Brian wolverine Dawkins Publicado 26 Dezembro 2011 Features • Dynamic Content – Gone are the days of looking for a symbol above an NPCs head to tell you exactly where to go just as everyone else has before you. Content in GW2 is generated by the Dynamic Event system that is completely persistent and changes how everyone in the world sees content based on your action or in-action. • Active Combat – No more trading blows with a mob in whack-a-mole combat. Damage in the game is avoidable, if an enemy is lining up a big spell, you can dodge it and keep on fighting. • Underwater Combat – ArenaNet has built an entire underwater combat system, no more breath bar to manage, quick and fluid movement in water and entire weapon and skill sets to go along with it. • The Holy Trinity – Dead. Gone. And good riddance. There are no defined class roles in GW2. It’s not fun to hope that one person logs in so that you can actually play a game. You can generally take any combination of professions that you wish into content and succeed in the same time-frame as any other as long as you communicate. • No Monthly Fee – It amazes me that not only is ArenaNet working to change how we view MMOs, but they’re still not including a monthly fee. • Personal Story – At character creation you get to choose from a wide variety of biographical entries based on your race that will affect your personal story. ArenaNet aims to put the hero and identity back into the MMO genre rather than just a character sheet. • WvWvW PvP – There’s 2 flavors of PvP, one is the Arena style combat that GW1 is currently known for, the competitive style. The second kind is World vs World vs World where 3 servers are pit against each other every 2 weeks to battle it out across 4 persistent maps that involve capture points, resource gathering, castle sieging, etc. • Level Scaling – You never have to worry about your friend being too high of a level for you to play with him, you can sidekick up to his level or he can sidekick down to yours so you guys can play together no matter each other’s level. • Leveling Curve – There’s no exponential leveling curve in GW2, it’s linear and plateaus quickly. ANet aims to kill that “I have to grind so I can play the game” feeling you get in other MMOs. • Jumping – I nearly forgot, YES, you can jump. ArenaNet has built a fully realized 3D world for you to roam around in. Gameplay Dynamic Events - So there are no quests in GW2, you never go to an NPC and read a wall of text that says for you to go collect 10 bear furs. You see content as it happens, right in front of you and everyone else. Well how am I supposed to level you ask? The answer to that is Dynamic Events. They’re always happening everywhere around you, when you come across one you'll get a notification that there are new events nearby. Dynamic Events are structured so that you might see a single one-off event all the way to 20 events within a chain. Though a chain isn't a very accurate description, they're more like tree branches. Events aren’t merely black & white though, it’s not as simple as Event 1 goes into Event 2 and then Event 3. Example: Say there’s a Dredge army making their way out of their base. You could possibly get together with people and defeat the Dredge allowing you to push into their base, defeat their commander, rescue captured soldiers, and then even defend the base against rallying Dredge who try to retake it. Now let’s say you either ignore or fail to kill the Dredge army, that army will then create a base in friendly territory, they’ll build walls, create siege weaponry for defense, etc. They’ll then send out bands of Dredge to sack nearby towns, they might send out a sniper to the nearby hills to kill merchants. Now it’s your job to defeat them, destroy their new base, liberate any taken towns, and even then push back to their original stronghold. This all stems from ONE single event, the Dredge army marching from their base and there are 1,600 of these events currently, all hand scripted. On top of all of this ArenaNet has said things aren't going to just respawn 5 minutes later, events can take hours, days, weeks, and even months to be back in the same exact way you may have seen it originally. Also, this has to take into account player interaction, if no player does anything the enemy will still move on and conquer the world whether you're there or not. Events also affect other events like a chain reaction, some events can have zone wide consequences, some are triggered through player interaction with an NPC, weather systems, day & night cycles, etc. Nor does this take into account the different experiences you'll have playing with different profession combos making even those experiences unique due to profession synergy. I found this screen that I believe was labeled by ArenaNet to give people an idea of how DEs can be laid out. Also, I think that this only shows what happens in any given part if you succeed, it doesn't take into account when you fail and the events that spawn from there and so on. Dynamic Event Rewards – When you complete an event you will be awarded XP/Karma(see below in the Personal Story section for what Karma is) and Coin. Based on how much effort you