Its far beyound anything i have seen underwater in any MMO before..
I am a big fan of the underwater skillchanges, things like this will keep combat fresh....
But then i am blind to see any negatives, from past experiences i know that i have allways had some problem to adjust to 3D placement of charactes, i hope that arenanet finally created a system that allows for fluent and natural 3D movement.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
the firebreathing skill, in the first demo would lock to the direction you started it in and you could run around and breat fire in that same direction. Now it points in front of you. Thank you Anet. This was bugging me SOOOO much.
Yeah, I saw that too. Was nice to see they fixed that.
The impresion I had is that the girl is flying surrounded by some bubbles, with static hair and clothes. I cant see all the greatness in these videos, what is so awesome apart of the new abilities you get for being under water?
If they are going to focus in the underwater aspect, they should make the models of the characters to be wet, as well as adjusting the animations of the clothes.
The impresion I had is that the girl is flying surrounded by some bubbles, with static hair and clothes. I cant see all the greatness in these videos, what is so awesome apart of the new abilities you get for being under water?
If they are going to focus in the underwater aspect, they should make the models of the characters to be wet, as well adjust the animations of the clothes.
So that most computers that try to run the game instantly explode/implode? And that amount of people actually able to play is around... 500?
I'm kicking myself for ignoring loot in the demos. I didn't figure I'd get much and since they only let you play 20 minutes I ignored dead bodies and focused on experiencing the game itself.
But the one and only thing about GW2 that's bothering me - and I know I'm going to get called lazy for this - is how I see everything clicking the mobs in order to loot it. I absolutely hate that few second interval between combat where you have to stop and loot a mob. Definitely pro auto-loot, or at least have a button that will automatically search for loot on the ground you have pick up. Guild Wars had this, I set it to ; to target the loot and spacebar to pick it up since spacebar pretty much interacted with everything.
Hopefully GW2 has something similar. I'm purely keyboard, I hate playing with my mouse, and having to move a hand from my keyboard to the mouse, to click the mob, then click the loot button, between every other mob, would get annoying quickly.
Anyone who's tried to loot in demos know?
"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."
The impresion I had is that the girl is flying surrounded by some bubbles, with static hair and clothes. I cant see all the greatness in these videos, what is so awesome apart of the new abilities you get for being under water?
If they are going to focus in the underwater aspect, they should make the models of the characters to be wet, as well adjust the animations of the clothes.
So that most computers that try to run the game instantly explode/implode? And that amount of people actually able to play is around... 500?
What is the relation between more resources and different models?
I dont say that they make a detailed hair that stuns you just by looking at how it moves... however, the actual models and animations show the oposite that they were saying: the same as if they were on earth or flying, with a blue background, and a nice environment.
The impresion I had is that the girl is flying surrounded by some bubbles, with static hair and clothes. I cant see all the greatness in these videos, what is so awesome apart of the new abilities you get for being under water?
If they are going to focus in the underwater aspect, they should make the models of the characters to be wet, as well adjust the animations of the clothes.
So that most computers that try to run the game instantly explode/implode? And that amount of people actually able to play is around... 500?
What is the relation between more resources and different models?
I dont say that they make a detailed hair that stuns you just by looking at how it moves... however, the actual models and animations show the oposite that they were saying: the same as if they were on earth or flying, with a blue background, and a nice environment.
Because hair and cloth movement are two of the most intensive killers of system resources. When rendering out an animation adding hair and cloth movement can increase the render time as dramatically as realistic lighting and shadows. In a a game where the polies used for the outfits are probably fairly minimal with normal maps to smooth them out a bit, and the hair follows the same model, you can get away with more movement. At least until there's potentially hundreds of people on your screen playing all at once, and as the underwater system is designed to be a whole world filled with separate towns and events, you can see how the extra movement would quickly grow from a 'nice touch' to 'unnecessary lag.'
Don't get me wrong, I see what you're saying, and I'd love to see those details as part of the experience. But not at the sacrifice of smooth gameplay.
