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Guild Wars 2 Launch Date announced: August 28th, 2012

How sure are we that being the only melee is a 100% guarantee that you get aggro? Last BWE I ran Ascalonian Catacombs as a Thief, using dual dagger/shortbow. There's a boss in there (I don't remember the name) that stands on a center platform with a large circular path on the outside of the room. My entire group sat on the outside and used range, and I melee'd 90% of the fight. I was taking less damage than them because the boss was using almost all ranged attacks.

I was using a lot of abilities that would put me in stealth, so that may have had something to do with my lack of aggro, but being in melee range definitely did not automatically make the boss focus on me.
 
Well, back from work. WARNING! Wall of text incoming...

Grammar spelling mistakes absolved with me - your Xenogears username gives you a free pass ;)

Welcome aboard, I too am a recent approval who has been following the GW2 threads here for months!

Thanks a lot! Is that FFIV's Kain with a bow in your avatar?

And all of them pointless. That's actually more of my posts than I've read!

Believe me, they were everything but pointless to me. :) You guys' posts (and mailing back and forth with Hawkian, who had to put up with all my ramblings) are what made these late months' wait bearable. It was always a delight seeing that Kid Dracula and reading your enthusiastic posts. :)

Seriously though, welcome to GAF. Be sure to post your GW2 name in the community thread and we'll see you in BWE3.

That's right, I should! I'll do it as soon as I finish this post. :)

Regarding the Elder Dragon fights, I can't imagine what they have in mind... which is awesome. I mean, I had way more fun than I should in the BWE cleaning waterways, feeding cows, gathering apples and watering crops. Even "kill quests" and "gather quests" were made so special thanks to the stuff surrounding them.

As for the manifesto video and whether or not it lies, I think most of it is due to misunderstanding. Indeed, when they say that a village "stays saved", I personally never though it would be "forever"; does anyone really expect or, heck, want an entire game made of one-time events, miss-them-and-they're-gone-forever, like the opening of Ahn-Qiraj gates? I don't think that makes much sense, and to me it feels like a very strange interpretation of the manifesto.

As for the events looping way too fast to cause a feeling of permanence, there are actually several factors into that:

1) Several events are actually triggered when talking to a specific NPC. In the BWE the starting areas were understandably crowded, so someone was talking to every NPC like five times per minute.

2) Other events have a loop that can cascade into other events if people bother to stay behind and do them; otherwise they go back to the start. The classic example was the "poison the water depot"; if you defended the water depot, there was another event to chase the bandits and root them out. If nobody bothered to do that one, they attacked again and the chain looped back to defending the water supplies. Needless to say, most people (sadly including myself) weren't used to linged a minute after an event was done. Hawkian and I, however, did make a point to wait for a chain, and we followed a chain of four-five consecutive events, including a finale, actually non-event step that was absolutely awesome.

3) Events in the starting zones seem to loop much faster than later ones, probably to provide content for people even with the player saturation these zones are bound to get on beta events and release. I would not be surprised at all if frequency for those was lowered down the road.

4) Remember that new events can be inserted at any time in any zone. Adding new events to a zone increases the pool of events that can be active, therefore reducing the frequency of each individual event. In other words, even with all of the above said, this is as bad as it gets; it can only get better with time.

If you are doing the same events over and over again, that is entirely because you chose to. There is no shortage of content that you should feel the need to run the same events repeatedly. If you have completely maxed out a zone and still aren't high enough level for the next zone, there are at least 2 other zones (in the Beta, there will be more at release) in the same level range. Aside from that, WvW is a great way to level up, crafting gives some decent level ups as well, and gathering provides a non-trivial amount of exp.

Absolutely this. I admit it happened to me at first as well; I was still partially conditioned by WoW, and just went to the hearts and did the events that I found along the way. This is not actually the way to do things, as exploring for a while will almost always reward you with events you haven't seen. This was much more obvious when backtracking, as I lost count of the times I found a new event in an area I had been to two or three times before. This gives the game a much richer sense of wonder and discovery than going from quest hub A to quest hub B. I admit this is most certainly not for everyone, though.

