Overly complex skills Vs No more skils or what??

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

"Speaking of running around the world, that's something you'll actually be able to do; run, jump, basically just dork around however you like. When you land in a new world, O'Brien explained, you don't want to have to read a bunch of skill descriptions, you want to run around and jump and swing, so that's what you'll be able to do in Guild Wars 2. It's meant to be a learn-by-doing sort of situation--rather than have overly complex skills that take an excessive amount of brain matter to understand, players will learn less complicated skills that they will be encouraged to test out in any situation they can think of. What happens if you use this skill while jumping, or that one while surrounded by monsters? Who knows? Give it a whirl and find out! Strain referred to it as "emergent complexity," and if it works the way they say it will, I shall personally send them each a fruit basket. Having a wide variety of skills in a game is great, but the amount of reading and memorizing you usually have to do to have even the most functional ability in an MMO is enough to drop me into a deep state of catatonia." (don't know why this interview keep coming back to haunt me :P)

This is great you know, being able to use skills while you are moving around. For instant, your ranger character swinging from tree to tree and be able to shoot at the foes on the ground below. Or be able to kick foes off a cliff while you are climbing it. It all sound wonderful, until....

I bought another character slots and started a mesmer from Pre-Searing Ascalon. I have a Mesmer on my other account, she's going to be 2 years old, why do I tell you this, because , when I created her, I just wanted to have a mesmer, without knowing how powerful mesmer can be, and also did not know you can kill a foe with 3 skills before it reaches you :P~ but now i do!

Now, 2 years later, while playing my new Mesmer, I come to realize that the above quotes, an interview Life from Wired with O'Brien and Strain, they are talking about taking out the need to read and understand skills and players will be able to not have to look at skills bars and be albe to play the game and try out stuffs as they go, so what now? no more energy tapping? no more summoning meteor showers on your foes? Are we going to jump around???

I know there are lots of skills that are currently not even being use by players. but that is whats fun about guild wars, the non-set attribute points, and the ability to mix and match different profession and come up with different builds, am I to understand that all that will be no more in GW2?

Because, that would mean taking a great deal of fun out of the game since, beside looking for the last remaining 0.3% of tyria maps, I experience the most joy from making builds and testing them out and comparing which one is the best for which maps.

I would have post this under GW2 Q&A but its kinda GRRR that i need to post a new thread about it, but if mod thinks it should be together with that please move, thanks.

fireflyry

fireflyry

Jungle Guide

Join Date: Jan 2007

New Zealand

A/D

To much assumption and speculation.

I'd place little merit on an article that states:

Quote:
If you're currently a fan of Guild Wars, and debating whether or not to "jump ship," as it were, to Guild Wars 2, the ArenaNet boys have included a little incentive for you, via the Hall of Monuments in the latest Guild Wars expansion, Eye of the North. It goes like this: when you accomplish something great in Guild Wars--maybe you finished a particularly gnarly quest--a monument is erected in honor of the event in the Hall of Monuments. The Hall carries over into Guild Wars 2, and all the greatness you achieved will still be on display, despite the fact that the action of the game takes place several hundred years after the first GW. This is about more than just bragging rights, though. Thanks to your efforts in GW, your character in GW2--the descendant of your GW character--will have access to exclusive titles, companions, pets, armor, and weapons.
HoM and titles are just a tad more than finishing some "gnarly" quest.

I'd be happy to be proved wrong but I've seen nothing stated by Anet concerning HoM rewards other than them being purely vanity rewards.

Companions, armor and weapons?

I'll assume this guy has no idea what he's talking about.

Alexandra-Sweet

Alexandra-Sweet

Wilds Pathfinder

Join Date: Dec 2006

That one place with the trees, mountains and snow

Ember Power Mercenaries [EMP]

Me/

Meh, easier skills means easier brainless grind.