put into an event determines your reward level. There’s Bronze, Silver, and Gold reward levels, however it’s not competitive. There’s no arbitrary numbers or roll system that determines your reward level and there’s no unique rewards to the majority of the events so people don’t try to farm the “best” event and ignore others. There will be very large server wide type events that take 100 people to do, events like The Shatterer around level 50. When you defeat this dragon, who by the way is a baby compared to the size of the Elder Dragons you’ll fight at level 80, a large chest will drop in which everyone who participated can get loot. Inside the chest we’ve seen upgrade components drop for armor/weapons. Content Scaling – So when you arrive at an event, you might be the only one there. As you’re completing whatever the objectives are for an event, someone else might arrive, and then maybe 3 more people arrive. During this time a few things happen, the difficulty of the encounters will increase, the loot will be more plentiful, more xp will be rewarded for kills, the enemies will actually gain new attacks, and in the end you will gain larger bonuses for having completed the event with more people than if you had just done it by yourself. This is all whether you grouped up with said people or not, GW2 is built with having everyone working together in mind. Active Combat, Dodging, and Blocking – So when any mob attacks you, you can actively get away from the attack by double tapping in a direction or using a designated hotkey while moving in a direction, by using a spell that makes your character move like a leap or teleport, or even by simply running away. Dodging drains a "charge" from the dodge bar and currently there's 3 charges in the bar. Once you stop dodging it will then start to recharge. Dodging is something that you’ll have to know when to use and when not to. There are also skills that when "held down" will actively block incoming projectiles from their intended target. So this will allow you to "take a bullet" for other players if the situation arises. If you are moving in a direction, the dodge will take that into account and dodge in that direction. If you are not moving, you will dodge backward. Dodging now also evades attacks, making it a more effective and understandable way to avoid big creature attacks or to get out of AoE spells. Dodging is limited by energy, which regenerates over time. Every skill in the game has now been added into the animation blending system similar to how the Warrior's Chains work. This makes it so every skill can be chain combo'd like an action game, you don't have to wait for the animation to finish in order to use another skill. Underwater Combat – So there’s no more breath bar in GW2, going in the water won’t be an annoying hindrance anymore. You can swim across the surface very quickly, but you’re unable to attack while doing so. If you dive under the surface your entire Skill bar will switch to give you 2 new weapons along with entire new skills for those weapons and even your entire utility bar will change based on what you have slotted for underwater combat. While underwater combat becomes a bit different than while on land, you have access to the entire Z-Axis and you’re able to use spells on the Z-Axis too, not just the X & Y. You might cast a spell that’s a giant beam of light and it will not only damage mobs right where you casted it, but above and below you as well. If you go into the Drowned State while underwater, you’ll get access to a small skill bar that has 4 “Drowning” skills on it. Like the Downed State on the surface, if you manage to kill a mob you will rally back and be able to keep on fighting with all of your skills again. While underwater you can also try to swim to the surface to rally as well, this will give you 25% of your health and you’ll return to your normal state. You’re also able to pull enemies from the land into the water and this opens up entirely new sets of attacks for them that they otherwise wouldn't have. There’s also tons of content to be found underwater with the Dynamic Event system, not only this but you’ll find entire cities and civilizations as well. Holy Trinity – In pretty much every MMO, everyone has a defined role. These roles are Tank, DPS, and Healer. Where based on your class/spec you do one of these roles and only that role. Those roles don't exist in GW2. GW2s combat is built with control, damage, and support in mind. Every player will have the responsibility of doing everything; no one gets a pass and is allowed to not help out. While everyone has their own individual heal and some Professions might have another healing spell that they can throw down as an AoE, it isn’t something you can rely on and is more of a “when it’s absolutely needed” kind of thing. You’re not able to rely on that AoE heal to save you, you are going to be keeping yourself alive by dodging and paying attention, you’re going to be tanking, you’re going to be doing damage, you’re going to be buffing, you’re going to be debuffing, you’re doing to be resurrecting allies. Situational awareness is one of the most important aspects of GW2. PvP - Structured PvP: "Hot