Still, by level 17, my character hadn't repeat any event more than twice, had not visited any other starting area, had earned no experience in PvP or WvW, and was consistently two levels above every neighboring heart. In fact, I was so leveled above my personal story that I decided to dedicate the stress test only to that (also, since it's the content that I wouldn't replay at launch, since I would chose a different one). Parenthesis: it is SO COOL that I don't have to worry about overleveling and trivializing content like my personal story! Again, I would catch myself once and again worrying about leveling too much for it and other stuff.

Anyway. I ported to the nearest waypoint to my personal story, and I STILL spent most of the four hours doing events in the short trek to the personal story waypoint! Good thing they extended it for another hour or I would have not touched it at all.

I guess part of the reason I had no problem leveling could be that I made a point to gather every node I came across. Still, one of my crafting skills was cooking and I only later on was able to start doing stuff; I only used my other profession, huntsmanship, to craft equipment I needed (all with the materials I gathered myself). So it's not like I grinded the hell out of these or anything.

By the way, I love your avatar :D . Raccoon Scott for the win. :)

Asura and Sylvari will be playable in the BWE AAAAAAH OMG SO MANY NEW POSSIBILITIES OVERWHELMING GAHHHHHHH

edit: let me just

Asura and Sylvari will be playable in the BWE

FOR REALSIES

Oh god. And I already felt overwhelmed at the amount of stuff to try. There goes me finishing my personal story. :D

You are what The Kingdom of Loathing dev team calls a "dickstabber". A dickstabber is someone who will do a repetitive, shitty, unfun task if it is somehow more rewarding than playing the fun way.

No one is asking you to stab yourself in the dick, but if stabbing yourself in the dick gives you 40 points, and cooking dinner gives you 30 points, you will continue to stab yourself in the dick for those 10 extra points.

Basically, you're making the game unfun. It's not unfun by nature.

I totally agree with this kind of thinking feeling extremelly backwards; for me, the ultimate currency is fun, and the optimal path is the one that gives me the most fun per time investment. Playing a game when it's not fun as a conscious choice feels alien to me; not to say that I haven't caught myself doing that, unfortunately.

However, it is also true that it's bad game design to make the optimal path not fun; or rather, to make the optimal and the most fun path not one and the same. This is why I love games like DMC3, where doing the most stylish combos is not just fun, it's also the most efficient way to play (among others, by making DT-meter refilling taunts more effective).

That said, so far, GW2 has been exactly that in every sense I could bother to mention. Once I learned dodging and moving and weaving it into my gameplay (curse you, WoW), the game not only felt and looked much cooler, I actually went from being trampled by two normal mobs, to beating a veteran plus a normal or two without breaking a sweat.

Regarding weapon skills, grinding is not only unfun, it is ALSO the suboptimal path. Considering events and hearts give you much more bang for your buck than killing the same monster over and over, why the hell would you actively try to learn skills by doing the latter? It's not like you need them to succeed in level 1 content. Both they and utility skills are gated to you so that you don't feel overwhelmed by all of them and take your time actually learning how and when to use them; something I really appreciate after hitting the PvP lobby and being overwhelmed to hell with all the possibilities.

again, excuse my ignorance if it sounds like what i'm saying is bullshit

whats the difference between killing 10 of X and going to a location and killing things until the event is over?

i apologize for trivializing something i don't understand. i really would like to understand, and would appreciate it if someone can make me understand

I come quite late to the party, so I can only hope you read my reply. I will relate to you my experience with an event during the last stress test; in fact, this triples as an example of an event that sidetracked me on my way to my personal story, and ALSO as one event I didn't come across until my third or fourth visit to where it takes place.

