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[Official] Guild Wars 2 Discussion, Video & Screenshot Thread - Page 41

post #401 of 10385
I'm ready for more info now. I'm bored of death of talking about the Engineer.

Summer conventions can't come fast enough!
    
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post #402 of 10385
Thread Starter 
http://www.gamedev.net/blog/355/entr...making-an-mmo/

Quote:
A Case Study in Real MMOs
Let's look at my current employer, ArenaNet, producer of Guild Wars and the upcoming Guild Wars 2.

The GW2 juggernaut employs over 250 people. The GW2 codebase is several million lines of code (I don't have an exact count yet; I might get around to running a full scan of the code and put together a snapshot of how big the codebase is later on). There are hundreds of gigabytes of assets, ranging from artwork to music to design documents to configuration files.

If that scale alone isn't enough to convince you that MMOs are out of reach for the Five Amigos, then let's talk business.
post #403 of 10385
Thread Starter 
http://www.guildwars2.com/en/media/asset-kit/

http://www.arena.net/blog/the-mostly-harmless-quaggan

Quote:
Quaggans are intelligent, benign, amphibious beings who originally made their homes in the depths of the Unending Ocean. They have recently moved into the shallower waters along the Tarnished Coast and the Sea of Sorrows, as well as inland to the freshwater lakes.
post #404 of 10385
Thread Starter 
post #405 of 10385
Thread Starter 
http://uk.pc.ign.com/articles/117/1177008p1.html

Quote:
As far as my relationship with World of Warcraft is concerned, archaeology was the final nail in the coffin. It was by no means the only nail - daily quests, faction rep and the truly malicious badges/emblems/points system were hammered with just as little enthusiasm. But it was between these things, while surveying dig sites in Kalimdor, that I suddenly appreciated the absolute absurdity of what I was doing.
post #406 of 10385
Thread Starter 
Jonathan Sharp Talks Underwater Combat


http://www.arena.net/blog/jonathan-s...erwater-combat




Quote:
Here at ArenaNet we don’t think breathing is fun. We figure that you have to breathe every day IRL (in real life), so why should you have to work to breathe in a game—even underwater?
There’s a huge amount of underwater content in Guild Wars 2, and we want you to be able to explore it all without stressing about drowning. When you dive underwater, a breathing apparatus is instantly put all up on your face. We provide you with a default breathing apparatus, but you can find all sorts of cool gear to help keep you exploring the depths of the ocean.
When you’re underwater, you don’t need to worry about breathing until your health goes to zero. When this happens you go into a drowning state, which functions like the downed state you experience when above water except with some small ability to move. When you are drowning, you have three ways to recover:
You kill an opponent, which will cause you to rally.
An ally can revive you, just as they can above water.
You reach the surface of the water, where you will stop drowning and regain health. When your health bar fills all the way you’ll be revived.




Into the Dungeons!


http://www.guildwars2.com/en/the-gam...-the-dungeons/

Quote:
Hey there, Jeff Grubb here. I am, along with Ree Soesbee, one of the Lore and Continuity Designers for Guild Wars 2, which means I am responsible for shaping the world design, maintaining internal logic, and playing traffic cop for continuity. However, I am also deeply engaged with our Dungeon Team—Kevin Millard, Rob Hrouda, and Will Fairfield—in creating the stories and designs for the dungeons of Tyria.
post #407 of 10385
Thread Starter 
Guild Wars 2 Fan Day articles, pics and videos

Studio Tour: http://guildcast.wordpress.com/2011/...t-studio-tour/

Quote:
It’s nearly time to go experience more Guild Wars 2 (!!!), but I didn’t want to make you guys wait for this album. Please pardon the occasional blurriness — there was a lot of jostling for position among the media crew, but I got some pretty good ones. Highlights:

The team was extremely generous. They actually encouraged us to walk around each development area and look at everything.
The art on the walls. Wow!
The Orrian creature I discovered. You’ll know the one I mean, I took a lot of pictures because he fascinated me. I mean, come on. His torso is a giant, roaring maw!
The Sylvari dungeon environment I watched being tweaked.
The snack dispensers, of course!
Enjoy these, and I will bring you all more soon!
The Catacombs: http://guildcast.wordpress.com/2011/...the-catacombs/

Quote:
“I did not like doing that dungeon. It made me sad.â€

Those were my quaggan-like words to Colin at dinner last night. Any hardcore Guild Wars fan is going to have his or her heartstrings yanked by this dungeon in a big way. It begins with a (gorgeous) cinematic featuring Rytlock, who gives a charr’s-eye view of the history of Ascalon, then explains why we’re heading in. In short, Eir has gone haring off into the Catacombs and is stirring up the vengeful citizens of Ascalon. Rytlock doesn’t want to see anyone killed, so we need to go down there and haul her out. Want to see it firsthand? I’ve got an HD video of the thing. Go take a look, I’ll wait.

