Poll: What race will you be in Guild Wars 2?

Korten12

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Aug 26, 2009
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So for people who are thinking about or going to buy GW2, what race are you going to be?

I am going to be Human, may not be the most creative choice but I always love being Human in every game I play as it helps me relate to the character and since this one will have personal character development, that seems to be good.

OLD screenshots, graphics have been updated (I believe) since these.

Human:

Norn:

Charr:

Asura:

Sylvari:
 

L3m0n_L1m3

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Jul 27, 2009
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Asuran warrior.

Aww yeah, gonna bash some knee caps in now!

(But I'll probably play a human with a rifle.)
 

Korten12

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Aug 26, 2009
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L3m0n_L1m3 said:
Asuran warrior.

Aww yeah, gonna bash some knee caps in now!

(But I'll probably play a human with a rifle.)
I dont my knees caps hurt. :( lol.

I probably will be Warrior also, use a Two-handed sword.
 

AndyFromMonday

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I'll just stick to World of Warcraft for now but if I ever feel the urge to try out yet another MMO then I'll most likely pick the most alien-looking race of them all.
 

Korten12

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Aug 26, 2009
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AndyFromMonday said:
I'll just stick to World of Warcraft for now but if I ever feel the urge to try out yet another MMO then I'll most likely pick the most alien-looking race of them all.
that would be the Asura.

 

Feriluce

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AndyFromMonday said:
I'll just stick to World of Warcraft for now but if I ever feel the urge to try out yet another MMO then I'll most likely pick the most alien-looking race of them all.
Have fun with your bland aging mmo with no innovation (Did you see they just cut path of the titan and guild talents? The only new things besides more dungeons and levels in cataclysm.)

Anyway, For my first character I'll probably be either sylvari or human elementalist. Depends a bit on what the rest of the classes are going to be obviously.
 

AndyFromMonday

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Feriluce said:
Have fun with your bland aging mmo with no innovation
I'd love it if you actually supported your argument with evidence. With what will Guild Wars 2 innovate the MMORPG formula? (Or, giving Guild Wars 1, the multiplayer formula)

Sure, you might say "google is your friend", but it's not my job to find evidence for your argument.

Feriluce said:
The only new things besides more dungeons and levels in cataclysm.
And races, better use of the phasing system, completely redesigned mechanics for the "Old World", guild advancement, new mechanics for dungeon raiding, new and improved battlegrounds, the ability to "reforge" your weapons and add stats to it, rated battlegrounds, starting areas redesigned with the phasing system in mind to make them less boring


Feriluce said:
(Did you see they just cut path of the titan and guild talents? The only new things besides more dungeons and levels in cataclysm.)
Read above. Also, I'm sure they had a good reason to cut Path of the Titans.


Still, thanks for reinforcing the fact that fanboys exist on both sides of the fence.


Korten12 said:
that would be the Asura.
Is that a cyberpunk setting?
 

Feriluce

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AndyFromMonday said:
Feriluce said:
Have fun with your bland aging mmo with no innovation
I'd love it if you actually supported your argument with evidence. With what will Guild Wars 2 innovate the MMORPG formula? (Or, giving Guild Wars 1, the multiplayer formula)

Sure, you might say "google is your friend", but it's not my job to find evidence for your argument.
I assumed you at least had some knowledge of the topic of the thread you were posting in. I see I was wrong. Well, let me enlighten you then:

First of all, the old boring quest system is gone. No more talking to stationary guys with exclamtion points over their heads. Instead there is dynamic events and a personal story to facilitate character progression.

Dynamic events have the same core concept as public quests in WAR, but refined quite a bit.
The main improvement is that they're not just single events that loop constantly. Instead there are chains of dynamic events that have consequences for the world. For example:

Bandits are building a camp near a town. If you enter the event and help destroy their camp, the bandits will be gone, and cannot threaten the town anymore untill they try to rebuild their camp at a later point.
If however you (and everyone else) does nothing about the camp, the bandits will finish building their camp and eventually launch and attack on the city. If noone does anything still, the town will be taken over by the bandits, and if you wish to use the shops etc. i the town you have to help push the bandits out of the town again.
There will be a lot of these dynamic events scattered throughout the map, and they will all give the equivalent rewards so you do not HAVE to complete event X stage Y to get the reward you want.

The Personal story will function a bit like the storyline in GW in that some of it will be instanced. Especially your home instance. This home instance will change according to your choices during your story, and the story itself will change according to your choices. There is more to this but thats the core concept.


On the multiplayer side of things they're keeping the same style of pvp that was so great in GW1, and refining it. You will have access to all skills etc. as soon as you participate in this organized pvp so everyone be be on an equal playing field.
Furthermore they're going to add a world pvp system where servers with battle against eachother on large battlefields for resources and bonuses to your server.