I was on my merry way out of Claypool, a lovely rural town that is up the side of a hill. I had just sold my junk and repaired my armor, and I was ready to go on for more adventure. That's when, halfway down the path, I saw a large herd of cows running up the hill. We're talking 10-20 cows easily, here. I could feel a thought bubble with the venerable "WTF?" letters springing above my head, and so I decided to follow it up the hill. Right at the back of the herd was a farmer. The entire herd ran up the whole length of the town's major street, and then settled upon the town plaza. At that time, the farmer started screaming for help; at this time, an event popped up (automatically; in GW2 you don't have to accept events, they're added to your GUI as long as they're active and you're close by). Apparently, some bandits had invaded and taken his farm. I came back the main street and looked down the hill, and sure enough, at the plain at the foot of it a large farm could be seen.

This would certainly not do, so as a hero I felt compelled to make these guys see the error of their ways. I started the event pretty much alone, picking the bandits one by one, but by the end a couple players had joined me. We killed off almost all bandits, at which point the couple or so remaning just wised up and fled into a nearby cave teeming with more bandits. As the event dinged complete and I automagically received my rewards, I could see off in the distance the herd coming down the hill (I can tell you that GW2's absurd draw distance does it a great service here). The cows settled around the pasture, and the farmer standed around the farmhouse. I also noticed a couple of additional farmers in the field, at least one of which was a vendor, but I can't tell you where they came from because I wasn't looking (but I have NEVER seen an NPC in GW2 pop out of nowhere, so I'll be sure to check if I come across the event again).

So... yeah. That's basically a kill quest in Guild Wars 2; all that was demanded of me was to exterminate the bandits. It's now up to you to decide if this looks or feels exactly the same as a WoW kill quest.

By the way, it seems that this event came to be because the previous one, wherein you have to protect ranchers from being killed by waves of bandits, was failed (either nobody was around to help the ranchers, or nobody cared):
http://wiki.guildwars2.com/wiki/Protect_the_ranchers_from_bandits

Finally, note that the event is level 8 and I was level 15+. In any other MMO I would have curbstomped the bandits with one hand while covering my yawns with the other; here, downleveling came to the rescue and made me play cautiously (but rewarded me appropriately as well). This is just one of the ways you can see GW2's multiple systems playing off each other; without downleveling, discovering events in zones you've long outleveled would be pointless and anticlimatic.
 
I come quite late to the party, so I can only hope you read my reply. I will relate to you my experience with an event during the last stress test; in fact, this triples as an example of an event that sidetracked me on my way to my personal story, and ALSO as one event I didn't come across until my third or fourth visit to where it takes place.

I was on my merry way out of Claypool, a lovely rural town that is up the side of a hill. I had just sold my junk and repaired my armor, and I was ready to go on for more adventure. That's when, halfway down the path, I saw a large herd of cows running up the hill. We're talking 10-20 cows easily, here. I could feel a thought bubble with the venerable "WTF?" letters springing above my head, and so I decided to follow it up the hill. Right at the back of the herd was a farmer. The entire herd ran up the whole length of the town's major street, and then settled upon the town plaza. At that time, the farmer started screaming for help; at this time, an event popped up (automatically; in GW2 you don't have to accept events, they're added to your GUI as long as they're active and you're close by). Apparently, some bandits had invaded and taken his farm. I came back the main street and looked down the hill, and sure enough, at the plain at the foot of it a large farm could be seen.

This would certainly not do, so as a hero I felt compelled to make these guys see the error of their ways. I started the event pretty much alone, picking the bandits one by one, but by the end a couple players had joined me. We killed off almost all bandits, at which point the couple or so remaning just wised up and fled into a nearby cave teeming with more bandits. As the event dinged complete and I automagically received my rewards, I could see off in the distance the herd coming down the hill (I can tell you that GW2's absurd draw distance does it a great service here). The cows settled around the pasture, and the farmer standed around the farmhouse. I also noticed a couple of additional farmers in the field, at least one of which was a vendor, but I can't tell you where they came from because I wasn't looking (but I have NEVER seen an NPC in GW2 pop out of nowhere, so I'll be sure to check if I come across the event again).

