Guild Wars 2

I dont think it will; in the video it deflects straight back to the enemy ... and tbh I think thats the way its going to stay.

Good to see that Perception wouldnt have such a huge impact on boosting critical strikes to imba levels like I anticipated.... I was envisioning stacked 5 man team imba-warriors that go crit only.... hopefully it all is balanced somehow.
 
Yeah, information is available of course and surely Arenanet knew that such information would be shared. Personally I like the system, uniqueness of crafters or not, I am not one that would wiki every single combination. I like to try things out my way, and only after failing alot would I consult information available. But yeah, thats me....gold hunters would do otherwise; and most other gamers too.
 
http://www.arena.net/blog/pax-east-countdown-a-glimpse-of-the-thief

Glimpse at the Thief... Check the pic!

H_Thief-454x600.jpg


OMG I will be making a super sexy thief for GW2...
 
ZOMFG! YAY! my assassin will be renewed after all in gw 2 :D

albeit as a thief but what the hoo ha
 
Must say after looking at those images, the Asuran looks absolutely terrible.
Hoping some better gets done to their models, otherwise feel that is seriously a poor job done there.
Not to impressed by the looks of that Charr either :/
Gonna be a toughy on which Race to choose for me
 
Must say after looking at those images, the Asuran looks absolutely terrible.
Hoping some better gets done to their models, otherwise feel that is seriously a poor job done there.
Not to impressed by the looks of that Charr either :/
Gonna be a toughy on which Race to choose for me

You have already eliminated two races, and if your not liking Charr I dont see you doing Sylvari; so thats not too hard @ 2 races to decide? lol

But that pic of the thief sure looks awesome!
 
Thief revealed on Guild Wars 2 site

And some PAX East Movies!

Justin.tv Live Stream Movie 2

Awesome gameplay footage with commentary from Colin Johannson while the thief and guardian demo some dynamic events. Bosses seems to be very very tough.... not gonna kill them in 2 secs or stuff like that. (skip the first 4 minutes or so of movie)

Guild Wars Insider GW2 PAX Press Demo

link to everything PAX EAST 2011 : PAX EAST 2011 thread

PAX Panel Q&A 53 minutes

Alot of questions in this~!

Some that stood out for me:
- Combat master says there are ALOT more customization for skills compared to Guild Wars; so complex that ppl will take months to figure out half the stuff; 87,000 Different combinations for last 5 skills per profession based on attributes, weapon, traits etc.
- People half-participating in events will be removed from scaled content very quickly; and will only receive bronze reward at most.
- WvWvW will be one server v two; and loot drops.

Another Q&A :
Community Q&A with Colin Johanson & Justin Miller said:
I just finished transcribing the interview containing the questions you guys asked. For this Q&A session we have Colin Johanson, Lead Content Designer, and Justin Miller, Content Designer, answering for us some of the questions we sent out to PAX East!

How many character slots can we expect at release?

Colin: That is a great question and one that we have not decided on yet. We'll reveal more information about specifics like this as we get closer to release. Right now we don't have enough information on how we want to do that yet. It will be enough so that you can make a lot of characters and not feel limited by the number of [slots].

Are character names globally unique or per-world?

Justin: I think it's globally unique because we have people to reserve names from Guild Wars.
Colin: Yeah, it's gotta be global.

Will it be possible to create chars before the game is released?

Colin: Create? No. Reserve your name? Yes.
Justin: Unless you count pre-release stuff.
Colin: Yeah, I don't think we know exactly how we're going to do that. There will be some form of way to get in the game early and make a character but you'd be playing the full game at that point.

Are the various starter armors - such as noble finery and street rat rags - acquirable in game?

Colin: I'd assume we'd have some way to acquire just about any armor set in game for everybody. I don't know exactly how we're going to do that. When you get what armor sets, and how you acquire them, is still something we're working out. We'll figure out once we get closer to the end of the game and we know exactly how many armor sets we have and where we want to put them in the world. So I don't think we can answer that yet, but I would assume if people wanted them we'd definitely give a way to get them.

Will all transformed norns have the same fur/feather color? Or will it be based on the hair color of the character?

