as the title says, what is gw2 offering us that we haven't seen before in any other mmorpg? or how is it doing things better. I haven't really looked into this and was curious to know
Many things, but the most prominent are Combo Chains. Using powers in unison with other's can create new effects in battle. This is beyond simply buffing your team mates or standing next to them for effects. This is one player casting an effect, while another casts over or through it to make another effect. I can see how really coordinated teams can make for an impressive battle.
FF11 had this, so it's not exactly new. Here is a list of new innovations in GW2 compiled by the folks over at mmorpg.com ( thank you! ) Combat: Casting while moving No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable) Attacks don't need a target, they'll hit whatever gets in their way Dodging attacks and projectiles Shield stance blocks projectiles from hitting you and people behind you Limited skillbar No holy trinity, players aren't locked into one role to the exclusion of all others Skills fit into broad categories of damage, control, or support Weapon(s) determine half your skill bar and give different skills than other weapons Players can potentially switch roles in combat (if weapon/skill choices plan for it) No ally targeted abilities Everyone has a self-heal ability which is the most powerful heal Downed state before dying, killing an enemy rallies you Downed state gives you a new, limited skillbar to fight back with Any player can rez anyone mid combat anytime, including NPCs. Very minimal death penalty. Picking up an environmental weapon changes your skillbar Thieves can steal environmental weapons from enemies You get full xp and loot for helping kill a mob whether grouped or ungrouped Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped Mob aggro based on proximity and other factors NPC enemies can dodge your attacks NPC attacks may be deadlier due to ability of players to dodge and revive No mana/energy for any class (subject to change) Only four attributes. Power affects melee, range and spell damage Underwater: Desire to have underwater be huge part of the world You have underwater only weapons Skills change to underwater versions Skills use the Z-axis No breath meter Drowned state, it's like downed state, but you can also get to the surface to rally Underwater friendly races and towns Rangers have underwater pets Dynamic Events: Completely replace quests in the open world Run whether players are there or not They actually happen instead of just being told about them Failable and not necessarily repeatable on failure Allow for victory and failure conditions not easily accomplished with quests Run in cycles so they're repeatable Encourage community by letting everyone participate at the same time Instantly scale up or down with number of players participating Reward everyone involved based on their amount of participation Chain together to keep people working together longer Affect the world in terms of what merchants sell and which waypoints are available Don't always run so you'll see different things when revisiting a zone Constantly adding new events to enhance replayability Boss fights which scale with number of players up to 100 Open World: Entirely PVE No factions Designed to be as griefless as possible No race/class restrictions Phased gathering nodes that allow everyone to have a shot at them. Everyone can gather everything so no waiting on others/making people wait No set path through zones Automentoring keeps entire world's content rewarding and challenging Manual sidekicking to a higher level friend City to city ports so you can play with friends immediately. Teleportation to any waypoint you've unlocked Hidden events to reward explorers Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow) Tasks to fill hearts in the open world, for completionists and NPC goodwill Boss fights at the end of all the tutorials put you right into the action Personal Story: Everyone has one big storyline from creation to level cap Choices made at character creation affect it Choices in game have consequences and can branch it Each player has a Home Instance section of town Character personality gives different dialog options and affects how NPCs react to you PVP: 3 Faction World PVP against two other servers in large 4-zone maps No fixed limit to number of participants (though eventually technology would limit it) W/L record is kept After 2 weeks, your server is matched up against new, equal strength servers Winning server gets PVE buff of some kind Castles and keeps to hold, dynamic events to fight over, trade routes Destructable environments Players can level up entirely in World PVP Enemy players drop loot as if they were PVE enemies Hot joinable Structured PVP Structured PVP with custom rulesets Players in structured PVP are max level with all skills and gear so it's a level playing field PVP balanced separately from PVE Dungeons: Dungeons have a story mode separate from your personal story Completing story mode unlocks 3 explorable mode paths These show the consequences of the story mode There are random/hidden events in dungeons No raiding Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop Miscellaneous: Flat leveling curve Players can be in multiple guilds No endgame vertical gear progression in power 30+ Minigames in cities 400 dye colors, each piece of armor has three color sections Gear that can take up more than one armor slot Grindless crafting with discoverable recipes Use an iPad to see what your friends are doing in game and send them messages Auction house available from outside the game Translatable fictional languages Unconventional NPC races with deep lore Add your own music to ingame playlists, your battle music will start when you enter combat Playlists revert to in game music during cinematics Carrier pigeons deliver your mail to you No subscription fee
They sound like alotta things actually. Warhammer was the first, then champions, then rift, etc. Only difference is GW2's events are gonna matter, meaning if no one performs them, then the land around it gets worse! The creatures dont just sit there waiting for attention, they expand and cause havok elsewhere.
i have read about that, seems quite awesome. I just hope they really pull it off successfully & not have it all *reset* "Enemy players drop loot as if they were PVE enemies" That part is interesting that i didn't know about PVP. But will it just be thrash loot or actually meaningful depending on the player. It would be cool if a player say with 100 kills 0 deaths drops in a sense more epic loot than somebody who has been dying left and right.
Hello I am quite sure ( correct me if wrong ) you get glory for practically anything pvp related which would be traded in at special merchants for loot similar to karma. But it would be cool indeed if you get extra glory for defeating a player who has been dominating.
Oh, i was wondering what you get for pvp, i know that karma is given in pve but wasn't so sure how pvp worked. thanks for clearing that up.