So... yeah. That's basically a kill quest in Guild Wars 2; all that was demanded of me was to exterminate the bandits. It's now up to you to decide if this looks or feels exactly the same as a WoW kill quest.

By the way, it seems that this event came to be because the previous one, wherein you have to protect ranchers from being killed by waves of bandits, was failed (either nobody was around to help the ranchers, or nobody cared):
http://wiki.guildwars2.com/wiki/Protect_the_ranchers_from_bandits

Finally, note that the event is level 8 and I was level 15+. In any other MMO I would have curbstomped the bandits with one hand while covering my yawns with the other; here, downleveling came to the rescue and made me play cautiously (but rewarded me appropriately as well). This is just one of the ways you can see GW2's multiple systems playing off each other; without downleveling, discovering events in zones you've long outleveled would be pointless and anticlimatic.

thanks for your amazing narrative, i'm starting to see how fresh GW2's approach to questing has become.

i'm curious, with downleveling, how do levels matter in this game. i can see skills still being affected by level, and leveling as a means to access higher level content, but whats to stop a high level player from staying exclusively in a low level zone to level up indefinitely?
 
thanks for your amazing narrative, i'm starting to see how fresh GW2's approach to questing has become.

i'm curious, with downleveling, how do levels matter in this game. i can see skills still being affected by level, and leveling as a means to access higher level content, but whats to stop a high level player from staying exclusively in a low level zone to level up indefinitely?

Nothing is stopping them if they want to do so. It's an entirely viable form of play.
 
thanks for your amazing narrative, i'm starting to see how fresh GW2's approach to questing has become.
Thank you for reading! Bear in mind that this is an example of a kill quest; there are many other quests that have completely different objectives. I'd say the functional variety is slightly higher than WoW, but the "dressing" is so rich, you never feel like you're doing a "collect" or "kill" quest.

i'm curious, with downleveling, how do levels matter in this game.

Levels matter going up; i.e. you are downleveled but NOT upleveled. If you go to a higher level zone or instance, well... you get the picture. :)

i can see skills still being affected by level, and leveling as a means to access higher level content, but whats to stop a high level player from staying exclusively in a low level zone to level up indefinitely?

Boredom? :D There is functionally nothing forbidding a player from replaying his favorite zone over and over and leveling all the way to 80 that way (much like you could do the same playing WvW, which frankly sounds quite more fun :) ). The question should be, if he's happy with it, why should the game prevent it?

There are also perks to going to higher level areas. Renown Hearts (the other half of the equation, opposite events) stay completed when you complete them; they "sell" (in exchange for Karma) items that are different from one Heart to the next; they usually have a "fun" item, a couple pieces of equipment, recipes, cooking materials, etc. Completing them gives you a broader range of stuff on which to spend your karma.

Of course, the real answer is, why should you do the same stuff over and over when you could be enjoying new content? :)
 
In addition, a new Guild-Conquest PvP map will be available for playtesting.

From the Massively post about the Asura/Sylvari. So this is the 3rd of 4 sPvP maps in at launch which is the somewhat already known map where you have to kill the Guild Lord.
 
I should probably finally get around to getting in the GAF guild. I noticed people providing the numbers following their username, do I need to provide those? I have no idea what the number sequence is as I'm at work.
 
I should probably finally get around to getting in the GAF guild. I noticed people providing the numbers following their username, do I need to provide those? I have no idea what the number sequence is as I'm at work.

When you get in game just PM an officer with your character name.
 
i'm curious, with downleveling, how do levels matter in this game. i can see skills still being affected by level, and leveling as a means to access higher level content, but whats to stop a high level player from staying exclusively in a low level zone to level up indefinitely?
What's stopping a player in that case would be boredom
KuGsj.gif
You'll be bottlenecked by the fact that you WANT to go do other stuff even though it might be technically viable to do exactly what you described.