Guild Wars 2 might end up like a Korean F2P MMO.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

Huh, what has it got to do with HoM?

i want to know if we still have the ability to mix and match skills and second professions and non-fix attributes... and making up a group with builds supporting each other or we going to be figithing like assassin creed/prince of persia ???. eepness!

FF_Timmeh

Academy Page

Join Date: Feb 2008

SG1

Mo/

Quote:
Originally Posted by Alexandra-Sweet
Meh, easier skills means easier brainless grind.

Guild Wars 2 might end up like a Korean F2P MMO.
return of the nUrsan?

SpiritThief

SpiritThief

Frost Gate Guardian

Join Date: Jan 2008

R/Me

Sounds like they are taking out all of the things that make GWs, GWs. Yeah games that require thought are a very bad thing. Why even make it then. There's 1000s of other button mashers, just go play Tekken, least with Eddy you might make some money.

Oh and its posted on March 26, 2007 | 4:24:22 PM, so doubt it holds up still.

Vazze

Krytan Explorer

Join Date: Aug 2006

if you can jump in GW2, ursans will fly.... (as part of the "emergent complexity", hahaha)

fireflyry

fireflyry

Jungle Guide

Join Date: Jan 2007

New Zealand

A/D

Quote:
Originally Posted by pumpkin pie
Huh, what has it got to do with HoM?
Nothing.

What I'm saying is that your speculating over information in an article written by what appears to be a highly ignorant author, not to mention:

Quote:
Originally Posted by SpiritThief
Oh and its posted on March 26, 2007
We don't even know if it's even relevant of debate in terms of possible implementation.

Still have fun I guess.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

ah, okay, i thought you totally miss my point , sorry !

Arduin

Arduin

Grotto Attendant

Join Date: May 2005

The Netherlands

Limburgse Jagers [LJ]

R/

Half of the fun for me in GW is coming up with a decent team-build (PvE-wise). Therefore you surely need to read the skill descriptions, figure out the synergy between them and your party members.

Slapping some skill on your skillbar and be 'encouraged to test out in any situation they can think of' sounds too much like Ursan to me.

I don't want to think about what this means PvP-wise. Are we just going to hack each other with the same skills, only they are doing something different when you are jumping/climbing/running?

Ah well, time will tell.

Ate of DK

Ate of DK

Wilds Pathfinder

Join Date: Oct 2005

Netherlands

None but Fools [nuts]

I've started playing this game: Perfect World.
I think Guild Wars 2 will be a lot like it.
It's completely free to download and immense.
Graphics are like Guild Wars 1, lots of quests and people.

You can download it here, it's 2,2GB. http://www.perfectworld.com.my/

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Honestly I like the idea that players won't be able to know right away all the things each skill can do. It keeps things fresh and also developers might add new effects from time to time and not tell anyone. then ppl will be as skillful as they are observant and/or creative in trying out new manouvers with skills.

Skye Marin

Skye Marin

Jungle Guide

Join Date: May 2006

The Seraphim Knights [TSK]

E/A

There are tons of skills that just aren't useful. Fetid ground, Swirling Aura, and Primal Rage to name a few. Less, more useful skills is a better concept and much easier to balance.

Meat Axe

Meat Axe

Wilds Pathfinder

Join Date: Jan 2007

Brisbane, Australia

R/

It sounds to me as if, instead of making skills with a set outcome when you use them, they'll have multiple possible outcomes depending on the situation you are in. Nowhere in that article did it say that there would be less skills in the game, just that they wouldn't be overly complex (although I'm wondering how they're going to avoid that if one skill can have multiple outcomes).

However, it is just one article. I think, as always, you should not panic until you get official, concrete information. And let's face it, it'll be awhile till we get that. Speculation is all well and good. I like to speculate a bit myself. But there's a problem when you start to get yourself worked up over next to no information.

Quote:
Originally Posted by fireflyry
HoM and titles are just a tad more than finishing some "gnarly" quest.

I'd be happy to be proved wrong but I've seen nothing stated by Anet concerning HoM rewards other than them being purely vanity rewards.

