Quote:
Originally Posted by dreamhunk
no it seems everything is based on pvp. I have been on these fourms long enough to know. Any way gw hack and slash will not retain it's player base. no new content will not reatin it's players base
|
OMG dreamhunk posts again! Your posts always amuse me.
anyway...
I was illustrating/disputing the game's basic engine, which imo is built around PvP balance.
This is irrelevant to the actual content the engine is used on, which is both PvE and PvP content.
In fact i admire the Anet team for being able to create such a robust PvE system thats based on PvP (which in turn caused a LOT of the positive and negative things about our PvE experience). After you understand this concept, all the various features of Guild Wars' PVE make a LOT of sense, instancing, the level 20 cap, the weapon damage cap, etc.
To say that the game based on a PvP engine cannot be used for anything else is rather silly.
After all, Lineage II uses the Unreal engine. I dare anyone to say that Lineage II is a FPS ;P
All those Unreal Tournament based games that use the engine for racing games or other genres are all essentially shooting games? No. They use the same 3d engine, collision detection, map system, etc, but implementation is what seperates it from the original version vs the mod version and creates a totally different experience.
Guild Wars does not need to retain its player base, merely gain new players to survive. You paid your $$$ for the game. Repeat customers are all and good, but its new customers that fuel this game. I want to stress this opinion.
Quote:
Originally Posted by Riotgear
The game still has a sense of your coordinates in 3D space, there are numerous signs that it's capable of determining such, including props that obstruct projectiles. Yes, it's somewhat buggy, i.e. you can use touch skills on someone straight above you on a bridge, but it is there. No, adding jumping would not be trivial to such a system, but the system can be revised and built upon.
But again, the question has to be asked, is it worth it? Is it worth having to fix every single glitchy spot where people get stuck when they get wedged between two surfaces too steep to walk on? Is it worth having to redo game mechanics, i.e. figuring out what happens when someone casts Gale on you in mid-air?
Like I said, it can almost be seen as a "feature" at this point, part of the already rather-streamlined gameplay mechanics. Lack of jumping is about as problematic at this point as the lack of skills that cost 20 energy.
That's because the engine only supports one layer of terrain and needs to use props for any other geometry. That's not what I'd call a glaring limitation, pretty much any heightfield terrain engine does that.
|
Yes, the game's props will block projectiles and seems to process 3d space. However, I feel the projectile blocking is purely the effect of collision system used by the props (which is also rather buggy).
The thing that really strikes me as against the arguement that the engine is how damage across multiple levels is handled. Bridges can only protect you from projectiles, but not meteors or firestorm. Traps can be triggered from any level. Melee works, provided you are next to your target. Skill activation across barriers (like sniping from atop a cliff) can be buggy.
Perhaps im just being paranoid. ive not seen the source code. Im just comparing the GW engine to the other engines ive seen and worked on.
To me, for all intents and purposes, the GW engine processes 2d information that we see in 3d.