Colin: There are four elite [skills] that they can transform into, each one tied to their core spirit animal. What the looks for those elites are, I don't think we've completely locked down what the answer might be. I think at a baseline you will transform into a bear, you will transform into a raven. How those might vary player to player, I'm not totally sure.

Does the personal storyline cross borders into the other races territories? Or have possibilities to do so?


Colin: Your personal storyline takes you all over the game world and depending on what choices you make, it branches and goes through completely different paths in the world. So a charr's storyline may take it into a norn area as part of its' story. An example of one that goes the other way: in the norn personal story, along your biography you get a choice where you can say that you lost a duel to your rival as one of your options. And if you pick that storyline, later on in the game you find out that there is a great norn fighting tournament and all the races in the world have been invited. You find out that your rival is going to be at this tournament and you want to get in and get matched up against him so that you can defeat him in front of everyone. So you've got a qualifying tournament - you've got to fight your way into it - and one of the qualifying rounds is over in charr territory. You get to actually fight in the big charr fighting pit with charr all cheering on and watching the whole thing. So, we try to really mix it up. The asura and sylvari overlap a lot early in the game, the charr and the norn overlap a lot early in the game. The humans tend to be more solitary because they're trapped by centaurs on all sides and bandits in their territories so they won't get out to the other races as much. As the storyline progresses all of five of the races start to come together and they start to crisscross between each others' territory a lot in the personal storyline.

How does the stacking of conditions work if the players applying the condition have different condition "levels"?

Justin: The top level gets applied and replaces the lower level.

Does the combat log and/or on screen displays record the performance of other players in your vicinity/group or just yourself?

Colin: The combat log is something that we're still playing with a lot. In Guild Wars we had a really robust combat log that displayed a ton of information about combat and really gave you all of the little details you would want to know. A lot of that is still under development for Guild Wars 2, especially as we're still in the middle of developing PvP, which is where a lot of the combat log development is going to take place. We'll talk about that a lot more as we get closer to talk about how PvP works.

Within organized PvP, are there modes for larger groups (8-10), or is organized PvP meant for small groups and WvW meant for large groups?

Justin: We have both. It depends on "large groups" because we have WvW.
Colin: The straight up competitive PvP is 5v5, period. We want that to be smaller groups. Each group member is very important, it's very tactics heavy, and it allows us to make it so that entry to PvP is really low. You only need to get four other people online and jump in and start playing. It was a problem we ran into with Guild Wars where we found that needing eight people to play a game often meant, someone just got up to get a sandwich while someone else just got ready to play, and you're sitting there trying to get a game going. It's really hard to get eight people and to be able to sit down and play. We felt five was a more optimal number both for being able to recognize what other players are doing and coordinate together and for being able to actually get a group together and play. And as Justin said, our WvW is just massive for whoever shows up. You could have 200 people fighting against 10 people. And the 10 people are like, "oh my god, what are we doing?" They book it away and then 150 people from their server run over the hill and you just get this massive battle that ensues. The idea of that is that it can be any number of people going all over the place all at once.

GW2 developers told us that for PvP battles they liked the concept of splitting player teams up on various sides of the map to complete some objectives. Will we see something similar to this for certain PvE dungeon encounters?

Justin: I don't think our intention is to split up people in dungeons. We want people to work together for a lot of the content. We also want to avoid having situations where you could come in and solo parts of it. A lot of the encounters are specifically designed around a five person team.

Will there be any special rewards for exploring? Like finding a secret mob to fight, a hidden cave, or maybe just an item lying around between some rocks?

Colin: Yeah, definitely. There's a lot of different layers to how we reward explorers in our game. I would argue that Guild Wars 2 is the most explore-friendly game anyone has ever made. The reason for that is because our dynamic event system makes it so that every time you go into a map there could be something completely different going on. For instance, you go out and you explore everything that's in that map and you could come back and explore it again, you'll find something completely unique and different than the last time. It's kind of an explorer's dream because you can always keep exploring and finding new things. We try to hide a lot of events tucked in little areas of the map - we're going to have a lot of content hidden away in areas. You could jump up the side of a waterfall and go through the back of the waterfall and you might find something there that no other player has seen in two months of the game being out. And going in there, you might discover something that makes a dynamic event kick off and that moves off and starts to affect the world. We really want to make this a game for every type of player and we want to make it really rewarding for explorers. One of the things that we're also going to do is that after the game releases, we're going to put a lot more dynamic events in the game as live updates and free stuff to expand the maps and have more and more in there so that the explorers can keep going back to these maps and discover things that we've added and didn't tell anyone about and they're going to stumble across them.
 