Companions, armor and weapons?

I'll assume this guy has no idea what he's talking about.
Although I do see your point, you've missed one critical detail that was in the article about the HoM awards. That is the use of the phrase "have access to". This means that, if the article is correct, we will have the opportunity to obtain armour and weapons at some point along the way, not necessarily given to us right away. That is exactly how I'd imagine it to be handled. For example, you put a certain set of armour in the HoM in GW1, and in GW2, you have the opportunity to have a unique armour set crafted for your character at some point (when I say unique, I mean it looks unique. It'll probably be no more powerful than those armour sets that non-veteran players will be able to obtain).

deathwearer

deathwearer

Krytan Explorer

Join Date: May 2005

Canada/Quebec

Silentum Altum

E/Mo

After reading this I was a bit afraid too. I like how GW is atm (few changes needed apart) Designing a build, testing it, optimizing it is a big part of my fun. Being good at using it is another part of my fun, I do not want to hit buttons without thinking. To me the complexity of the skills is perfect. (Note again, few changes needed apart)

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

I think people, and in particular GW players, will be surprised by GW2. Even if some GW players think that EotN tested and paved the way for GW2 features. I'm convinced that this idea of emergent complexity will bring us tremendous fun and dozens of hours of challenges. Of course, as the OP suggests, it's not going to look like the fun we have now, but change is good, though this change will be radical. GW was too mechanical to many people, and less "organic", in the sense that you intuitively play the game as you progress. But we'll have to see, all we do now is extrapolate from a few words.

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

This "emergent complexity" sounds like a test...just like gw1 was... so am I to expect gw3, 3 yrs after gw2 release because emergent complexity fails GG?

gremlin

Furnace Stoker

Join Date: Oct 2006

GWAR

Me/Mo

There has been a "dumbing down" of some games recently, its made many of the newer first person shooter games no longer of any interest to me.

It seems some game companies believe that although there is an active hard core gamer crowd out there that enjoy detail and complex game mechanics they are small in number.

Small compared to the much larger pool of gamers who want to play the game with the minimum or reading and learning of skills.
At least that's the way some have moved with their latest games.

Complexity has gone as has realism all in favour of the "game experience"
If that happened in gw2 I would be most disappointed.

However we just don't know so I still hope for the best.

Grunntar

Grunntar

Lion's Arch Merchant

Join Date: Apr 2005

Quote:
Originally Posted by pumpkin pie
It's meant to be a learn-by-doing sort of situation... players will learn less complicated skills that they will be encouraged to test out in any situation they can think of.
This completely scares me about GW2. I can imagine the situation at 1st level...

"OK, we need to figure out how to attack something. Let me try running forward, and hit shift-G on the keyboard, and see what it does...

Now I'll try running, and hit shift-control-G... And now alt-shift-G... Alt-control-shift-G... Alt-control-G... Control-G... Alt-G... Ok, what about all of those moves while moving the mouse to the left...

What? The party is dead? And we didn't do anything but the Thriller dance spin move? Well, we have a bunch more keys to press. Let's keep mashing them until we do something. Yes, yes, I know, after we do some damage, then we will try to figure out how to maximize our damage, and actually kill something (besides our fun!)..."

Quote:
Originally Posted by pumpkin pie
...rather than have overly complex skills that take an excessive amount of brain matter to understand
On the up-side for A-Net, if we never get to figure out *exactly* what a skill does, we'll have no way to bitch when they nerf it!! I guess that's one way to balance skills without all of the QQing...

