists behind gw2 had nothing to do with gw1 right? Almost the entire team is the remnants of blizzard north and a few other mmos. Your comparing two different design teams entirely. This team is made up of diablo 1 and warhammer online inspirations and design, not the designers from gw1 and aion. Just clarifying that your statement about the gw1 team is irrelevant to anything with gw2. The gw1 team is currently maintaining aion (as said in interviews). The arenanet technical teams that maintain the servers are doing somewhat of a double duty, maintaing gw1/aion /coding gw2 server structure. Quite a few of the core designers of GW1 are still in charge of GW2. The team currently still working on GW1 is made up of mostly new ppl. Some of the old executives of Anet now work for NCWest and thus are in charge of AionWest as well. Some of the other old designers went to make the zombie console mmorpg. Aion itself was designed by NCSoft in Korea though and had pretty much nothing to do with Anet. Apart from that they grew from like 50 -> 250 ppl so there are a lot new ppl but doesnt mean all the old ones are gone. | ||
irninja
United States1220 Posts
Lead Designer: Eric Flannum - The final say. Eric Flannum, Game Designer, started as an artist and level designer at Blizzard Entertainment, where he worked on Warcraft 2, Diablo, and StarCraft. Eric went on to work as Lead Designer on Sacrifice for Shiny Entertainment and The Bard's Tale for inXile Entertainment. Eric is the design lead for Guild Wars 2. James Phinney - Game Design Team Lead James Phinney was the Game Design Team Lead for Guild Wars 2 until 09 (2006-2009). He started as a programmer at Chaos Studios, which later became Blizzard Entertainment. He worked on Warcraft II and Diablo, then as lead designer and producer on StarCraft. James also wrote the story and dialogue for Shiny Entertainment's Sacrifice. Stephen Isaiah Cartwright - Skill Balance Lead/Design Stephen Isaiah Cartwright, Skill Balancer, got started in the gaming industry seven years ago with Asheron's Call. He was involved in Asheron's Call 2 and was part of the Mythica development team before joining ArenaNet. He had a role as a skill balancer in Guild Wars, and now has a part as a game designer for Guild Wars 2. Jeff Grubb - World Design/Lead Jeff Grubb is an award winning game designer, world-builder extraordinaire and author at ArenaNet. He is also credited as one of the authors of Ghosts of Ascalon, and continues to write for Wizards of the Coast. Other settings for his novels have included Magic: The Gathering, Warcraft and StarCraft. The list goes on and on as far as other designers, but those are the main ones leading the pack, as far as gameplay goes, and the ones calling the shots for the most part. There are many designers that worked on gw1 under them, but the direction of the leads, and their history of games, influences the progression of the game the most. imo. And of course, this speaks for itself. Of every single company out there in industry, they were voted number one as far as staff, and working environment. http://blog.nwjobs.com/peoples_picks_2010/industry/favorite_creative_company.html?lid=710001 Yes, I was bored, and enjoyed the reading on the wiki. lol. | ||
r33k
Italy3402 Posts
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dEphria
76 Posts
Eric Flannum worked already on Factions and Nightfall for GW1. Phinney was Game Design Team Lead for GW1 and did a big part of game design for GW2 before he left for the zombie game. Izzy was pretty much all alone in charge of the whole PvP for GW1 from the start. And Jeff Grubb wrote the storyline for Nightfall as well as the two GW Novels. So if anything he is the only "newer" addition who wasnt working that much on GW before but hes much more working on storywriting than on gamedesign. In conclusion I really dont see where u are coming from to say "the structure and gameplay designers of the new leadership/bosses/head haunchos had very little/mostly nothing to do with Gw1." | ||
Norada
China482 Posts
but yah, most of the staff from gw1 are still doing gw2. | ||
dEphria
76 Posts
![]() And i wouldnt worry too much about the guardian bringing back the "unholy trinity" - the weapon choices for the guardian seem to give him quite some offensive potential with 2h sword and 2h hammer or up to 3 summoned weapons. if he switches to support it just seems its more of a damage preventing type like the old prot monk in contrary to the classes who focus more on shutting down the offense from your enemy like necro(or the possible mesmer) or the indirect healing from the ele. | ||
r33k
Italy3402 Posts
On January 30 2011 18:23 dEphria wrote: Just about those four that you quoted... Eric Flannum worked already on Factions and Nightfall for GW1. Phinney was Game Design Team Lead for GW1 and did a big part of game design for GW2 before he left for the zombie game. Izzy was pretty much all alone in charge of the whole PvP for GW1 from the start. And Jeff Grubb wrote the storyline for Nightfall as well as the two GW Novels. So if anything he is the only "newer" addition who wasnt working that much on GW before but hes much more working on storywriting than on gamedesign. In conclusion I really dont see where u are coming from to say "the structure and gameplay designers of the new leadership/bosses/head haunchos had very little/mostly nothing to do with Gw1." They aren't leaving PR to seasoned professionals like Gailie or Regina for one... /sarcasm | ||