join" games are the casual side of structured PvP. Hot join PvP can be played from 1v1 all the way up to 10v10. Players can browse through a list of available games, each displaying the current map, the number of players, etc. Players can search by server population or friends list. Tournaments are the more organized side of structured PvP. Tournament play is 5v5, but matches take place on the same maps that are used for hot join play. Pickup Tournaments: These single-elimination tournaments wait for 8 teams to join before starting. Once they start, they go through 3 rounds of eliminations, with winners receiving qualifier points. Monthly Tournaments: For monthly tournaments, you'll need a certain amount of qualifier points to join. Yearly Tournaments: These grand tournaments feature the winners from the monthly tournaments slugging it out for the right to call themselves the best PvP players of the year. Player-Run Tournaments: These tournaments will be customized by players, allowing for great flexibility and unique bragging rights. Guild Wars 2 PvP features different maps that all dramatically alter a single game type called Conquest. In the Conquest format, teams compete over a certain number of capture points. Holding a capture point and killing enemies improves your team's score. The first team to reach the score limit—or the team with the highest score when time runs out—wins the match. WvWvW PvP: This is a game mode where 3 servers are pit against each other in a FFA across 4 persistent maps in a place off the world map called The Mists. This is joinable by anyone at any time, 24/7. Each battle lasts 2 weeks and the winner of the 3 servers then gets matched up with 2 other equally matched servers. A world's rank increases as it wins more often. During combat there is no direct way for these worlds to communicate with each other. At launch there will be 1 map that is split into 4 maps, 1 map that is the home map for each server and in the center is a neutral center map. Each map has resources and objectives to capture, things like castles, fortresses, mercenary camps, mines, lumber mills and villages. These sites, with the management of their capture and defense, allow teams of all different sizes to find a way to participate. For example, larger groups or guilds may take or hold keeps, while smaller group sizes or even individual participants might assist by disrupting supply caravans, weakening defenses, or capturing other objectives that will stop reinforcements. Maps will also be populated with defensively-oriented NPCs to set the pace of gameplay, but their presence is to allow defending players a chance to join in the defense as opposed to being a credible or reliable threat. Resources gained from mines and lumber mills are used to rebuild walls, create siege engines, and generally defend the world's fortress. Once they move to the central map, players joining will start at their world's portal keep. From there they may continue to capture objectives while dealing with players from other worlds seeking to invade opposing home maps via the central map zone. Thus, play will travel between the central map and home maps as worlds gain and lose footholds such as keeps and strategic points that influence bonuses for their home world. So all of the objectives in WvW use the Dynamic Event system. Say like your server takes over a mine, a new event will kick off to escort the minecart back to a nearby keep. Both of the other servers will have an event to destroy your minecart. If you get it back to a keep, your server then gains access to siege weaponry to use against your enemies. World benefits Territories and control points within the map will confer benefits to the world that controls them, such as faster energy/health regeneration, increased drop rate or increased experience gain for a time. Individual rewards Players can gain experience and level their character entirely in World PvP. Killing people in World vs World gives the player loot which means a player doesn't need to leave World PvP to get better gear. Dungeons – At launch there will be 8 dungeons, but don’t fret! This doesn’t mean they’re the same static thing over and over again. Like everything else in the game, ArenaNet is shaking up how dungeons work as well. Every dungeon has a Story mode and an Exploration mode. The Story mode uses concept art and exposition to tell the story similar to the Personal Story. After completing the Story mode of a dungeon, you will unlock Exploration mode. Exploration mode is significantly harder than the Story mode version. Story mode is meant for pretty much any random pick up group, whereas Exploration mode is very difficult content that is meant for a coordinated group of players. Whatever results come of the Story mode version will play out in the Exploration version of the dungeons. Each of the Exploration dungeons have 3 paths that the group can vote on that will determine what path they take. The Dynamic Event system is also present in both versions of the dungeons, so even if you play through multiple times, that doesn’t mean you’ll see the same exact thing. Bonus events could spawn from player actions, by location or even at random