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Again, I am reading more and more about the ideas of GW2 that are so far disappointing to me. I really don't like the idea of changing GW as a whole, and making it a completely different game... No auto-attacks, No complex skills... WTF, I mean is there anything that we like in GW1 going to be in GW2? I startin to feel like there is not going to be Solo farming like there is in GW1, no chest running, and everything else we all love about gw won't be in GW2. I really don't understand this, I think they are taking ideas way too far to the point where gw won't be the same at all... Looks like we won't be seeing Invinci Farming builds in GW2, no 55/105hp, no 600hp dualin, no SF farming, and especially no 330hp rt/mo

The shitty part about all this... is that they are pretty much going to abandon GW1 when GW2 is released, even though they pretty much are already doing that as we speak. No more GW1 campaigns or expansions blows. What happens if we don't like the concept of gw2, and hate the whole feel and gameplay? Mainly cause it won't be nothing like gw1... If we don't like it, and go back to playing gw1, everything will be the same as it is now... Then we are pretty much F**ked as GW fans, and have waited too long for nothing.

I really think they are makin a great game into something less, but I guess thats all I can expect at this point. I really was lookin forward to GW2, but seems more and more I read about it, the less excited I am. But I dunno, guess that is just me... or does anyone else feel the same way? Games like AoC look great and cuttin end and all, but still something I wouldn't like to play over GW1... seems like it will be the same way with GW2.

Guild Wars 1 will die, and never be the same. How exciting

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

Grunntar, I suspect there are no more mouse control in GW2 ... mouse is my saviour lol when i get stuck in pvp ...

Wildi

Krytan Explorer

Join Date: Mar 2006

PvE is the Metagame

Quote:
complex skills
Complex skills isn't a bad thing, but gw1 is hard to balance because there are many (complex) skills. On the other side it offers many possibilities. Blizzard used a skill tree, it is easy to balance but there are not many possibilities. Now what anet wants is less complex skills to make balancing easier, unfortunately it will reduce the ammount of useful skill combinations which makes it worse for people who like to play around with skills.

darkdreamr

Frost Gate Guardian

Join Date: Oct 2007

beyond the yellow brick road

She Left With Half My [GeAr]

Me/

Quote:
Originally Posted by Wildi
Complex skills isn't a bad thing, but gw1 is hard to balance because there are many (complex) skills. On the other side it offers many possibilities. Blizzard used a skill tree, it is easy to balance but there are not many possibilities. Now what anet wants is less complex skills to make balancing easier, unfortunately it will reduce the ammount of useful skill combinations which makes it worse for people who like to play around with skills.
WoW's version is easy, fair, and boring as hell. GW1's version is hard, more difficult to balance, and probably the most fun part about the game. I will grant that perhaps there are too many skills and not enough people to balance them (like, what the hell is supportive spirit?), but I'd much rather see the same number of skills with more people working on balance than fewer skills resulting in less fun. And if they touch the complexity of skills and make everything red bars go up/down/turn green/turn purple, then I'll consider not buying GW2.

Infinite diversity in infinite combinations.

sixofone

Krytan Explorer

Join Date: May 2007

P/

In GW, it seems that often new skills were simply someone saying: "Okay - we already have a skill that does this, and this. Now, what about a skill that does this and that - because we left out that when we made the first one."

Like Monk skills. I mean, do you really need 30 different ways to heal something? And, most people use 1 or 2, so niche skills like [supportive spirit] simply is too conditional to get much use. "But, hey- we already have a skill that heals, and one that prevents knock downs, but we don't have one that heals you if you take damage while you're knocked down!" Seems like they were simply trying to come up with a new skill for the sake of saying, "Oh, look! A new skill!"

On the other hand, sometimes they came up with something really useful, and filled a gap rather than a niche.

But, on topic: with GW2, perhaps they are referring to the multiple applications that skills might have? Like Ursan Blessing, which mentions being able to knock down barriers. So, maybe [lightning strike] can break open chests? [flare] can start fires?

Kinn

Kinn

Frost Gate Guardian

Join Date: Apr 2007

Englandshire, England.

