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Underwater gameplay in gw2

WarbandWarband Member UncommonPosts: 723

They've said multiple times about how large the underwater areas in gw2 are and how they will play a huge effect on gameplay. Statements such as underwater areas being as large as the those on land and the new introduction of underwater only pets like sharks and jelly fish and have even stated that these underwater areas won't just be a gimmick.

 

Translation of interview posted on Onlinewelten

http://guildwars-forum.onlinewelten.com/redirector.php?url=http%3A%2F%2Fwww.gamestar.de%2Fspiele%2Fguild_wars_2%2Fartikel%2Fguild_wars_2%2C44574%2C2316333.html

 

"In fact: Sharks and jellyfish underwater pure companions, bears and moas are working only on land, only amphibians (eg lizards) may use a Ranger universal. According to Eric and Jon by the way no disadvantages compared to the pure land and water animals.



Although of course we know now that there are waiting in Guild Wars 2 underwater regions again exploring, we were really astonished that you need for your own companion animals will be. We asked Eric and Jon, if that was not exaggerating a bit, if it ever will be so many dive sites in Guild Wars 2.



Without going into detail about it to want (which will happen later), the two designers assured us, however, that underwater sections would occupy a large part of Guild Wars 2. Some areas are even half or more of it there. A shark or a jellyfish as a pet is quite reasonable, and not just a fun option for a Ranger."

 

 

I am wondering on your guys opinion on the depth at which A-net seems to have taken underwater areas as a feature and whether you believe they should have spent their resources elsewhere or whether it was a good investment.

Comments

  • PigozzPigozz Member UncommonPosts: 886

    I am really curious if they pull it off good (combat comes to mind)

    but half of the world is too much tho...

    I think I actually spent way more time reading and theorycrafting about MMOs than playing them

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Originally posted by Warband

    I am wondering on your guys opinion on the depth at which A-net seems to have taken underwater areas as a feature and whether you believe they should have spent their resources elsewhere or whether it was a good investment.

     

    Games need to have diversity, as much as possible to keep people atracted, every zone needs to be different.

     

    Underwater combat could add a lot of fun to the game, but i have never played a game where underwatercombat was fun to play. always having trouble with 3D postioning my character.

     

     

    We will need to see how these zones play before passing judgement on them, but its a wellknown fact that these zones will be very important for the games story.

    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)

  • WarbandWarband Member UncommonPosts: 723

    Originally posted by Pigozz

    I am really curious if they pull it off good (combat comes to mind)

    but half of the world is too much tho...

    TBF that quote was really old now and a lot has changed no idea how much the ratio is now. That and the fact they were talking completely on land mass so most of the personal story and events will probably be on land, probably.....

  • RoybeRoybe Member UncommonPosts: 420

    Since the game play is dealing about a partly submerged area (Orr, we know part of it rises from the ocean, but how much will remain flooded, submerged, etc.).  So in my view, lorewise, this makes a lot of sense and is actually necessary to advance the storyline.  It wouldn't be a surprise to me if this was one of the main reasons they had to rework GW1.  It was apparent that Orr was going to start taking a large part in the story, but having the whole area just bounce out of the sea, dry and whole, would have made an ok type of storyline, this way it feels a lot more 'realistic' (if that's even possible in a 'fantasy game').

  • NightAngellNightAngell Member Posts: 566

    Put it this way, the main reason we are not playing GW2 now is because they delayed it so they could work on the underwater content which spans the whole of the world. Their are underwater cities and regions, the last underwater content that i thought was great was EQ1.

     

    I just love this concept art vid showing some underwater content,it's great and the music is great as well.

     

    http://www.youtube.com/arenanetofficial#p/a/u/0/Y0PWUBOdzmI

  • Aemon_alCaarAemon_alCaar Member Posts: 9

    i translated it for guru so here's it again

     


    Exclusive details about the ranger class!


     


     


    Will a ranger in GW2 be able to survive without his pet? Are there special animals? What do you need jellyfish for? We have the answers.