Cool, huh? It may begin with a rescue-slash-intervention, but it wound up as an attempt to retrieve Magdaer, Adelbern’s legendary sword. In our travels we fought a slew of ghosts, many of whom made me laugh out loud because they are true Guild Wars 1 characters. There was a monk slinging Ray of Judgement — and I can’t really complain, I guess we sort of deserve that for the way we are currently abusing that skill. I can confirm that there are mesmers in Guild Wars 2. Unfortunately they’re not playable because they are dead mesmers in ghost form nailing me with Blackout. Still. Mesmers.
Underwater Combat: http://guildcast.wordpress.com/2011/...ars-2-day-one/

Quote:
Welcome to my stream of consciousness ramblings! I’m heading back to the ArenaNet offices for another day of I-cannot-believe-this-is-really-happening, but for now it’s time to relive yesterday and share everything I found and enjoyed. It was incredibly hard to keep a lid on things until the designated time! I’ll jump first and foremost into what I know you guys want to hear about: Underwater combat! I’ve experienced underwater combat in two MMOs before now, and they were both fine. Dungeons and Dragons Online fits the mechanic into the lore by allowing it in a certain quest set, in which an amphibious race grants you a bubble of sort to fight in. It’s essentially regular combat slowed down and with an ability to breathe underwater. RIFT has underwater combat that I thought was fairly impressive. If you’re not familiar, it’s regular ground combat with a third plane involved. I always found the sound effect impressive, since it sounded like you were underwater. Then I jumped into underwater combat in Guild Wars 2. I wish someone had captured the expression I felt on my face when I realized that as soon as I was underwater all my skills changed. What?! As an elementalist, I gained four underwater skills:

Magma Orb: Shoot a blob of molten rock that explodes after a delay
Boil: Boil the water around your foe
Steam: Superheat the water around your foe, blinding and burning them
Lava Chains: Cripple multiple foes with lava chains
Catacombs Pictures: http://s842.photobucket.com/albums/z...ely/Catacombs/

Studio Tour Pics: http://s842.photobucket.com/albums/z...Studio%20tour/


post #408 of 10385
Thread Starter 
post #409 of 10385
Thread Starter 

Guild Wars 2 has full-featured, distinct underwater combat (and we’ve played it!)
http://www.pcgamer.com/2011/06/24/gu...eve-played-it/

Quote:
It’s time to ditch the snorkel–Guild Wars’ sequel lets us finally dive beneath the water’s surface, and there’s a deep and wonderful world beneath the waves. We went up to ArenaNet’s Seattle-based studio yesterday to swim around the ponds, oceans, rivers, and lakes of Tyria, meet it’s friendly and not-so-friendly aquatic inhabitants, and shoot them with our speargun.

The biggest problem I had with the original Guild Wars was how restricted player movement was. It’s hard to feel immersed in a world when you keep running into invisible walls meant to keep you on a specific path and above the water’s surface. But ArenaNet has said time and time again that Guild Wars 2 is supposed to change that, by being built in a truly massive, open world. And so far, it looks like they’ve nailed it. Adding the ability to travel underwater is another way that ArenaNet is making Guild Wars 2 feel huge, liberating, and undeniably worthy of the MMO label, which its predecessor never quite managed to wholeheartedly identify with (ArenaNet even made a point of saying at yesterday’s demo that they never called Guild Wars an MMO).

Quote:
But I can hear the naysayers right now. “Underwater, huh? Big whoop! MMO X, Y, and Z have done that for years,†they’re skeptically muttering to themselves. Well, Mr. and Ms. Naysayer, I dare you to name another MMO that’s built underwater gameplay as deep and custom-tailored as Guild Wars 2′s. Let’s start off with the things missing (and we’re glad to see ‘em go): there is no movement penalty while swimming; there’s no breath timer limiting how long you can stay under; there’s no awkward spell mechanics.

As soon as you dive underwater, playful bubbles gobble up your character’s action bar. In it’s place rises a completely new action bar filled with underwater-only skills (based on an underwater weapon you can equip/swap on the character pane, just like your regular weapons). I was playing as an Engineer, and the only weapon available to that profession is the speargun, but that suits me just fine–I can’t think of a more intimidating underwater weapon.


post #410 of 10385
this is looking even better then it already was, i like how when you go underwater there this new world to explore and look at it looks great, kind of seemed (to me) that the catacombs might be a challenge which i welcome, looks fun.
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