and change your experience. But what about the loot you ask? Every dungeon has its own unique weapon and armor sets. The Story mode has the unique weapons and the Exploration mode has the unique armor sets. Not only that, even if you don’t actually get any drops, you WILL get a token that is redeemable for loot at a vendor. The Skill Bar - Each class has 10 skills, now you must be thinking “WTF ONLY 10?” Well it’s not as simple as “only 10”. Every class can do real time weapon switching (thanks PS3!) in combat, this switches your skills based on the weapon you have equipped. Take the Elementalist for example: The Elementalist class has attunements you can swap instead of weapons; there are 4 attunements that you can go through. With the way GW2 is setup, you COULD sit there and only use one attunement and wait for cooldowns on them, but if you really want to play an Elementalist to the best of its abilities, you would want to be swapping attunements fairly consistently as to avoid cooldowns on any one attunement type. So the weapon type you have equipped defines the skills you have in your first 5 slots. Say like you have a a Staff equipped, with the 4 attunements that gives you 20 unique spells. If you equip a Dagger & Scepter, that’s another 20 unique spells. Currently the Elementalist can equip 4 different weapons; this doesn’t include their underwater weapon. The other 5 skills on the bar are all changeable to whatever you wish; this isn’t locked down at all. 6. This is always your heal button, you can change this to whatever heal spell you currently have access to. 7-9. Are your utility skills you can choose from, for the Elementalist this consists of things like Conjuration, ethereal Forms, Glyphs that modify your abilities, and Signets which gives you a passive and active effect once you use it. 0. On your skill bar is always your Elite skill, for now the only one we’ve seen of the Elementalist is the Form based ability ‘Torando’ which turns you into a tornado that you can move around dealing massive damage and launching enemies into the air. So for a single weapon build of an Elementalist you’d generally have 44 spells to use. In total with all of the weapons accounted for, you could be managing 139 unique spells based on your second hotbar setup. Ultimately this is something you’ll need to learn because you will be expected to fill any role at any time. Skill Acquisition - A weapon’s skills are now learned by fighting with that weapon. Because weapon skills are tied to weapon use, there is no reason to visit a trainer and make choices about which ones to unlock. Instead, it makes more sense to learn how to use the weapon by, you know, actually using it. Once you learn all 5 skills for say a sword, all future swords you obtain will have the skills unlocked. So you just have to unlock all of the skills for each weapon type and you're done. Skill acquisition for your healing/utility/elite skills will work differently than your weapon skills. You'll be undertaking something called skill challenges in which will grant you skill points. There will be 200 skill challenges in the game, though based on the info we have it doesn't seem likely that you'll have to obtain all of those in order to get all of your skills. With these skill points you can unlock any skill you wish as long as you have enough skill points. The cost of skills range anywhere from 1 skill point to 14 from what we can tell at the moment. So how do you obtain skill points? Well ArenaNet has described challenges as ranging anywhere from defeating difficult enemies, to solving riddles, to ingesting potent drinks. Weapon Swapping – In combat you’re going to be expected to swap your weapon sets to maximize your effectiveness. A Warrior can swap from a Rifle inflicting conditions on a single target starting out and then into a 2h Hammer for AoE damage when his foes close in. You could use a 1h Axe & Shield for quick adrenalin building and high damage attacks, drop back out of the way and switch to Longbow for massive fire AoE damage. Aggro/AI – Aggro will take into account quite a few factors: Simple creatures use a system based on proximity, how much damage is being done to them, how much damage they're doing, health of the player, armor, etc. More complex creatures will use all of the above among other things such as using specific skills, attacking the player that is the furthest away from them, focus on players wearing medium or light armor and try to chase them. Some creatures might run away from you, swap weapons to have entirely new skills, dodge your attacks, use specific skills on players at specific times, etc. Different armies will also have their own systems that are based on different themes, skills, and AI. Leveling – In GW2 the level cap has been raised to 80, though like everything else ANet is looking to innovate here as well. Most MMOs all have a very exponential leveling curve where each level takes progressively longer than the level before it. ANet has designed a linear curve where each level takes only a tiny bit longer than the last so you’re never going to dread stretches of leveling where leveling hits a huge incline. Their aim is to eliminate that