...

Boredom? There is functionally nothing forbidding a player from replaying his favorite zone over and over and leveling all the way to 80 that way (much like you could do the same playing WvW, which frankly sounds quite more fun :) ). The question should be, if he's happy with it, why should the game prevent it?

Of course, the real answer is, why should you do the same stuff over and over when you could be enjoying new content? :)
Nothing is stopping them if they want to do so. It's an entirely viable form of play.
I can see you guys have this covered.
thanks for your amazing narrative, i'm starting to see how fresh GW2's approach to questing has become.
Bear in mind, that example he gave of the kill quest (bandits chasing out a herd of cows) is among the simplest quests to be found in the game. Some of the chains get mindbogglingly complex...
C1RpI.jpg

Depending on how you look at it, that's 2 "quests" total reflected on that map, with a ton of branches depending on objective passes/fails.

I should probably finally get around to getting in the GAF guild. I noticed people providing the numbers following their username, do I need to provide those? I have no idea what the number sequence is as I'm at work.
Have you posted your stuff in the community thread? I swore I added you to the overflow guild.
 
Sadly I don't think I'll be playing the BWE since I'll be heading home for my birthday. Regardless my mesmer will be Illusive Kayos and my thief will most likely be Shadow Kayos
 
I get what you guys are saying. You can melee selectively, but this is the point. If your the only melee, he's attacking you. Then you really can't melee can you? You have to back out until he focuses somebody else. For clarification I'm talking about elite mobs and groups. Not normal 1-2 mobs, you can handle them fine.

To be fair we haven't seen much of how they're handling the dungeons, but I'm not optimistic.

And I haven't touched on how they're broken in WvW.

I know I'm late to the argument, but I figured I weigh in since I spent 90% of my time in melee (Greatsword/Shortbow Ranger). I made it to level 31 and found that for regular enemies, even groups of 3-4, melee was still workable and even preferable for me. It worked even on groups of hard hitting enemies like ettins. The greatsword dealt more damage and allowed me to hit more enemies so it was actually more effective than plinking away at a single target from mid range with my bow. Obviously I'd get my ass handed to me if I stood still so I didn't. I was constantly strafing and with the help of the swiftness buff I was outmaneuvering my enemies in melee. Since you asked, I've also melee'd veteran mobs.

As for which weapon I used on event bosses, it really depended on the situation and often I had to use both my greatsword and shortbow (and why not, I've got 2 weapon slots after all). So far I think the only event boss I didn't melee at all was a giant who had slaughtered an entire town of NPCs. It was only me and a friend (occasionally a third would show up for a few minutes before dying) and he was absolutely slaughtering us even at ranged. I'd assuming he was meant for more than 2 people so I think he's the exception.

Of course, as far as PvE is concerned, your argument is moot if there are different AI patterns to any of the enemies.
 
New feature:

Vistas - You'll see a glowing pillar of light in an area and you have to make your way up to it, like mini jumping puzzles. When you get to it there's a scroll up there and when you interact with it it will show a small cinematic and give you a look at the surrounding area. As with everything they give you XP for doing so and Vistas are now another thing you can complete in the world much like POIs.

135 of them in the world at the moment.
 
New feature:

Vistas - You'll see a glowing pillar of light in an area and you have to make your way up to it, like mini jumping puzzles. When you get to it there's a scroll up there and when you interact with it it will show a small cinematic and give you a look at the surrounding area. As with everything they give you XP for doing so and Vistas are now another thing you can complete in the world much like POIs.

135 of them in the world at the moment.

That's both cool and completely random. Haha.
 