The International Association of Mending Wammos

R/

Quote:
Originally Posted by pumpkin pie
What happens if you use this skill while jumping, or that one while surrounded by monsters? Who knows? Give it a whirl and find out! Strain referred to it as "emergent complexity,"
Hahaha, what a load of marketing bollocks. Attacks that behave differently when the player is running/jumping/crouching/whatever is nothing new or groundbreaking, and it's quite sad that they've decided to package this up and market it as "emergence" (publishers always pressure their developers to come up with buzzwords to describe the game).

So GW2 might have some interesting skill combos. "Emergent complexity"? Hahaha. That's the sort of pretentious bollocks I'd expect from a Gamasutra article.

bookworm438

Ascalonian Squire

Join Date: Jul 2008

Brethren of Chaos[BoC]

E/Mo

Quote:
Speaking of running around the world, that's something you'll actually be able to do; run, jump, basically just dork around however you like. When you land in a new world, O'Brien explained, you don't want to have to read a bunch of skill descriptions, you want to run around and jump and swing, so that's what you'll be able to do in Guild Wars 2. It's meant to be a learn-by-doing sort of situation--rather than have overly complex skills that take an excessive amount of brain matter to understand, players will learn less complicated skills that they will be encouraged to test out in any situation they can think of. What happens if you use this skill while jumping, or that one while surrounded by monsters? Who knows? Give it a whirl and find out! Strain referred to it as "emergent complexity," and if it works the way they say it will, I shall personally send them each a fruit basket. Having a wide variety of skills in a game is great, but the amount of reading and memorizing you usually have to do to have even the most functional ability in an MMO is enough to drop me into a deep state of catatonia.
Everyone is freaking out about this 'emergent complexity' and we don't even know that much about it.

Since everyone is interpreting and speculating this 'emergent complexity' thing, I'll post how I'm interpreting it. Obviously I don't know if how I'm interpreting it is correct or not. It's just speculation after all. All we can do is wait to see what this 'emergent complexity' thing is all about, and how it's implemented.

Quote:
It's meant to be a learn-by-doing sort of situation--rather than have overly complex skills that take an excessive amount of brain matter to understand, players will learn less complicated skills that they will be encouraged to test out in any situation they can think of.
From how I'm interpreting that, you'll still learn skills but it won't tell you everything you can do with that. You won't have to read through every skill while it tells you what will happen if you do this or that. It'll probably just give you the damage, maybe a conditional or two, but not tell you if you can't use it while jumping, or swimming, etc. It won't tell you 'oh and what ever skill does blah...blah...blah damage if you are swimming or jumping.' You would have to discover that yourself.

Quote:
What happens if you use this skill while jumping, or that one while surrounded by monsters? Who knows? Give it a whirl and find out!
That bit of information helps to support how I interpreted it.

Quote:
Having a wide variety of skills in a game is great, but the amount of reading and memorizing you usually have to do to have even the most functional ability in an MMO is enough to drop me into a deep state of catatonia.
Perhaps there won't be a lot less skills, just the skills won't be as descriptive and tell you every single thing about the skill.

When they said:
Quote:
It's meant to be a learn-by-doing sort of situation
They are just using the fact that people learn better by doing something rather than something just telling you everything.

If they are using that method, after most of us have learned what most skills do in certain situations, obviously we'll have noobs asking people 'what does this skill do while I'm jumping'. We'll just be able to tell them 'give it a try, and find out. That's what we had to do.' They'll be able to learn what skills do in certain situations faster, because they are learning by doing rather than telling.

I would prefer it if they implemented 'emergent complexity' like that rather than the way you guys are implying or just the simple 'read the skill to find out'.



Also this is off topic and please don't take it personally, ReZDoGG, but this is just bugging me.
Quote:
Originally Posted by ReZDoGG
Mainly cause it won't be nothing like gw1
It should be 'Mainly 'cause it won't be anything like gw1'. By saying won't be nothing like gw1, you are implying it'll be like gw1. (Sorry if that sounds like flame, it's not. Just that I have OCD, and when I see something like that, it just bugs me so bad.)