grind feeling. Right from level 1 you’re playing the game, not waiting to hit that one special number that says “okay you can play the game now, for real this time”. Soloing – You'll be able to solo, but just not everything. Dungeons will require a group, though that's not to say you couldn't tackle them with less than 5 people or that you couldn't attempt and even win events that you probably shouldn't be able to. Though some events may be VERY tough to beat or downright impossible while solo. I saw a guy playing at SDCC 2011 where he went up against a named wolf and 2 centaurs, they proceeded to tear him apart very quickly. Saw another guy go up against a named mob, got hit for 1500 and then again and he was dead. That’s not to say you COULDN’T win, but it would be a challenge for sure. Thing is with soloing is even while you’re out in the world, you will be running across people and you will be helping each other out because you all have the same goals and you don’t need to be grouped for any of this to take place. créditos para o jira e wikia do jogo. Compartilhar este post Link para o post
El Shafto Publicado 27 Dezembro 2011 joguei o 1 depois de sair e o jogo até era bem bacano, se bem que para mim foi algo estranho por na altura ser um jogo um bocado diferente dos outros... eu dei uma leitura na diagonal e houve cenas que não entendi: 1) vai ser um mmorpg mais normal, este? sendo, claro, mais virado para o pvp como o guild wards sempre foi? é que a cena das dungeons e isso parece-me que o jogo se está a adaptar à nova onda de mmorpgs que anda por aí. antigamente estava na moda o explorar o mundo e não sei quê, agora funciona tudo mais por dungeons, como se fossem levels que temos de passar. por acaso até é um sistema que me agrada, já agora. 2) vai ser pago? ou chega comprar o jogo? não me lembro já de como era no primeiro, mas acho que era só comprar. 8-[ Compartilhar este post Link para o post
Brian wolverine Dawkins Publicado 27 Dezembro 2011 (editado) O jogo vai ser tipo o primeiro jogo, aquilo das dungeons é para mostrar que as dungeons do GW2 não vai ser como as típicas dungeons dos outros mmorpg. Vai continuar a ter grande atenção ao Pvp, mas também vai ter uma boa dose de pve. Tendo estado a jogar a beta, o jogo está muito desenvolvido para o tempo que a ArenaNet tem estado a trabalhar no jogo, é uma excelente evolução do primeiro. infelizmente não posso dizer muito mais. Tal como o primeiro o 2 basta comprar o jogo depois não se precisa de gastar mais dinheiro nenhum. Alias devo dizer que a ArenaNet tem tratado desta franchise de forma espectacular, não estava á espera que o 2 fosse grátis. Não precisam de aplicar mensalidades para mostrar o melhor que um mmorpg pode oferecer. http://www.youtube.com/watch?v=vN-e0Gs07rg Pessoalmente sempre preferi o GW a qualquer outro mmorpg Editado 27 Dezembro 2011 por Jopie Pythagoras in boots Compartilhar este post Link para o post
Unclouded Publicado 27 Dezembro 2011 Este GW tem tudo para competir taco a taco com o WoW no topo :prayer: Compartilhar este post Link para o post
Visitante Publicado 27 Dezembro 2011 ui, parece estar bem fixe... É coisa para puxar muito pelo pc? e deve dar para mudar as configurações gráficas, certo? Compartilhar este post Link para o post
Brian wolverine Dawkins Publicado 27 Dezembro 2011 É um motor bastante evoluído do primeiro GW, mas não irá ser muito puxado. Dito pelo pessoal da ArenaNet "we're committed to creating a beautiful game that will play great on mid-range gaming PCs" Compartilhar este post Link para o post
Visitante Publicado 27 Dezembro 2011 hm, ok obrigado :) Até tenho saudades de jogar um mmorpg. O único que joguei foi o Metin 8-[ como toda a turminha do secundário também jogava, era porreiro. Se muita gente aqui do cmpt colasse o pisto nele, também era engraçado Compartilhar este post Link para o post
Victarion Publicado 27 Dezembro 2011 sempre tive com o bichinho para experimentar este jogo. e gosto mais de m*rda open world que dungeons. e entre este e o SWTOR...epá, é difícil este fazer frente a SW, mas se for só comprar o jogo, talvez pense melhor nisso. Compartilhar este post Link para o post
Brian wolverine Dawkins Publicado 10 Janeiro 2012 (editado) Alguma info nova: Flameseeker Chronicles: ArenaNet talks PvE vs. PvP by Rubi Bayer on Jan 9th 2012 10:00AM Fantasy, Guild Wars, Interviews, PvP, PvE, Guild Wars 2, Flameseeker Chronicles "I don't care for PvP, so Guild Wars 2 doesn't really interest me." This is something that I've heard with some regularity over the past year or two, and every time I sort of shake my head in confusion. How could anyone perceive Guild Wars 2 as a PvP-only game? Really, just take a look at what we've seen from the development team and how PvE-centric it is and it seems that you'd get the impression that if anything, there's more of a PvE focus. Of course, I can see where this perception comes from -- Guild Wars 1 holds the same perception for a lot of people, so it carries over. As a huge fan of both games and a pure PvE player, I thought it would be fun to take this week and clear things up. Eric Flannum and John Stumme were kind enough to help, stepping in to answer a few questions about the balance of