New feature:

Vistas - You'll see a glowing pillar of light in an area and you have to make your way up to it, like mini jumping puzzles. When you get to it there's a scroll up there and when you interact with it it will show a small cinematic and give you a look at the surrounding area. As with everything they give you XP for doing so and Vistas are now another thing you can complete in the world much like POIs.

135 of them in the world at the moment.

That's pretty cool, made me remember about the Treasure Maps that were datamined, i hope we see more about them in the future :O but <3 arenanet for encouraging exploration.
 
New feature:

Vistas - You'll see a glowing pillar of light in an area and you have to make your way up to it, like mini jumping puzzles. When you get to it there's a scroll up there and when you interact with it it will show a small cinematic and give you a look at the surrounding area. As with everything they give you XP for doing so and Vistas are now another thing you can complete in the world much like POIs.

135 of them in the world at the moment.
*cough* Assassin's Creed *cough*
 
Oh snap, i'm seeing the Asura Gamespot video and they added an ingame clock!
Evil bastards. Now I have something to remind me that I should be in bed. I prefer noticing, "Oh shit! It's 4am!" rather than staring at the clock at 2:20am and thinking, "I should stop. But... God I am such a whore."
 
How is that any different from choosing a different character to play?

Start as Generic Person ->Melee ->build up skillset

Start choosing Warrior ->melee->build up skillset

I don't see the difference in that it's just adding one more level to your decision. Take a game like Skyrim, sure, you have skill points but you can only go so far with a few of the trees. You start off, you go full Illusion/Destruction or w/e but you can't just switch and go full Archery/Two handed, or w/e the limits were because you stopped gaining points after a while and that "unlimited option" became very limited.

Most people basically chose before they created the character. You have people saying I have a couple characters "Mage/Restoration" and "Sneak/Theif" or something like that. All classes do is define what you're going for before you start going for it.

Simple example: In no version of any game would I have a fucking pet. So no, it's not the same - as classes can easily include things you dig and don't. With skills I only have the stuff that I find value in and can easily hybridize as necessary.

completely disagree with your "brain freeze" comment. It's just a different way to do things, they aren't doing it because people are stupid. The same people playing GW2 are probably playing Skyrim just fine.

I'm talking historically. It was a major criticism of UO back in the day in contrast to EQ. Some people hated not knowing what to do or who they were supposed to be. If we've moved beyond that criticism over time, that gives me some hope.

I guess I can see why you'd like to have a completely open tree, but I like the fact that the class system takes away all the worthless shit I don't need to look at if I want to focus on a certain type of gameplay.

I like where the skills system doesn't force me to constantly, every second, deal with shit pet AI for the hundredth time.
 
Holy crap, that starter area boss. Their animation team is doing godly work.
It is official, Asura rocks.

The male NPC voices don't really fit the character models. The female voices are understandably cute, but the male voices could fit on a Human just as easily as an Asura.

And you know there will be hundreds of blue Asura named "Stitch":

Stitch_(Lilo_and_Stitch).jpg
 
The male NPC voices don't really fit the character models. The female voices are understandably cute, but the male voices could fit on a Human just as easily as an Asura.
That's... how they sound! Isn't anything you imagine them sounding like just due to your own mistaken preconceptions?
 
Have you posted your stuff in the community thread? I swore I added you to the overflow guild.

Oh, that reminds me you also added me already to the overflow, perhaps I should have made a note of that on the community thread. I'll do just that.

Gamespot has over an hour of Asura gameplay (yes, their starting zone).

http://www.youtube.com/watch?v=Lk9mocIgC4s

I don't think I'm gonna watch it.

God, the temptation. I'm feeling less withdrawal right now, so I'll save it as emergency meth.