"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."
I know, and I am not saying to add those animations to the hair or clothes.
The actual clothes are animated right now, but that animation doesnt fit with the animation of wet clothes. The dry hair has small animations, and a different aspect for wet hair can be achieved in the same way.
I really think it is an effort they should make if underwater is going to be an important aspect of the game. In adition, I dont see what is so different from the other underwater games.
I know, and I am not saying to add those animations to the hair or clothes.
The actual clothes are animated right now, but that animation doesnt fit with the animation of wet clothes. The dry hair has small animations, and a different aspect for wet hair can be achieved in the same way.
I really think it is an effort they should make if underwater is going to be an important aspect of the game. In adition, I dont see what is so different from the other underwater games.
So, they changed your entire skill bar, your animations, the space you can move in (z-axis), the weapon you use, and even mob/npc skills and animations for underwater, and you not only think they've done nothing different, but that they haven't gone far enough because there isn't a "wet" animation.
I'm going to go out on a limb and say that there is nothing GW2 could have done with underwater combat that would make you happy unless it were a different game, or perhaps ceased to exist.
I know, and I am not saying to add those animations to the hair or clothes.
The actual clothes are animated right now, but that animation doesnt fit with the animation of wet clothes. The dry hair has small animations, and a different aspect for wet hair can be achieved in the same way.
I really think it is an effort they should make if underwater is going to be an important aspect of the game. In adition, I dont see what is so different from the other underwater games.
So, they changed your entire skill bar, your animations, the space you can move in (z-axis), the weapon you use, and even mob/npc skills and animations for underwater, and you not only think they've done nothing different, but that they haven't gone far enough because there isn't a "wet" animation.
I'm going to go out on a limb and say that there is nothing GW2 could have done with underwater combat that would make you happy unless it were a different game, or perhaps ceased to exist.
Reading it from you sounds like if they made a lot of changes... however, changing animations under water or moving in Z-axis is not new (more like any game that has underwater scenes needs to do this at least).
So, besides having different skills when you are under water... where is the awesome change from other games? I guess changing the weapon for a different one is a drastic change, no?
You mean, aside from the things that change underwater, like all combat skills, and weapons, and mob skills, which no other game does, and which are predicated on the very fact that ground combat techniques don't work underwater, which makes underwater combat actually make sense for the first time -- aside from what is fundamentally different, what is different?
Good question. You sure have me stumped. I can't think of a thing that is different other than the things that are different. I'm sure wet animations would make all the difference.
fire spells under water? shouldn't that be weak as hell?
GO WATER ATTUNEMENT!!!!!
plus what a fail at 0:07 he completely missed the target xD the fire didn't even go half the distance :P
The fire spells work like boiling water and steam instead of flame underwater. Like if you look at skill slot two when she goes underwater it changes to a new skill icon that shows red bubbles. And when she uses the skill it causes the water around the area that she casted it to begin boiling doing area damage. Boiling water is a great way to use fire magic underwater and it's very realistic.
But there shouldn't be fireballs under water.........
Comments
It's not a fireball, it's a BALL OF BOILING PAIN!
Here are the ele's air spells.
http://wiki.guildwars2.com/wiki/Forked_Lightning
http://wiki.guildwars2.com/wiki/Electrocute
http://wiki.guildwars2.com/wiki/Air_Pocket
http://wiki.guildwars2.com/wiki/Air_Bubble
http://wiki.guildwars2.com/wiki/Lightning_Cage
And I believe Necros keep the same minions, although they probably don't get all of them since some wouldn't work (like the wurm).
Heres a swimming bone minion.
http://www.talktyria.net/wp-content/uploads/2011/06/guild-wars-2-fanday-necromancer-minions-underwater.jpg
Its far beyound anything i have seen underwater in any MMO before..
I am a big fan of the underwater skillchanges, things like this will keep combat fresh....