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1 more....
With the reveal of the thief profession in Guild Wars 2, we found ourselves entranced by the playstyle of the quick and dirty fighter, and demanded to know more. Lead Designer Eric Flannum heeded our demands, and we present here an exclusive chat about the thief - as well as a delicious new video.

games.on.net: How does the thief play in comparison to the assassin from Guild Wars 1? Many people are drawing parallels between the two, what's your take on it?

"the thief can deal damage, support his allies, and even control mobs through clever use of dodging and movement altering effects"
Eric: The thief is quite different from the assassin in many key ways, which is why we chose to rename the profession. The first major difference is that we wanted the thief to be a more versatile profession (as all Guild Wars 2 professions are) than the Guild Wars 1 assassin. Whereas the assassin is mostly a damage dealer the thief can deal damage, support his allies, and even control mobs through clever use of dodging and movement altering effects. The assassin was also much more of a burst damage dealer in Guild Wars 1 relying on specifically chained skills to deliver big damage with a finishing move, the thief does not have this sort of mechanic instead being more of a hit and run pressure character, dealing damage and then darting out of combat to safety. Finally, in our lore the assassin is very much a profession that has its root in Cantha and since we aren't visiting Cantha in the initial release of Guild Wars 2 we didn't want to draw any lore parallels between this new profession and the assassin.

games.on.net: With the thief, can you play in a duellist-esque manner, or is the class focused specifically on stealth attacks and well-positioned backstabs?

Eric: The duellist method is actually the main play style for the thief. Stealth is used most often as an escape mechanism. In many games with stealthy professions they are designed around the stealth mechanic as characters who need to use stealth in every encounter to set up a big “all or nothing” attack. With the thief we very much view stealth as a supplementary ability and not as the core ability of the profession. The initiative driven energy mechanic, mobility, and the steal ability are really the core abilities of the thief.


games.on.net: What do each of the races bring to the table as a thief? Are any races barred from the profession?

Eric: No races are barred from any profession in Guild Wars 2. Each race brings a unique story, feel, and aesthetic to the profession. From a power perspective each race will also add a small amount of utility, for example, norn can call upon the spirit of Wurm which will give them a temporary stationary ranged pet. Other races bring other things to the table such as the sylvari who might hamper the movement of enemies, causing plants to twine around the legs of their opponents.

games.on.net: Does stealing items have any effect on the person whose items was stolen? For example, can a stolen shield no longer be used?

Eric: Stealing items has no effect on the person the item is stolen from. The steal skill creates a new environmental weapon for the thief to use.

games.on.net: How does this balance for PVP play, and does the thief bring any specific concerns for PVP?

Eric: While what the thief steals in PvE is determined by the type of monster, in PvP it is determined by profession. Since the item is not actually taken from the target this means that the thief really plays no differently in PvP vs. PvE and presents no real balance concerns beyond those of other professions.

games.on.net: The thief feels very much like a profession which is meant to be harder to master than the others available. Is this a deliberate design decision, and if so, are there any professions that have been designed to be more accessible?

Eric: Yes, it is very true that the thief requires a somewhat higher degree of skill to play than some of the other professions. We did design certain professions to be easier to play than others although we never want this gap to be too significant. In particular the warrior, ranger and elementalist tend to be more straightforward to play than the other professions although even the “simple” professions have a lot of depth and nuance to them.

games.on.net: Are there ways for the thief to extend their initiative or reduce the initiative cost of certain attacks, depending on their build?

Eric: Yes, there are traits that will cause certain skills to cost less initiative.

games.on.net: Can the thief use a single rifle, much in the same manner as a bow? Or is the only blackpowder weapon available to the profession pistols?

Eric: The thief cannot use rifles, only pistols.

games.on.net: As well as crafting, the revamped attribute system is very intriguing. What has changed since Guild Wars 1?


