http://pc.ign.com/articles/800/800521p1.html
Also some discussion of Guild Wars 2.
GWEN Interview at IGN.com
1 pages • Page 1
T
Some interesting things:
And IGN made a few typos like:
and ">" instead of "?", among other things.
Quote:
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You'll actually get to have an Asura that will become a hero, a Norn that will become a hero. ... if you own Prophecies or Factions but have not bought Nightfall, you can use heroes without having to use Nightfall. ... We have some pretty awesome ooze monsters that you end up fighting that split apart and come together and do cool, ooze-like things ... And then as far as the mechanics go, for the first time ever they're dual professioned. ... |
Quote:
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IGN: Would you be able to go online and buy gameplay altering items - things that would give paying customers an advantage over non-paying customers? Chris Lye: We've had a lot of internal discussion about that and there's some really strong design reasons why we don't think that'd be a good idea. |
Quote:
| Ben Miller: With PvP one of the important things is it's something that's so big, and something that's so worldwide that we're actively continuing to support PvP. Whatever new PvP features that we come out with for Guild Wars 1, we're just going to do them outside of the expansion and outside of Eye of the North. We still are actively going to support our PvP community, we're just not going to do it under the pretense of you have to buy and expansion. |
Quote:
| Ben Miller: Yeah. We're not going to abandon PvP or anything. |
X
Notice the shift from the level 20 paradigm.
IGN: So in Guild Wars 2 everyone's going to have to do the level thing again. Is it going to be more or less the game starts at twenty, where it's a quick run from one to twenty, or is it going to be more of a focus on the leveling process?
Ben Miller: Guild Wars 2 right now, so what we've talked about publicly, as far as the whole leveling thing in Guild Wars 2, is it's going to be significantly different than our current paradigm of the whole plateau at level twenty.
IGN: It's going to be a different level cap then or a different rate of progression?
Chris Lye: It's going to be a different level cap. At this point we have not confirmed what that level cap will be.
Ben Miller: It's all around going to be significantly different in terms of progression and level cap. Fundamentally there are some things about Guild Wars that we are going to carry forward, so even though we are going to change some things, at its heart it's still going to be Guild Wars.
I am not happy about that. Get it, the level 20 cap and that equipment does not make or break your char WAS what appealed to me. The progression of your char in GW was more tied to the skills you acquired.
Now, what are they trying to do? To stretch the progression to make people play longer??? Does not make so much sense for a non-subscription MMO as for a proper MMO.
They mentioned a flat power curve before, but I liked that I soon got level 20 and then it was about ME, not the stats of my char, what I made out of it.
I do not see the point of this higher level cap and more char progression and blabla.
If people would have wanted the mechanics of EverQuest, World of Warcraft or any other pure levelling and quest-based MMO, they would not have played Guild Wars for sure!
Seems as if the "OMG I AM LEVEL 20 I AM DONE WHAT TO DO NOW" section was too vocal or too many people belong to it.
We have already seen the introduction of PvE skill grind introduction, it is not much, but it seems to be the direction GW2 is going.
P.S.: "It is going to be significantly different than our current paradigm, but even I, a lead designer, have no clue how it will be. Or I just do not want to tell you yet."
Fear that people would run away after the new core mechanics of GW2 are explained to the public? :>
IGN: So in Guild Wars 2 everyone's going to have to do the level thing again. Is it going to be more or less the game starts at twenty, where it's a quick run from one to twenty, or is it going to be more of a focus on the leveling process?
Ben Miller: Guild Wars 2 right now, so what we've talked about publicly, as far as the whole leveling thing in Guild Wars 2, is it's going to be significantly different than our current paradigm of the whole plateau at level twenty.
IGN: It's going to be a different level cap then or a different rate of progression?
Chris Lye: It's going to be a different level cap. At this point we have not confirmed what that level cap will be.
Ben Miller: It's all around going to be significantly different in terms of progression and level cap. Fundamentally there are some things about Guild Wars that we are going to carry forward, so even though we are going to change some things, at its heart it's still going to be Guild Wars.