Feriluce said:
The only new things besides more dungeons and levels in cataclysm.
And races, better use of the phasing system, completely redesigned mechanics for the "Old World", guild advancement, new mechanics for dungeon raiding, new and improved battlegrounds, the ability to "reforge" your weapons and add stats to it, rated battlegrounds, starting areas redesigned with the phasing system in mind to make them less boring
New races is not content, and it certainly isn't innovation. Its more of the same. Guild advancement was cut down a lot. No more guild talents and guild currency.
I see no new mechanics for dungeons. If you're talking about making 10 and 25-man progression paths equal then I dont really see how that can be classified as "new mechanics". New battlegrounds with more of the same boring pvp. The amount of innovation shown in these new battlegrounds is very low at best. Starting areas and old world redisigned: See "More dungeons and levels".

Feriluce said:
(Did you see they just cut path of the titan and guild talents? The only new things besides more dungeons and levels in cataclysm.)
Read above. Also, I'm sure they had a good reason to cut Path of the Titans.


Still, thanks for reinforcing the fact that fanboys exist on both sides of the fence.
 
Jun 26, 2009
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can't decide between asura or norn. Norn look rougey (my fave class) but asura are sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo....
cute.
[sub] i like cute [/sub]
[sub] [sub] don't judge me [/sub] [/sub]
 

Senrab

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Fallen-Angel Risen-Demon said:
can't decide between asura or norn. Norn look rougey (my fave class) but asura are sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo....
cute.
[sub] i like cute [/sub]
[sub] [sub] don't judge me [/sub] [/sub]
Norn look more barbaric and wild to me. Kinda like Vikings. I likey.
 
Jun 26, 2009
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Senrab said:
Fallen-Angel Risen-Demon said:
can't decide between asura or norn. Norn look rougey (my fave class) but asura are sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo....
cute.
[sub] i like cute [/sub]
[sub] [sub] don't judge me [/sub] [/sub]
Norn look more barbaric and wild to me. Kinda like Vikings. I likey.
good point to be honest i only looked at the one in the front...
I've decided then asura!
 

AndyFromMonday

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Feriluce said:
Bandits are building a camp near a town. If you enter the event and help destroy their camp, the bandits will be gone, and cannot threaten the town anymore untill they try to rebuild their camp at a later point.
If however you (and everyone else) does nothing about the camp, the bandits will finish building their camp and eventually launch and attack on the city. If noone does anything still, the town will be taken over by the bandits, and if you wish to use the shops etc. i the town you have to help push the bandits out of the town again.
There will be a lot of these dynamic events scattered throughout the map, and they will all give the equivalent rewards so you do not HAVE to complete event X stage Y to get the reward you
In regards to the example above. It's still the same thing. You still have to do the same thing and that is kill the bandits. Sure, it might be exciting the first time you do it but doing it multiple times just doesn't seem that interesting. If the majority of events are like the ones you described above then there isn't any innovation here. It's simply giving 2 options to do one quest, with both options being to kill a certain band of criminals



Feriluce said:
The Personal story will function a bit like the storyline in GW in that some of it will be instanced. Especially your home instance. This home instance will change according to your choices during your story, and the story itself will change according to your choices. There is more to this but thats the core concept.
So it's a Single Player game with the ability to Multiplayer.


Feriluce said:
On the multiplayer side of things they're keeping the same style of pvp that was so great in GW1, and refining it. You will have access to all skills etc. as soon as you participate in this organized pvp so everyone be be on an equal playing field.
But wouldn't that mean the lower level player with access to higher level skills would be inexperienced using them when compared to a higher level player with access to those skills all the time?

Feriluce said:
New races is not content, and it certainly isn't innovation. Its more of the same
How is it not content and how is it not new?


Feriluce said:
Guild advancement was cut down a lot. No more guild talents and guild currency.
Guild talents still exist except for the fact that they are now given in the form of talents through leveling. This was done due to the fact that players would automatically just choose certain talents over the others. For e.g. you'd much rather have "mass resurrection?" than "more gold drops on mobs".

Guild currency has been replaced with guild reputation. Depending on your reputation in the guild, you will have the ability to purchase certain items that are bound to the guild. You can read about the changes on Guild Advancement on wowwiki.com


Feriluce said:
I see no new mechanics for dungeons. If you're talking about making 10 and 25-man progression paths equal then I dont really see how that can be classified as "new mechanics".
New mechanics in the sense of how encounters play out. They have upgraded these mechanics in every expansion and I'm pretty sure Blizzard is not going to disappoint now.

Feriluce said:
New battlegrounds with more of the same boring pvp.
That is your opinion and nothing more. Besides, large scale encounters have always existed if that's your pick. Alterac Valley, Strand of the Ancients, Isle of Conquest and the upcoming Battle for Gilneas. New mechanics are in place for every battleground introduced.

Feriluce said:
Starting areas and old world redisigned See "More dungeons and levels".
That makes no sense. They're completely redesigning the level 1 through 60 areas in order to get rid of the grinding feeling the old world had. Stating that all they're adding is "more dungeons and levels" is completely moronic.