things both past and present. Curious about what they have to say? Click past the cut and take a look! Massively: Let's start with the current Guild Wars game. It was created as a game with plenty of content both on the PvE and PvP side, but did the balance weigh more heavily on one side or the other? John Stumme: With the initial release of Guild Wars, an even amount of attention was given to both playstyles to make the game what it is today. The current Guild Wars is a very different beast from some of its earlier iterations; there was a time when PvE played a less substantial role in the game. In fact, explorable areas were entirely solo content -- players only grouped together for PvE missions or PvP! The competitive game saw some major changes as well, not the least of which was the introduction of PvP-only characters, characters designed to be quickly created with easy access to all of the skills and item modifiers that an account had unlocked. With this, competitive gamers were now easily able to get to the action instead of having to level a character through PvE first in order to reach the relevant PvP outposts. Regardless of the format, Guild Wars was a game designed to get the players playing the kind of game they are interested in. Equal attention was given both to make sure that they were unique and satisfying experiences. How has that changed over the years, if it has at all? What sort of things influenced your decisions as you balanced both sides of the game? John Stumme: As time has gone by, we've adapted Guild Wars to meet the differing needs of our PvE and PvP playerbases. The biggest of these changes came from splitting skills, which allowed a skill to remain functionally identical or similar while allowing for different values based on the format. If the skill is equipped to your skillbar, it will automatically update to the correct version depending on what aspect of the game you are currently playing. This allowed us to retain some of the big damage numbers that are satisfying to use against monsters while keeping things in line for PvP (which demands a fairer balance). As we have continued forward, we have made countless updates to the game to meet the changing needs of our competitive meta. However, large updates to the game such as the Dervish update or our recent Elementalist update are built with both halves of our playerbase in mind. It's not about "What does it take to make the Elementalist competitive in PvP?" It's a question of "What can we do to make this class even more enjoyable to play?" We want to make sure that players can get the most out of the work that we do! Moving on to Guild Wars 2: What sort of factors were taken into consideration as you began planning both the PvP and PvE sides of the game? Eric Flannum: We treat both the PvE and PvP aspects of the game as being equally important. When we first sat down to plan the game, we knew that we wanted robust PvP and PvE, and we also wanted to introduce a third type of content that spanned the two with what would eventually become WvW. It's very important to know and recognize how all of your systems will interact with and affect each other. For example, one of the first major decisions was eliminating the concept of dedicated PvP characters from the game, deciding instead on a system where you took the same character into each of the different game types (PvP,PvE,WvW) and your character changed to suit the game type as they needed to. So in PvP all characters can be set to the same power level and have access to the set of skills we designate for PvP while still being the same character you play in PvE. We felt like this helped tie the different parts of the game together and place an importance on the player's identity as a specific character, which is of course an important aspect of all RPGs. This decision has had a profound effect on Guild Wars 2, and it's a decision that we could only have made by knowing that we value PvE, PvP, and WvW equally right from the start of development. Guild Wars 2 news until now has been tremendously focused on the PvE side of things. Will the completed game lean more heavily toward PvE at launch, or is there lots of PvP goodness still to come? Eric Flannum: To be honest, our focus on talking about the PvE side of things has come primarily because we are very conscious that the first game was regarded as a PvP-centric game and we wanted people to become familiar with the many cool and new features of Guild Wars 2 PvE before we talked about PvP or WvW. Also take into consideration that although we do consider all three types of play to be equally important to the success of the game, PvE content takes a lot more in the way of raw resources and time to develop, so we needed to get the ball rolling on PvE early. Because of this, we just had more to talk about with regard to PvE early on. We'll be releasing more info about PvP and WvW as well as PvE in the coming months. How do you feel about the PvE vs. PvP balance as it stands now? Do you think it will change over time? Do you want it to? Eric Flannum: It has always been a goal of ours that players are able to play the type of content that they want to play. We don't