Eric: Attributes have changed a lot since Guild Wars 1. Instead of profession specific attributes we have gone to a pool shared by all professions. The attributes are power, precision, vitality and toughness. We went to this system so that we would have a set of attributes that are valued by every profession and to lessen the ability of a player to make a bad character by putting points into the “wrong” attributes. A shared set of attributes also helps increase the ratio of useable equipment for a player. It was often the case in Guild Wars 1 for example; that you would find a staff which would be useful only to a specific build of elementalist and if you were a mesmer, necromancer, ritualist, etc… that staff was useless to you. In Guild Wars 2 this is no longer a problem and it is much more likely that any given piece of equipment that drops is something that the player will find useful.
 
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Continued....................

games.on.net: Can you tell us more about crafting, and what we can look forward to at PAX East?

Eric: Crafting starts with gathering materials. You can get drops of crafting materials from monsters as well as use Guild Wars 1 style salvage kits to break down certain items for materials. There are also gathering nodes in the game which players can “mine” to get materials. There are no gathering skills in the game so every player can gather resources from every different type of resource node. In addition to this, the nodes are available on a player by player basis. This means that there is no competition with other players for resources which is core to the concept of Guild Wars 2 PvE being about cooperation.

Once materials are gathered, the player will need to go to a crafting station to craft. There are 8 crafting professions for a player to choose from and they can choose to have any two active at a given time. If a player wishes they can change crafting professions by visiting a trainer and paying a fee, when they do this they will retain whatever rank and recipes they had learned in all of their old professions.

As a character crafts items they will gain crafting experience. As they advance in their profession they will automatically learn new recipes for standard components. The player can then try to combine these standard components into other items to discover new recipes. For example, as a weaponsmith I automatically know the recipes for turning copper and tin ore into bronze ingots and for taking green wood logs and turning them into soft wood planks. If I place copper ingots in the crafting window while at an anvil I can make a copper axehead and similarly if I take the green wood planks to a workbench I can make an axe haft. I don't actually have a recipe for an axe but if I combine those two items then I will create a basic axe and the recipe will be stored in my recipe list. With further experimentation and by adding other ingredients I might be able to make a statistically better or different looking axe.


We understand that this system of discovery can be circumvented by looking at the wiki but we treat this as we do any other spoiler information. For example the fact that a player could at anytime go spoil the end of their personal story by looking it up does not keep us from trying to create an exciting story that may have some twists in it. If a player wants to go find recipe knowledge then they are free to do so and they can skip over the part of crafting that they might find tedious, such as grinding through recipes to finally get to the one they want to make. For players who really enjoy the discovery style of play and take more time to explore the possibilities of the system then they can do that as well.

"we want players in the open world to feel like they are cooperating, never resent other players, and be able to respond to the dynamic nature of the world"
I've seen many players reacting to our announced system and lamenting the fact that it is not more complex or innovative. There are many different ways we could have taken this system and we have done what we feel is best to support the rest of our game. For example, some games feature a gathering system that consists of some sort of gathering mini game. We didn't think that was the right way for us to go given the other goals of our game. We want players in the open world to feel like they are cooperating, never resent other players, and be able to respond to the dynamic nature of the world around them. If players needed to stop for 30-40 seconds every time they came across a gathering node then soon the other players that are playing with them who might not be particularly interested in gathering might grow impatient and the overall pacing and flow of their game experience would be interrupted. This tends to be a source of player tension where you might hear statements like “is that guy going to mine again? We need to get over to the garrison!” When designing a feature it is always important for us to consider how that feature impacts every other part of the game and make the choices that enhance the play experience we are trying to foster.

And this I 100% agree with as I said earlier regarding crafting, if wiki info is there then it is, it doesnt mean I HAVE to use it: play the game how you want to, not how everyone else is playing.
 
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One of the things that bothers me about what I've just read - there's too many "we haven't decided on that aspect yet" and "we haven't nailed that down yet".

Those answers, at this point in time makes the game look very unfinished at this point. I'm starting to have doubts we're even going to be seeing beta this year.
 
This is no surprise to me though; we havent seen PvP, WvWvW, dungeons, marketplace, underwater, 2 professions, sylvari... of course the game is far from finished.

Its freaking frustrating to wait though :'(

Everything in the game looks so awesome, even the map! :P
 
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