Now how about we stop arguing on this thread. We've derailed it long enough. If you want to reply then please do so in PM's. I apologize for not doing so with this post.
 

Ftaghn To You Too

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Nov 25, 2009
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Feriluce said:
I assumed you at least had some knowledge of the topic of the thread you were posting in. I see I was wrong. Well, let me enlighten you then:

First of all, the old boring quest system is gone. No more talking to stationary guys with exclamtion points over their heads. Instead there is dynamic events and a personal story to facilitate character progression.

Dynamic events have the same core concept as public quests in WAR, but refined quite a bit.
The main improvement is that they're not just single events that loop constantly. Instead there are chains of dynamic events that have consequences for the world. For example:

Bandits are building a camp near a town. If you enter the event and help destroy their camp, the bandits will be gone, and cannot threaten the town anymore untill they try to rebuild their camp at a later point.
If however you (and everyone else) does nothing about the camp, the bandits will finish building their camp and eventually launch and attack on the city. If noone does anything still, the town will be taken over by the bandits, and if you wish to use the shops etc. i the town you have to help push the bandits out of the town again.
There will be a lot of these dynamic events scattered throughout the map, and they will all give the equivalent rewards so you do not HAVE to complete event X stage Y to get the reward you want.

The Personal story will function a bit like the storyline in GW in that some of it will be instanced. Especially your home instance. This home instance will change according to your choices during your story, and the story itself will change according to your choices. There is more to this but thats the core concept.


On the multiplayer side of things they're keeping the same style of pvp that was so great in GW1, and refining it. You will have access to all skills etc. as soon as you participate in this organized pvp so everyone be be on an equal playing field.
Furthermore they're going to add a world pvp system where servers with battle against eachother on large battlefields for resources and bonuses to your server.
You're saying that quest objects can be destroyed? Good luck with griefing.
 

Ironboot

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I'll obviously try all of them, but Sylvari is the most interesting race. They look kind of fantasyish without straying too far from the human form and I like the nature aspect. The Charr are also interesting, but that's mainly because of nostalgia.
 

Feriluce

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Ftaghn To You Too said:
You're saying that quest objects can be destroyed? Good luck with griefing.
Quest objects? There is no quests aka. no quest objects.

AndyFromMonday said:
In regards to the example above. It's still the same thing. You still have to do the same thing and that is kill the bandits. Sure, it might be exciting the first time you do it but doing it multiple times just doesn't seem that interesting. If the majority of events are like the ones you described above then there isn't any innovation here. It's simply giving 2 options to do one quest, with both options being to kill a certain band of criminals
While yes, the dynamic events will have elements similar to quests in other mmo's that cant really be avoided. Its the way its presented that makes it new and interesting.
You dont get them from a stationary NPC, you go around the world (exploring or as part of your personal storyline) and you see something happening and choose wether you want to join it or not.
Furthermore the event is open to everyone and scales with the number of players, and when the event is done there is a change in the game world.
I'd say thats a lot better than talking to npc A, going out of town and killing 10 ever respawning bears and then going back to talk to npc A again. There is no change in the world, you dont have a feeling that you have change the world you're playing in.
In regard to the variety of the events. They're making it sound like the events will be very varied, but I guess we'll find out once we can get a better look at the game.
Generally A-net is good at keeping its promises though.

So it's a Single Player game with the ability to Multiplayer.
No it is not single-player. Most of the world is not instanced.

But wouldn't that mean the lower level player with access to higher level skills would be inexperienced using them when compared to a higher level player with access to those skills all the time?
Eh..yes? Just like new players in an FPS will be inexperienced? The playing field is completely leveled in organized pvp (not in world pvp mind you), meaning that it is only your skill that matters.

How is it not content and how is it not new?
New races = new models for your character. If you classify that as new content then I pity you.

That makes no sense. They're completely redesigning the level 1 through 60 areas in order to get rid of the grinding feeling the old world had. Stating that all they're adding is "more dungeons and levels" is completely moronic.
Yes, they're making it so playing 1-60 will be a new experience. However, its still the same formula they use. There is no new mechanics, just new leveling content. If you really like doing the same types of quests in new environments, then I guess thats good for you. Its just not enough for me and a lot of other people.
With regards to boss mechanics. A lot of them are recycled from old bosses as well.


Ironboot said:
I'll obviously try all of them, but Sylvari is the most interesting race. They look kind of fantasyish without straying too far from the human form and I like the nature aspect. The Charr are also interesting, but that's mainly because of nostalgia.
Well, they are quite interesting in that they're plants.
 

Brainst0rm

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The best thing I'm anticipating about Guild Wars is that you can get a maxed character with each of the races and not get bored. So I'll start with Sylvari, but I'm not really prejudiced. Every part of GW2 looks epicly awesome.