want to force someone who is only interested in WvW to have to PvE or PvP if they don't want to. So our balance between the different types of gameplay has always been one where a player can just play the one that he likes. We do think, however, that the majority of our players want to play a mix of every type of gameplay in the game (I would include dungeons and personal story in this as well) so we do our best to make that easy to do as well. Overall, I think we've been pretty successful with these goals, and because we've built the game to be flexible I don't foresee our having to do much in the way of changing things over time. Of course we always want to be responsive to what our players want after the game goes live, and if we see the need for some sort of change based on player feedback, then we won't hesitate to do whatever is necessary for the long term health of the game. Alguns vídeos já conhecidos. http://www.youtube.com/watch?v=xWKTBGN35nA http://www.youtube.com/watch?v=skQlL7U4HO0&feature=related :prayer: Btw devo dizer que a beta está melhor que estes videos que já teem algum tempo, agora imaginem a versão final... A beta está brutal mal posso esperar pelo jogo. Editado 10 Janeiro 2012 por Jopie Pythagoras in boots Compartilhar este post Link para o post
Brian wolverine Dawkins Publicado 10 Janeiro 2012 A beta privada já. Compartilhar este post Link para o post
Victarion Publicado 10 Janeiro 2012 visto que o crl do SwTOR é chulice, penso bastante em tentar este. Compartilhar este post Link para o post
Visitante Publicado 6 Abril 2012 Mais alguma novidade, Jopie? Compartilhar este post Link para o post
Oblivion Publicado 6 Abril 2012 Pois, também ando ansioso por saber novidades. Deixei completamente de jogar ultimamente, fuckin' riot Compartilhar este post Link para o post
Brian wolverine Dawkins Publicado 6 Abril 2012 Tirando alguns updates em termos de jogabilidade, classes etc. as noticias mais recentes foram referentes ás edições especiais. Neste momento existe a beta privada para a imprensa, até principio deste ano tivemos apenas a beta privada, que posso dizer que nunca me diverti tanto numa beta como esta. A beta para o resto das pessoas deverá estar a chegar já que as inscrições já fecharam e os primeiros convites já foram enviados. Já agora umas imagens: Compartilhar este post Link para o post
Visitante Publicado 7 Abril 2012 Ok, obrigadão :) o meu "medo" é que não rode no portátil lol ainda por cima o systemrequirements para mim é não é muito fiável lol, supostamente não rodo quase nada por causa da gráfica, mas começando a jogar a maioria dá... De resto, se tiver a certeza que roda e se não passar tipo dos 30€, talvez compre o jogo original Compartilhar este post Link para o post
Brian wolverine Dawkins Publicado 7 Abril 2012 (editado) Qual é o jogo mais recente que consegues rodar e o que puxa mais? Editado 7 Abril 2012 por Jopie Pythagoras in boots Compartilhar este post Link para o post
Visitante Publicado 7 Abril 2012 Qual é o jogo mais recente que consegues rodar e o que puxa mais? O Rayman Origins e o FIFA 12 (máxima resolução, qualidade mínima) rodam na boa. O Skyrim, por exemplo, já não roda. Nos 3 casos o systemrequirements diz que não tenho os requisitos mínimos (ainda por cima a margem é sempre quase igual :lol:) Compartilhar este post Link para o post
Brian wolverine Dawkins Publicado 7 Abril 2012 Se corres esse também corres este, esta franchise nunca teve jogos que puxassem muito, e mesmo com a evolução gráfica do segundo duvido que tenhas qualquer tipo de problemas Compartilhar este post Link para o post
Visitante Publicado 7 Abril 2012 Se corres esse também corres este, esta franchise nunca teve jogos que puxassem muito, e mesmo com a evolução gráfica do segundo duvido que tenhas qualquer tipo de problemas Ok, agradecido Quem está a pensar jogar isto, quando sair? Compartilhar este post Link para o post
Oblivion Publicado 7 Abril 2012 Ok, agradecido Quem está a pensar jogar isto, quando sair? Eu estou a pensar seriamente. O 1º é absolutamente fantástico, apesar de só ter jogado o Factions, por falta de fundos, na altura :mrgreen: como vi que ia sair o 2, não comprei o resto. Compartilhar este post Link para o post
Visitante Publicado 1 Maio 2012 Fui dar uma olhadela às reações ao jogo (parece que quim fizer pre-purchase, pode ir jogando as betas) e a imagens e vídeos que são colocados Algumas imagens tão brutais, mesmo. Para quem quiser ver mais, tem aqui PVP: PVE: Shadow Behemoth Event Li +- por alto, mas até agora acho que está tudo a adorar o jogo lol. Só se queixam do lag dos servers e da falta de otimização do motor de jogo (altas máquinas não conseguem ter o jogo fluído). Mas acho que os criadores do jogo disseram que isso vai ser a última cena de que vão tratar, portanto, sbem Compartilhar este post Link para o post
Victarion Publicado 24 Agosto 2012 http://www.youtube.com/watch?v=D6XccPXb7Do ainda não sei o que pensar deste jogo. será que arranjo, será que não... Compartilhar este post Link para o post
Brian wolverine Dawkins Publicado 24 Agosto 2012 Se queres algo diferente do típico mmorpg compra este. É este o objectivo da ArenaNet. Eu vou comprar. Compartilhar este post Link para o post