I am not happy about that. Get it, the level 20 cap and that equipment does not make or break your char WAS what appealed to me. The progression of your char in GW was more tied to the skills you acquired.
Now, what are they trying to do? To stretch the progression to make people play longer??? Does not make so much sense for a non-subscription MMO as for a proper MMO.
They mentioned a flat power curve before, but I liked that I soon got level 20 and then it was about ME, not the stats of my char, what I made out of it.
I do not see the point of this higher level cap and more char progression and blabla.
If people would have wanted the mechanics of EverQuest, World of Warcraft or any other pure levelling and quest-based MMO, they would not have played Guild Wars for sure!
Seems as if the "OMG I AM LEVEL 20 I AM DONE WHAT TO DO NOW" section was too vocal or too many people belong to it.
We have already seen the introduction of PvE skill grind introduction, it is not much, but it seems to be the direction GW2 is going.
P.S.: "It is going to be significantly different than our current paradigm, but even I, a lead designer, have no clue how it will be. Or I just do not want to tell you yet."
Fear that people would run away after the new core mechanics of GW2 are explained to the public? :>
^ your a bit late the Lvl cap outrage was a while ago with the info in PC gamer.
Anyways GW:EN sounds cool because I'll fight smart ememies as well as."Uhh? human! ATTACK! USE FRENZY! ARRRGGGGGG....*DEAD*"
After farming SF a bit I'm definitely ready to navigate through areas killing monsters, solving puzzles, and finding secrets.
Anyways GW:EN sounds cool because I'll fight smart ememies as well as."Uhh? human! ATTACK! USE FRENZY! ARRRGGGGGG....*DEAD*"
After farming SF a bit I'm definitely ready to navigate through areas killing monsters, solving puzzles, and finding secrets.
Doesn't matter anyway. Storyline areas will most certainly make parties take along GW:EN heroes like the NF storyline made you take along NF ones.
According to that interview, they haven't fully decided if eight skill slots is going to be kept for GW2. IMO, I hope they expand the bar a bit beyond the eight slots. GW (GW1) is seen as a more "shallow" type of game than some of the other more in-depth MMOs out there, and I think that miniscule skill bar really exemplifies that. I see WoW and all these other games with their large skillbars, places for item/potion drop slots, etc. and get kind of jealous. The bottom line is that only being able to carry eight skills with you at a time is pretty limiting, especially in a PvE sense. In GW1 you mainly set up builds for specific purposes/mobs or go general with the skills. There isn't room for both. Gameplay really feels less 'skill-based' and more 'paper-rock-scissors'. If GW2 is going to be on a much larger scale than GW1 was (seems to be the general vibe I'm getting), then it's time to get larger scale with the skillbars too.
According to that interview, they haven't fully decided if eight skill slots is going to be kept for GW2. IMO, I hope they expand the bar a bit beyond the eight slots. GW (GW1) is seen as a more "shallow" type of game than some of the other more in-depth MMOs out there, and I think that miniscule skill bar really exemplifies that. I see WoW and all these other games with their large skillbars, places for item/potion drop slots, etc. and get kind of jealous. The bottom line is that only being able to carry eight skills with you at a time is pretty limiting, especially in a PvE sense. In GW1 you mainly set up builds for specific purposes/mobs or go general with the skills. There isn't room for both. Gameplay really feels less 'skill-based' and more 'paper-rock-scissors'. If GW2 is going to be on a much larger scale than GW1 was (seems to be the general vibe I'm getting), then it's time to get larger scale with the skillbars too.
It’s going to be funny; one month before they release EotN, they will finally release the price and date for the game. We are getting close to the beginning of the end of third quarter; other prices have been already set fourth for some major AAA titles. I mean seriously the value of the thing is not so hard to define. I know they will just knock off $10 U.S. and have it at $39.99 U.S. I would be shocked otherwise.
My only concern with adding 10 more heroes is how messy the drop-down box list of heroes (in your party list) is already. It's not in alphabetical order. Add 10 more heroes to that and you have a mess Mess MESS of a much higher magnitude.
ANet really needs to sort that list before or at the GW:EN release.
ANet really needs to sort that list before or at the GW:EN release.