I know I'm late to the argument, but I figured I weigh in since I spent 90% of my time in melee (Greatsword/Shortbow Ranger). I made it to level 31 and found that for regular enemies, even groups of 3-4, melee was still workable and even preferable for me. It worked even on groups of hard hitting enemies like ettins. The greatsword dealt more damage and allowed me to hit more enemies so it was actually more effective than plinking away at a single target from mid range with my bow. Obviously I'd get my ass handed to me if I stood still so I didn't. I was constantly strafing and with the help of the swiftness buff I was outmaneuvering my enemies in melee. Since you asked, I've also melee'd veteran mobs.

As for which weapon I used on event bosses, it really depended on the situation and often I had to use both my greatsword and shortbow (and why not, I've got 2 weapon slots after all). So far I think the only event boss I didn't melee at all was a giant who had slaughtered an entire town of NPCs. It was only me and a friend (occasionally a third would show up for a few minutes before dying) and he was absolutely slaughtering us even at ranged. I'd assuming he was meant for more than 2 people so I think he's the exception.

Of course, as far as PvE is concerned, your argument is moot if there are different AI patterns to any of the enemies.

That was pretty much what I was imagining/hoping, although since my main was an engineer (possibly the only class with no "regular" melee weapon), I couldn't try melee all that much (I did make a Guardian to test it and seemed fine for the first few levels). The thing is that even with the engineer, I often fought at point blank range and with enough maneuvering, you could avoid damage almost entirely. The thing is that this is VERY counterintuitive if you're used to WoW. For example, later in the last stress test, I would simply dodge roll THROUGH an enemy, turn 180 and attack it for a couple of seconds while it missed its next attack and turned around. This is unthinkable in something like WoW, where once a mob is locked into melee range, no amount of circling, strafing or going through it is going to avoid even a single of its attacks.

By the way, that made me notice something (I'm sure this will be old news for most and I'll deservedly get a handfull of rolled eyes and duhs). While mobs body-block you in this game, dodging turns off bodyblocking for the duration of the dodge, allowing (like mentioned above) dodging right through enemies. In fact, remember in the PvP lobby where there's a "dodge roll training dummy" that periodically does a whirlwind attack? You're supposed to dodge right through it; the dodge range is just enough that you can go from one side of it to the other without being hit (I saw literally no-one but me doing this in the BWE, and even I didn't realize until the second, so I'm not sure how obvious it is).

New feature:

Vistas - You'll see a glowing pillar of light in an area and you have to make your way up to it, like mini jumping puzzles. When you get to it there's a scroll up there and when you interact with it it will show a small cinematic and give you a look at the surrounding area. As with everything they give you XP for doing so and Vistas are now another thing you can complete in the world much like POIs.

135 of them in the world at the moment.

That is freaking amazing. The game is chock full of scenery porn already (as my 400+Mb screenshot folder can attest), so I'm really looking forward to it. Are these re-watchable in any way, or one-time only?

Simple example: In no version of any game would I have a fucking pet. So no, it's not the same - as classes can easily include things you dig and don't. With skills I only have the stuff that I find value in and can easily hybridize as necessary.

There's actually a number of reasons for implementing classes in a game, and not all of them have to do with easing player choice (although it is one of the more powerful reasons). Other important reasons include:

1) A system with no classes is exponentially harder to balance. You're not balancing a skill set against another; you're balancing every skill against every other. This is a huge difference; with the former, not every skill has to have the same power as each other, as long as each SET is balanced. Imagine if, in Starcraft, you could cherry pick the units you can produce, out of all three races. This leads to the discussed-to-death problem of less actual variation between winning strategies, and copy-paste optimal builds.

2) There is also less variation with weapons. You can argue for, say, having a Bow skill tree, but in GW2, a ranger's bow skills have nothing to do with a warrior's. For more extreme differences, compare a Warrior, a Mesmer and a Guardian's greatsword use. How could you do that without classes? Would you have "Greatsword Skillset 1", "Greatsword Skillset 2", and so on? Each one class-flavored?