But then i am blind to see any negatives, from past experiences i know that i have allways had some problem to adjust to 3D placement of charactes, i hope that arenanet finally created a system that allows for fluent and natural 3D movement.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Looks amazing, damn thats a long time i haven't used such nice words for an mmo.
And its not fireball, its magma, magma can keep heating in water before it warms down
Yeah, I saw that too. Was nice to see they fixed that.
Eat me!
The impresion I had is that the girl is flying surrounded by some bubbles, with static hair and clothes. I cant see all the greatness in these videos, what is so awesome apart of the new abilities you get for being under water?
If they are going to focus in the underwater aspect, they should make the models of the characters to be wet, as well as adjusting the animations of the clothes.
So that most computers that try to run the game instantly explode/implode? And that amount of people actually able to play is around... 500?
I'm kicking myself for ignoring loot in the demos. I didn't figure I'd get much and since they only let you play 20 minutes I ignored dead bodies and focused on experiencing the game itself.
But the one and only thing about GW2 that's bothering me - and I know I'm going to get called lazy for this - is how I see everything clicking the mobs in order to loot it. I absolutely hate that few second interval between combat where you have to stop and loot a mob. Definitely pro auto-loot, or at least have a button that will automatically search for loot on the ground you have pick up. Guild Wars had this, I set it to ; to target the loot and spacebar to pick it up since spacebar pretty much interacted with everything.
Hopefully GW2 has something similar. I'm purely keyboard, I hate playing with my mouse, and having to move a hand from my keyboard to the mouse, to click the mob, then click the loot button, between every other mob, would get annoying quickly.
Anyone who's tried to loot in demos know?
"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."
What is the relation between more resources and different models?
I dont say that they make a detailed hair that stuns you just by looking at how it moves... however, the actual models and animations show the oposite that they were saying: the same as if they were on earth or flying, with a blue background, and a nice environment.
Because hair and cloth movement are two of the most intensive killers of system resources. When rendering out an animation adding hair and cloth movement can increase the render time as dramatically as realistic lighting and shadows. In a a game where the polies used for the outfits are probably fairly minimal with normal maps to smooth them out a bit, and the hair follows the same model, you can get away with more movement. At least until there's potentially hundreds of people on your screen playing all at once, and as the underwater system is designed to be a whole world filled with separate towns and events, you can see how the extra movement would quickly grow from a 'nice touch' to 'unnecessary lag.'
Don't get me wrong, I see what you're saying, and I'd love to see those details as part of the experience. But not at the sacrifice of smooth gameplay.
"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."
I know, and I am not saying to add those animations to the hair or clothes.
The actual clothes are animated right now, but that animation doesnt fit with the animation of wet clothes. The dry hair has small animations, and a different aspect for wet hair can be achieved in the same way.
I really think it is an effort they should make if underwater is going to be an important aspect of the game. In adition, I dont see what is so different from the other underwater games.
So, they changed your entire skill bar, your animations, the space you can move in (z-axis), the weapon you use, and even mob/npc skills and animations for underwater, and you not only think they've done nothing different, but that they haven't gone far enough because there isn't a "wet" animation.
I'm going to go out on a limb and say that there is nothing GW2 could have done with underwater combat that would make you happy unless it were a different game, or perhaps ceased to exist.
Reading it from you sounds like if they made a lot of changes... however, changing animations under water or moving in Z-axis is not new (more like any game that has underwater scenes needs to do this at least).
So, besides having different skills when you are under water... where is the awesome change from other games? I guess changing the weapon for a different one is a drastic change, no?
You mean, aside from the things that change underwater, like all combat skills, and weapons, and mob skills, which no other game does, and which are predicated on the very fact that ground combat techniques don't work underwater, which makes underwater combat actually make sense for the first time -- aside from what is fundamentally different, what is different?
Good question. You sure have me stumped. I can't think of a thing that is different other than the things that are different. I'm sure wet animations would make all the difference.
Looks great! Hmmm.. Hopefully plenty of time to save up for a gaming PC.
http://www.youtube.com/watch?v=xsJn8izcKtg