dEphria
76 Posts
guess she did quite a good job to get WoW that big even though the game itself was in my opinion quite awful at launch at least (from my limited experience based on US and EU betas) and Gaile and Regina were/are Community Managers.. gotta cut them some slack ![]() | ||
r33k
Italy3402 Posts
Tbh even if it was just Eric Flannum ordering people to make Daniel Dociu's tables into a game I'd be hooked, the guy's style is insanely beautiful. | ||
irninja
United States1220 Posts
On January 30 2011 18:23 dEphria wrote: Just about those four that you quoted... Eric Flannum worked already on Factions and Nightfall for GW1. Phinney was Game Design Team Lead for GW1 and did a big part of game design for GW2 before he left for the zombie game. Izzy was pretty much all alone in charge of the whole PvP for GW1 from the start. And Jeff Grubb wrote the storyline for Nightfall as well as the two GW Novels. So if anything he is the only "newer" addition who wasnt working that much on GW before but hes much more working on storywriting than on gamedesign. In conclusion I really dont see where u are coming from to say "the structure and gameplay designers of the new leadership/bosses/head haunchos had very little/mostly nothing to do with Gw1." I don't think any of us are coming from "anywhere" , just having some good gw2 talk. I copy pasted that from the wiki that's all. Like I said its always fun learning something new, even if its from other tlers that know more about the subject ![]() In either case. If the previous experiences of the designers include titles such as diablo, sc, magic tg, etc. I think its a good thing. I know the guild forming is excited and keeps a positive attitude and that's what's important. | ||
Jimmy Raynor
902 Posts
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irninja
United States1220 Posts
On January 31 2011 01:00 Jimmy Raynor wrote: I am really getting worried for the assassin class, please tell me there will be one, damn it! This is coming from our forums. Its pretty certain you have nothing to worry about. I was looking at links from the roundup a bit and found this: http://www.eurogamer.net/articles/2011-01-27-guild-wars-2-guardian-replaces-monk And I would like to quote a lil part from it XD I think that sounds quite interesting :D | ||
KillyKyll
United States267 Posts
I bet he will be called The Terminator. He gets time-travel abilities, and huge-ass guns. His skills include: "Kill" (Kills targeted enemy (or ally) with anything at disposal), "I'll be back" (Next time The Terminator dies, a past version of him is warped from time to replace him) and finally "EXTERMINATE" (EXTERMINATE EXTERMINATE). . (j/k) | ||
r33k
Italy3402 Posts
I liked finding a place for CoF in my build, most of the times I ended up playing with 8 mesmer skills and no rez. Also inspired hex. Most awesome skill in the game. The lack of dedicated interrupts so far and the attack animations leave me sad tho, the game pace feels slower just to make it more accessible. | ||
KillyKyll
United States267 Posts
On February 03 2011 13:02 r33k wrote: If assassins are going to be a lame stealth class and not a roflstomp reality check like the shadow prison ones I will be sad. I liked finding a place for CoF in my build, most of the times I ended up playing with 8 mesmer skills and no rez. Also inspired hex. Most awesome skill in the game. The lack of dedicated interrupts so far and the attack animations leave me sad tho, the game pace feels slower just to make it more accessible. I agree with your first point. With all the chains and shadow skills in GW1, the assassins were cool and unique. If they are just the plain everybody knows-what-its-like assassin, it'll make me /sadface. What I liked doing as a Mesmer (for complete funzies) is fill up my whole skill bar with spell/skill stealing skills (along with the skill that made future used skills use illusion) and just steal/use peoples' skills. It wasn't very useful, but it was so much fun in PvE. Well, interrupts are relatively boring to showcase, so that's probably why we haven't seen any yet. It's also hard to tell with the attack animations, we'll see more when it gets to beta. | ||
r33k
Italy3402 Posts
While I never considered myself a top GW1 player I consistently played with top smurfs and guested for a few top guilds, and really only if you never experienced a p-leak or a dshotted max-range infuse can you say that interrupts were boring. And by interrupts I don't mean "oh let's hope that the pug will actually hit the interrupt on that aegis", I mean "oh SP sin just jumped in, LOL dshot his combo, see you in 20 seconds". You could call shame an underrated skill from a show standpoint, but the GW interrupt system was truly unique and IMO the best around. Attack animations almost reminded of the nightmare that was warhammer online, but ANet surely knows better. | ||
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