     


    ArenaNet released a new entry in their Guild Wars 2 Blog. There they talk about the ranger and his accompanying animals. We had the opportunity to ask Eric Flannum and Jon Peters some questions about the core of the topic.


     


    The pet-species


     


    What sort of pets we’ll see in GW2 can already be found in the blog entry and the assumption that sharks can only be used under water and bears only on land is obvious. But we wanted to know more closely. Effectively: Sharks or jellyfish are pure underwaterpets, bears and moas function only on land and amphibia (like reptiles [my comment: aargh!]) can be used universally. However, according to Eric and John amphibian do not have disadvantages on either land or water.


     


    Although we know that GW2 has underwater regions waiting to be explored, we were surprised that you need special pets for it. We asked Jon and Eric if that wasn’t exaggerated, if it even has that many diving areas in GW2.


     


    Without going into further details, (which will certainly happen later on) they affirmed that underwater regions are a big part of GW2. Some areas may even be consisting of 50% or more of them. A shark or jellyfish is therefore meaningful and not just a funny option for a ranger.


     


    Special pets


     


    From the blog entry we know as well that we’ll see all pets in different layouts and with different skills. We wanted to know wether GW2 contains special pets as well.


    Some that not everybody can or will have. And really. Eric and Jon promised us that in the most far-flung and dangerous edges of the world special animals are waiting for us. For example the black moa.


     


    Apart from the name you cannot individualise, like decorate them with jewelry or clothes,  your pets as of now.


     


    The Pet-change


     


    Can a ranger that already owns three pets, but isnt happy with one of them, always send the first away to tame a second? Of course, was the answer of Eric and Jon, but the players have to live with the fact that the new pet starts at zero and only has the health and damage bonusses which stem from the level of its owner.


     


    Pet and ranger have to work for special skills, while leveling the pet again. How long the way from zero to the highest rung of the evoultolutionary ladder (20) couldn’t be answered by either Jon or Eric, until now no one at Anet had tested it in real time. But the two promised that it would not be endless work.


     


    (About our by now surely annoying repetition of the question what the maximum level would be for GW2 Eric and Jon did not answer. Rumour has reached our ear that it will be very high. But the designers simply said: Think of a number between 1 and 100.)


     


    The skills


     


    AS you can read in their Blog entry a pet on level 20 has 4 special skills. Together with the rangers 10 that would make 14 skills a ranger (weapon- and therefore skillswitch not included) could access. Or that was our  consideration. But Jon and Eric made it clear in the interview that the pet has 4 skills, but the player cannot activate them himself. Only orders like attack (attack target), come(come to master), sit(don’t move) are possible.


     


    Does it work without pet?


    For a ranger in the first GW it isnt necessary to have a pet with you. You can be competitive as a ranger without pet. However Jon and Eric told us that it will work differently in GW2. The two compare the pet to the adrenaline system of the warrior or the attunements of the elementalist. The pet is a fixed and important part of this class and without a pet a ranger is not a real ranger.


     


    The better graphics


     


    A speciality of GW2 in comparison with it’s predecessor is the visual display of skills. Jon and Eric explained to us that Whirling defense, which we know from GW1, has a visual effect. They would have like to have that in the first part, but the engine wasn’t ready to show it satifactorily back then. But when an enemy is throwing a rock at a ranger in Guild Wars 2 and he uses whirling defense in time we can see the rock being thrown back at the aggressor.


     


    Build change?


     


    What was only implemented after some time but what we found great was the possibility to safe builds with codes and exchange them. Eric and Jon told us that this feature isn’t planned


    for GW2. If the players demand it, they want to look into it and build such an option into the game.

    “For nearly two centuries the Trolloc Wars had ravaged the length and breadth of the world, and wherever battles raged, the Red Eagle banner of Manetheren was in the forefront. The men of Manetheren were a thorn to the Dark One's foot and a bramble to his hand. Sing of Mantheren, that would never bend knee to the Shadow. Sing of Manetheren, the sword that could not be broken.

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