3) In fact, "flavor" is the final reason I'd mention. This is an element that might be completely irrelevant to many, but for others, playing a class with a consistent style is enjoyable in itself. If I can make a guy that can use Mesmer illusions, Elementalist spells, Thief stealth, Engineer machinery, etc. what the heck is it? It's a jumble of abilities with no rhyme or reason to it. Effectively, you've made the game to have only one class, the jack-of-all-trades, the onion kid, the mime. I'd actually rather have more classes.

In any case, this is a non-trivial design decision that I realize ultimately amounts to personal taste. I myself do enjoy this in many games (loved it in Demon/Dark Souls, for example), but I think it works better in single player games (where balance is much less critical and you're bound to have less characters), games that are not so centered around skillsets, and/or games not in high fantasy settings. This is a skillset-based, high fantasy MMO, so...
 
So after seeing the Gamespot video, in the BWE3 we will have:

1. Most of the traits are redesigned.
2. Better performance.
3. Vistas
New feature:

Vistas - You'll see a glowing pillar of light in an area and you have to make your way up to it, like mini jumping puzzles. When you get to it there's a scroll up there and when you interact with it it will show a small cinematic and give you a look at the surrounding area. As with everything they give you XP for doing so and Vistas are now another thing you can complete in the world much like POIs.

135 of them in the world at the moment.
4. There is an option now to deposit all collectibles in the bank at once.
5. Ingame clock.
6. /dance !
7. Asura and Sylvari

and maybe more that Mike Z didn't mention.

Oh and there are some sweet jumping puzzles in the Asura starter zone and the 15-25 zone next to the Asura have some stuff that will make nostalgic GW1 players
 
So after seeing the Gamespot video, in the BWE3 we will have:

1. Most of the traits are redesigned.
2. Better performance.
3. Vistas

4. There is an option now to deposit all collectibles in the bank at once.
5. Ingame clock.
6. /dance !
7. Asura and Sylvari

and maybe more that Mike Z didn't mention.

Oh and there are some sweet jumping puzzles in the Asura starter zone and the 15-25 zone next to the Asura have some stuff that will make nostalgic GW1 players

I want to watch that video so much, but I don't want to spoil the Asura. Why couldn't it be on Sylvari? :lol
 
The male NPC voices don't really fit the character models. The female voices are understandably cute, but the male voices could fit on a Human just as easily as an Asura.

And you know there will be hundreds of blue Asura named "Stitch":

http://upload.wikimedia.org/wikipedia/en/c/c6/Stitch_(Lilo_and_Stitch).jpg[IMG][/QUOTE]

...
*scribbles down "Steetch" on a note*

[quote="RepairmanJack, post: 39690691"]I don't think we have had an official word on how many on release but the beta has 5 slots. So I would guess 5.[/QUOTE]

1 for each race, works perfect for me, then just buy 3 character slots extra for each profession.
 
Just listening to that Asura thing is great, even without looking (and spoilering), a lot of stuff from the dev I didn't know :) Also, the Vistas are an amazing idea.
 
I am not going to be able to resist at all. I see myself playing a sylvari and asura up to the teens at least. Sylvari ranger, asura guardian sounds about right.

I still want to try out the Ascalon Catacombs through. About hour or more of gameplay and my Charr Engineer will be at 30. I hear that it can be tough without level approrpriate gear though.
 
Wow, after skimming through that Asura video, trying to avoid spoilers as much as I could, it's so refreshing to see an MMO that rewards exploration to this extent. With all the jumping puzzles, skill challenges, and now vistas, I can't wait to fully explore the world when it releases. My hype was already pretty high, but it just keeps growing by the day.
 
I am not going to be able to resist at all. I see myself playing a sylvari and asura up to the teens at least. Sylvari ranger, asura guardian sounds about right.

I still want to try out the Ascalon Catacombs through. About hour or more of gameplay and my Charr Engineer will be at 30. I hear that it can be tough without level approrpriate gear though.

Asura guardian for me, too :) Sylvari not yet sure, maybe i'll try the mesmer again.
 
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