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

I like GW's skill system. That's not to say that I will auto-reject a new skill system; I've been playing this game for over 3 years, I could use a breath of fresh air. That said, if the new skill system sucks, I'm going to be pissed, because they had an excellent system and trashed it for something new and untested.

I really can't see how the "emergent complexity" crap is going to be that mystifying. We have wiki; any possible use for any possible skill will be up there as soon as someone uses it in said situation. I just hope that, in the name of being all mysterious about what skills can do, they don't forgo the use of damage numbers and the like in skill descriptions. I like seeing how much damage each skill can do; it helps me plan builds.

Here's an idea: when you first get a skill, it says something generic, like "Summons a large fireball that is lobbed at target foe." Then, each time you use it in a different situation, you'll be able to view each possible use of the skill by hovering over it in your skill window (or whatever equivalent menu there is for equipping skills). So...after you use it while running directly at a foe, for instance, you'll read in your skill window, "While running: For X seconds, you move Y% faster and cannot turn. Each second, all nearby enemies are struck for Z fire damage. This enchantment ends when you strike a barrier or an enemy." Something like Volfen Pounce, or whatever that running enchantment is called.

Yeah, now that I think about it, please please please include some kind of system like this. Mystery and discovery are all well and good, but not including full and detailed skill descriptions in-game (even if they are unlockable, in a sense) will just lead to your non-casual players perpetually having wiki open for reference. That doesn't promote discovery, it's just a nuisance.

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Personally I bet anet is beating themselves over their heads trying to figure this out. You can't make it too general of a description, as has been said, because then you can't plan builds accordingly. And yes, anet has already stated we will likely have a skillbar in gw2, with a similar dual profession system.

On the other hand, if they make it very specific, it would make skill descriptions 3x and 4x longer to read, and that much harder to plan because you have to look at how the skill in question would behave in every discernable situation.

In addition, skills behaving differently in certain situations would need to have effects that behave synonumously to complement each other as we have in gw. But, will the skills complement each other in all situations? One particular skill could be useless in the overall perspective of a skillbar in a certain situation, and killer in another. Both situations will probably be found in the same mission/quest.

Sorry if you get lost in the last paragraph, im basically saying skills would need to complement one another in more than one situation.

bookworm438

Ascalonian Squire

Join Date: Jul 2008

Brethren of Chaos[BoC]

E/Mo

I know the wiki will have how the skill will react in every situation, but that would also help us determine who just went to wiki and who actually spent the time to learn the skills and test them.

It could also be that the difference isn't so significant that you don't have to count every situation into a build.

Anet may have found away to implement just right, who knows. After 3 years of observing us play I'd think they would have some idea as to how to implement it to please us all. I mean if they announced it in an interview, they should have gotten somewhere with it, especially by now.

lord of all tyria

Lion's Arch Merchant

Join Date: Mar 2007

Less skills, means more things like frenzy, diversion, gale etc. Then you make these have a slightly different effect based on the environment, your position, etc, to make it appear as though there are as many skills as GW.

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by bookworm438
Everyone is freaking out about this 'emergent complexity' and we don't even know that much about it.

Since everyone is interpreting and speculating this 'emergent complexity' thing, I'll post how I'm interpreting it. Obviously I don't know if how I'm interpreting it is correct or not. It's just speculation after all. All we can do is wait to see what this 'emergent complexity' thing is all about, and how it's implemented.



From how I'm interpreting that, you'll still learn skills but it won't tell you everything you can do with that. You won't have to read through every skill while it tells you what will happen if you do this or that. It'll probably just give you the damage, maybe a conditional or two, but not tell you if you can't use it while jumping, or swimming, etc. It won't tell you 'oh and what ever skill does blah...blah...blah damage if you are swimming or jumping.' You would have to discover that yourself.



That bit of information helps to support how I interpreted it.



Perhaps there won't be a lot less skills, just the skills won't be as descriptive and tell you every single thing about the skill.

