Perhaps with the importance of Guides the PUG will become important again despite HERO's?
Also is that one of the new ELE armors? In the video..
IGN Article - Guild Wars: Eye of the North Dungeon Crawl
3 pages • Page 2
So the new dungeons are reminiscent to what we have seen before in Sorrows Furnace, & Urgoz Warren/The Deep; with a bit of an upgrade in mechanics and artistic style? If it’s close to being Sorrows Furnace it is not necessarily a bad thing. That leaves the question how much will EotN be indoors and how much out doors. Is it like 50/50 or 20/80?
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Originally Posted by stryphe
Edit: @Nevin: I'll be happy with some decent looking male Elementalist armor. Decent is all that I ask.
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Originally Posted by Alderin
I really have to agree. My primary character is a male Elementalist and it'd be nice to have some armor like the male Assassin's Vabbian Chest and Pants. Though I doubt it'll happen but they will make sure the female Elementalist and Mesmers get some more swimsuits and nightgowns to wear.
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Originally Posted by sindex
So the new dungeons are reminiscent to what we have seen before in Sorrows Furnace, & Urgoz Warren/The Deep; with a bit of an upgrade in mechanics and artistic style? If it’s close to being Sorrows Furnace it is not necessarily a bad thing. That leaves the question how much will EotN be indoors and how much out doors. Is it like 50/50 or 20/80?
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Shame that the article doesn't give out any real new info on how the dungeons will work. Still no explanation of 'multilevel'. We only know they're chained instances and that the game remembers dying npcs in one instance when enterring a following one.
From screenshots and video we can see the dungeons are very Sorrows Furnace-ish (a good thing) and have a great variety of styles distinguishing them from each other.
From screenshots and video we can see the dungeons are very Sorrows Furnace-ish (a good thing) and have a great variety of styles distinguishing them from each other.
FlameoutAlchemist
Hitmonk Extraordinarre!!
Starvin Chillin on Lincoln Drive [MAFB]
Mo/Me
Joined Jan 2007
@ Loki & Rohan - You guys beat me to the punch by four hours. I'm hoping to find a smartgun or two in some of that 'phat loot'.
I'm not sure what you're looking for Yaw - The dungeons are connected by asuran gates, and you have chained instances and NPCs that, when they die, stay dead as you've pointed out. What else would you want to know? I'm sure they'll have traps and pitfalls like you would find in any other d20 out there.
I'm not sure what you're looking for Yaw - The dungeons are connected by asuran gates, and you have chained instances and NPCs that, when they die, stay dead as you've pointed out. What else would you want to know? I'm sure they'll have traps and pitfalls like you would find in any other d20 out there.
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Originally Posted by GloryFox
Perhaps with the importance of Guides the PUG will become important again despite HERO's?
Also is that one of the new ELE armors? In the video.. |
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Originally Posted by IGN Article
Unlike the wide-open plains of Elona, groups will have less room to maneuver around obstacles. Enemies travel in high concentrations
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Looks like the level design will be exactly the same as it's always been. I've been in plenty of caves before. Asura Gates = zone portals.
It sounds like they just removed the quest markers so you're forced to "explore" to get to the next outpost while in a dungeon, if you haven't kept your pet NPC alive. You know what that means... lots and lots of wiki referencing! I hope by "dungeon" that they don't mean they'll remove maps like they do for UW, FoW and Abaddon's realm. I get sick of that crap.
It kind of sounds like they're removing navigation functionality to try to force players to experience the environment. Which to me, I'd go out and explore their maps if they'd actually put something worth having in them, besides buttloads of snare-heavy monsters intent on making me waste four minutes to slaughter them all for 24 gold and a req 10 fire wand.
Remove all the monsters (make them optional spawns) and place lots of puzzles and secrets and triggers that unlock other things throughout the game, and then it'll be fun to explore every corner of a map. As it is, in Guild Wars I find getting somewhere to be a chore. It's kind of funny how looking at how popular running was, that ANet has ignored WHY it was popular, and just made it unnecessary by funneling the player through town after town via mandatory quests.
Really, finding secrets and treasure isn't all that exciting when you can just wiki all the places worth visiting, so you don't have to waste time "having fun" with mobs of a dozen level 28 whatevers. I think that's the bottom line. It's only fun the first time, figuring out something on your own. After a week, people have already done it, so you can just look up the solution online or ask the guy in your party that's already run two of his characters through the storyline. And the only way to prevent that is to just... not ask anyone.
Even though it's an expansion, I really hope EotN doesn't feel like all of the chapters have, like you're trudging through mobs just to get to the next town, rather than freely exploring beautiful landscapes. I really enjoyed places like Majesty's Rest, where the environment is beautiful, and isn't peppered with a sea of red.
It sounds like they just removed the quest markers so you're forced to "explore" to get to the next outpost while in a dungeon, if you haven't kept your pet NPC alive. You know what that means... lots and lots of wiki referencing! I hope by "dungeon" that they don't mean they'll remove maps like they do for UW, FoW and Abaddon's realm. I get sick of that crap.
It kind of sounds like they're removing navigation functionality to try to force players to experience the environment. Which to me, I'd go out and explore their maps if they'd actually put something worth having in them, besides buttloads of snare-heavy monsters intent on making me waste four minutes to slaughter them all for 24 gold and a req 10 fire wand.
Remove all the monsters (make them optional spawns) and place lots of puzzles and secrets and triggers that unlock other things throughout the game, and then it'll be fun to explore every corner of a map. As it is, in Guild Wars I find getting somewhere to be a chore. It's kind of funny how looking at how popular running was, that ANet has ignored WHY it was popular, and just made it unnecessary by funneling the player through town after town via mandatory quests.
Really, finding secrets and treasure isn't all that exciting when you can just wiki all the places worth visiting, so you don't have to waste time "having fun" with mobs of a dozen level 28 whatevers. I think that's the bottom line. It's only fun the first time, figuring out something on your own. After a week, people have already done it, so you can just look up the solution online or ask the guy in your party that's already run two of his characters through the storyline. And the only way to prevent that is to just... not ask anyone.
Even though it's an expansion, I really hope EotN doesn't feel like all of the chapters have, like you're trudging through mobs just to get to the next town, rather than freely exploring beautiful landscapes. I really enjoyed places like Majesty's Rest, where the environment is beautiful, and isn't peppered with a sea of red.
d
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Originally Posted by Perfected Shadow
AoE will be crazy, SS and Eles will utterly destroy dense packs of mobs in a narrow tunnel. However twisting passages can make vanquishing an even bigger pain.
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Originally Posted by IGN Article
fiery incarnations resistant to heat and afraid of nothing.
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I was really hoping for some kind of instanced random dungeon map generator, but the article didn't even hint at it. After all, how much fun can you have exploring the same static zones over and over? Even older games like Diablo1+2, Everquest, etc... managed to pull it of, so why can't GW:EN???
Static content with fixed maps = boring. Randomized dungeon generation grants far more re-playability with the elements of surprise. If GW:EN wants to have dungeon-crawl, it would greatly benefit from using this time-proven technique.
Static content with fixed maps = boring. Randomized dungeon generation grants far more re-playability with the elements of surprise. If GW:EN wants to have dungeon-crawl, it would greatly benefit from using this time-proven technique.
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