When they said:

They are just using the fact that people learn better by doing something rather than something just telling you everything.

If they are using that method, after most of us have learned what most skills do in certain situations, obviously we'll have noobs asking people 'what does this skill do while I'm jumping'. We'll just be able to tell them 'give it a try, and find out. That's what we had to do.' They'll be able to learn what skills do in certain situations faster, because they are learning by doing rather than telling.

I would prefer it if they implemented 'emergent complexity' like that rather than the way you guys are implying or just the simple 'read the skill to find out'.



Also this is off topic and please don't take it personally, ReZDoGG, but this is just bugging me.


It should be 'Mainly 'cause it won't be anything like gw1'. By saying won't be nothing like gw1, you are implying it'll be like gw1. (Sorry if that sounds like flame, it's not. Just that I have OCD, and when I see something like that, it just bugs me so bad.)
No worries, I tend to say things out of frustration. Not knowing anything contrete about GW2 can be kind of frustrating... I'm sure alot of us are like that at the moment. I mean, it has been a year since Anet canceled GW1 campaigns, and almost a year since EoTN was released... We are just getting impatient, and need something new to keep us playing. When Anet leaves us in that dark about GW2, and then pretty much abandon us in GW1, as far as further Campaigns and Expansions... That is kind of like kicking us while we are down So, when they go and talk about certain ideas that just seem nothing like GW1, and yet don't give any further detail, it just leaves everyone wondering what exactly do they mean by it. Which can be kind of frustrating. I mean, if we don't have anymore expansions or campaigns to look forward to playing, they can atleast gives us as much more details about GW2 to keep us somewhat excited... But I am sure they are keeping alot of info on ideas a secret because they don't want anyone to take their ideas, I understand this, but still kinda sucks. As far as the info we have gotten so far, the ideas don't seem anything like GW1 and I was just hoping that it would be for the most part, as far as the Unique gameplay goes. But of course, there is really ain't much to go on. I just hope they keep things like Solo Farming builds, Chest Running, etc. Those fun things. I am sure they won't take that all out, but if you think about it, solo farming in GW1 is far different than farming in a "persistent" world MMO. I also hope they don't take out the world map travel in GW1 and end up making us use "Teleport Scrolls", that would also disappointing. But yeah, I guess we can't do anything but just hope it will greater than we expect. In the end, I am sure it will. But still skeptical of course...

Also, I do understand they are trying to make a great game, and are constantly battling with current and upcoming MMO/RPG's... which ends up forcing them to come up with more and better ideas that are not currently thought of, and then needing to keep it a secret as I mentioned. Of course that would mean they cannot give much information as far as ideas for the game, and then leads to alot of frustrated people.

You also have some interesting outlooks on this threads topic, and it would be kind of cool for skills to do different things than they describe. But then again, wouldn't that mean the skills would actually be more complex and harder to learn by spending alot of time trying different things and testing their usage? Even though Wiki would of course give every skills usage as people find them... I dunno, we'll see.


All this makes you wonder if they actually have a working game so far, or are they still just coming up with ideas...?

Parson Brown

Parson Brown

Wilds Pathfinder

Join Date: Apr 2006

In ur base...

The one true [Hope]

E/

The way I figure it is that skills might behave only slightly differently depending on position. Like, maybe fireball behaves normally when cast at a distant foe, but becomes an AoE when the player is surrounded.


What I don't get is how it is LESS complex to have no skill descriptions to read while you have to "try it out" and remember what does what.

Koudelka

Koudelka

Frost Gate Guardian

Join Date: Apr 2007

England

The Khaotic Empire (TKE)

Me/Mo

"We don't want skills that require an excessive amount of brain matter".

Nonsense. Name me one vaguely complicated skill in Guild Wars. I enjoy skills requiring a little thinking to use, as I also knowing exactly what those skills do, down to the letter. Making them more vague is annoying, arenanet.

Also, surely making skills change with the environment / position makes them more complicated?